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Figment

Beta Tester
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Everything posted by Figment

  1. Figment

    Remove the timer. It ruins the game

    Bad players at fault. Wargaming can't fix that. Changing winning conditions may actually just encourage that type of behaviour or facilitate it. That's not going to reduce your aggravation, it'd be rewarding the wrong actions. These people are inexperiencedm, lead them to victory by example. Point out what they do wrong and that it is actually more costly. Even if that's after the match where they end up in the bottom results and you can say "I got this reward, what was yours. Oh that little? Maybe you were doing something different then...".
  2. Figment

    Naval/pirate sailing ship movies / series

    Uhm, because it doesn't have sails?
  3. Figment

    Remove the timer. It ruins the game

    To the people whining about me posting my stats: Stop complaining ABOUT YOURS. Yours are the ones that are off. Yet you keep using them as justification for systematic change. The only reason I post mine is to point out that YOUR STATS NOR THOSE OF OTHERS are NOT by themselves reason enough to make systemic changes. But if you want me to stop posting my stats, I will be happy to post the stats of 50 other players who do not have high draw rates. Indicating that it is more than possible to avoid draws as is. Draws are not a problem by themselves. If you did well you get rewarded as if you won anyway. Even if you lose. I personally feel a draw should yield a bit bigger reward to all depending on the amount of combat that took place. Note, not the amount of ships sunk: that is already in your personal exp output. More like getting exp somewhere in between a win and a loss, based on the ratio of the amount of damage dealt/total hitpoints (including heals) of the enemy team. So say: Draw exp = loss exp + (Win exp - loss exp) * 0.75 * (damage dealt by your team / hitpoints of enemy team + (base cap + base defense)/20) But please stop pointing at anyone's stats and stop shifting blame away from yourself. It is really annoying to see people pretend to be better than they are just because they feel entitled and robbed from wins they gave away themselves. You ever hear people complain about football matches ending in a draw or even a loss when your side failed to exploit a 11 vs 10 situation and "you would have won if only the match would have lasted longer and thus FIFA should increase extra time till a winner is decided"? That would be rigging the match in your favour, based on what? You feeling entitled? Self importance? Look, if you can't be decisive within 20minutes, you're doing something wrong as a team and/or individual. I'm sorry, but I cant sympathise if your personal draw rate and other peoples personal drawrates makes them feel frustrated and feel they are underperforming "because of the system", while they completely ignore their own input. I keep hearing "I can't do more" and just think "sure mate, you keep believing that, isn't that a convenient argument..." I'm sorry that it is a fact others apparently can, proving you factually wrong. It probably just takes some adapting (being a bit more aggressive or changing routes) and experience and I'm sure you'll do better than me. Experiment a bit first maybe? Try something different than your routine? Because before you have done that, you can't say it is the fault of the system when so many others did "figure it out". Regardless what it is, because I can't see what you're doing "wrong" or if you're too passive or too slow to move on, or simply take routes that take too much time due to being overly careful. Could be a lot of things that don't make you a bad player, just not efficient in winning within the time constraints as you just don't take enough care of it for some reason...
  4. Depends on the ship. But when I played my Nagato/Amagi during CBT, they frequently did about 25-35K damage per match. Of course you needed the captain skill to extend range and the module to extend range. Bringing ships within 6-7km was glorious and they frequently even killed DDs for me without having to fire a shot at them (especially fun if they were chasing you and you'd weave back and forth a bit). So yes, they can work out quite well, though I'm not sure if they've been nerfed since as I havn't advanced to the Nagato yet since OBT. However. With the Kongo in particular, I have already noticed them setting fires while I was busy APing the enemy ships. Which helped a lot in finishing off all kinds of enemies, including BBs and DDs. And I don't have any captain skills for improving the secondaries yet. Do have the module installed. It definitely meant all the difference between winning a close range duel between BBs and not taking damage from a last enemy salvo. Especially nice if you have secondary range and they don't.
  5. Figment

