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Everything posted by Figment
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Siren songs are OP. Also, German Lorelei are underpowered compared to Greek siren's, cause they only work in rivers.
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For those people struggling to citadel a Cleveland
Figment replied to ilhilh's topic in General Discussion
They're not much harder to cit than a Pensacola tbh. The biggest issue people have is the long leading time I'm sure. -
Ctrl-Alt-Del is so Windows 95. Button to Mark a Target is the Windows Home key btw.
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F13 activates special mode.
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Just a tip, if you're about to crash into an island, go nose first.
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Actually, it's a mini-Omaha. And it's great. Either stay at max range, preferably sailing away from enemy ships or use islands to sneak up on or melee duel with enemies and pulverize them with a torp attack. It has a lot of cannons, excellent accuracy, a high rate of fire and decent AP citadel damage against cruisers, a high chance of causing fires on BBs and triple torpedoes on both sides, sure short range, but that's excellent enough for anti-DD defense and anti-CA melee up to tier 6-7 tbh. The sonar special is of course useful to hunt DDs, at which it is very good since it's so maneouvrable and has a high rate of fire with a lot of accurate cannons. I think you need to rethink how you play the ship if you think it's awful. EDIT: You only played two matches in it I see. Wut?
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Yes, one of them failed to come from Russia. That said, Albany is great. ;)
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lol Because FIRST removing threats and then removing BBs doesn't do more damage... Right? xD And people whine about the capacity of their ships when they should have really different priorities to fix. Like their understanding of the game...
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Again, don't see the problem. My Cleveland would walk out of there with 40K+ HE damage and maybe an AP cruiser or DD kill or two, probably a lot of AA kills too. :/ What exactly do you do in a match like that, that makes it a problem? You're not seriously trying one on one and "let's have all those ships fire at me", are you? You group up with two other cruisers, then see what happens.
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Sure. Just tag team with some buddies?
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How to make IJN carriers complete trash overnight FT. WG
Figment replied to Last_Rites's topic in General Discussion
Facing two interceptor Bogues. Don't really notice a difference pre vs post patch, tbh. Of course, I always used interceptor setups for CVs (including IJN), so I can't quite compare to those wiho were used to fly without interceptors. Plus it's mostly tier IV-V with poor AA. But all in all, I don't really see what the fuss is all about. -
That's reasonable actually if that's late night... :/ Get a tier VII more (instead of two tier VI), a tier IV instead of a tier V... People with fewer ships tend to win those rounds.
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I'm not so hopeful that people can learn. Seen people use "straight path from A to B as infantry through a line of tanks" for a decade and never learn that it's kinda lethal... :/
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It would create other ones instead. Situational awareness is a major problem for a lot of players. But it would be a gigantic buff to me if I could exploit the poor situational awareness of bad players even more. :/ I mean, how often does it happen where you just sail up to a BB with a 5.5km range torp and have to cross 2-4km of already having been visible, with the BB player not even being aware of your presence, allowing you to lay four spreads of torps into it with a Nicholas or so on top of fire damage? It would severely diminish the challenge to me if the opposition would constantly come to a stop because they didn't plot a course or were too preoccupied with their fire fight. At least now I have to use leading skills to get those citadel hits. If they just come to a dead standstill, it's just "Oh hi cruiser, have some AP guaranteed dead on center. Bye cruiser."
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Regarding [1]: Did you say explicitly you had that intention? NO. But YES. You did say that unwittingly. You just didn't and DON'T realise that was the consequence of what you were saying and still ARE saying in [2]! It's a direct consequence of aircraft not being able to cross borders. :/ Regarding [2]: I very much dislike that the current minimap doesn't portray the actual playing field (which basically includes a derivative set of borders for aircraft only) and hence have at least three times stated in this thread alone the minimap should be expanded to not hide aircraft. Regarding [3]: I'm not in favour of a dead stop as hitting an island (where IMO there should even be some slight beaching damage considered actually, with the kill going to the person who last damaged it if the ship tried to suicide to deny a kill). However, I'm in favour of making the ships in the border zone over time lose speed to such a degree they can't speed-turn easily (say losing 50% of the speed over half a minute). Simply making them more sluggish already makes them a lot easier targets, without punishing ship types and ships with broken modules that are hard to turn.
