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Everything posted by Flukeyluke
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The 3 ships all had there own small differences before the amarican heal changes but after the small rework alabama kinda got left behind, will there ever be a small buff for her? massa has faster cooldowns NC has much more hp per tick alabama got deph charge planes? right now if ranked was t8 and you took the alabama you would be called out for it and if clan wars were t8 and you took an alabama you would be laughed at and replaced
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not a light cruiser, but if you can only have a single ship from the cash shop i vote for the Atago she does everything the mogami does but better played well the atago can even give the zao a run for its money 1v1
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stay on topic, we all know the ships had things to different them before the heal changes but thats not what this thread is about, before the change they balanced up against each other nicely the point i wanted to make in this post was the alabama got the short end of the stick with what it got from the small rework / additions NC got a much bigger heal and direct buff to surviving Massa got a shorter cooldown on its heal, directly buffing how tanky it is short term Alabama got a anti sub air strike in a game with no submarines one off these in the current game is much less usefull...
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[Poll] Did you get a ship from "Santa Container" this season?
Flukeyluke replied to Leo_Apollo11's topic in General Discussion
really disapointed in this years xmass crates... zero ships but i got a lot off x24 hours premium at the busiest time off the year that i couldnt really make use off -
Was the clan leader of the Skrublords untill i kicked a player while exhausted... realised later that i made him the leader off the clan instead off kicking him (both share the same "confirmation" style box it turns out, good job wargamings ui department)
got in touch with wargamings support team... yeah they can undo the change to clan leadership, the tech and softwear to force a change exists but with a catch, only within a 24 hour window from the clan changing hands .... after said window expires wargaming support laugh in your face and tell you sort the issue out yourself...
so now i have a 4 year+ clan and work related to running it, in the hands off someone with 60 battles played before permenatly quitting the game over 300 days ago -
subs literally extract the fun out of the game
Flukeyluke replied to ColorsOfRainbows's topic in General Discussion
theres two issues I have with subs... putting it simply they are not fun to battle against OR To play as a class what happens when games stop being fun? they bleed players... just go ask "robocraft" the "was number 1 for player count on steam f2p game" what happens if you monotize a game above all else -
hey devs, what are the less obvious features that exist on the map for Key Battles... mainly i wanna know what the 5km circle off blue fire with a glyph looking thing in the center is or does, it does not show on the minimap, i have sailed through it, i've sat in it, i've shot at it, seems to do nothing
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pretty fun bug, seen it before but no idear what causes it
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unassigning the commander from the valkyrie soft locks you since you cannot re assign one back to the ship...in otherwords, i cannot continue playing the new mode cause i unequipped my captain to see if it let me and what would happen and said captain vanished into thin air edit, after relogging the unequipped captain showed up in the reserve and could be reassigned
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how long untill we need a launcher to launch the launcher?
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when i stopped playing the warspite i had a 61% win rate with it. today i came back after about 12-14 months and cannot get it to perform well at all. a mogammi engaged me so i rushed into my shortish range like i used to to avoid plunging fire. however unlike before every ap shell i took to the front deck was Heavy damage and wasent repairible. leaving me down about 18k hp in the time it took me to close in. i continued closeing the range to about 12k so he was hitting the very heavaly angled side of my ship and he was still doing 8k+ salvos every 14 seconds*ish* where as my salvos were all overpenning the waterline for around 1100 dmg per shell of which i was landing about 3-7 per volley as he knew how to manuver well. off course i lost the dps race and sank 1st. this never used to happen. bow on the warspite used to be Immune from smaller guns other than the superstructer which is acceptable. now she just feels outclassed and when uptierd unlike an uptierd DD she feels like a burdon on the team. how do you guys play the warspite in the current patch? and how the ***************** do you try to 1v1 a tirpitz? in a later game me and my mate both in warspites got rushed by a tirpitz and he torped us both and continued on his merry way on about 15k hp. even angled he was able to citadel us infront of the number one turret which seems odd while his hull armor bounced or took very little damage in return. turtle armor weak at range pahahaha nah, turtle armor vs low tier ships is op..... in otherwords since i stopped playing the warspite and learned how to play BBS well, comeing back to the warspite the ship feels terrible. slow, burns easy, torp pretection is pritty meh. tall. blocky bridge takes lots of damage, turrets get knocked out by other BBs, your down on total shells compaired to other t6 BBs and the hull damage model is very unforgiving. send help
