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Everything posted by Ubertron_X
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CV 8.0 - were we spoiled by the lack of CV's earlier?
Ubertron_X replied to philjd's topic in General Discussion
Exactly. Did not select a sector once yesterday because e.g. the +25% -25% shift for BB is not worth my attention, especially when many planes pass overhead anyway (so what you gain in the strong sector you will lose in the weak sector). Apart from that I guess the spotting is now more prominent because the total attack time of the CV increase due to the multiple runs (of course not counting CV parking a FTR on your head in the old system). Before you had to endure up to 6 squads for like 30 seconds and if you survived you were safe for like 2min (from the CV and his teammates if unspotted by then). Now that one squad will attack you and keep you spotted for ~3 runs or ~90 secs. And that is a lot of additinonal pain from the enemy surface fleet. -
Yes afaik you can still spot ships on opposite sides of an isle etc.
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We need a new section for the forums
Ubertron_X replied to fallenkezef's topic in General Discussion
People are just lazy... -
Astonishingly I met few CVs yesterday, even when playing high tier and when we met them they were usually downtiered and our AA and single fighter squadron could easily deal with them. Dunno how things work out when they have learned to dodge AA and/or high tier CVs appear. However the planes seem to circle with a 1km radius now, so apart from them missing the torps even less ship spotting then before (at 3km).
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EL has all the place in BBs. Being able to switch ammo in 1/2 the time or even 1/4 of the time works wonders sometimes. Catapult is the one to drop because planes don't spot torpedoes anymore (seriously). And though I have no doubt that secondary BB's might work in random because of enough potatoes letting themselves getting farmed I am never afraid of an enemy sec BB in my concealment BB. You position correctly and kite away at 12km+ until he has overtended, is focus fired on and dies easily without doing much. Will you lose the cap. Yes you probably will. Can you retake cap once this waste on captain points is gone. Yes you will. Works round both ways. Who lets those potato GKs, Bismarcks and Massachusetts come close anyway? Just laugh when they salvos go astray because they did not even bother to pick the main gun targeting module.
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Ironically I think that the CE changes hurt cruisers the most. For a BB it usually is not such big a deal if it is spotted a couple of hundred meters earlier because most BB's can deal with incomming fire quite well. Cruisers however will also be spotted and blapped earlier now. And in my opinion it still is a mandatory skill. If you are spotted at 15km or 13.5km is huge.
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Wait a little and the watch a couple of vids from the unicorns. AA blasts can and have to be evaded. I just had a couple of games vs bots and got shot up pretty badly when I did not try to evade (and even when I did try because I am not yet doing it correctly).
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My jack-of-all trades BB build always was: 1: PT, EL 2: EM or AR 3: BFT or SI 4: FP, AFT and CE Will see if it stands the test of time... And yes, CE still valid.
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Yes, changes to AA upgrades emptied some of your slots...
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For those who do not follow the forum closely: https://forum.worldofwarships.eu/topic/112132-new-aa-mechanics-about-the-non-overlapping-auras/
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Well it was no secret that whenever a CV was involved concealment was pretty much devalued for all classes. Now with the faster planes I have to assume that entire "fleets" will be permaspotted, which is a problem for all surface classes. For most DD's their only defense is and was concealment, CA will be severely hampered in the movements and positioning (e.g. showing broadside while turning) and BB will also likely be killed faster if they can not go dark and repair as easy.
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A T8 ship in a T10 game not being able to roflstomp the enemy, how unheared of...
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Good thing I was never the friend of a tank build anyway as when you got under too much focus fire one additional charge of repair party or similar usually won't save you anyway. Will try my old generalist build and see what happens. The most interesting choice will be for cruisers though. No hydro = no defense vs torps anymore or no def AA = no additional defense vs. CV. If however the later makes the former obsolete because we will not see DD's surviving longer than 5mins anymore then the choice will be obvious.
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OH BOY, HERE I GO WITH THE 20KM TORPEDOES AGAIN!
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1. Do a 2 man Henry IV team. 2. Use IFHE 3. ... 4. Profit
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Add my name to the list! Never touch a running system!
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Can we just go back having meaningful high tier open water cruisers again? Nothing that needs to be bow-on or needs to hide in smoke or behind an island? Thank you WG.
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And because WG is very thorough when it comes to adjusting ship parameters changes will always be made soon (TM).
