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Exocet6951

Weekend Tester
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Everything posted by Exocet6951

  1. DDs are my third most played class. So much for that generalization. I used to feast on DDs with a T9 Baltimore and its 9.5km with 9.1km radar. All I had to do was sailing forward, wait 3 seconds after being spotted, and lo and behold, spotted DD mid turn. Now it's being done with ships that have twice the DPM. And since you oh so ungracefully pushed the conversation into teamplay, where exactly is the teamplay in your DD capping and spotting for his team randomly getting blapped? Where does that fit in to your very narrow minded visual?
  2. *edited* Also, lol at the Wooster nerf "will give a chance to the destroyer to take evasive action, spot the ship ahead of him, and to get away from the area of the Surveillance Radar" 500m to do a U turn while a 33 knot cruiser steams towards you. Yeah...Still razor thin margin.
  3. Exocet6951

    Which is your most hated camo by looks?

    I don't mind kitsch like USN top kek camo. I don't mind over the top paint jobs like the national ones. What I dislike are dreadfully boring and ugly monochromatic crap fests like "back to school"
  4. Conqueror punished when going broadside? Oh, I guess we're just recycling the good old German BB "takes massive damage when broadside" meme. KGV has the same damn problem. Sure you'll do the occasional 20k salvo on one....but the same salvo on a Nagato would be a triple citpen that removes it from the match almost instantly. So no, RN BBs aren't quite easy to destroy. BBs were made with citadels for a reason. AP shells were designed around citpen damage for a reason. Telling me that a ship that's only ever going to take a third of the damage per hit where another with a citadel that's not a detachable submarine would take full damage is not more resistant is not only disingenuous, but it's downright farcical and ignoring the entire basis of the AP shell design, which is only the biggest damage dealer in the game by a LARGE margin.
  5. Yeah, making submarines and countless events is SO MUCH MORE IMPORTANT than raising a few citadels, increasing accuracy, buffing AP and nerfing HE. Completely unreasonable to ask WG to stretch a module 50px upwards, tweak: sigma, dispersion, krupp, HE pen and HE damage. Gotta add more Halloween and April fools events, Stalingrads and premium ships. Who cares that you can have ConqERRORS and KGVs just sitting broadside at 18km, somehow shattering half the shells you fire at them, and at best of times getting a 15k salvo on a BB making a critical mistake, while they just clip you with a shell or two and smash literally a quarter of you AA per hit.
  6. Exocet6951

    Fed up

  7. Exocet6951

    how to Roma

    Roma can weave in and out of detection, all while tanking return fire like a boss, something the NC can't even hope to do. That's it's real strength.
  8. Exocet6951

    Roast the previous poster's stats

    Vilkommen in das World of Warboot forums. HUMOR IST SEHR VERBOTEN
  9. Exocet6951

    sweden ship

    You know, I often see on reddit people laughing at Americans for believing what they read on Fox News. Then I see garbage like this where Europeans actually bite bone deep into the **** apple that is Bush-era propaganda, and I realize that we're collectively probably even more dumb. Buying into your own government's propaganda is one thing, but buying into another country's propaganda from the 2nd most incompetent governments in the history of that country? Jesus Christ that's next level stuff.
  10. Exocet6951

    I lost my game, and not to players...

    That's completely subjective and arbitrary. A Gearing spamming torpedoes from 16km away is somehow more engaged than a CV 12km away behind a cluster of islands? Or is there a threshold we should know about? But in that case, how do you measure CVs losing planes to attack while a passive DD is not losing a damn thing? How is one not present despite actually losing fighting capability, but the other is present despite never being in danger of being spotted?
  11. Exocet6951

    I lost my game, and not to players...

    Counterpoint: torpedo boats. Your move.
  12. Exocet6951

    HARUGUMO

    Don't let facts get in the way of a good argument /s Interestingly, I'm getting good hits with the Kita, by virtue of the sextuple launcher having angles so ****ing wide that I can accidentally hit the ship behind or in front of my target
  13. Exocet6951

    What is the "flavor" of the new RN DDs?

    Counter point: Russian gunboats have torpedoes that are actually effective in an ambush, and good guns. What you are describing in bold is nothing you couldn't do in a Farragut, but with one extra gun and more team oriented smoke. In fact, it's worse, since all you're doing is explaining how you're just fighting a long retreat, hoping someone : A- gets close enough to your smoke fast enough for you to torpedo them B- you haven't failed doing so in the previous minute, because your oversized torpedo launcher for T6 is still reloading its ineffective torpedoes for T6
  14. Maybe they've started realizing that taking on 3+ consumables on every new ship is strangling the ingame economy for players who don't abuse premiums+flags+camos like others (*cough* thanks for the 20-30k free xp games WG).
  15. Exocet6951

    I lost my game, and not to players...

    So what, remove that, then it's DDs that are the most influencial. What then? Remove DDs because they're playing a different (stealth based) game? Also, people complaining about current CVs stacking damage, and lauding the CV rework:
  16. Exocet6951

    Level of play - Perception?

