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Everything posted by poopooo
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Hello,i cant download the skin of nelson.
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In fact, danae and emerald seem infinitely better to me.
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At least you were a BB, the same thing is happening to me but with the hawkins, and you do not want to imagine that it is a hawkins against a scharnhorst, gneisenau or with a simple new york.Really with that boat it is a suffering up to levels 4, But if they put you against levels 7, you are condemned to die without doing almost anything, since apparently people know that ship and how easy it is to kill, since it targets half an enemy team as soon as you paint yourself, and that tends to 3 companions in front.
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It may be so, but mainly the citadels are worth so that in many games there are 6 battleships, four destroyers and 2 cruisers, and when that cruise ship is detected target 8 enemies at a time. On the other hand, if the citadels are to punish, why does WG punish the hawkins cruiser? If it has little range and almost the same detection, very bad turn and rudder, bad guns, low speed, little armor and also a huge citadel. Seriously this is fair? I am a bad player because I take this kind of ship? If I carried a BB I would be a good player because I would make citadels to the cruises? I do not understand. I think the caretakes are good for battleship players to have a good time occasionally giving a penetration against another battleship and to kill cruisers quickly on certain occasions.
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It was an example, although it is not very rare that they give me in the citadel being completely inclined, I think that they have even made up to three citadels to my atago while in retreat. Personally I think that the mechanics of the citadels is the biggest mistake that the game has, even more than the CV.
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It is clear that the bullets have to have a dispersion, but they should at least adjust the RNG so that the boats with better precision really had that better precision. For example yesterday I was playing with the hawkins cruiser, which has a dispersion of 120 meters, and I faced an omaha with a dispersion of 129 meters, which means that they are almost even when it comes to precision, but fighting against it about 8 km, he penetrated me like 4 or 5 times the citadel apart from impacts on other areas while one of my shots was over-penetrated on the side, 3 hit the water, one step above the omaha and the last normal penetration. In conclusion, I was crushed while in the end I took about 3000 or 4000 of his life, despite being a heavy cruiser and having slightly more precision. So like this now it seems that the RNG follows some pattern of which ship has to win and which to lose. It is like when you go with a BB and shoot from the side to a cruise ship, and you only overspeed, instead it is the opposite and makes you 3 or 4 citadels.
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-This would be so that the CVs could not make consecutive attacks in a short period of time, the difference with RTS would be that you can only use one platoon in the attack. -This would be like an automatic consumable, which all ships would carry, increasing the damage of the AA, so that the same ship would not receive one attack so easily after another, if it were done so I would change the DFAA making it only give a buff of range of 1 to 3 km to the AA of the ships. - It would be mainly for increasing the times necessary to launch an attack, the normal thing is to increase the damage so that they could cause certain numbers of average damage. - This would be simply in terms of take-off and landing time, if you lose enough time with this, you shouldn't waste any more time getting the planes back to direct the CV when they attack you with torpedoes, that's why the planes would keep circling while you control the CV, and when the thing is fixed, you switch to the planes and continue the combat. - In aircraft control mode it would be the one in the game now, not the RTS. I do not know if it would be best to return to the RTS, it has the good thing that it was being able to use fighters to defend your planes or companions, which made the CV more versatile, but when attacking ships you caused more damage to them. a single attack as they are now. Maybe an RTS mode overhauling the mechanics to equalize the fighters of the different nations and lowering the damage of the torpedo boats a bit could be reasonably well, although there would still be the issue of the planes detecting enemy ships.
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Ehhh, what I am proposing is not at all like the old CV gameplay, the only thing will be the issue of being able to change the CV camera leaving the planes to fly in circles, but it would only be in that, because the way of use of airplanes would be like this now, controlling them directly.
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I understand what you are saying, and that is why in the post where I give my opinion on CVs in one of the points I propose that airplanes need more time at takeoff and landing time apart from needing extra time to get the same model of airplane that you just landed, apart you should wait for the platoon that is in the air to land to take off another platoon. I know that on many occasions you can take planes off very consecutively, for example when I was with the HMS hermes attacked me A destroyer that was placed in front of all my team, I started to withdraw launching waves of planes with rockets, as soon as one attack ended, I took another and so until I could finally kill it, also keep in mind that a level 4 or 5 destroyer does not have Enough AA weapons to shoot down an airplane, but I have also had cases of going with the torpedo boats of a ryujo, attacking a German level 6 fighter and before approaching directly my planes disappear in the first dis I stop the heavy AA, so I could not get anything more than two torpedo planes or wait for them to recover.