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campains captains, and ....weaknesss
Ubertron_X replied to remenberMYname's topic in General Discussion
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The question being, what are the rewards that keep people playing? Is it the steel, is it the special camo, the premium time or the special ressources? However if we go down the route @Tyrendian89 suggested one possible solution could look like (Typhoon league rewards as an example): Stage 1 now: 7 wins, 1000 steel, 10 asia lantern camo Stage 1 "improved": 2 wins, 300 steel; 2 wins, 300 steel; 3 wins, 400 steel plus 10 asia lantern camo Stage 2 now: 8 wins, 1000 steel, 100k free XP, 150k commander XP Stage 2 "improved": 3 wins, 300 steel, 25k fXP + 25k commander XP; 3 wins, 300 steel, 25k fXP + 25k commander XP; 2 wins, 400 steel, 50k fXP plus 100k commander XP Stage 3 now: 15 wins, 1000 steel, 10 mosaic camo, 1 Molybdenum plus 1000 extra steel Stage 3 "improved": 3 wins, 250 steel; 3 wins, 250 steel; 3 wins, 250 steel; 3 wins, 250 steel; 3 wins, 1000 steel, 10 mosaic camo plus 1 Molybdenum Note that it is not about increasing the rewards or lessen the number of games played, but to (at least partially) make the rewards available in small steps, rather than en bloc.
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Whats the point of the long re-spawn timer of spotter plane consumable?
Ubertron_X replied to Mad_Dog_Dante's topic in General Discussion
Apart from the fact that the spotter plane recycle time is indeed to short too shoot all the ships camping in smoke and/or behind isles, the one improvement I would really like to see is a normal vision / spotter vision toggle when the plane is up. Rarely use it just to increase range... -
[new AA mechanics] about the non-overlapping auras
Ubertron_X replied to __Helmut_Kohl__'s topic in General Discussion
It is not unfair but a questionable design decision to couple destructible equipment with captain skills affecting said equipment while keeping in mind the propabilities for this destruction actually happening. If I take increased torpedo reload as a captain skill for a DD or increased AA DPM as a cpatain skill for any CA or BB does not make a big difference. Both skills cost 3 points and will cease to work once the equipment is destroyed, rendering the spend skill points useless. The only difference is the frequency of permanently losing a launcher vs being stripped of AA defense while under constant HE bombardment. Also this is a design issue per se. Do you balance plane HP vs regular AA, captain skill improved AA or battle damaged AA? Note that I am pro destruction of primary and secondary equipment, however said destruction brings its own bag of problems... -
To be honest, lack of aggressiveness can be attributed to a couple of factors, none of which is the sole contributor to the problem. 1) Positioning and timing Very hard to pull off, even with a couple of thousand battles under your belt. Requires you to constantly read and comprehend the minimap, just like a real admiral or general would need to read the flow of an ongoing battle. Timing and positioning is of the essence in order to not overextend and die a premature death! And because this is not at all easy to pull off most people will act cautious after the first couple of bad experiences. Also as already mentioned defense always requires less forces and effort than offense. 2) Teamwork Very controversal and complex topic because some design decisions or rather concessions are making proper and intuitive teamwork difficult. For example ship roles. All good on paper until it comes to a couple of critical issues like XP rewards and/or ship interaction. For all classes the main factor that determines credit and XP income is raw damage done, not tanking, not scouting, not supporting. So as true teamwork is rewarded so little it is no wonder that everybody is playing for themselves. And regarding ship interaction the decision that everybody needs to be able to fight anyone is also hampering teamplay (it is the correct decision for a multiplayer game, however not at all helping teamplay). IRL no BB captain with a sane mind would prioritize a cruiser over an enemy battleship, simply because the cruiser will most likely not be able to critically damage your own ship, whereas the enemy BB easily could. In game however the cruiser will easily demolish or sink your BB and maybe doing so even faster than the enemy BB would because of DPM. So the next logical step is to eliminate the equally dangerous but much weaker target first, which leads to the known BB vs CA target priority even if suitable enemy BB targets are around.
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[new AA mechanics] about the non-overlapping auras
Ubertron_X replied to __Helmut_Kohl__'s topic in General Discussion
To be honest, destruction of AA (or secondaries) is problematic per se as it carries its own set of problems, e.g. devaluating certain captain skills. What good is it to have a fully AA spec'ed Iowa (or similar AA heavy ship) when you can not engage the enemy surface fleet in any meaningful way (except long range sniping) without losing all your benefits with, e.g. one or two Conqueror salvos? Skill points in camouflage or fire prevention are permanent and always active. Points put into destructable AA are not only extremely situational but also often spend in vain. I always found it a little strange that the ships that take the fight to the enemy and getting beat up while being at the front line and the ones who would probably need strong AA the most in case a CV decides to add on top of the ongoing fighting will get the very least out of it.