    Like it's done for the weather and for trafic, I'm going to start doing a predictive weekend's level of gameplay barometer. "Patch day, missions and a weekend? It's going to be a rough one out there, with a rating of 8 keks out of 10. Bring your umbrellas!"
  17. Exocet6951

    BB AP full penetrations on DDs

    That argument went out the window the instant they rolled out both reworked CVs AND submarines. Let's just start with regular pens then. They have had 3 years. Entire games with more complex mechanics have been developed in less time than that. Unacceptable answers. You can't tell me "give them time, it's a rebalancing !" and then at the same time pull out a completely new class with completely new mechanics out of nowhere.
  18. Exocet6951

    What is the "flavor" of the new RN DDs?

    Almost as if you're completely resting your argument on "you can turn, accelerate and stay hidden" , and completely ignoring the ability for this ship to deal damage. Or lackthereof. A T6, 2x5 bad torpedoes is a liability. All the smoke in the world won't save you if you're literally unable to do so much as engage a bloody New York that's sailing 5 degrees away from you. Because that happens. Right now, T5 to T7 are missing either better guns, or different torpedo layout, because right now it's a liability for them. I mean, compare the Gallant and the Icarus for god's sake. Apart from the "I can sit on a cap zone and not get torpedo'd, but I can't really attack others either so it's a weird status quo where I just annoy people", in what universe do you justify playing the Icarus over the simply superior Gallant? And that exclusively because of the better torpedoes, which gives it that flexibility that multipurpose DDs absolutely need. As it stands, Icarus and by extension Jervis are multipurpose DDs that can't effectively torpedo BB/CAs. Nor can they smoke up allies, because that short smoke is purely self serving, so on top of that you even lose out on the team oriented gameplay. So yeah, poor ships for the sole reason of having been uptiered because of the amount of torpedo tubes, and (justified) unwillingness to give them good torpedoes.
  19. Exocet6951

    BB AP full penetrations on DDs

    Bumping this thread to point out the fact that it's been 3 years (more if you count the beta) that DDs can lose half of their HP to a single AP volley from the class they're supposed to counter, but no fix. Not even an interim fix. In those 3 years, WG has had time to: -Rework CVs -Make submarines -Introduce 13 branches -Break over 100 premium ships in game -Rework internal ballistics causing BBs to get citpenned, then fixing said BBs getting citpenned "bug" after 2 weeks -Introduce a specific DD counter (radar), buff the radar cooldown, then give out radars to everyone and their mothers with the new ability to stealth radar now -New consumables such as main battery -New plane weapons like rockets and AP bombs -New game modes including PvE operations -Ranked battles, clan battles, clan headquarters, etc... And yet, despite it being confirmed as an issue by WG staff, I can still lose 75% of my DD's HP by a single AP salvo from the class I'm supposed to counter. The only news we have ever had about this was one dev post about how they tried a half-assed solution that (surprise surprise) caused even more problems than it solved. So WG, how about you make actual progress on it, and failing that, at least keep us informed, because this is getting downright insulting.
  20. Exocet6951

    What is the "flavor" of the new RN DDs?

    Smoke, manoeuvre, trap. They're excellent at spotting, that extra smoke and their difficult-to-hit nature makes them great for pulling other DDs into knife fights where Quintuple torps make one heck of a difference. Except that no, it doesn't work that way. DDs don't naturally rush at 3km of each other waiting to be hydro'd Your theory crafting simply doesn't work. The "short smoke, defensive hydro and below average firepower" is strictly incompatible with slow reloading, slow max speed, low range torpedoes. The current closet thing to RN DDs are German DDs, and the latter past T5 work with short smoke and hydro because they have potent guns and quick torpedoes with reasonable range, that reload quickly. You can actually shoot and scoot. Current RN DDs between T5 and T7? They have neither the guns to make use of the smoke, nor the fast torpedo reload, nor the aggressive hydro. There is no mobile defense. The slow reloading torpedoes and poor guns at range prevent that. But there is no aggressive play either, the short smoke and simply below average firepower prevents that. Theorcycrafting can only get you so far. Actually trying to use slow, 7km torpedoes on quintuple launchers at a tier where most ships turn very quickly is a pain. Nothing short of a pain. Which is why the Gallant is such a fun ship, but the Icarus is just....not a good fit. Those quintuple launchers make it sacrifice too much for the tier it's at. Now the T8 changes that a bit as you get 6 better guns, faster torpedo reload with slightly better torpedoes on top of the concealment module, and T9 and T10 are in leagues of their own. But T5 to T7? Pointless grind obstacles. I see no reason to play the Jervis when I can play the Maass.
  21. Exocet6951

    What is the "flavor" of the new RN DDs?

    After playing the Icarus, the flavor seems to be "misguided" I'm not seeing the point of 2x5 meh torpedoes with huge reload times and below average guns. At this point, giving it 2x3 torpedoes while keeping everything the same except for lowering the reload time by half would be a significant improvement already. Out of all the RN DDs, couldn't they find one that fit T6 better than a ship with some of the attributes being T4 values, and others being T8, averaging out in some twisted logic to T6?
  22. Play the game, get silver kopeks, spend them on Warspite, get 2 months of premium plus some extra to dismount modules. As for the gold kopeks? Ignore them. They might fetch a few thousand credits a piece when they expire.
  23. Exocet6951

    HE spam is the meta 2018

    You can't talk about your own enjoyment, then call it a fact. That's insane. What more do you need? "Stoke the fire" simulation?
  24. I can attest to that working quite well. RIP all those RN CLs when I started playing the Kaiser
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