-
Content Сount
2,657 -
Joined
-
Last visited
-
Battles
25744 -
Clan
[NWP]
Content Type
Profiles
Forums
Calendar
Everything posted by Ubertron_X
-
Seems like the answers are moved up and down by rating, interesting... Edit: Ah, thats just one way of sorting (and the default one). Edit2: Is there a way to set "sort by date" as default?
-
Is there any reason why I can downvote mtm78 but not upvote the original "question"? (just testing)
-
For example by removing situation awareness as a free skill...
-
-
Unique commanders anyone? P.S.: Yes I know its more about historical commanders and subs are not in game (yet?), but nonetheless... P.P.S.: On the plus side you could even have the correct voice dub...
-
Meine Meinung zum Thema: Es gibt keine (reinen) Torpedoboote mehr! Spätestens nachdem allen Spielern "Situational Awareness" geschenkt wurde und nun auch der letzte Honk merkt, dass er gerade aufgedeckt wurde ohne selbst was zu sehen war es vorbei mit den Torpedobooten. Hinzu kommen inzwischen noch etliche Tools mehr, z.B. "Radio Location" und Radar (und Hydro auch für Schlachtschiffe). Dazu kommt, daß das Ziel eines jeden (Torpedo-) Zerstörers, nämlich Großkampfschiffe, meistens erst hinter einem feindlichen Zerstörer verborgen liegt. Wer also nicht in der Lage ist ein 1 zu 1 zu gewinnen, oder den Gegner dabei zumindest zu verkrüppeln oder abzudrängen, wird an seine eigentlichen Ziele erst gar nicht heran kommen, von einem CV "auf dem Kopf" gar nicht erst zu reden. Aus diesem Grund sind alle meine Zerstörer auf Gunfights geskillt und ausgerüsted, auch IJN, denn was nützen einem die ganzen tollen Torpedos, wenn man sie doch nicht an den Mann bringen kann. Hat auch den brauchbaren Nebeneffekt, daß gleichzeitig die Flak stärker wird (wird keinen bessern CV wirklich aufhalten, aber immerhin) und man aus einem sicher platzierten Nebel heraus auch mit seinen Kanonen brauchbaren Schaden machen kann. Fazit: Weniger maulen und mehr der aktuellen Meta anpassen. Reine Torpedoboote funktionieren vielleicht noch bis T5 (Minekaze, Kamikaze R), danach spricht alles mehr und mehr gegen dieses Konzept.
-
His high survival rate means that he is playing the ship right and you don't. All you whiners about high AP damage are all noobs who can't play DD's properly. There is no AP problem for high tier DD's, so please move on and l2p. Case closed. /sarkasm
-
It is nonetheless strange that they changed the binding of keys that survived the rework. I constantly find myself use wrong commands out of "muscle memory"...
-
While you are right that I took an extreme example and while you personally may be ok with having to play versus 2 this does not make things easier for your team. Also I am not talking about 'fewer DD is totally unwinable', however I have already had my fair share of 'unfair' DD matchmaking (Shima vs Gearing and Z-46; Mahan vs Blys and Anshan etc). to know that 1 vs 2 is a distinctive inherent disadvantage in domination games because the low level cruiser you usually get as compensation is in most cases not worth the missing DD.
-
I know WG stance on this matter and I nonetheless dare any WG emplyoee to play their lone Udaloi versus an enemy Fletcher and Lo Yang on Tears of the Desert and still make that statement.
-
Aside all tin foil hat win rate issues OP has a point that the current matchmaker can indeed create "loaded" battles because it does not take into account the game mode, fighting weight or function of individual ships. Especially in domination mode your or the enemy team can be at an inherent disadvantage if... ...there is a BB imparity, either by number or by ship (whereas the later is less influential), e.g. 4 to 5 BB or top tier is like dual Colorado vs enemy top tier is dual Gneisenau/Scharnhorst/Hood. ...there is a DD imparity, either by number or by ship (whereas the later is more influential), e.g. 2 to 3 DD and/or you have set-ups like Shimakaze and Benson vs Gearing, Fletcher and Lo Yang. Though I am not for mirrored matchmaking at all, in the current meta a CA is simply not worth the same "fighting weight" as an extra BB or a DD, so I do consider games with e.g. 4BB/6CA/2DD vs 5BB/4CA/3DD inherently loaded for the later team.
