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Everything posted by RAHJAILARI
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What blatant and unconciable heresy! You fiend.... One simply cannot just drink planes... Well, except for the B52 apparently...
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HEY! I resent that.You can never spend too much on beer.
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I don't know lad. Shima can plant just one for 23k total... Of course Shima's torps are easier to dodge. But in principle, if there's only 1 squad at a time and 2 torps, they can be dodged also. Spent lots of time in Atlanta dodging those just this Sunday and only 1 hit with 56 planse shot down in exchange so it is not impossible to evade, if you take immediate action and sticking with other ships helps your AA a lot. Also CV's must be given some chance to do something in this game after all and I do not begrudge them that possibility as long as it is balanced somehow, you know, just to be fair...
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Thanks for the details, never knew any of that since I'm no CV player - But that penalty seems a tad excessive even to me. After all CV's are pretty useless without any planes.
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I do not understand why they do not just give CV's planes according to the battle tier instead of tying them to a particular ship. For example, if it's a tier 8 battle all CV's (including the unfortunate tier 6) would have tier 8 planes. Problem solved, simples. Only difference would then be the number of reserve planes available for each.
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Signals for Credits: Coming soon to the Arsenal
RAHJAILARI replied to ___V_E_N_O_M___'s topic in General Discussion
Reheheheaally?!Most excellent, incidentally - I do have a couple of credits to spare... -
Ahaa! So there is a time delay then? Innderesding, makes sense though. Thanks for clarifying.
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Does it matter? As I understand it CV's now have infinite number of planes (granted, I maybe wrong but), so it's not like you'll run out of planes at some point. Just launch a new squadron.
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I'll stalwartly continue to refuse accepting responsibility for anything I do not actually get paid for. I only complain for free...
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Weeel, what I would like to see, is the ability to award every 19, point commander a player has just 1 selectable buffed skill. Oh well, one can always dream.
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Well I voted for rework with cnages but I really am of 2 minds about it at the moment. I think I finally figured out how to AA with this thingy, so I guess the new CV's might work out in the end. However, that said. Much needs to be done. If the planes stay as lightning fast as they are now, their numbers need to be limited to 1 per team to make DD play possible again. In this sense it might as well be the old RTS CV's as well, but with some modifications perhaps. CV's are an integral part of WW2 era naval battles (and in any case without them, what would we use the AA for? That would make strong AA ships pretty much superfluous. My suggestion would be some sort of a "Hybrid" solution, (it has already been suggested in another thread), which would basically return the RTS, but with some amendments: 1) 1 CV cap per team. 1 squad manual attack at a time just like now. 2) Number of squads limited to 4: 1 Dive bomber (strength 6 planes), 1 fighter/rocket(4) and 2 torp bombers(4 each). This should remain the same for all tiers, the main difference being the number of reserve planes carried on board the CV. please see point 7 for further details... 3) CV player could do a manual attack 1-by-one in turn for each squad, which would then automatically return to CV for a reload. OR 4) CV player could auto-drop just like in RTS carrier play (so cross-dropping torps would be possible), no more strafing for fighters. 5) Currently "Inactive" but already launched squads would just circle above a point selected by player on the map until selected for their attack run. 6) Using auto-drop CV could launch all planes massed against a single target which would result in smaller plane losses but also have smaller chance to cause damage per squad (because DUH, auto-drop) but of course, this is compensated by the fact that a massed attack by all planes, even with auto-drop would probably score multiple hits, when planned correctly. With manual attack 1 squad at a time only and perhaps with increased close range AA effectiveness for the target (This would probably help DD's somewhat) resulting in higher plane losses but also higher chance of multiple hits per squad. 7) Airplane numbers carried by a CV should affect plane replenishment rate, so once the all the CV's carried planes have been shot down, they would still be able to replenish their squads to full, but at MUCH slower rate. This would make AA ships relevant again and induce some tactical thinking among CV players instead of just mindlessly spamming endless streams of planes against anybody like there's no tomorrow. 8) It should be possible to use consumables and steer CV's manually just like before. The current system makes no sense whatsoever, might as well have a permanent airbase on each map and be done with it... 9) And while we are at it, CV AA and secondary ranges could be made a tad longer so they would gain some increased utility and ability for close-defense. Well, those are my thoughts on it anyways. Feel free to comment. CHEERS! Oh yeah, forgot 1more ..: 10) The planes a CV is carrying should always be the same tier planes, as the top tier ship in the game. So even if a CV is Ruyjo in a tier 8 match, it should field tier 8 planes. The main difference between Shokaku and Ruyjo then being the initial ship stats and the number of reserve planes carried on board. More planes = faster initial replenishment until planes run out, then slower (-50% perhaps) squad replenishment rate. This way lower tier CV's would still remain relevant even, if bottom tiered, but not exactly equal in effectiveness to the higher tier vessel in overall performance.
