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Everything posted by Panocek
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Considering player numbers remained mostly stable... either not many or whoever left was drafted in due to carriers.
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Or WG pulled out flashback of early Ognevoi experience, losing gun turrets every time someone looks at you as late april fools Do not own Neustra, but don't recall gun kills on owned DDs, even including rough cases like HEblasted by Conqueror because reasons.
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Thing is: -DD can fire at Wooster from behind island with relative safety -DD can stealth torp, either from close up between radars or from 9km+, something pretty much every DD is capable of -in Kebab/Groz case, you can open fire and cause actual hurt in open water shenanigans considering abysmal Wooster ballistics CV case - skill application ends at evading flak, slingshotting bombers and in TB case, flying around islands. You can yolo full squad in full AA, but amount of times you can do it is more than limited, while damage output besides landing 3/3 AP bombs or detonating someone is going to be mediocre for losses taken.
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Except now even crap AA ships with no AA investment can inflict considerable casualties simply by "unicum" pressing consumable key. And then there is question if effective AA build is actually a tradeoff of surface effectiveness. Because I can spec any cruiser that isn't Atlanta or US CL in general to have single most potent AA boost - Manual AA without sacrificing surface combat at all. Heck, you can do the same to BB and still have maxed out fire/flood/repair duration reduction. Only DDs have to actually skip some surface oriented skills to get MAA - instead usual 4x3+CE you have to ditch TAE+SI/Demo to squeeze MAA+AR
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Thing is, rock-paper-scissors is long no longer a thing in game (and you could argue if it even was there to begin with), as DD player can play around cruisers just fine, same with cruisers around BB. With "no fly zones" only way to "play around" is to not bring planes in vicinity... Which would be fair, if DD would automatically implode when caught for 20s within cruiser gun range for example, which clearly isn't the case.
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(presumably) financial disagreements, so CN WoWs ended its development on 0.7.3 or whatwasitpatch
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Reread skill description... it adds one fighter extra to the squadron you launch from catapult, doesn't add second squadron.
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Considering DM/Wooster/Mino can't stop AP bombing run on their own, you could say they have weak AA as well. Still, DFAA no longer scatters, so Moskva role of "fleet protector", scattering attack runs is kinda gone. And unlike Wooster, Moskva have the guns to pew pew effectively from A1
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That and 0.8.5 AA dps change turned CVs into basically excel, or you could say, RTS game - "to do this spent x amount of planes". Hmm, so RTS carriers returned... not in quite fashion everyone expected tho.
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HIV AA is comparable to Hindenburger, which isn't that far off from DM. For truly garbage AA you should look at Zao and Moskva (where is russian bias when you need it) That and close range on cruisers is... symbolical at best. At least compared to "returning planes farming simulator 2019" battleships have.
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I doubt few %hp extra will fix anything. Especially as 0.8.6 and new sector are in the pipeline so anything extra will be pretty much mandatory unless WG made their money with premium CVs and is willing to fall carriers into obscurity... Again Still waiting for morning coffee, but I'm thinking of something along these lines: -when entering AA, dps picks plane RANDOMLY and fires at it till it dies. If plane leaves AA (or changes aura?) dice roll decides which plane is about to have significant emotional event -introduce immunity/severe damage reduction to returning planes -remove BS mechanics like damage reduction on attack run, remove slingshot - keep player in squadron control all the time, if he wants to watch fireworks, RMB exists for a reason. Damage reduction on attack run might have to be compensated by either adding hp or tuning down dps/flak. That and flatten plane hp and AA across the tiers, to reduce tiering differences
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And are you aware of purpose of first capital letter in a sentence?
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Yep. if Ibuki having nothing put into AA besides AAmod1 reduces 12 plane squadron from Kaga into one pass only simply by MLG alternating DFAA and Catapult, you know balans haz ben met camrade Thats 8 AA oriented consumables. On "not AA ship"
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You don't purchase them with your wallet, so bit less of "buyers remorse" thingy
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fixed.
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Now look up what kind of dps Yamato have Reasoning was "to not make planes truly infinite" Congrats, you've sunk overextended two tiers lower BB famous for lack of AA and being AP bomb magnet. Now what happened on your way out through DFAA Cleve and JB?
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LWM mentions 11.9km detection. Missed paint?
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And it took you only 7k battles to figure out RNGesus leads the WG way? Or maybe you're new owner of this account?
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Haku rockets are actually good, only 8 of them per plane, but they have 2nd highest damage per rocket after TiTs, surpassing Zao HE shell and they have 30mm pen, so T10 cruisers are viable targets. TB hits much harder and you have 12 planes per squadron in two flavors - 2TB you should be familiar and 4TB, supposedly long range option, but extra gimmicky to use as intended (long range) or somewhat easy to evade when point blank due to slow 40kts speed and LONG arming distance of 1.2km AP bombs improve in pen and alpha, so in practice they are anti cruiser tool mostly, with Yamato, Wurst and Kremlin being consistent targets, Montana is unpredictable and UK/FR are nope.avi when it comes to citadels from above. For Haku its 3x8500=25500, and that includes all three bombs landing on point. It is possible, but just like devstrike from BB, many RNGesus blessings are involved
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I've claimed its inferior because you're limiting yourself to BB sized targets and sheer luck guy will keep straight lining. On cruisers you can consider yourself lucky if you land 2 hits assuming guy isn't alergic to WSAD That and for long range drops you need to give lead, except you have no point of reference which is more of a UI thing. I guess if you spend two days in training room you might get better at it, but you're still putting all cards on "guy will keep sailing straight" basket.
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I've planted 4/4 just for lols into Musashi as well... Doesn't make 4TB THE ultimate pick for Haku. Though as anti blob option, without TA it can be handy at times. Rest of the times its 20km Shima option - its there and it takes... extraordinary people to get caught on it. My main pet peeve is lack of indication if ship is moving - lead indicator be damned, give me binoculars to see dem smokestacks
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And what are chances *exactly* of landing hits with these sea mines against non afk cruiser in long range fashion?
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Not sure where you've got that because they clearly don't converge Considering you can drop 2 fishes almost point blank and they are faster, it takes cruiser guy actually paying attention to evade and even then chances of getting hit are quite high.
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WG tried that, scrapped. Though you can say it laid keel to CV REEEwork we have now.
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Sound idea. Too bad it comes from playerbase, especially EU one Though reason why Enty is OP is not reserves, those are standard (50% squadron size), but top kek plane replacement times. Functionally outdoing Kaga, balanced around high reserves
