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Figment

Beta Tester
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Everything posted by Figment

  1. Figment

    A way to combat extremely slow turret traverse.

    Btw - those complaining about slow turret turn rates. Learn to use your hull and anticipated turret and hull angles to your advantage. I hardly ever need the extra turn rate on the turrets except during dodging moves. In which case having your full attention with dodging torpedoes is more important than firing anyway. Also, helps to change speed: I often see ships get out of hiding or into areas they need their turrets aimed on target before they are done turning. Just slow down a bit behind the island (dodge torps at the same time by throwing of the DD) and finish your turret turns, then pop into view and fire that broadside.
  2. Figment

    Battleships?

    Your input matters Supa, with EVERY ship (except the Wickes structurally till it gets a fog buff) can decide the outcome of a fight. If you don't think so, your playstyle doesn't suit the unit. Learn more playstyles. Or how to aim what ammo at what time, battleplanning and timing. Seriously. This game can be played very tactical, where different units require you to adopt completely different positioning, playstyles, ammo usage, but the fact remains most players aren't tactically developed enough to realise what region these units are optimally used. They just blame their equipment for not being able to derp into danger. Why are so many people like me able to use equipment others completely fail on? Because we adapt. We critique ourselves. We experiment. We don't let routine, dogma or expectations get in the way of our usage. And being able to read maps, aim proper, use the right ammo, avoid bad routes and bait, be patient, but timely... That helps. And that are a lot of things my opponents and allies in battle too often miss.
  3. Figment

    Battleships?

    Well at least "some retard" didn't decide to make all classes lower than one other class so you would have no choice to play any class but that one class and basically putting any effort in another class would be wasted time and effort because nobody would use it. Think before you speak. And get of the arrogance that players playing one class of ships should by default look down on all other players. What a horrid and disrespectful attitude towards your fellow players and the developers you have. Are you always this self-important or have you such low self esteem that you expect a game to generate the wins for you on an inequality basis, because you aren't capable of defeating someone in a fair fight? Is that what you're saying? That you expected to just be given a bully stick to beat up other players and that such a design would be "fair, cause you get to win?" Do you even understand what a game is and that everyone should have fun and shouldn't be treated as your personal object of abuse? I sure hope not...
  4. Figment

    Battleships?

    So you're saying your accuracy is worse because nobody is doing the aiming for you? OH WAIT, the RANDOM NUMBERS ARE ALWAYS BAD JUST FOR YOU AND NEVER FOR OTHER PEOPLE. BECAUSE THAT IS WHAT THE WORD RANDOM MEANS: "conspiracy against Fonfalks". Or are you saying that you would hit more shots and deal more damage per shot if you played with other people, because they would magically fire your guns for you? Keep posting, the entertainment level of the quality of your arguments is rising. They just reached Epic Fail. Try some self-critique some time. It is worth it.
  5. Figment

    A way to combat extremely slow turret traverse.

    Secondaries turn rates aren't instant, always best you use Ctrl to designate targets, think that makes them line up just a bit more efficiently. Same for AA, concentrated fire on the bomber that hasn't dropped yet works much better.
  6. Figment

    Battleships?

    Fuso's stock only problem is being outranged. Should have two kilometers more range, IMO. Very capable close range as stock already (mine is stock atm). Only problem is the Clevelands staying out of your range if they are even a little bit smart. Yet I'm still the top scoring unit in a tier VII match, which mostly says something about the quality of the teams you get (particularly their lacking ability to deal with aircraft due to not grouping together in small fleets and not turning together when it is time to dodge. Even the mass IJN bombers have issues if people would just play together instead of being selfish and in tunnelvision. Jaeger, have you ever looked at how the other people you debate with and how they perform on BBs and compared them to yourself before you make slanderous remarks about them?
  7. Figment

    Battleships?

    It is enough to one shot units at that range.
  8. Figment

    Battleships?

