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AndyHill

Weekend Tester
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About AndyHill

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  1. AndyHill

    Submarines: the next step.

    I liked the Halloween thing, the audiovisual stuffs were nice and the gameplay was pretty hectic and entertaining. However, that's not the part I'm worried about. Playing a super sneaky ambush hunter class can be made entertaining (if it's powerful enough to be relevant), no doubt about that. The problem is that playing against such a class (if it's powerful enough to be relevant) might very well not be. Getting both sides of the equation right at the same time is going to be very difficult when one side is going to be at such extremes of the spectrum in concealment and speed. And recently WG not only has bad track record in designing the carrier rework but also in pushing it through regardless of how bad state it was (and still is) in. That's just not very promising.
  2. AndyHill

    Submarines: the next step.

    I don't see how subs could possibly reduce camping or speed up the meta, when in reality, because of their fundamental attributes, they were only able to engage forces that basically ran into them i.e. pushed and got punished for it by a ship class designed for camping ambush-style tactics. If the subs' main role and playing style are even remotely like the real deal they will be the ultimate campers and push-stoppers with exactly zero ability to push or up the pace of battle. Which doesn't sound very nice, fun or good for the meta, to be honest. And if they have nothing like a remote resemblance to the real deal, why bother in the first place?
  3. AndyHill

    Submarines: the next step.

    Is it going to be a total disaster? Do we really need something akin to a super stealthy and slow torp destroyer with no guns - or alternatively something that doesn't even remotely resemble real-life subs? Will this be the next carrier rework or will WG actually manage to pull a rabbit out of a hat and make it work? Will there be world peace and cure for cancer later this year?
  4. AndyHill

    CV Rework Discussion

    By this I actually meant "CV is..."
  5. AndyHill

    CV Rework Discussion

    misclicked
  6. AndyHill

    CV Rework Discussion

    While I don't disagree with your assessment of the average player's thinkin (or lack of), I again see a slight bias in your thinking. Looking at TX, the strongest DD torps at that tier do 23767 damage, which means that even without saturation and torp belt reduction, 4 torps aren't enough to kill a Yamato for example - and with reduction, not even close. A Z-52 won't be able to kill a full health Yamato even if it hits every torp. Sure, it will hurt a lot, but you won't be hitting that many that often. After all, torp DDs are typically the lowest damage ships in the game. In my view concealment is the thing that allows people to be aggressive while not being silly, and that applies to basically every class. And if you like aggressive plays, carriers are pretty much the worst thing for the game. When I'm the Sky-God I specifically target any ship trying to make a play, regardless of the class. Quite often these will be DDs due to the somewhat layered design of the classes, which puts them in the vanguard of the fleet. However, it's difficult to imagine that the BBs I crabbed on when they tried to push or kept spotted when they were trying to disengage thought carriers were ok. At worst, red DDs turn back, at which point the red cruisers, spotted by green DDs and me, also turn back and the situation ends up with 3-0 caps for greens, all reds in a blob with torps coming in from 3 directions. I would estimate that currently DDs do have the second highest impact on the game after carriers. However, that's not because they are powerful and easy to play, rather the opposite. DDs are very difficult to play with a relatively high skill floor so it's very easy to fail badly in them and they have a very specific task they're good at - taking objectives - which also happens to be crucial for the end result. The flipside of having great concealment is having to utilize their great concealment or die very quickly. I've played all ship types pretty evenly and besides carriers I don't think there's a single ship that is completely out of whack compared to the others. In total, BBs are probably the most powerful class, but even they will be in trouble if they have to force push in to caps if green DDs sucked out. There are situations where one ship has the advantage over another, which is fine, because the whole game is based on trying to get into such advantageous engagements. The important thing here is that even at a disadvantage I have the best possible chance to come out on top, because I've played ever class extensively and I know exactly what the opponent at least should be doing and what he is thinking.
  7. AndyHill