    Remove the timer. It ruins the game

    Tdrone, on 18 August 2015 - 10:03 PM, said: I previously posted this: I'm always paying attention to the clock (which is barely visible in most maps btw...) and lately i use the chat to tell my teammates to go to the cap when we have less than 10 mins. You guessed it, nobody listens. The other problem is that you have to find and kill an enemy carrier because it can easily reset the cap anytime and the battle will end up in a draw. I don't know what else can i do. If i go to the cap by myself i die (tried it, not an option). Heh. There's just so much you can do. People usualy do listen if you are clear and provide intel throughout the match (which is VERY important), select targets for your local group, etc. Wouldn't know where to begin explaining what you all have to pay attention to or explain how I set my course and why, too situation dependent. :/ But it's mostly about moving around on time. Timing is everything, especially if you've got limited time. For instance, a lot of people finish their fights before they start moving. Just... some examples. I mean there's a thousand ways you can do these things and it's all depending on circumstance. Why not finish the fight on the move? I mean... The enemy will follow anyway. After all, you're 'their' target. :/ I also try to have other people finish off targets, so I just make a nice target rich environment with lots of low healths, while making sure people know what target should go down first. I see a lot of BBs go for targets at 1-4K health, even when there's a lot of friendly cruisers near that can finish that with a couple HE volleys and they're better of dealing AP damage to fresh targets. Your team will follow your lead. If you roll your side efficiently, you can take yourself and your team closer to the next objective. Or force an enemy team to split up, turn back, etc. if you don't pincer them first. All depends on how much time you have left. But basically, after my first engagements (and provided I'm not on the defensive), I'll try to use each next engagement to press closer and closer to the enemy cap from 4 minutes into the match. Basically, I try to control the region that is in dispute. So when I'm in a BB, I don't hang back. Your enemies will stay in a region between 7-15km away from you. So if you "claim" an area, even a domination zone. Typically, enemies won't get too close to you (and your escorts). You now control the area (may have to rid it of DDs). If you do this and it's not a domination mode, then you've got your team a few grids moves closer to the enemy cap, while they stay further away from your cap. :/ Think of it this way: if your team is in its usual position at about a third way position of the map, then everything BEHIND them is "yours". Yours and the enemy team will keep a bit of a neutral area in between, which is the contested area, to which most guns are pointed. That contested area should be pushed towards them throughout the fight. If you're leaving it at a third, which a lot of players do, especially camping BBs, then you invite the enemy to come to you. Or they just stay content with sniping right back. In both those cases, your ships will be far away from the enemy capture zone. They might be alive, they might be save, they might even deal a lot of damage (by accident), but they won't put you in a position later in the match where you can make an attempt for the capture zone. And if these people do, they tend to take the long way around too, because they don't control the middle for instance... It's all about trying to control areas in due time. Especially in domination mode. The psychological line of what is yours can often be drawn such that it includes two domination zones, simply because you sailed up the middle in Big Race for instance. Enemies will often turn back and leave it to you and your allies to capture a zone, which gives you a few hundred points advantage. But if that happens, any of your allies that sailed there should change course and cut towards the other side if they don't give pursuit (and not too many should, try to control that you don't have too many ships chase one target and try to keep them focused that they don't get baited: that ship will come back to you if you don't give chase anyway). Often it's simply a matter of pointing out there's no real threats there anymore and they'd waste time if they take the long route. Once they realise they won't get exp there they'll automatically seek new targets, usualy towards the point you clicked if it makes sense. But the other thing, sharing intelligence. Improve other people's situational awareness: share easy and priority targets. Suggest plans. Point out threats (DDs, bombers. including CVs coming into range of cruisers/BBs in the next 4 minutes). Suggests moves. Point it out when you have people on your side who overextend, isolate. Point it out if you're coming to help. If they listen, bonus. If they don't... Eh. In some cases you can at least sneak up on the target. But do backseat drive the hell out of them. Hell, I sometimes go as far as to suggest what ammo type nearby people may want to use ("I'll use AP to citadel hit, can you keep him on fire?"). You can team up with other DDs (doesn't usualy work though) to snare enemies. Whatever. But the point is, most wins should be decided well before the time limit. Whether by destroyed ships, points gathered. But you do all that by controlling areas, which is simply down to your positioning and course plots. And yes, you should always strife to keep the initiative and be the side that's controlling regions. And even if you don't interact with the rest of the team - which you should, whether they respond or not - you should always at least control your personally assigned area and simply "play well". Simply playing well isn't enough to make it a win though if you don't have a plan on what to do next and when to do it. :/ Most people improvise, which is good, but they improvise so much 'in the moment' that they don't have pre-selected options ready to improvise with. And as far as I can tell, they usualy improvise with the goal to beat their direct opponent. Not so much the enemy team as a whole. Btw, I'm not questioning people's competence in that they COULDN'T do something. I'm questioning whether they realise they CAN and not taking the easy way out by suggesting they can't and point at some scapegoat to excuse themselves. I'm trying to provoke people to really think about things. If it's possible for someone, why shouldn't it be possible with someone else? (Which again, is the reason I bring up stats, to show it IS possible).
  6. Figment

    Premium ships are worse than stock.