-
Take a look at this and reconsider (image courtesy of LittleWhiteMouse's Hood review):
-
AP mechanics being screwed does not stop at DD's. Just yesterday I received (exactly) 2 AP hits from Montana in my Baltimore for over 30k damage (without detonating), which is more damage than even 2 straight citadels. And I can easily imagine that DD struggle because of riccochet or double hits too (non-pen and pen in one hit). This is something WG needs to look into. Apart from the fact that I agree that DD's seem to take a lot AP damage (but keep in mind that BB hit rate on DD's is high too) I disagree on the some of the 'not the correct shell type loaded' argument. As a BB you can not hold fire indefinitely. And against a target that has either never been spotted or blinks in/out just once every few minutes you shoot what you have, even in a CA. Considering the typical visibility window versus BB reload times there is only one (1) instance where I do consider a ammo switch, and that is when my reload is already finished AND the BB captain is a certain Mr. Segal AND he has the correct skill (which brings the switch down to an acceptable 7.5 to 8.5 secs).
-
Still not convinced that these modules actually do anything apart from close quarter fights (which you anyways do not want in a DM DON) or perhaps if you constantly stay at 18km+. In my experience in a cruiser it is usually your turning circle that is killing you, not your ability to wiggle or not to wiggle, but not playing too many long range HE firestarters myself I may be wrong.
-
It's ok to have different opinions, just keep in mind that though they can't outspot T8 cruisers, T8 BB can mount that module too. And 12.3km visibility Tirpitz or 11.8km visibility North Carolina are a nasty surprise for many a T8 or even worse T7 cruiser (who indeed can't mount this module). And if you are bold you can even ambush and cripple a Hindenburg or Moskva in your T8 BB.
-
I think so because irony, you know? :P
-
The current BBabypocalypse is the sum of many game "features" that lead to BB's cumulating at certain game tiers. Tier 3 to 6: BB's, while not especially week (some T3 designs may be), are still slow and cumbersome. And while T6 brings the first heavily armed designs like Fuso or New Mexico, speed ranging in between 21kt and 25kt (exception Dunkirk) is still a great balancing factor. Tier 7 and 8: Sweetspot for BB's for many different reasons. Still affordable maintenance costs at that tiers, even when not using premium account. Speeds and maneuvrebility are now almost in line with cruisers, across all BB lines, which leads to very comfortable gameplay. BB's peak at the overall package of speed, protection and firepower as the later "super battleships" tend to loose a lot maneuvrebility, leading to static gameplay. Class balance is also in favour of BB's in this bracket as their prey aka cruisers in relation to BB's tends to be much weaker than before and CV's are still not powerful enough. Give dem bl**dy T8 cruisers heal already! DD's are hampered by increased emergence of anti-smoke and anti-stealth tools (something e.g. a Minekaze rarely needs to worry about). Tier 9 and 10: Still being on the strong side BB power is notably on the decline. Though armament and HP have gone through the roof, a lot manveurebility has been lost, which makes for an easier target, especially for CV's, who now have the plane durability, number of squads and plane reservere to severely punish any bad move. 3x4 parallel drop anyone? Also due to reduced manveurebility (reduced rudder shift and increased turning circle) gameplay becomes more static. General rule is that if you can't turn your ship in between 120° to 180° within 30 secondes of enemy reload and an additional ~10 seconds of shell fight time, you can't turn at all. Maintenance is expensive, true for every ship, but I guess many standard account users simply stop at their T8 BB. So unless WG changes some of the parameters that lead to said cumulation they can release as much cruiser or as few BB lines as they want to, BB will always peak at T8.
-
Yeah, mucho disappointed too. No Imperator, Gremyashchy, Flint, Black or Kitakami on discount. So sad...
-
French BB Italian BB Russian BB German BB/BC split RN BB/BC split etc.
-
Simple solution: Implement what people want, infamous BBs. However make them bad, so people actually stop playing them after a while. Win win.
-
"Oh look, fires reducing accuracy, even more reason to stay 20km+ and outrange those pesky cruisers" - BB's probably
-
Not going for the top ranks I'd nonetheless say that DD's are a good start because then you wil have at least one decent DD on your side...
-
AND ABOVE ALL: Mount a freaking speed flag on your Duca, she's a beautiful Italian race car after all !!!!!
-
It's a long road from CE to IFHE and very much dependent on your play style (in the end you want both of course). As I tend to be more of a sneaky git I got CE first. Being focused later and able to vanish earlier has its benefits. If however you are a pew-pew-never-stop-shooting kind of player use IFHE first in order to deal more damage while you are still alive.
-
To better cope with toxic chat just use thickskin.exe hax to give exactly zero f....

