Mad_Dog_Dante
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Everything posted by Mad_Dog_Dante
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Isn't it perfect. Throw whatever concept in ranked arena for the steel hungry mob to swallow. 100/100 succes rate. We all know subs were a resounding success in ranked welcomed by players, and met with overwhelming enthuisiasm in random because they were 100/100 ready for random. /s What puzzles me is the rush they seem to have with adding all kinds of gimmicky crap into random. Subs, not finished, superships, not finished, arms race. It's like they are preparing for the perfect crapstorm
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Bravo WG (Satan container drop rates, CV spotting)
Mad_Dog_Dante replied to arttuperkunas's topic in General Discussion
Thanks, I probably expected these to have a simular tier system as the Xmas crates I read about. -
Which tells me the game mode itself has the simular problems like people yoloing because they don't like their odds. Whats funny about this is you consider stats frustrating for random, yet you use a noob monitor tool to assess if you should throw the game, based on stats. ^^ Anyway, i know arms race can be fun. I'd hate to see it mixed in the random mode, but I'm sure that will happen.
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Bravo WG (Satan container drop rates, CV spotting)
Mad_Dog_Dante replied to arttuperkunas's topic in General Discussion
What I mean is displaying the actual drop chance percentage per subgroup, as they mention there are subgroups, but didn't display the subgroup chances here as far as I can see? The article on the Xmas crates does mention 0.1 to 1 % chances on a tier X in various normal big and mega crates. These sub groups should to be on display in the shop as well. Right now the 12% is making it seem as if people have a 12% chance on a tier 7 or a tier 10 equally, which is not true as far as I'm currently aware. -
Bravo WG (Satan container drop rates, CV spotting)
Mad_Dog_Dante replied to arttuperkunas's topic in General Discussion
Thanks. That's a start, what we really need is the cheeky 'shortlist' chances per ship tier, as tier apparantly matters and the 12 % is a cumulative chance on a ship no matter the tier. -
Bravo WG (Satan container drop rates, CV spotting)
Mad_Dog_Dante replied to arttuperkunas's topic in General Discussion
Could have fooled me, then again I don't pay much attention to them. Anyone got a screenshot saved of that? -
I'm happy you found new love for the game. This new found entusiasm is why WG has been clinging on to developing gimmicks over everything else, which has been quite a decrement to the overall gameplay experience for me so far.
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Bravo WG (Satan container drop rates, CV spotting)
Mad_Dog_Dante replied to arttuperkunas's topic in General Discussion
Babysteps please ^^ Releasing the droprates in a blog: nice. Next step: droprates in the shop with the products. Blog piece on internal testing of something that should have been adressed 3 years ago: hopeful. But no points until the feature is in development and tested on the live server. -
Coal: Which ship should I get?
Mad_Dog_Dante replied to The_Angry_Admiral's topic in General Discussion
Quite surprising to hear as your entry to this community has not been the smoothest to put it mildly. ^^ I'd still suggest you hold on to your coal for now. The Salem is a hard ship to play well and could be quite frustrating. The Napoli is received as a fun ship in general, but again a ship that can be quite hard to get into the right position. If you feel up to the challange, i'd suggest the Napoli as it seems more flexible. -
Same thing here. Also, I've gotten way more value out of my special captains then most individual coal ships when comparing. I always used them constantly, lots of matches with them at the helmn. Most coal ships I played occasionally, some even hardly like the Thunderer. Bought 'because it would be removed hype', hardly seen combat. Waste of good coal for me personally.
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It is only useful on 1 silver ship plus a combo of premium ships. Switching Lutjens between 2 silver ships works as usual = pay.
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Since the captain rework you get a lot of mileage out of special captains if you have different premium ships you can slap them on since you can now build class specific. Marceau, lots of fun, but you probably should try french high tier destroyers first to see if you like them.
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Coal: Which ship should I get?
Mad_Dog_Dante replied to The_Angry_Admiral's topic in General Discussion
According to people answering your question, no. No she's not. -
Well put. There is market demand for stupid. My guess is that after failing at half a dozen new IP's they decided the bag of stupid should be carried by this IP instead. Such a shame.