    Rule #1: Don't buy a premium if you have no idea what the bloody heck you're doing.
  7. Figment

    Remove the timer. It ruins the game

    It's not a wonder... That's the point. It's just possible and I without trying to sound arrogant, I can't even call it hard. I simply don't understand this attitude some of you have that just because you personally THINK you can't (I'm quite sure you're capable enough), it's somehow "impossible". That's the whole point. It's not. Your stats are the result of your team's play first and foremost. And you're part of your team. If you didn't influence your team, everyone would have random statistics wildly fluctuating. Instead, we have players who consistently do well, win a lot and don't draw a lot. We also have a lot of players who also consistently do well, but draw far more than they think they should. And they're right. They shouldn't draw that much. They just have to adapt their play a bit to be more focused on winning no matter the method, as I did during CBT. The problem is, most of you don't want to adapt. Or even admit you may have to adapt. Or be a bit smarter about plotting your course to have more influence on the outcome of the match, rather than the most damage dealt during the match. There is a slight difference between those two types of courses. And it's only slight. Hence I think most of you should easily be able to turn half the draws you have now to wins. :/ There are draws you can do little about. But most of the time, draws are someone's fault on your or the enemy team.
  8. Sail underneath it, use your AA. Bring your ship closer to cruisers or BBs. If it doesn't get within your AA range, use a bomber squadron to goat it over your ship. Your AA will wreck it completely. If it doesn't take the bait, just bring all your aircraft out, then do one of the following: 1. Bait them away with one squadron that looks easy to kill, take your other squadrons in the opposite direction. 2. Bait them with your squadrons to friendly AA units. 3. Simply rush through and sacrifice some and make them run out of bullets, attack with what you have left.
  9. Random match making only works with people chosing to coordinate. When people are sensible and make sensible requests or suggestions, people will follow. Besides, a plan is better than no plan. Just as long as the plan isn't "ALL THIS WAY !!!1111!!", cause then I'll just go in the opposite direction and stall and bait the enemy group for as long as I can retreat fighting.
  10. Figment

    Remove the timer. It ruins the game

    Not sure if you noticed, but my authority on higher tiers was questioned. Just illustrating I have experience there, plenty, and it is consistent with my observations here (in fact, thanks to CBT I'm not making the same mistakes again, since I experimented a lot with what different types of ships were capable off. I especially pushed BBs to the limit on low tiers and had winrates as low as 43% winrates simply because I didn't yet know how to optimally play them: I do now and it shows). It's not arrogance to show off my stats, the point is that you're complaining about your stats not being good enough, so I point out maybe it's you. And it's really that part that irks you, isn't it? The suggestion that you're doing something wrong and I wouldn't be? :/ I'm sorry. I make plenty mistakes. But I do try to learn from them and compliment my enemy if they get the better of m and learn from it. I see my and the enemy team movements. And learn from it: in particular in what situation are they vulnerable in what flank? And then exploit that. This whole draw and timer thing is only an issue if you're not entirely sure what to do and can't quite read the map. I'm sorry if that sounds arrogant, but it is the case. In which case, it actually does show in one's stats whether one knows and maybe it should. Anyway. You complain that the game doesn't fit your style of play. Isn't that really one of the most arrogant things to request? To change the rules to accomodate your personal playstyle? Maybe your way of play should fit the game. The only reason I keep bringing up my stats is because you lot keep hammering that "your stats" aren't good enough and because it is "impossibru11!11!!" to do well "because of the system". You can't honestly complain about me bringing up my stats when you're in a topic where people like yourself are complaining about their own statistics "not being right". Which is actually the ultimate form of arrogance: saying "I'm entitled to better stats". But whatever. You accuse me of arrogance, fine with me. Pot, kettle. What bothers me is that people keep blaming the system for their own shortcomings. :/ It's very possible to play to win, but if you play it different from how the game is designed to be played... Don't think it weird you don't always win. To me this whole discussion is like... If people in chess would go "but I want to take out all the enemy units first to humiliate my opponent", get lots of opportunities to end the match in their favour, but because they keep trying to take units and don't pay attention, they end up in a stalemate because the opponent keeps repeating the same move or can't make another move without being checked... And then complain that there's a rule that makes this a draw despite there being a "clear win situation, cause I still have pieces and he doesn't have anything but a king". I simply see it as the fault of the "winning party" that it's a draw. And so what? Be happy it's a draw and not a loss. If you wanted to win. Just try to learn from your mistakes and if you don't trust your team to do it, then do it yourself.
  11. Figment

