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RAHJAILARI

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    [ONE2]

Everything posted by RAHJAILARI

  1. RAHJAILARI

    Fun and Engaging?

    Ahh yes @Profilus, my friend thanks for the irrefutable evidence - Prosecution rests utterly dumbfounded and sees no option but to stick with its previous statement(s) (both of them) on this matter...
  2. RAHJAILARI

    Fun and Engaging?

    Yeah @Aotearas, I've said it before, but I will say it again... You guys are obviously stark raving mad... I would never have the patience, regardless of whether the sk. benefits are irrelevant or not. But yeah, my hats off (both of them) and a deep bow to your infinite pools of patience.
  3. True all that @AnotherDuck , that is why I am using the ype93 mod. 3 in the first place and you are right the trade-off in range does make it a somewhat questionable choice. But then again, I have dedicated19 point captains in both ships so why not and I haven't really noticed any reduction in the frequency with which I am able to fire torps or get hits either (well, similarly I also cannot definitely prove that it helps - EhHeh!). Though admittedly, I do seriously question my choices every time I bump into any radar-equipped Russian Cruiser... I guess the most important effect might be psychological one on myself actually. I am not so much tempted to try to launch torps from afar, when the range is somewhat limited and tend to go closer, so that may be why I get the hits and might actually get the exact same number of hits even without the acceleration skills as well...
  4. RAHJAILARI

    HMS Hermes

    STOP SCARING ME!!!! @Procrastes Nooooooooooooooooooooooooooooooooooooooooooooooo!
  5. Hmm, I have had some nice successes using the Type93 mod. 3 torps together with the Torp Acceleration skill in both Shima and Yugumo. The added range (9,6km) is useful, especially when you have radars in game and pack just a leedle additional punch and also have just slightly better concealment. They seem to be able to surprise many unawares. Of course, a true samurai would use the F3's WITH Torpedo Acceleration for truly epic banzai charges and undodgeable torp salvos of doom and see what happens then, but I just haven't gathered up the raw courage to try that yet... Has anyone tried BTW? I am very curious....
  6. RAHJAILARI

    Fun and Engaging?

    @Profilus Dude! Really? You're MAD, I say... MAaAaAAAAADD! . ...................... But of course, I mean this in the best possible way, good Sir...
  7. RAHJAILARI

    Fun and Engaging?

    Must admit I am a bit confused about all that...
  8. RAHJAILARI

    Fun and Engaging?

    True dat, but our friend @Aotearas seems to have already 99? He could get any he wants i guess...
  9. RAHJAILARI

    Fun and Engaging?

    Guys, you know you can just exchange the duplicates for any collectible still missing from your collection right? Just click the empty collectible's space with your mouse and select exchange or some such and you will exchange 4 duplicates to get the last missing piece....
  10. RAHJAILARI

    [Therory crafting] After Musashi...?