    That dispersion is only at max range. If you stay at max range and limit yourself in that way it still isn't the ship's design that is an issue. If you don't want to get closer then that is your problem. Many of these ships are awesome brawlers between 4-13K range. @OP: slinging insults at the slightest hint of critique and pretending you're beyond flawed despite being a very bad performing beginner is not mature, it is extremely arrogant and offensive. Again, grow up and appreciate constructive critique and learn from the advice offered by people who could also just ignore you for being yet another bad player critiqueing the system because they suffer from Duning-Kruger syndrome.
  9. Figment

    A way to combat extremely slow turret traverse.

    uhm, it is typically 35s or 40s vs 40 or 45s on japs, that is 7/8th (0.875), 7/9th (0.778) or 8/9th (0.889) ratios... You are asking to change it to 0.8 times slower, so I take it you want that to mean 20% more turn time than the US (rather than an 80% increase which is what you actually said). That would mean 42.5s vs 35s, 50s vs 40s. That is actually worse... Other way around applies as well, 40s would mean 32s, 45s would mean 38s on US. Maybe you want to brush up on your maths a bit. ;)
  10. Figment

    Dive bombers need dmg buff

    Three things you can improve a lot on: 1. Get closer to the battle of the main fleet, just leave again in time and keep DDs at bay - you can actually add a lot to the AA if you pick islands close to the fight to hide behind. Flight time can be under a minute if you bring the ship closer. Of course, how close depends on the battle. 2. Don't throw all your air at the same unit at once. Dive bomb OR torp run first. Then wait with your air till the target repaired. THEN strike after the repair finished working. Either the target will be flooded or on fire for the full repair reload time. 3. Communicate with your team which units used repair when. This way, both you and the rest of your team can maximise the fire effect. Sorry to say, but I think you need more experience with proper usage to optimize fire damage. And for crying out loud 90 seconds is a LONG time to be on fire! But work WITH your team to make it happen!
  11. Figment

    Battleships?

    Here comes the "I am a god, if I fail it is everything's fault but mine"-crowd. Grow up.
  12. Figment

    Battleships?

    Basically, without trying to offend you, you're doing a lot of things wrong. Watch some footage from other people playing them, try different classes and learn to use the right ammo at the right time, at the right lead distance, and aim AP at the waterlinie at the right angle (side) such that it doesn't bounce off. Use HE from the front and lead properly: where a target will be, not where it is. If you do it right, you will deal at least 1K, but up to 20K salvoes and one or two salvo light ships. You say "I hope this is a work in progress", yes, your skills are always a work in progress. Look around more, become more situational aware, anticipate enemy torpedoes and aircraft, etc. Basically, realise right now you're at the bottom of the skill tree. Find guides on ship combat in this game on YouTube and learn how to improve.
  13. Almost forgot to answer this, sorry. I'm considering doing it by request, since it is a lot of work. Not hard to figure out btw, just communicating it somewhat clearly is. I mean that map is a simplified summary of how I read a map. Want to do one from the other side of this map at least for BBs. That allows to play a bit more with the psychology of players if you do it well. For CVs the strategy really depends on your deck and fleet, but yeah, most do it wrong. Cruisers is almost the same, but you can come a bit closer to the enemy at most tiers and should be split up in two categories: with torps and without. IJN and US DDs also have their own quirks per map. Honestly kinda annoyed with the DD performance of some. Relied a lot on fog during CBT so OBT had to change a lot and take far too high risks for what these units are balanced format the moment (Wickes in particular), hence I have been experimenting a lot again to see what is possible. Doing all maps and classes is a bit too much work in that respect, but I'm open to specific requests.
  14. I hear a lot of BB captains complain about distances being too long for them to cover, but also constantly see them make mistakes. Like staying in the back too long or taking routes that are ridiculously long. A lot of times you see an enemy lemming train on this map move around the north in between A and B (effectively cutting off A from the south). Often times, those at C have no opposition. Those people then chose to sail ALL THE WAY to C, even though they can control C with BBs from positions further north as well (best done with BBs sailing north and aiming east). Tried to make a small sample overview of how (not) to play this map as a BB. Of course the plotted courses aren't "exact" mile for mile and you need to take into account different situations. Sorry for not splitting it up into separate (staged) maps. I'll expand on this post some other time though. Just wanted to share it now. If you have any questions or suggestions regarding a specific situation and position, feel free to discuss them in this thread. The knowledge gained from this thread about how to play BBs can of course be applied to many other maps as well. ;)
  15. Turning back is logistically always better to get within the range of other AA on your team than venture on and be guaranteed to have no escort. But turn back before that cruiser loses the enemy's attention. Better yet - keep trying to call back that cruiser before he engages the enemy and gained his tunnelvision cannon view. Usualy works if they have half a brain and you point out you want to assist him. Always important to connect and communicate with your team. I at least spam and frequently just tell them in advance what you will be doing when. And always take the time to report on targets on your side, mark important ones and ask how the rest is doing. Any information is good information.
  16. Figment

    Stats of a Good Player?