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You can if it concerns chlamidia. ^^
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Most planes have a smaller turn radius then most ships lol. Did you know it gets even smaller when you throttle down at lower airspeeds? If you can't out turn a BB in your planes you defenitely have weird issues the rest of us don't have. Who's narrative is supported by fiction here? If you want to play BB, cruiser or DD succesfully other then mediocre or bad, you need to take many things in consideration as well: position, team locations, type of ship, type of guns, armor schemes, gun calibre, gun arcs, gun range, island cover, escape routes, tactical options, map awareness, being shelled by multiple enemies, types of ammunition used by these enemies, angle towards these enemies, HE and AP shell penetration, torpedo ranges and leading, radar, hydro, smoke, speed- torpedo and gun boosts, sub pings, as well as carriers attacking you from the air, the list goes on. So the load is actually more and possibly sending you to port as well. Carriers dont have this much on their plate most of the time. ^^ Carriers have been taken away from people that stellar multitaskers and redesigned for people that are crap at multitasking, like you probably. It's really sad how Lesta has mutilated this specialized class. And you are telling us it is still way too much? Looking at your performance over the last 21 days, I don't understand why you would argue BB DD and cruisers are easier to play when you have your highest WR in carriers: 'great' by a 10% margin where your BB, DD and CA WR lags behind at 'below average' to 'bad'. Carriers are easily your best performing class type this month. Which begs the question: aren't carriers overperforming when compared to other classes in your case?
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Teammates don't ignore Destroyers By Faceoff, 51 minutes ago in General Discussion But they do. By Europizza, 103 years and 34 days ago in WTF guys.
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Yep, the 'mini guns' are the continious damage bubble, I've already explained and adressed this. That is not the AA type that insta deletes your squadrons. First learn to avoid flak. You will have more HP remaining to deal with the contious AA bubble while dropping your ordonnance. Yes, you should be avoiding strong AA ships as long as you are as bad at mitigating damage as you seem to be. Once you get good, you can attack strong AA ships and even right out kill them. There are plenty of ships that have bad AA that you can attack. I'm not sure why you assume you should be able to attack everything everywhere just because you are in airplanes, and bad it it I might add. Right, DD's launching torpedoes at range is not the same as aerial torpedoes drop at 3 km. It's actually harder to predict and hit ships at longer ranges. Planes can constantly manouvre to mitigate target movement. It's way easier. Some DD's can outrun some aerial torpedoes. When that happens you dropped them poorly and the DD is playing properly. Why should you be rewarded playing poorly and everyone else that is not you be punished for playing properly against your wall of missing skill and inability to learn? WG already accomodated to your type of player massively and has ruined their own game because of it. When dropping 2 aerial torpedoes, hitting a DD with 1 is already a good result. You don't need to hit them with 2, since most DD's have crap AA and will be unable to prevent you from attack a second or even 3rd time. I am sure many of these things are beyond your comprehension, really. WG tried to balance carriers around players like you. It turned out the skillgap between you and an average player is huge. So WG nerfed carriers for 3 years onward because people that actually think just a little bit while playing these carriers kept overperforming and influencing the game in a very bad way. Pro tip: once you learn these things you no longer have to think about them. You do them automatically. That is what learning and training can do for you. Amazing, right?