    Kitakami would probably be OK, IF it was limited to a maximum of only 1 per team just like the carriers. I would certainly be interested in giving her a whirl and then probably keeping her at unused in port duty for years... However IJN TONE is the 1 ship I really want to see and have at some point and the sooner, the better...
  11. Ehh.. I had the misfortune to bump into our @ColonelPete in my Graf Spee while he was giving his Nelson an outing recently. Of course, perhaps needless to say the encounter did not end well for me, but I can't really complain - Still managed to get 50k+ damage before he finally caught up with me = I went down, so fair enough. Mr. Pete did annoyingly well too (oh well, obviously). Well done BTW Colonello. Just don't go with the Rebs next time pls.
  12. Hhehehe! Well put. I keep having the exact same problem myself on occasion. Would sometimes be nice tho, one can dream...
  13. Since we always seem to be getting complaints (and not without good reason, mind you) about MM and also about playing bottom-tier in matches (strangely no-one seems to complain about being the top-tier?). How about the following ideas to ease the burden on Matchmaker, as well as to balance out and improve gameplay in general... Oh yeah, I did write them down before in another thread, but it seemed that this topic should have its own so here goes, my apologies for repetition. Bottom-tiered ships in any battle are basically there just for cannon-fodder and HP-farming for the top tiers with no actual chance of impacting the game or performing well (try playing any non-premium tier 8 Cruiser or BB in tier 10 game, if unsure what I am talking about). A notable exception to this rule are the DD's, due to their stealth and torp combination, a tier 8 DD is still able to perform well even when uptiered, which is not the case with any other ship class. Of course, as usual this is due to poor game design (WG just hasn't given this any thought and does not see it, as a problem - perhaps they do not play their own game or some such). No provisions at all have been made which would provide bottom-tier ships any kind of a niche in any game within which they could perform well aside of sheer dumb luck. They have no advantage in HP, stealth, in shell fire.chance, armor, agility, range or speed. So basically all one can expect is to get a paddling with no hope of a reprieve almost regardless of the player performance (unicums and supers exempted here). Of course, it does not have to be this way, the game could provide some reprieve for bottom-tier ships, which would enable even an average player to get some positive result, even when bottom-tier. For example, as follows: 1) Game could be designed so that bottom-tier ships (being obviously less powerful and therefore also physically smaller) would always have better base-concealment values, that their higher-tier cousins (yes always - all ship classes). This would at the least allow them the theoretical advantage of firing the first salvo (make it count though, as after that you might still be dead fairly quickly). I know, it's not much but it is SOMETHING to go by at the least. 2) The base agility of ships, as reflected in terms of turning radius should also be better for lower tier ships in general, so they would have at the least some chance to "dodge the bullet" occasionally instead of just providing a basically immobile target. This would also make for a potentially bone-chilling fun gameplay. 2) The base fire chance should be the same for all ships (currently this % very strongly favors the higher tier ships) regardless of tier. 3) The "Bloom effect" should be set to be at minimum the same as the main battery reload time and the Concealment System Modification upgrade should be made unavailable for all battleships (yea, I know that BB players will hate this, but the concept of a "stealth BB" makes no sense whatsoever). This would also, give Cruisers a little something to survive by, as opposed to being immediately insta-killed by a horde of BB's in every high tier game. 4) Make the smaller tier planes (them being smaller, you know) harder to hit with heavy AA guns. So only close range light AA would be fully effective against them. This should give CV's some chance to get results, even when playing bottom-tier methinks. This rule could be applied, as follows: top tier CV -> all AA is fully effective, mid-tier (tier 9 in a game with tier 8-10 ships) CV -> close and mid-range AA is fully effective and finally bottom-tier CV -> only close range AA is fully effective. The reduction in heavy and mid-range AA effectiveness could be somewhere in the range of 25% to 50% for example (this would have to be play-tested to see where iot balances out, if course). These changes might improve gameplay overall and also offer even the bottom-tier players some ray of hope to get a result out of the game. Admittedly, all this would not radically alter the game itself and bottom-tiers would still remain at a massive disadvantage, but some slight improvement is clearly needed anyways. This could work. Soo what'cha think guys?
  14. RAHJAILARI

    Rebalancing Tiers to improve gameplay

    Hhehehe! I would certainly like to see that too. Now our dear Unicums, challenge accepted and post the replay so we can learn that too?
  15. RAHJAILARI

    HMS Hermes

    Personally, I am somewhat apprehensive as to what gimmick exactly is WG going to pull on the poor things. I do hope they will just make them solid, good'ole basic carriers with sound plane loadouts and appropriate British planes but I keep having some lingering doubts tho.... Like maybe AP bombs AND DW torps? The GZ disaster multiplied by 10?
  16. RAHJAILARI

    HMS Hermes

    Yeah, @T0byJug I am familiar... I have always found it rather mystifying that we are completely lacking an RN DD line up to now. In fact, that was one of the very first things I expected to see, when I started playing this game way back when.
  17. RAHJAILARI

    HMS Hermes

    Yeah, damn this is getting depressing... Maybe they should just add land-based Zeppelins to the game and be done with it.
  18. RAHJAILARI

    HMS Hermes

    OH NOES! What a horrible thing to say. let us hope that will not happen, an RN DD line should be mandatory. They had quite enough for 2 lines in fact. let's just hope they will not be too gimmicky. Err, OK on second thought, looking at the past RN ship lines that hope may be rather faint...
  19. RAHJAILARI

    HMS Hermes

    I would not be surprised, if they released the Brit CV line this year or early next year by the latest. CV players do need some more variation too and the Brits are pretty much the only country left, who did possess enough carriers to make into a tech tree anyways. And since we have already had many of the other ship types it seems like it would be the right time to do it ASAP, in fact.
  20. RAHJAILARI

    HMS Hermes

    I think WG will probably come up with a complete British tech tree for CV's at some point, there is probably a fair chance Hermes will be featured in there somewhere.
  21. RAHJAILARI

    Rebalancing Tiers to improve gameplay

    Yeah, sadly I probably would have to found my very own gaming company just to make sure I can facilitate all that lovable nonsense into warship gaming and 20 tiers of ships from pre-Dreadnought era all the way to WW2... That would be awesome. Even more sadly, my current 20 euro capital portfolio may not allow for such a development just yet.
  22. RAHJAILARI

