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Figment

Beta Tester
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About Figment

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  • Birthday 03/09/1984
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    Netherlands

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  1. Figment

    WoWs Forum shutdown (on July 28th) !?!?!?

    Off on holiday, this is what you find when you check in. Well then. I can’t say I’m all that surprised that WG prioritizes statistical evaluation over quality of data… I will not visit Discord, can barely stomach reddit, so I guess I got nothing more to give in feedback. Fare thee well, it is, gentlemen and gentlewomenses…
  2. Figment

    The glorious idea of mine fields...

    What are the specifications and mechanics of the field? - number of mines / area? - size of deployment area? - damage per mine (not including flooding)? - how long before they arm? - how many potential fields per aircraft wave? - do they despawn after a certain amount of time? (Like torpedoes stop). - looks like they're not magnetized? - how deep should a sub be to not be hit by them, or do they deploy at different depths (making it easier to sail over some mines)? - can they be destroyed with HE/AP/Dutch air strikes? - shouldn't secondaries be targetting them? It looks pretty huge, but if it wasn't bigger than a Dutch air strike and would despawn after a few minutes, it wouldn't be a big problem even at 1-3K potential damage per mine. That ASW works against it, helps, but indeed many ships have their ASW behind the ship. Kinda unfair to shipbased ASW cruisers in particular I'd say as the ASW blastradius is more likely to help DDs than the bigger cruisers. I presume they're going to tweak it further. Doesn't look finished.
  3. Figment

    6 years on, HE shells are still a Plague!

    So British cruisers it is! :D
  4. Figment

    WTH is this? convoy MM 7vs1

    How is it 7 vs 1 when you can just do a 1 v 1 and win by just sinking the enemy carrier? Was the enemy carrier using the Liberties as AA escorts, instead of escorting those Liberties?
  5. Figment

    6 years on, HE shells are still a Plague!

    Yes, but AP damage is more likely to hurt the citadel area and can be restored less optimally in comparison to HE (note that overpen damage and damage to an area are not the same for a heal percentage wise), so fires and HE in particular are easier to sort with a heal (can be fully restored afterall). :) Hence why hurting a BB with AP is over time more painful than with HE as the damage is more permanent. Of course at low health it's less relevant and dealing reliable damage fast is more important, hence why at low HP it's often better to switch to HE to finish a target off with light, but more guaranteed damage.
  6. Figment

    6 years on, HE shells are still a Plague!

    BBs are big targets and have 3-4 points where fires can occur. From the sounds of it you use the R button too quickly. You shouldn't do this the moment there's a fire (usualy) and even two fires is okay. Typically you want to press repair while disengaging (for instance, moving behind an island), or when you're low on health and need some spare HP to wait for that next heal. Try getting the 4pt captain skill to reduce the maximum number of fires from 4 to 3. This reduces the chances of fires starting as well and makes the various sections where a fire can start larger, thus lowering the chances of a second fire starting too, as you're more likely to hit the same area where a fire is already burning. Given heals are used to repair light damage, particularly damage from HE, you can often just ignore a couple of fires and heal it away instead of stopping the fire. This saves your repair for those moments you REALLY need it, like getting in trouble due to floodings and broken rudder or some such. Similarly with floodings, if there are more torpedoes coming to you within the next half minute, wait with popping the flooding until you can see the new torps coming in. That way you prevent getting flooded immediately again as the torps will hit either an already flooded area, get repaired instantly or prevent doing flooding damage within the 20+s that your repair party is active. Press it too soon and you'll be open to getting flooded or put on fire immediately again. Hence why it is important to use repair right before getting into a safe space (like behind an island) and sometimes not firing to not be detected so you can recuperate and heal up. If you're constantly in the open and constantly firing, you'll also be constantly detected and fired upon. Hence why it's often also important to heal right before going dark, since then you won't get lit up by fire, which extends your visibility range. All in all, you're going to have to accept that your fire management is subpar. Other people learned to deal with it, so can you. It's an essential part of the game mechanics, especially for some lighter ships that have a really hard time going up against high alpha damage ships like BBs if not for their capacity to whither you down over time. Please don't feel entitled to being impervious. Your weakness is damage over time. Your strengths are direct and immediate massive firepower and endurance. A fire might annoy you for some time, but think about it: you even hitting one shell in a citadel of a cruiser (and more likely you'll hit more) does equal damage to you burning for a relatively long time. But, you have two ways to overcome that damage: repairs and heals. Your direct hits to citadels cannot be recovered from if it doesn't outright destroy the enemy ship. The least you can do is appreciate and learn to manage your required vulnerabilities to not be completely overpowered.
  7. Figment