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Addendum: we already had a 500 pages long carrier specific thread and another 50 pages long one which were swept under a heavy red rug ^^
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I'll humor you one more time because this is funny to me. I don't want your nonsense to go unrefuted by useful information. AA in WOWS consists of roughly 2 elements: flak burst damage and a continuous AA damage bubble. Flak damage is responsible for deleting squadrons almost instantly, it means you are flying into the black puff clouds which are a visual representation of the flak damage burst area's. An important manouvre skill any carrier player should develop is understanding how flak is spawned in relation to your heading and speed and how to avoid burst areas and manipulate flak spawning by using WASD and mouse movements. It is a doable skillset one can learn very quickly within an hour. You can also learn to use plane boost to shorten the time spent in continuous AA which is unavoidable. But you'll have to want to learn it first. Which you don't. So you'll keep losing sqaudrons to flak bursts. Great! For everyone else ^^ Situational awareness is another trait carrier players need to embrace, which means understanding and even predicting at all times where ships that can hurt your squadrons are, even unspotted ones. It means you keep track of which area's are safe to traverse and what area's to avoid and build an understanding of how ship types and players behave in general. Yep, you can't attack and fly around willy nilly, and if you make mistakes you should be punished for them, like everyone else is, which in carriers usually only means you'll lose some planes. Boohoo. But your carrier hull will still sit somewhere safe so you get a chance to make mistakes again and again, which in all fairness, you seem to do a lot. DD's have no torpedo arming distance? DD have torpedo arming distance though. Really. You not only seem to have a very limited understanding of game mechanics, but false ones. Carriers drop their payload almost right on top of targets and have 100-180 knots planes to deliver their ordonance freely from any angle, they don't need 90 knots torpedoes. Again, you lack target prediction skills. You can train to learn to hit DD's with torpedoes, but it's not a low level skill. A trained DD player can make it very hard. Bad DD players are easy to hit with areal torpedoes though. What I understand from your complaints about carriers above all is that you lack predictive skills on all ordonnance - rockets, bombs, skip bombers and even your beloved torpedoes. A bad DD player will not outperform a good carrier player. A bad DD player will outperform you. Because you are not a very good carrier player. Not because you lack playtime, but because you lack the mindset. Also I have a 200% winrate according to my sig. Fact.
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Thats funny because my argument is for you to actually learn to play carriers. To have counter arguments require arguments from you in the first place, you have none, let alone 'facts'. But I'll indulge your litle whine. Here we go: AA instantly whiping out your squadrons = being unable to dodge flak: player issue. Ask around. Carriers without torpedo bombers suck = you are unable to effectively use bombers, rockets and skipbombers. HE and AP bombs are crazy good. Rockets need a lead these days instead of easy noob mode, L2P. Skipbombers are the new rockets: powerful and easy to use effectively. DDs having crazy high AA damage wut? If you get deplaned by a DD, you are chasing the wrong DD. Git gud. Cruisers with 4 km air detection range? Exaggerated nonsense. All DDs having 2 km detection range? BS. Not a single one has that. Torpedo speed even maxed out what? Gibberish. Yup, DDs are hard to hit with rockets these days for most players, so what. Spot them, harass then, torp them, HE bomb them, skipbomb them. Will a poor carrier player be very succesfull against a good DD player? No. Nor should he be. Again, git gud and stop blaming your inexperience on carrier nerfs and stop insulting people who would be happy to help you if you werent so abrasive and presenting player issues as balancing arguments or exaggerations as 'facts'.
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O god. I didn't realize. You think carriers are broken like in underperforming and AA is way too powerful? How about you L2P perhaps? <---- Fact.
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I'm didn't say carriers are OP. They were totally OP at 0.8.0, stupidly broken and stupidly strong. Hence all the nerfs Wait... Did you just say carriers are bad? . . . . O my god, please save me
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Warships in 2022. What do we think it will be like?
Mad_Dog_Dante replied to Bear__Necessities's topic in General Discussion
I've stopped playing randoms almost completely this year and am satisfying my remnant cravings for ships by playing each and every one of them harvesting stupid celebration tokens in coop. I never thought I'd sink this low because I think WOWS coop is about as stupid as any sub par online game can get. But random/ranked/etc matches infuriate me, as the stuff thrown into it gets more broken each release up to the point where I only played a handfull of ships. At least while farming stupid tokens I get to see all my ships at least once without getting depressed as fk about the state of humanity. -
It's not that strange once you recognise how dysfunctional Lesta's design and producers team has been these last years. ^^ The carriers were broken, rushed and stupid at 0.8.0. WG has been trying to fix their doodoo by adressing damage output mostly for 3 years now, which is made them even more boring to play which I didnt think was possible. Lesta basically pulled carriers fangs and replaced them by blunt dentures. A class, that could have been a glorious specialized strategic unit, became a DOT spamming amoebe aimed at the lowest possible denominator. Still capable of ruining gameplay mind you, by casually spotting half the map as a side product to sniping and harssing their preferred targets that are actually engaged in pvp fights, enforcing the rest of the surface ships to blob up (often mistakenly referred to as 'teamplay') while sitting in a stupid little corner of the map or behind an island. Yep, the glorious solution against island camping and static gameplay, is island camping itself. The funny thing is, some people think that is perfectly fine gamedesign lol.
