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Everything posted by Ubertron_X
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WG: Would it be possible to know the statistics for Win/Defeat in "Domination" battles when there is difference in number of DDs (i.e. 2:1, 3:2, 4:3, 5:4 etc.)?
Ubertron_X replied to Leo_Apollo11's topic in General Discussion
Pure numbers are only telling half of the story. Type of DD in question also matters, especially when considering Russian gunboats and/or torp reliant DD and their appropriate playstyle. A Shimakaze, Shimakaze, Kiev setup will have a much harder time handling caps than a Gearing, Yueyang and Loyang combination...- 12 replies
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WG: Would it be possible to know the statistics for Win/Defeat in "Domination" battles when there is difference in number of DDs (i.e. 2:1, 3:2, 4:3, 5:4 etc.)?
Ubertron_X replied to Leo_Apollo11's topic in General Discussion
According to WG there is not much influence of uneven DD numbers, however I very much doubt this, as statistical data can be gathered and analysed in many different ways and without having seen the data yourself you can never be sure if any analysis was done in a meaningful way or not.- 12 replies
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T9 seems to be a "grind through" tier only, which means people are either playing T8 (loads of premium ships to use) and T10 ("end game").
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What is you latest "jinxed" new grinding ship and what do you do about it?
Ubertron_X replied to Leo_Apollo11's topic in General Discussion
Lion for me. 30 secs of reload combined with poor dispersion. Poor turret angles. Poor HP. Poor armor. Poor maneuverability. The super heal has not been the saving grace I thought it to be. I was quite successful in her, but man I hated the ship. -
Yes teamwork! The thing however is that it is usually much, much easier to kill a high AA target (or to chase it off) than to supress the enemy CV in a surface ship.
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While I do not dispute that AA cruisers can be utilized to great effect (and credit and XP gains for the plane kills), especially when the own team makes the most of it, however I can not be this easy for the average random player, else I would have the "kill 40 planes in a cruiser" Yamamoto quest in my bag already (using full AA Des Moines and Minotaur; but I have to admit I don't play T10 too often). Most CV's either strike elsewhere or simply stop to attack after the first wave of heavy losses, at least until you are the last target left.
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You mean alternatives like striking elsewhere or just waiting until the AA ships have been killed (while still scouting, probing and fighting the enemy CV of course)? Look, I am not suggesting that AA ships are weak or can't shut down a CV strike, but we are talking random battles here. No AA bubble will cover two or three caps at once and no random team will execute the coordinated tactics that it takes to shut down the enemy CV. This will happen only by accident. DDs complain about radar. Our usual suggestion is to either go away and cap/strike elsewhere or have the radar ship killed by your team. Same is true for CV's. Typical scenario: Start battle in Tirpitz. Meet enemy T10 CV. Join flank with mighty AA Minotaur, feeling a little safe. Brit gets spotted by enemy DD early and sunk quickly by BB's shooting from all angles. Enemy CV planes incoming now. Tell Dönitz we fought to the last shell with our flag still flying. Exit game.
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That's why the Minotaur has 10 plane kills, I see...
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Not a problem for me as I run IFA on all my cruisers, even before PT actually, however others who prefer PT for more meta information might be in for a rough time...
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Imagine you are in a cruiser. Imagine you are spotted. Imagine an enemy BB beyond spotting range pops up at the minimap. What do you think just happened? P.S.: You dont need either PT or IFA skill to guess whats happened...
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Every time I see that clan name ingame or in the forum a certain catchy tune manifests in my head and simply does not stop anymore, HELP!
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In the days of old I used to launch my torpedoes according to my own judgement of enemy speed, distance and torpedo speed. At least until some of my buddies told me about that strange greyish triangle that magically appeared on my screen every time I switched to torpedoes...
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https://www.reddit.com/r/WorldOfWarships/comments/7xxfm7/072_qa_transcript_with_lordofdroid_and_sub/ Interesting read. Does is say somewere if it is solo queue, division or overall? Because in a T8 divison anecdotal evidence looks more like 13% top, 33% T9 and 55% T10. Also I see no issue with long queueing times as a properly progammed dyamic matchmaker should be able to react according to the number of available players for each tier.
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The division window is still much worse then the original one. As a user it is anoying as hell to handle. When minimized you don't see what us hapening in your division and when maximized is is in the way / blocking the screen. Please reroll to the old division display and ready actions. Also as others mentioned the "reload complete" sound is more the strange and needs to be re-evaluated.
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And WG missed the point about battle tiers 11 and 12 to relieve the matchmaker for T8 and T9 ships...
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Suggestion:- Limit number of times/duration a ship can be radared
Ubertron_X replied to Jaki_AJK's topic in General Discussion
How about no CV's allowed when I play DD's? Because parking planes above my ship isn't exactly fair either? If there is a CV or many radar ships around you need to change your gameplay, simple as that. Know your meta. Improvise. Adapt. Overcome. And in contrast to CV's most radar ships will be dead at sometime during the game, greatly reducing chances of getting surprise spotted. F3 key and teamwork can be your friend... -
#2: Afaik overall tiers are balanced at ±2 per team, however tier and class balancing can severely fail within one class as only top tiers are matched on a one-on-one basis. This is most notable when you are playing domination matches and one team not only gets more but also better DD's than the other team. For example 9, 8, 8 vs 9, 7 is possible. P.S.: Even if this may decide games, I would not call it rigged MM, but MM algorythm fail (or weakness).