    6 years on, HE shells are still a Plague!

    Not really a problem. The Thunderer used to have a range that made it much easier to burn from a distance, but today they're far more risky. Besides, if you play against a Thunderer and you're constantly on fire, that likely means you might want to change your own strategy in taking these down. Those ships rely on their healing of HE damage to stay in the game, but are fairly easy to citadel or do permanent damage with AP on. If they got nothing to heal, they can't zombie heal either. Unfortunately I often see people not finish off Conquerers when they get around 12K and lower (unfocused fire) and allow them to heal back to 40K. Those are the most frustrating aspects about dealing with Conquerers: you being on a 40s reload with an US BB and just seeing that ship rise from the ashes while other people target cruisers and BBs that have near full health and are nose in or whatever.
  8. Figment

    Yamato secondary build actually not bad as I think

    I tried it when the new captain skills were introduced and we could move skills around and I had a winrate around 30%. I changed it to be more about ranged attack and got a winrate of 60%+. With a secondary build, I found the long distance shots lacking, while trying to get into secondary range was only possible in brawl matches and there it did okay against DDs, but saw you still burning up for most of the remainder of the match trying to close the distance, or simply being out-secondaried by the German ships. Sadly it's not an alternative build in my book, because if there's one ship I wanted to build around secondaries since beta (and it was far too effective then to the point people had 300K matches), it's this ship (and the Hizen really). Sadly the German ships got the better deal with both secondaries, hydro, better citadel protection and in some cases torpedoes, to the point that brawling with a Yamato based on raw firepower is a non-starter unless you first wear the enemy down yourself using your big guns.
  9. Figment

    General Submarines related discussions

    Done that with DDs plenty. With subs it's actually easier... >.> But how to deal with this: - Check which players have been spotted - If you are spotted, use islands to obscure yourself: you've now got an exact vector onto its location. - Toss some ASW, make it dive and turn, typically slowing it down. - Chase it down, make it run out of air and pop up. - Easy kill with HE / ASW. You can typically do this with a BB or cruiser and should only take a couple minutes at most.
  10. Figment

    Subs are like the old CVs?