    CV Rework Discussion

    Depends on the level of patience. In any game, DDs still have to push and to be aggressive to be useful. You might get your butt handed to you or you might not, depending entirely on what the red CV does, but being passive is very likely to lose the game regardless, if the enemy DD manages to do more.
  8. AndyHill

    CV Rework Discussion

    And that's exactly why you should play DD. The threat is probably nowhere near as serious and not as difficult to play around as you might think. Also for some reason the gunboats (khaba, haru) do way more damage than hybrids and torp boats (except for Yummy Yammy, which can hit hydroless cruisers very effectively). Torpedo slingers also have the lowest win rate (except for Yummy Yammy) with the high gunpower / utility DDs taking the top spots.
  9. AndyHill

    CV Rework Discussion

    You seem like a reasonable person to discuss with, so I'll bite. Looking at your stats and your comments on DD play, I think you would do yourself a service if you played more DDs. Much more. If you think torp soup is a big problem, you need to get into the DD's head and learn where it's probably coming from and what the DD player is thinking. On average, DDs do the least amount of damage per match, so that soup really isn't that effective most of the time. No, DDs can not huddle behind teammates early in the game. Because that simply makes them useless - all they achieve is a few more moments of useless life, since they will eventuall get slaughtered after there's no more team to hide behind. In reality DDs still have to be aggressive and push or be useless. When I'm in a carrier, I always first go for the spots where aggressive enemies should be to be useful. If I find them, I kill them and I win. If I don't find them they're not useful and I win. Game features that punish you for playing correctly are usually not very good design. The major difference between radar and CV is that radars (when they're mostly even on both teams) make the environment more dangerous and challenging for everyone and thus provide opportunities for good players to outplay their opponents by better spotting, radar baiting and kiting around danger zones to find good shots. Radar is an equalizing factor nobody can really do anything to play around while still being useful. You're aither screwed or you're not depending on what the carrier does, not because of your own actions. And that's not really just a DD thing either.
  10. AndyHill

    CV Rework Discussion

    Way back when, decades ago when I was decades younger, there was a rule of thumb about tuning mopeds: if you lost less than 10% of your horsepower during the tuning process, it could be considered a success. Perhaps WG might still be able to claim success with the carrier rework after all.
  11. AndyHill

    CV Rework Discussion

    Live now: the carrier specialist has been publicly seen in a target practice ship with strong AAA. Can there be a more certain sign of carriers having been overnerfed? Will he survive the shame of getting caught in public in a surface ship?
  12. TL;DR: It's good to have extensive activities to keep the supergrinders entertained - and these activities can be very grindy and I personally think regrinding ship lines is kind of a fun idea. However, if you get competitive advantage from doing the regrinding, it becomes a mandatory activity for everyone who wants a level playing field to challenge the most dedicated players fair and square, and all the fun goes out the window straight away.
  13. AndyHill

    Naval Training Center Poll

    Maybe it would be possible to pin the poll and close it for discussion if things get out of hand instead of just closing the thread? I think we're actually getting interesting (and perhaps important) results, so I wouldn't like to see the thread just disappear into the void of page n.
  14. I'm ok with the idea of re-grinding ship lines to get economic / cosmetic bonuses. For me suitable rewards might include permanent camoflages (perhaps with increasing bonuses from consecutive rounds of re-grind) and steel (I do understand if people want to keep steel as a competitive mode reward, though).
  15. AndyHill

    Naval Training Center Poll

    To the best of my knowledge it's not possible to add this poll to the original discussion thread here: Please keep discussion related to the changes in the above thread as I guess that's the proper place for it. However, I'm very interested in seeing some numbers on how the forumites feel about the feature as is and / or with some changes (and I didn't find a poll anywhere, please point me to the right direction if I missed one). Questions 1-3 are the Naval Training Center -related portion whereas 4 and 5 are intended to calibrate for people's general interest in providing end-end-game level content for hypergrinders in general.
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