    K/D is largely dependent on a ship making the finishing shots. Typically, I personally leave the last 4-5K to escorting cruisers on my team when playing a BB. When I get a high K/D on a BB, my team is probably forcing me to waste volleys and Thus damage potential on low health targets. Worse if those are agile targets. A cruiser has a rapid dps and so does a DD. Finishing of low health targets thus becomes more likely. Same if you have a lot of alpha damage ambush potential: finishing off becomes more likely. That doesn't mean you have to deal as much damage to get a higher K/D than say a battleship. Hence people who look at K/D to detect skill have no idea what they are doing. Dealing a lot of damage is of course important, but more important is your team's speed at taking down enemies. Which is more about teamwork and enabling other people. Similarly, a lot of tactical things like self sacrifice isn't reflected in statistics. If I throw myself at a numerical majority to distract them from firing at the actual important units (those capturing the base) or sail into a friendly base to stop it being captured, or simply hold off 5 units while defensively kiting them and simply gaining three minutes time for my team, that is never going to be reflected in any other statistic than winrate. And I think a lot of people who think it is all up to the team and not them don't understand they are part of that team.
  17. Figment

    Why are Battleships so insanely weak ?

    Well it's not impossible to do that with a Furu, provided the BBs are really dumb and run into torps one after another after seeing a Furu ambush their predecessor... But generally a Furu is an easy kill.
  18. Figment

    Why are Battleships so insanely weak ?

    Oh I know. Am on Fuso now. Bit cumbersome with the range, but still manage #1 positions 3/4ths of the matches. Which is weird for a stock Fuso tbh. Considering you got only 13km range and up against everything with fastly more range constantly. The firepower is nice though, as it always has been.
  19. Figment

    Why are Battleships so insanely weak ?

    mtm78, on 20 August 2015 - 10:23 PM, said: ( don't look at Figment, he was just 'lucky' ) Says the guy who was lucky enough to face the worst Kuma player in history. 9 volleys to shoot mtm's 1200 hp leftover. And he missed ALL OF THEM. :'(
  20. Figment

    Izumo- the joke at tier 9

    I'm wondering if you tried it. Properly. As in... Don't sail through a crossfire to get within that range, force close range duels and get the drop on other ships. You can easily duel two cruisers with a Nagato even if they are on either side of you (as long as they don't have torps...).
  21. Figment

    Naval/pirate sailing ship movies / series

    Those are modern warfare movies, I'm particularly talking about the Age of Sail.
  22. Seen lists of the whole WWI-WWII-Iron curtain movies. Let's see what you can come up with for REAL ship movies: those with sails! ;) Pirates, navy, stuff like that. Mini-series: Hornblower (1998-2003) Black Sails (2014) Crossbones (2014) Movies: Captain Blood (1935 B/W) Mutiny on the Bounty (1935) The Sea Hawk (1940) The Black Swan (1942) Captain Kidd (1945) Disney's Treasure Island (1950) Fortunes of Captain Blood (1950) Last of the Buccaneers (1950) Captain Horatio Hornblower (1951) Against All Flags (1952) Disney's Return to Treasure Island (1954) The Buccaneer (1958) H.M.S. Defiant (1962) Mutiny on the Bounty (1962) A High Wind in Jamaica (1965) The Bounty (1984) Pirates (1986) Treasure Island (1990) 1492: Conquest of Paradise (1992) Cutthroat Island (1995) Master and Commander: The Far Side of the World (2003) Pirates of the Carribean - The Curse of the Black Pearl (2003) Pirates of the Carribean - Dead Man's Chest (2006) Pirates of the Carribean - At World's End (2007) Pirates of the Carribean - On Stranger Tides (2011) De Ruyter (2015) I'm sure there must be more!
  23. Figment

    Stats of a Good Player?

    That's actually one of the least interesting stats in a team game. EDIT: Come to think of it, I'd be far more interested to see how many kills on average YOUR TEAM gets to the amount of units that die on your team. I think it'd be more telling about how much you contribute.
  24. Figment

    Why are Battleships so insanely weak ?

    It means that they're supposed to be the all-round classes that are easy to get into and learn the game, whereas BBs are supposed to be for good players. And from the whining you hear constantly while other people are doing fine on them, that seems to be the case. Make BBs too easy and a good player will singlehandedly murder entire fleets. Ask Mtm78 what my Kongo did to his fleet the other night. A lot of bad BB players seem to want some sort of pre-tier switched KV-2 to play and think that's somehow balanced.
  25. Figment

    World of Drawships

    Ducat, just put Tubit on ignore tbh. He's not got any other argument than "I don't like it".
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