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KillSlim

Beta Tester
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About KillSlim

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  1. KillSlim

    CV Rework Discussion

    Been playing since CBT and I've uninstalled, WoWS is just not enjoyable for me any more. With games like Anno 1800 and Mordhau release(d) soon I don't see the point of spending time or money on a garbage fire. With no hints of any significant fixes I don't see the point of sticking around. CV rework has killed this game. Cya captains
  2. KillSlim

    CV Rework Discussion

    I don't understand. You're using someone far above average skill level as an unfair baseline and theorizing that the best they can possibly do is below average damage in someone's ideal rework. This would mean that the vast, vast majority of players would be outputting negligible damage. Fun is subjective.
  3. KillSlim

    CV Rework Discussion

    Ironically Shima is the worst performing TX DD, and nothing has changed. DD's aren't cross-torped any more, they're harassed to death. And no, a class which curbstomps all stealth-reliant ships is absolutely not needed at all.
  4. KillSlim

    CV Rework Discussion

    Wrong on both counts.
  5. KillSlim

    CV Rework Discussion

    Yes. The rework has enforced risk-averse tactics by punishing anyone who leaves the lemming train or blob. The class which is supposed to spot, exploit gaps, and contest can't fulfill it's roles any more. DD's have been transformed from pathfinders, opportunists and flankers, into ineffective support ships. On the off chance that I have a game with no dd's at all, the game is, depressingly, not much different because dd's typically either die or hang back as to not die. The game as a launched title (no alpha/beta) has never been in a worse state. Tragic, really, this game used to be great fun.
  6. KillSlim

    CV Rework Discussion

    I wouldn't call you biased or a shill, just heinously uninformed.
  7. KillSlim

    CV Rework Discussion

    5 if not 6 figures in additional revenue from reselling the premium CV's. A few hundred lost from embittered forum-goers. You know, I think they can cope.
  8. KillSlim

    CV Rework Discussion

    Again, they didn't do this for the benefit of CV players, or anyone who plays. This was a financial decision first and foremost and WG have said they're sticking to it.
  9. KillSlim

    CV Rework Discussion

    The rework is seriously affecting my enjoyment of the game and I'm not sure if I want to continue playing if CV's continue to exist in this state.
  10. KillSlim

    CV Rework Discussion

    I omitted 'nerf to low tier CV's', my bad
  11. KillSlim

    CV Rework Discussion

    That's a fair point, it's shocking how quickly CV's can get squadrons in the air and over target. The rework was a damage nerf to CV's, so forcing any waiting timers would surely further nerf their output, when damage isn't really the issue--unless a launch timer is implemented and squadron damage is increased to compensate ... but this is just a workaround really.
  12. KillSlim

    CV Rework Discussion

    In some cases dd's like Cossack (with a typical captain having concealment expert) will have a detection radius from air of 1.25 km at 50% and 0.75 km at 30%. No, this is not a viable option, this is too strong. Plus it's not just dd's that were shafted, they definitely got hit hard but stealth-reliant ships in general from all classes apart from CV were made worse. This is the only decent suggestion because this would stop perma-spotting, but don't feel bad. The issue with the CV rework is that all suggestions henceforth are bandages applied to broken bones. WG is adamant with sticking with the current system in order to sell more premium CV's. You can put lipstick on a pig etc. It's hard not to come up with suggestions that: Don't hinder making divisions due to arbitrary limitations on ship classes Turn CV's into a boring waiting simulator with an assortment of timers and limitations Make one ship class, consumable, weapon, or tactic unreliable or even completely redundant 1 step forwards 3 steps backwards.
  13. KillSlim

    CV Rework Discussion

    Cool anecdotal evidence, I could post a screenshot of a game with few to no DD's with 2 CV's and prove my point too. I've been seeing fewer DD's on average and had 3 games with 0 dd's today. I'm going to start counting and calculate a weekly average from now on.
  14. KillSlim

    Update 0.8.2 - CV changes

    iCG never disappoints with long rambles and bad vague ideas, 20 minutes to say: Only rocket planes should have fighter consumables DFAA consumable should be accessible for all ships and have infinite uses, but can only be focused in one specific coned area "for interaction with CV's" Squadrons need an activation time of roughly 30 seconds, +/- depending on nation and ship DD's need ... something There are some problems with these. Only rocket planes having fighter consumables means that CV's are even less capable of playing defensively or counter-playing their adversary CV. iCG has a problem with the defensive sectors being clunky and passive, and proposes a system which is almost identical, except instead of port/starboard it's a cone. This is the only point of value. CV's are in theory, able to repeatedly launch strike after strike after strike with no cooldown or penalty. Yes, DD's do indeed need ... something. Thanks iChase. Someone remind me why people take him seriously?
  15. KillSlim

    CV Rework Discussion

    Calling the current update balanced is a joke. The sheer lack of counterplay and the encouragement of a safety in numbers herd mentality is a cancerous dumbing down of options. Stealth-reliant ships have been utterly shafted with this rework, playing DD's especially is hellish. I would go back to RTS CV's any day. Many ships just don't have good AA to begin with so buffing it with both captain skills and modules will result in an inefficient ship that's worse at the job it was designed for, in exchange for an unnoticeable buff. Catapult fighters run out quickly and they're quite insubstantial, when I'm being focused on by carriers I will often run out of those consumables by half time, maybe even before. It's easy to bait people launching them, they're a precious limited resource so it's only a good idea to launch when you 100% know that you or someone close enough is being attacked by a CV. Their area of effect is small, they're unreliable as sometimes they just won't engage the enemy, and if someone does use a fighter plane--so what? Go attack someone else and wait for the consumable to hit cooldown. I love seeing all these theories about why WG would rework carriers in such a way. What gameplay do they want? What do they want players to do? How do they want the meta to shift? The truth is they haven't considered any of it. They want to sell premium CV's and that's the end of it. Business before gameplay. WoT is the teller and we're seeing it in WoWS now.
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