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On many occasions,if you lose an entire platoon of torpedo planes,you cannot inmediately use another entire platton,which is why you normally take out or bombers or rocket planes,which in many occasions do less damage per minute to drop. Also i already say that everything would be different if the CVs were balanced more or less as i am saying.
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All the reason,but if a ship comes with all its life and next to it there is anotherone that has 400 of life,who will they strike first?I dont know,tell me. What i meant to say is that if a partner is shooting someone and he is going to kill him,shoot another and dont look for an easy kill,just that.
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I think its easier for a battleship to kill you on your cruise to various citadels. Anyway,due to balancing issues,i made this post about CVs,so that problems with ships receiving consecutive attacks from CVs are solved. Then you can talk about the cruisers and the fires,the battleships and the citadels ,and the destroyers and torpedoes with 20.000 of damage.
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Man,its not the same,when an aircraft carrier attacks you,you can damage and shoot down their planes,instead,i think you cant destroy an enemy bullets before they hit you,at best dodge them if you have time.Shoot a yamato and you cannot hit it because you will have a closer enemy that is the one that is detecting you.
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You can always do something to balance them something else, that's why I made this post, it is also clear that if WG does nothing because we stay the same and with the problem, I also imagine and I hope that before removing the carriers they would modify them (see if devs filled my post and convinces them juju). Later, on the subject of the strengths of carriers, I don't know, I have always thought that, for example, if a carrier kills me, but I have shot down 30 planes, I win, since they are planes that cannot be used, that have a life that I have taken away and that they are points that they are going to give me, the same would also say that the damage to the planes would only give a little less points than to shoot at boats, so the people who have not been able to do much but have shot down many planes It would receive its reward, in addition to that if they put it as I say the carriers would need considerably more time to attack, so losing aircraft would be a fairly long time expense in which the carrier would be inactive. Regarding balance, what balance does it have to go with a cruise and turn to avoid being shot and suddenly receive the attack of a BB that kills you within a few minutes of departure without doing your more than 12,000 damage? Or going with a British heavy cruiser level V, meet a level VII American and die of 4 citadels shortly after starting the game, or go with a BB and when you turn to avoid shots, 8 torpedoes appear that take 20,000 damage each, or the cruise that detects you with the radar from behind an island, when that should be impossible, etc. If you look at it objectively the balance of the game is very relative and situational, right now the balance of the CV is depending on who receives their attack and who does not.
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Well, that is relative, that you are worth the 3.5 range when a destroyer can launch your torpedoes at least 4 km and with only four cannons with 30 seconds of reload it makes you almost not able to defend yourself, apart from any cruise ship at level 2 it has more than 9km of range, and that apart from many times it gets you into games of level 3, against which not even 6km of high schools would be worth much. I believe that with that 4km of secondary and better precision of the main weapons would be somewhat better, based on the fact that at the moment it is a level 2 tremendously bad, improving it as I say I think it would be a little more than an average level 2.
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These are my suggestions on how to play submarines and aircraft carriers. Let's see if any developer reads it and takes it into account hehe. https://forum.worldofwarships.eu/topic/132108-general-cv-related-discussions/?do=findComment&comment=3522556
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Apart from everything I wrote before, it would not be bad if the submarines could fire the onboard pipe, so they could attack other submarines on the surface and DDs.