    When I do play subs (as I don't play them often, I mostly have T6), I often kill the enemy sub early on with a couple homing torps (which for some reason they often don't block with a repair). Subsequently that's sometimes all the action and contribution I'm going to see that match. DDs overtake me and do the spotting and torping, driving the enemy away from me and often not being able to even get to the next battle site in time. As a DD, I'm WAY. WAY more influential and effective. I can reliably engage targets for small and large damages with guns, fires and torpedoes alike, am not as dependent on acquiring line of sight and it's much easier to simply be engaged throughout the match. That's not a good player, that's very sub dependent. Some have fairly long reloads. Most subs are struggling to keep up and get into range of a target and then at a decent angle for most of the match. And of those torps, only a low percentage will ever find a target. What you perceive as a reload time of 30s, is actually not firing all their torpedoes at once to try and trick you into using the repair in the wrong moment. Mind, I barely ever need to remove a ping, because I'll just ensure the torps are steered such they have a lead on me to the side of my ship (sailing at a diagonal) and when they go near parallel, they'll go into an automatic straight line, at which point you slow down and turn, making their leading point from earlier on steer torps away from you. Regular torps are so much harder to dodge than homing torps, which is why I half the time in subs don't use ping at all, unless they're going to miss and there's little chance of ASW - because ASW DOES hurt in the hands of a competent player. Of course, trick is not to get caught with them facing your broadside and to sail such that reestablishing a ping (if you do decide to use repair) is fairly useless, because launching torps would drive the torps into terrain and as long as they have a lock on you, they can't lock torps onto other ships. IF that ship is still both in a line of sight situation to acquire a ping that's useful (torps may hit islands, ping might be blocked by island), doesn't know how to evade, while you can safely stay submerged with sufficient timer and space around you, can't get outdetected by enemy ships and while your allies didn't just keep falling back, leaving you alone to get overwhelmed and rushed being slower than the enemy ships, at which point the sub has next to no defense and especially low tier subs don't even have the damage output to significantly harm healthy approaching threats. You're pretending there's just the one scenario. Sometimes it favours subs, most the time, it doesn't. Or maybe I should say, it shouldn't. Some players make it really easy on the sub though by not understanding what to do. Can't completely blame them for that, but people not playing these subs strongly contributes to their ineffectiveness battling them and maintaining the myth that they're godlike beings in their current design. Yes, you can have dev strikes, but so can any ship under ideal circumstances. For most subs this takes a lot of positioning effort (btw, that's less true for the higher tiers, but even there for a really good strike you need to be in a proper position first, which takes time).
  11. Figment