    Rebalancing Tiers to improve gameplay

    Yeah, I can agree with that. Although... Judging by the sheer amount of absolute potato BB's I sometimes encounter in tier 9 or 10 matches does sometimes raise lingering suspicions that perhaps those bad players still somehow make it to high tiers way too often... Just thinking of a Missouri division I encountered recently... Luckily they were in the other team tho.
  23. RAHJAILARI

    Rebalancing Tiers to improve gameplay

    Weel guys @Excavatus and @p3rh4n4, I am not a great fan of conspiracy theories myself, but that is just because I strongly feel that 90% of mankind has already been infiltrated by utter Morons incapable of the advanced thinking required for such intelligent planning (yeat including game designers and management). Therefore I rather tend to think that the situation of gameplay at high tiers is simply an unintended result of insufficient consideration of the game design and mechanics themselves. For example: Gun range, the simple fact that main gun range and accuracy will cumulatively increase with each tier, while simultaneously the high tier maps are designed in such a way that this can be taken advantage of (much open space, very little cover in-between) auto-magically results in bottom tier ships being prone to be deleted on sight due to lack of cover. Also they cannot do much damage in such environment - A Montana can easily delete a Mogami from 20 km away, while the underdog isn't even within gun range to be able to affect any damage to its own defense. Of course, the target Mogami in this purely educational story can swerve and dodge, but that won't enable it to accomplish much even if you continue doing that all day (and believe you me, I have had many games like that). Obviously, this need not be the case, if anyone just had actually thought about where it (stacked changes in gun range and accuracy) will lead and whether that is desirable with regards to good and active gameplay. But obviously no-one ever did. Perhaps a better way to do it would have been to go ahead with range increases, but limit the increases in accuracy, so even high tier BB's would have to creep a little closer if they intend to reliably hit a moving target? It would also be possible to amend the game in such a way that the much vaunted Spotting Aircraft would actually TEMPORARILY improve long-range gun accuracy to current levels, so the accuracy would not be completely lost, just kinda "capped" a bit. It would also be possible to amend the game in such a way that the dispersion (and chance to hit) ellipse would be slightly reduced, if the target is immobile and larger, when the target is moving (this I know WG can do rather easily) that would most certainly discourage camping and why not add an increased chance of detonation if target is not moving while you're at it, Hhehehe! All this would indeed have the effect of reducing camping and promoting more active gameplay in high tiers, while also perhaps reducing the maligned power-creep to somewhat acceptable levels.
  24. RAHJAILARI

    Too much smoke

    Well @pradz, I can see the problem here so a few tips how to deal with it perhaps? Personally I usually try to sneak close to the angry smoke in my Mogami and try to torp it from a little bit to the side (not directly on) it yields at the least 1 hit and if 2, it will be dead whomever is hiding there, sometimes you may get a double-strike too. Of course, if playing other ships you have to invent other ways, but all DD's and most Cruisers have torps you might be able to use, BB's will either have to charge or retreat, depending on your health and tactical options (charging a torpedo-armed smoke not always a terribly good idea, mind you). You can always fire blind into the smoke and hope for the best. I have seen BB's citadelling Cruisers hiding in smoke, so it is not impossible at all. Of course, luck and pop-corn required. Also the ship(s) firing from smoke will become visible within a certain range - 3km or so (others, please correct me if I am wrong here) so get close enough and you will see it or by using hydro but that has a short range too, also if trying to escape stop firing yourself for 20 seconds, until you are no longer spotted and they cannot see you anymore. This will cause a cease fire or change of target eventually. Of course, remember that the smoke-firing ship may have already fired a few more salvos at you (which are still in the air) so even if you get un-spotted do not turn immediately to the side, because the remaining shells are coming your way and might citadel you, if you turn too soon. Oh yeah, forgot to mention.. A smoke-firing ship cannot actually see you himself - Smoke will also block their vision. Instead they must rely on other ships outside the smoke to spot you for them. So that's why, once you are not spotted they cannot see you themselves either. This is how it is possible to "sneak" up on them and torp them in their own smoke sometimes. Of course, know your enemy tho, some will have a hydro or radar of their own too (Belfast anyone?). In general, they should always be targeted before they smoke up and become a pest.
  25. RAHJAILARI

    Rebalancing Tiers to improve gameplay

    No worries @PzAbteilung, we understand you fine - Das ist schon gut, hehe! Yeah I also have been in games where my poor Mogami was the only tier 8 in the team the rest being 9 or 10. Dodge time!
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