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Well, like a while ago I wrote a post about how submarines should be to be fun and balanced. Now that I have seen it, I am going to give my opinion of what CVs should be like to be more fun and balanced. Here is my post about submarines. And now to the topic that you touch. After a good amount of games with CV and against them I see that there are several problems, one is the possibility of painting enemy ships extremely fast and the other is the possibility of consecutively attacking the same ship in a very short time making that player I can't do much in the game, so I will focus on balancing those aspects apart from improving some of the CV gameplay. 1: The first thing would be to make the planes only paint the ships on the minimap, making your team see where the enemy ships are going but without being able to shoot them since they would not be visible in the game until they were detected by another ship, so the planes They would be more to see more or les where the enemy team is going to move, this would solve the problem of the CVs painting the DD until they kill them. 2: The second would be that the CVs would have a longer take-off and landing time than the planes, for example the planes to take off would need about 15 to 20 seconds depending on the country of the CV, then to land they would need 20 seconds and if you want to take off again the same model of airplane you would need to wait 40 more seconds to recharge the airplanes or launch another model of airplane with 15 to 20 seconds, this way you would avoid consecutive attacks against the same ship in a short time. 3: Third, it would make ships that receive an air attack receive a temporary buff of around 3 or 4 minutes in the air defenses, in order to avoid that the CVs focus on a single ship and change their targets, there would also be a brand that would inform The CVs that ship is on air alert, that that air alert would be like the AA consumable. I believe that this solves the problems of CV spam against a single ship. Now something that improves the gameplay of the CVs. As in the game you cannot put the CVs as they were in reality (because only they would unite all the ships in the game), I think that the CVs should be like a support ship, damaging ships to facilitate the combat of your ships against the enemy. 4:Fourth, since you slow down the CV attacks, you also have to increase the damage of the CVs, at least raise 500 to 700 damage in the rockets, around 1000 to 2000 in the bombs and 2000 to 3000 with the torpedoes to so that they can cause some damage against enemies. 5:Fifth, since the aircraft carriers cannot attack more often and that makes them extremely vulnerable to attacks by DD and other approaching ships, what would do is change the CV camera, leaving the planes fly in circles where You left them to be able to move the CV without problems, apart from that it would make the rudder move much faster, at the level of a cruise or a little slower, but it was enough to be able to maneuver to avoid the odd torpedo or cannon shot. 6:Sixth, it would make the aircraft's defensive planes could be directed against the enemy planes in a range of 8km, so you could defend yourself from enemy CVs and cover allied ships that are relatively close to the CV, you could launch it yourself and they would have an action time and reload, so the opposing CVs could attack you if you launch the fighters without being sure of receiving an attack, so you would only depend on the CV's AA weapons. 7: Seventh, since the CVs could not get any point of the damage on the detected ones, it would mean that if they received a little more points when detecting the enemies, they would only be seen on the minimap and not in the game until they were detected by another ship. 8:Eighth, as I said, the CVs with these changes would be much more vulnerable to attacks from other ships, so visibility would also drop a bit, for example, on average one km less for all. 9:Ninth, if these changes were made it would make it more difficult for CVs to cause large amounts of damage to enemies, especially in the final stages of the game, where the few remaining ships could be on anti-aircraft alert (as I said before) and your aircraft They would be quickly damaged and shot down without doing anything, which would lower the damage of heavy AA guns so that all the planes would not kill you before or continue to approach (as happens many times now), so you could give the CV of attack and you could save yourself by turning and making the planes stay longer within the radius of action of your AA. Let's turn the ship to avoid the attack and then the CV or launches the attack like these or maneuver to reach you in a better area but risking to lose all the viones when being within the radius of action of your AA. I'm probably missing some nuances to explain, but I think that more or less this would greatly solve the problems of the CVs apart from improving their gameplay. this now it does not seem that you play a CV, it seems that you play airplanes and nothing else. Well, I think I'm done here, you'll tell me what you think, and remember that this (as I said in the submarine post) is nothing more than a basis for what I think should be done, now it's a matter of wargaming who wants to leave it like this or change something.
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submarines SUBMARINES - discussion, feedback, opinions
poopooo replied to WG_Lumberjack's topic in General Discussion
In one post i already put how submarines should be from my point of view,since from what i played it is a somewhat boring game mode as you said,in fact i am thinking about what could be some interesting changes in the carriers for balance them better and give them some more fun. I know that what i ha e done and what i am going to do is somthing useless,but if by change some moderate reads it and comments it to the devs,they may implement something of what in my opinion would be the best way to balance the submarines and carrier. Here is my comment on how submarines should be, I suppose I will shortly make one on how CVs should be. https://forum.worldofwarships.eu/topic/135370-094-submarine-battle/?do=findComment&comment=3478936 -
Hehehe, it seems that you are talking about a good part of the game players, this that you say about the CVs in some cases is correct, mainly if a CV has more than two casualties it is because it has attacked an enemy with little life. That can be said about other ships, like BBs looking for cruises and forgetting enemy BBs simply because it is an easy death, or any ship that when you are fighting against another and you will win, when the enemy has 2000 left of life you begin to see that shots fall from all sides. This is more than a problem of the CV, it is more a problem of the players in general, it lacks team combat and especially having common sense when fighting (if there is an enemy with very little life and it is already being attacked, you attack another and don't waste bullets to remove 400 points).