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What Were Your Greatest Gaming Achievements Today ?
RAHJAILARI replied to Hanszeehock's topic in General Discussion
Finally figured out how the effin' AA works in this thingy (kinda)... -
KRHMHM LAD.. @IanH755 That was probably a bad mistake. Observe item No:5 in the next updates lis on WG news page: "Finish the development for CV bots (Cooperative Battles)" So the CV's will be back at Coop and day now and you'll just end up buying back all those sold modules and updates at twice the price you sold them for.
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To the person who approved the CV changes...
RAHJAILARI replied to idkwidlol123's topic in General Discussion
Luckily we know that already, here you go...: There is a reason they call it that, after all... -
To the person who approved the CV changes...
RAHJAILARI replied to idkwidlol123's topic in General Discussion
Uhhh... You maybe right there, though it is hard to imagine. Guess I just lack imagination there. OR WG could just tell their devs (apparently Curly, Larry and Moe) to quit foolin' around and try to concentrate on what they are doing for God's sakes... -
HEEY! That's discriminatory profiling, you know. I always wanted to be an Ent.
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Captain skills and equipment to use against planes
RAHJAILARI replied to SirAmra's topic in General Discussion
Yet another brilliant plan, be you perchance related to the famous military mind and poet Baldrick in any way, good Sir? Was planning to do the same in my Hiryu but ALAS that plan was foiled, as Hiryu is no more. Sniff! Mebbe I'll have to upgrade to Shokaku then.. -
Captain skills and equipment to use against planes
RAHJAILARI replied to SirAmra's topic in General Discussion
That was also my plan exactly... De-spec caps, a small gaming break and wait-see what happens then re-spec once the dust has settled and something definite is known. A Brilliant plan mate! -
Yubari, the plane swatter is nerfed again?
RAHJAILARI replied to Akula971's topic in General Discussion
Yeah, it is as I feared too. Quite disheartening, considering that I am an avowed IJN fanboy and have so far enjoyed my navy, even given the basically crappy AA. But to make it even worse will make their entire ship lines (except for CV's, I presume) close to unplayable. Uhh.... -
2 things the MOST wrong with this update: 1) The new AA system is a hassle, unnecessary and absolute rubbish. The fact that long ranger AA cannot shoot within 3km is ridiculous, change it to just being 50% less effective at short ranges instead. 2) The sk. "Bug Fix" for detectability change, when breaking direct contact is extremely counter-productive and will make mid-range and aggressive Cruiser play quite impossible even for good players (how is anyone supposed to "hunt" DD's or provide close support ot own DD's when there is no way for a Cruiser to operate and survive anywhere near the cap zone) -> Result will be increased campfest, please revert it back, as it was ASAP. On the positive side CV play mechanics itself is just fine, no complaints there. A pity about the uneven tier carriers though. I liked my Hiryu and would have preferred to keep it. Also reduced number of ships and the resulting lack of ship variety will make CV play less immersive interesting.
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That just ain't right...
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Brilliant! That was also my plan exactly... Hehehe!
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I have understood that they nerfed long range AA so that supporting other ships with your AA is practically pointless? Could be wrong tho, but that's the impression I've got from one of the previous CV rework AA discussions. Could someone confirm this?
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Weel, I guess the trick there is noticing that people do not tend to give lots of feedback on game features they universally feel to be working just fine and with which they are already happy with. So that could be considered a good thing then.
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It is a Sverdlov-class Soviet Cruiser sold to Indonesia during 1960's - kinda like Kutuzov now in the game, but prolly somehow slightly altered specs.