    Remove the timer. It ruins the game

    Had 60-63% winrates on the Pensacola, New Orleans, 55% on Nagato (was 43% over 30+ matches, then installed secondaries module). Amagi 59%, Mogami 65%, Myoko (replacement ship) 75%. Then went down to Furutaka when it was added, 52%. None of those had issues with draws. Didn't play US BBs during CBt though, but so far they are very easy ships to play with. I had 1300 matches in CBT and got into the top 1% matches played. With average winrates imo. But I keep wondering what you lot are doing different, because I hear you say "well we don't have the issue with low tier ships", but then I look at people's stats and they are far from comparable with mine. Inconsistent, lower win rates, but... More damage. I'm under the impression most players are gunner first, captain second. I try to be a captain first, gunner second, it is a different mindset. :/
  12. For a few minutes, ships froze / warped / skidded and rotated all over as positions were updated for ALL players in the match except a few (who of course won the match because of that). First time I've seen this. Coincides with some forum issues. Wargaming having some server issues perhaps?
  13. Figment

    Remove the timer. It ruins the game

    Did but my Amagi during CBT had a 59% winrate and a 4.5% draw rate. My source for draws back then was CVs (9-10%, being able to reset caps in a lot of matches, but not change it into a win if the team failed).
  14. Figment

    What ship modules are obligatory free exped

    ...Well then don't try the US DD lines... Cause you're not cut out for it. A WHOLE 200m! D: I don't free exp anything really. :/ built up 27K of free exp so far to use for some Jap BB gun upgrade around the higher tiers or something.
  15. Figment

    Remove the timer. It ruins the game

    Mine tends to look more like this: Meh.
  16. Figment

    Where to hit a ship to cause fire

    HE tends to need a deck or superstructure hit of sorts. Maybe not if the armour is really weak.
  17. Figment

    World of Drawships

    Tbh I think people make up their mind too soon as they plot courses that commit them to a certain side - especially due to the turret direction they might have chosen that faces enemies at that time: then they keep sailing towards the edge of the map. Opposed to picking their turret direction such that they can alter course and targets easily as they'd sail towards the center anyway for optimal firing, which is what I do in order to prevent heading in the wrong direction. With the way I turn my hull and guns, I don't have to commit, whereas mosts other people do commit. It's very counter-intuitive maybe, but I chose to aim away from the enemy at the start. THEN turn my hull towards whatever direction I need to go if I start at the edge of the map. If I start dead center, I sail towards the middle or a side, with guns facing the enemy, such that I can turn towards the enemy side if there's a lemming train heading the other direction, meaning I have my guns on target and can break off that direction and sail outwards if I'm blocked.
  18. Figment

    CVs disappearing

    Considering though that these engagement ranges do not conform to protocol for carriers.
  19. Figment

    Can't press battle

    Well we don't speak Russian. So that's one thing we have going against us. They seem to talk a lot more directly with the Russian playerbase at Wargaming.
  20. Figment

    Can't press battle

    Info is always nice, but eh. Gaming companies and communication.
  21. Figment

    CVs disappearing

    They do have the furthest view range actually.
  22. Figment

    World of Drawships

    If you up the game time, won't they just be more passive and STILL don't see the timer? How about the timer becomes big and red and flashing with 5-6 minutes to go? How about we go from this slow paced version: To the fast paced version starting at 1:02 when the end draws near? Put some pressure on.
  23. Figment

    Can't press battle

    They probably are on it, but at some point spamming tickets and forums doesn't help getting more attention to it, it just distracts from other tasks. :/ Just because something isn't insta-fixed, doesn't mean someone isn't working on it. You're not in their office. :/ The only thing that helps is post reminders now and then it's not fixed. Getting worked up about it doesn't help in resolving it. Just play some Portal or something in the meantime and pester GlaDos.
  24. Figment

    Can't press battle

    Had this issue during CBT twice. It went away after some time. Not sure what caused it. Often it thought we had two CVs in the division, even if playing alone, even if neither had a CV selected. Or even had one in their port.
  25. Figment

    Newbie - Battleship question

    Aim for the waterline. Most people start aiming too high. Kawachi can easily deal up to 20K-30K damage in one volley if you get the right hits.
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