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I think that with secondary weapons of 5km more or less it would be somewhat good, if you add to that an increase in precision of the main guns to be able to give someone at least 6km and it would make this poor ship something minimally decent to play, and not be like what it is now, a garbage that only serves to have it in the port as decoration or take it out to give easy points to the enemy.
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submarines SUBMARINES - discussion, feedback, opinions
poopooo replied to WG_Lumberjack's topic in General Discussion
It is clear that what I propose will need some tweaks, but more or less I have those issues analyzed. In submarine combat against submarine, both could launch torpedoes on the surface and at periscope depth, which would be a combat of changing depths and launching the torpedoes before the opponent had just submerged, apart from when they were in Periscope depth could give the position of the enemy to comrades. Regarding the CV and BB issue, in the hypothetical case of a SUB vs BB combat it would be something very similar to a Japanese BB vs DD combat, the submarine would launch the torpedoes at periscope depth having a margin of invisibility, if the battleship more or less knows where it could be made and detect it because it is at that depth, then the submarine could dive more, but when needing air it should re-emerge, so that the BB would have some possibility, it is clear that the advantage is Submarine, but it would be a DD-like venja, it simply changes less detection range for speed.Then against the CVs it would be that the planes patrolled looking for the submarine and attack it if it is on the surface or new planes with depth charges could be put to attack the submarines at periscope depth, the submarine changed when seeing the planes could be submerged before if detected and should navigate underwater avoiding airplanes and emerging when safe. Of course there are statistics that would have to be retouched, the detection of submarines on the surface by aircraft, while submerged, oxygen time, torpedo activation distance, range of them, damage, speed of the submarine, dive time, detection of the submarine with the hydroacustic seach (personally it would make it impossible to detect submarines at maximum depth advancing at the slowest speed), etc. I believe that what I present is a good base to implement the submarines quite well and that they do not become a disaster, but I already say that this is a base, those who must do the work is wargaming. -
submarines SUBMARINES - discussion, feedback, opinions
poopooo replied to WG_Lumberjack's topic in General Discussion
Okay, I just tested the subs, first game, and I killed two enemy subs, and I killed a destroyer partly because I was alone against 5 ships while my team was running to another corner of the map (come on, the usual), and like I thought, this game mode is very disappointing. -
submarines SUBMARINES - discussion, feedback, opinions
poopooo replied to WG_Lumberjack's topic in General Discussion
And why do you think I was giving suggestions regarding the submarines, because at first glance you realize that they are not balanced, between the guided torpedoes and the possibility of being submerged eternally, it means that if you do not have ships with depth charges the submarine is unbeatable, so I gave my opinion of how they should be. If you want you can read it and give your opinion. It is clear that the submarines and carriers need some retouching, but it is clear, you can be giving 50,000 opinions and suggestions, if wargaming does not want to implement them there is nothing to do, but it is not difficult to post it and wait to see what happens. -
submarines SUBMARINES - discussion, feedback, opinions
poopooo replied to WG_Lumberjack's topic in General Discussion
Exactly, I am not a pro like you, if I have offended you by my ignorance of playing sorry, hehe. Now seriously, what kind of comment is that? In every boat you have to know how to use them, some are easier, others more difficult, even playing in different ways, it is not the same to play with a BB approaching teammates and helping the cruises that a BB that shoots from 20km looking only and exclusively to attack the cruisers to make them citadels, in the same way an aircraft carrier that seeks to kill badly damaged enemies that seeks to damage ships to facilitate the fight to another is not the same partner. Honestly, to write that nonsense you could have been silent, they are not going to remove certain ships because you do not like them, they may need a touch-up, but nothing more, Against more variety, if it is balanced, better for the game.