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I answered that question with a quote of yours (post 74) where you stated aircraft should not be able to go through borders, de facto creating a border safe zone for ships due to the way the aircraft mechanics work. You STILL apparently just don't realise you implicated that. I very much doubt you see the direct relation of border mechanics with certain torping and bombing angles becoming impossible, making some ships impossible to hit if they are under certain angles. EDIT: Just think of dive bombers trying to hit a ship that you approach parallel to the border line, who suddenly goes into a diagonal with respect to the border, almost hugging the border. If the dive bomber is not allowed to go outside of the border, you just made it miss the majority of its bombs, OR forced it to fly around to the rear side to line up a bombing run, all the while being in the AAA of the ship, causing a much higher chance of losing bombers. And that's just one example. If you had any experience with CVs - actual experience rather than total desinterest - you'd have realised this instantly.
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Alright, let's just take the first border hugging video that pops up on youtube... According to you, no matter what angle that ship is in, it would still have the same speed. Note that you should take into account the drifting effect upon turning if there's a fast ship involved. Note that the ship simply comes to a full standstill at a 90 degrees angle (very slight drift) then moves in the opposite direction. A ship like that can move quite a bit faster... But just think about this logically. If the vector doesn't decompose, than you would never decellerate to a standstill and couldn't make a turn to move in the opposite direction, because that requires your speed along the border to come to 0. And guess what. It does.
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That's an easy exploit. You make aircraft fly directly up to the border, then click somewhere far away at the bottom edge of that border, to get a vector that's near parallel to the border. That also allows you to attack border huggers from a direction they don't expect. What I also said about this is that Wargaming should expand the border of the minimap such that you can't HIDE aircraft outside of the grid. They should however be able to fly there. But what's this childish nonsense about not wanting to answer that? You never asked me to explain that! I would call someone old when they act mature... And can admit they're wrong. For one.
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Actually the vector decomposes as it should. EDIT: Try border hugging yourself. if you only have a shallow angle, you will not have the same speed as if you were sailing along the edge. One of the main reasons it's hard to tell is that along the edge of the map, there are no fixed reference markers. That's what makes it a lot harder on the Ocean map to lead targets as well, you can't easily compare to a known size. Think of it like an UFO hanging in the sky, is it a toy really close by, or the real deal flying through the sky at a significant distance? If you don't have things like trees to compare size with, it's pretty hard to tell how fast something is moving exactly.
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Indeed. Integrity is not a strongsuit to some. Right, let me correct you on a lot of things. Because you know you can simply be wrong. Do you understand that if you prevent aircraft from flying through a border, you can't even place a marker at the border? BECAUSE YOU KNOW HOW THEY CIRCLE AROUND A WAYPOINT AND THEN OVERSHOOT THE WAYPOINT AND THEN TURN TO LINE UP ON TARGET? Do you understand that if you can't fly through the edge, you create a border of approximately 3km due to turning restrictions alone where at max you MIGHT be able to get an angle parallel to that borderline, but only starting 3km away in the orthogonal direction of another edge? No? Thought so. And btw, a stat whore is someone who pads his stats by using only OP stuff in conditions that are extremely favourable to that type of unit or weapon, in order to create skewed statistics that falsily indicate how good they are. So, what, you're saying I'm stat padding ALL of my ships? For someone who claims he's old, he's acting like a little child. What questions didn't I answer? You can't even admit you're not very knowledgeable of an aspect of the game. And CVs you know literally nothing off. Otherwise you would have understood that aircraft can't be limited to the map edge in the same way without creating a relative safe zone for ships.