    General Submarines related discussions

    Arming distance of torpedoes is not less than 0.5km, for homing it's 0.5km and for non-homing 1.0km. That's 2 seconds or more to react, where a minor course change can get you to safety usually, especially now that the initial dispersion is wider and a sub user can't predict where exactly the torp will come out. You have a better chance dodging (relatively low damage) sub torps at that range than dodging torps from any other ship as those have more reliable and predictable launch angles. I don't think the arming distance is right, but it's definitely possible and not too hard. Only took 1 torp in a DD in that situation so far and it did 4K damage. The sub would also have to be at or near the surface and been detected at that point, likely with low hp with everyone and their granny firing HE shells at it. If you can't kill it or your allies can't, seriously wtf is your team doing? And if you're the only unit around, why are you engaging a sub in its optimal conditions unless you have a point disadvantage. More than likely you can setup an ambush. Regardless, sub hunting is pretty easy for a DD, but if you're going to be obvious then maybe the issue is not the DD vs sub, but your strategy. Subs can't stay submerged all the time. Figure out how to create a proper situation to ambush it with its pants down, it's not that hard... And no, it doesn't involve "bravely" charging into an area with a sub without knowing where it is approximately. You use islands to check the angle at which point you're spotted. You check the maximum distance a sub can be at and try to bring that maximum distance within the distance a sub can be spotted, letting it come to you (it will) and allowing you to set the battlefield conditions. And yes, I've killed quite a few DDs with subs, most of which tried to "get in between" homing torps that were converging. Idiots. As a DD or cruiser especially, you should engage in a diagonal line, then depending on the lead the sub needs, you can easily drift around them or slow down and turn to let them pass in front of you instead of going at a sub in a direct line and ensuring you're in the converging zone... But that even works with slow moving fat American BBs, so there's that. In general, as long as the target is not showing a full broadside, the chances of hitting with torps is really low if any attempt at dodging is made. It can be really frustrating for a sub to try to hit something, particularly at the lower tiers. Overextension can easily happen, especially if your team hangs back as you have no choice but to get closer to the enemy to have a chance at hitting anything not in completely open water. Which is where the dumbest, biggest and best targets are found, thinking they're "saver" by hanging back, while it's safest to sit close to the middle near a higher concentration of islands as the attack angles for subs are more limited and homing is often not an option due to not being able to ping or pinged ships driving torps into islands. Not to mention that they're taking their ASW out of the early game where they could protect DDs. Sitting back in open waters is literally the worst thing you can do, as is running away from subs in many situations. And why would you be moving in such a directional vector that the sub can even get a lead on you (force it to turn and outturn it at that close distance as you would outturn a turret in World of Tanks, you ASW has more than enough range to work from a km or so) without you taking immediate dodging action with a mild turn? It's too close for homing to activate. It can try spamming and get lucky, but those torps aren't well predictable. If a sub has to resort to that it did everything wrong. However, other ships with torpedoes can close range fire as well. It is inaccurate only if you don't lead the target... It's funny how many people aim for the white markings as if that's where they have to aim. Sorry, but why would a sub stay in one spot? You KNOW it's moving, so depending on when and where it's pinging from derive a vector and then launch. Look at the likely routes, the wave is nothing more than a ping direction indicator. It's not unless you mostly do near misses. Depending on nation, direct hits can do half damage, cause flooding and with only a few repairs available, that can make it impossible for a sub to survive for long. You seem to be a very poor predictor of sub positions as you need a lot of ASW strikes. Have you considered that maybe your leading is bad? Have you adjusted where you aim and how much lead you give? Usualy I aim about 2.5 to 3 sub lengths ahead of a moving sub if it's been spotted and if I only got a ping to work with depending on whether I think it's moving laterally or at me I aim some distance away from the ping. Usualy with two strikes at once to cover a larger area in one go and make it harder to dodge. With the second strike in the direction I think would be the easiest to dodge wrt the first and always keeping in mind that the sub will want to turn to get another strike going on short notice. That strongly limits the sub's practical options for dodging and I usualy get to kill the sub. This is mostly an indication of lack of skill on both sides tbh... If the sub is constantly pinging, you get a lot of information on where the sub is moving and how. The fact you're remaining in line of sight of the sub because you get pinged multiple times is also indicative of a poorly planned trip through sub infested waters. And no, you can't say "it could be anywhere", because that enemy sub will start on the same side as your sub. So if you see one dead you have a good indication on whether or not there's one present and whether or not you should keep an evasive route near an island as option. A sub that is constantly pinging is no threat as it gives away its position, thereby indicating where it is safe and how to launch ASW. A single occassional ping is easy to deal with, but also the only thing a sub really can do without attracting too much unwanted attention. Ideally, you don't use pings as a sub at all, but I find the torpedoes to be lackluster anyway. It's very unlikely to get a significant amount of hits for a sub and when they do, their danger is in floodings more than direct damage. Unless you're targeting another sub. I've found that there are many subs that can't even get into range of enemies well, so although I'm not happy with the current design of subs, the incessant whining on how people have no defense against them is getting very old. Especially as it seems a lot of people are getting better at aiming ASW (finally). It can, but it still takes a target to tango... I must say it's been outright difficult to have an impact with the Undine in particular.
  12. Figment

    New Super DDs Kunming and Humphreys

    Pftt. This has nothing on Kitakami.
  13. The whole point of power creep grind is to force people to go to the highest tier asap to ensure they're not bad players AND stuck with subpar equipment... So yeah... What do you expect really? The whole tech tree thing is part of bad design IMO. The top tiers get all the best gifts, all the options for contests and a power creep advantage over other players in terms of survivability and gimmicks. Of course there will be... "smart"... people who are going to try the loophole to avoid grinding the hard way and using coop to get there. Would be more fun if the ships were a bit less power distanced from tier to tier for these people.
  14. Figment

    What I think about the new tutorial mission

    I think it would be nice to see scenarios (without them necessarily controlling the ships) play out in front of them, where they can see what both ships see and what they are doing. In that case you could also show the ribbons. Break down what they saw happen and then what they could have done to get a different outcome, then having to repeat that sequence with key hints. One of the major prolems for people playing online is not being able to understand they're not fighting scripted pixels with limited ability, but people controlling pixels with information, timing and reasoning and therefore not trying to think in terms of what the other is trying to do to you, when and what their options are.
  15. Figment

    Im a sub main and not sure how to ping planes

    Hey, they're called silent hunters for a reason...
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