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I am always asking myself if an economy related approach could also be possible, as such a solution would not at all mess up the existing game mechanics. 1) Increase maintenance cost for BB considerably and either increase income or reduce maintenance costs for CA in general. 2) Shift BB income generation away from damage dealt but towards damage received (actual and potential). The consideration behind is that snipers would now not be able to properly sustain their BB's anymore, i.e. at some point they would have to switch to CA's in order to grind credits. This may both increase the numbers of active BB's per battle as well as reduce overall BB numbers, making CA life much easier.
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That was called BB bow armor nerf, allowing for easy frontal BB vs BB overmatches and subsequent citadels, and which was not implemented after a huge sh1tstorm...
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The big question is, do we really want BB's to stop camping when they will typically ignore each other until all other ship types are sunk? If all BB suddenly switch to active mode and provide close cap support, what do you think will happen to the cruisers? In my opinion this would only be viable if we could somehow change the order of battle from BB (furthest away from cap) > CA > DD (nearest to cap) to CA > BB > DD and even then a 3rd line CA may be a more attractive target then your counter-part BB in the enemy team.
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Just make a favor of the month game mode, where the map gets smaller every 2 minutes like in PUBG or Fortnite. /irony
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[Discussion] Remove Situational Awareness skill from BB (and CV)?
Ubertron_X posted a topic in General Discussion
Hi folks! This idea of mine was floating around in my head for some time now, however nothing is set in stone and I also want to hear you opinion if such a measure could indeed help improving the current gameplay as maybe I am missing some important points. So why do I suggest to remove (or rather suppress) the free Situational Awareness skill for BB's (and potentially also for CV's)? There have been several complaints about BB's gameplay and their general impact on gameplay for other classes that I want to tackle all at once, using a simple but - hopefully - elegant fix. 1. BB survivability There are many complaints that BB's simply survive too long, even from Wargaming themselves. With this change CA's and especially DD's torpedo strikes / ambushes and flanking maneuvres are much more likely to suceeed. Also it will be harder for BB's to gauge if they can turn safely or if other BB's will be able to get their volleys in while they are still mid-turn. => BB survivability reduced 2. BB camouflage values There are many complaints about low BB visibility, however low camouflage values are especially helpful if you definitely know if you are spotted or not. If you don't know if you are spotted it may be harder to surprise targets while on the offense and much harder to safely "vanish" while on the defence. => BB camouflage impact reduced 3. BB team dependance There are many complaints that BB's are too self-dependent, needing no other class to be able to do well reliably. With this suggested change it will be much harder for BB's to determine if there is an enemy near and/or it's supposed position. BB would become more reliant on CA and DD to support them and to provide directions, even if they feature hydroaccustics or radar themselves. => BB team dependance increased 4. Class balance There are many complaints that the class balance is messed up, with DD's being no direct counter to BB's anymore and CA's in a bad spot because of low BB visibility and general squishiness. The removal of the skill from BB's (and potentially also from CV's) will thus be an indirect buff for DD's , the supposed direct counter for BB's, as well as for CA's. => Class (im-)balance shifted away from BB 5. WG premium policy Last but not least this "blanket change" of game mechanics is not likely to interfere with Wargamings premium policy, as no ship will be directly nerved and the presence or absence of this skill is - at least as far as I am concerned - not cruical for BB gameplay (in comparison to e.g. smoke firing changes for Kutusov and Belfast). => "No premium ships have been be hurt while making this change..." So what do you think? Best regards, Ubertron_X P.S.: I suggested to extend the removal (or rather suppression) of the Situational Awareness skill to CV's as well as in my opinion it is plain stupid that a CV that can not take care of its surrounding waters gets an extra noob protection. If a DD or CA get's within effective strike distance of a CV undetected that CV's should righfully be in trouble.- 62 replies
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[Discussion] Remove Situational Awareness skill from BB (and CV)?
Ubertron_X replied to Ubertron_X's topic in General Discussion
When in a DD I always think: Damn, them stealthy Zao's, Minotaur's and Atago's will only be spotted when well within effective killing range! Wenn in a CA I always think: Damn, them stealthy Conquerer's, Missouri's or NC's will only be spotted when well within effective killing range!- 62 replies
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[Discussion] Remove Situational Awareness skill from BB (and CV)?
Ubertron_X replied to Ubertron_X's topic in General Discussion
Well stated. Even if we get all BB to support cap this will not help improve the situation for CA's, on the contrary it will only worsen them. BB target priority with the current mechanics will always be DD>CA>BB or CA>DD>BB, depending on the bigger threat / better target. So even if all BB's suddenly push caps, they will only start fight themselves once every other ship class has been sunk. Also I have to admit that such an attempt was already made, however quickly cancelled due to too much backlash (or whining) from the community. It was called BB bow armour nerf...- 62 replies
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