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I called someone out because he said something I never even remotely stated (he said I wanted to slide along islands, which is utterly retarded). You on the other hand ignorantly just asked for it AGAIN by demanding planes cannot cross borders. You are simply unaware you were (or are?) demanding a blind spot by making it impossible for aircraft to attack from one side of the map inwards. Do you have any idea how large the zone is you need for torpedo run approaches? Do you have any idea what effect AAA has in these areas if you can't make a proper approach and take an appropriate safeish approach angle? No. You don't. The fact is that it would make it virtually impossible to use aircraft in these regions, especially near narrows if the ship is specific positions in relation to the border or from a certain distance from a land mass w.r.t. the border. You're ignorant of this because you don't play carriers. You have absolutely no idea what you're saying when it comes to aircraft. And yes, that's because you're an incomplete player and yes, as you state yourself, you're not the best out there. I'm not a stat whore btw. How the hell do I whore stats? I'm a stat whore and don't play "for fun" just because I perform? That I perform turns people like yourself away from games? Are you just jealous or something? I just get my stats from playing the game properly, knowing the ships and knowing tactics, angles and mechanics, when to position where and when not to. I also know the limitations of opposing units, which helps a lot in beating them. You obviously don't. Grow up with your insult of stat whore. It's not an insult to state you're ignorant of something when you obviously are. Just because you don't want to be called ignorant, bad etc, doesn't mean it doesn't affect the way you think about things. Because it clearly does change your perspective and frame of reference. You think it's fine that aircraft would fly into an invisible wall, but you never for one second thought of the consequences of that. That alone should be enough reason for you to rethink your position. You currently have an opinion based on assumptions, dogma ("a border is a border is a border, no exceptions") and ignorance. I'm sorry, it's not a very valuable opinion. If you choose not to inform yourself and refuse to believe you possibly miss information, then what can I say other than correct you time and time again? Is it smug to be right, or is it arrogant to argue from a position of ignorance? I personally think it's extremely arrogant to argue from a position of ignorance...
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Here: Apparently, you have no idea how this stuff works, why and what would happen if you would restrict the aircraft to the angles you might be able to fire at. There would be a HUGE blind spot that in many cases would mean near-border ships are almost completely free from harm. Maybe try a CV before you make suggestions about them... Might help your overall understanding of the game too. You played beta, but given your results you learned very little. You also ignored that I stated a few pages back that the minimap should be bigger, including the zone aircraft can "sneak" through...
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Jack. Just think about it for a bit. Why would you possibly require aircraft to go outside of the border? Why do you demand ships are invulnerable to aircraft? Because that is what you state you want now... Please try to understand the game a bit more before you make suggestions... You can't see them well visually, because they don't stand out well from the waves (which are also horizontal). You can see it okay once you're on it, but people don't tend to see it coming. An audible warning is fine, but, not an excuse not to never bump into it. Again, you can't demand from ships that move at 30 knots per hour to suddenly go in full reverse if their rudder is broken for instance. It would just make them sitting ducks and that's a bad thing for competition.
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The difference between an island and a water border is huge in terms of use cue's. (I suggest you look up use cue's before you try to dabble at interaction design). :/ You can't just put in an invisible wall and call it a day, that's really bad design and it doesn't take into account the concept and mechanics of these game units at all. Aircraft for instance HAVE to be able to fly outside of the grid due to their mechanics. An immediate stop is a bad choice for a water border, since there's nothing to suggest a player intuitively this would happen. A reduction in speed allows a player to still navigate away from it. An island is completely different in that respect, because it's far easier to see it coming and take it into account. That's why I suggested a dampening field, Do you really just want to look stupid with a strawman like this? Because sir, I have very few words for you that describe just how dishonest and offensive you're being right now.
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This isn't a tank. A tank can turn on a dime. A ship needs speed to turn. It's as simple as that. A slow reduction in speed already is a death warrant. Please understand that you cannot afford to be stationary as a ship as you can in a tank. This is a very basic insight one should have about being able to handle a ship. I really hope you figured that out after the amount of battles you've had.