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so one thing i see a lot off people commenting in game chat while playing the new team vs AI gamemode *operations* is people moaning they cannot play the ship tiers they want. I under stand that these missions are fairly new and a test ground of sorts but what are the chances of some higher tier missions down the line. 3-4 7-8 and 9-10 for example even if it was the same missions with the AI ships swapped for suitable tiered opponants it would cheer a lot off players up. cheers for reading
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not a bug, its a feature, notice how when you ram a ship the trumpit goes of instantly, the further away they are the longer it takes the fake sound to get to you
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*edit, was playing the mission newport defense* team play IS needed to win. balancing seems fairly good if im honest. a team that plays well has no issues winning. divisions can hard carry for instance 2 fubuki DDs and a carrier in a division and you will not lose unless they screw up big time In random teams the chances are your team will lose a careless ship in the 1st wave, the carrier tends to cripple a ship in the 2nd wave and in the 3rd wave the t8 cruisers lol pen your t5 battleships with full damage HE shells, 4 salvos from a mogami sunk an allys near full hp new mexico.granted he deserved it since he screwed his aim up and only landed 9 overpens instead off citadels at 6km range. balancing seems ok for now. i suggest adding a 5-20 sec delay betweem the friendly lexington spawn and the izumo spawning in and staggering the ai opponant ships in the fleets spawn times very slightly since spawning 6+ ships at the same time may cause weak pcs to stutter briefly as they load in Are more levels of missions planned since tiers 5-6 are lower than alot off people were hopeing for. take some notes off armored warfairs approch to pve, some intresting features they have letting you play co op with any tier and the mission difficalty scales with it.
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gonna get my mates to do a full fletcher/kiddivision, should be fun and test how well the ai responds to surprise buttsex
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Enhanced Random battle modes – addition of 7v7 and 9v9 (besides the existing 12v12)
Flukeyluke replied to daki's topic in General Discussion
bigger! Bigger games! can we not have 32 player games on these servers? 16 vs 16 please granted, i might have to drop from 4k if i want good fps then :/ -
Low tier carriers have been toned down so far that the difference between a bot, a noob, and a good player is hardly noticeable. the the only way a carrier can damage a cruiser is by closing to secondary range since the dive bomber spread sucks so much. torpedo's can only be used vs targets who are afk or tunnel visioned or they will simply press S once and your torps will sail passed the front off there ship. in summery auto drops are poor and need improving if manual drops are to be removed too much rng influence
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i brought 20 boxs the day they came out, got 7 ships out of them. 2 of which i already had so i got 14k gold from it. i got a nikolai, tirpitz, atago as well as a anshen and lenningrad (not bad since i spent less than 30 quid on them) today i brought another 20 and it seems the odds have been massively reduced for ships since all i got was camos, flags and dragon flags. alongside 1k gold Edit these were all the middle priced bundle
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can confirm the Atago looks much improved over what we currently have on the live server. i cannot see any jaggies at all on the cables at normal game distances and the railings seem much nicer too which is a nice bonus Some screenshots i snapped of the Improved looking Atago in the London port Some small lighting bugs not viable in these photos and the sky box looking pixalated are the 2 most obvious flaws with the new port
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why do some of the missions encourage extremely bad game play and habits? For example. Honorable service - episode 1 - task 4 asks the player to spot 2 DDs in a BATTLESHIP in or over tier 8. Now the way the community sees this challange is to jump in an Iowa with the speed flag, mash W and race your DDs to the flag to get the 1st spots on the other teams dds. however in reality the Iowas are just going to drive into a torpwall thanks to how detection works.This means Bismarcks are gonna be the go to suicide boat for this mission with them having hydro This is going to leave your team down a battleship and -45 points while also giving the other team +45points for sinking one of your teams ships. In other words thanks to one player trying to progress on one mission he has just made the game much harder and less fun for the other 11 players on his team.
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im just pissed that my favorite looking DD is getting its looks ruined by having a turret stolen, rip fubuki gunboat
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ARP Takao? nah, prepare for the ARP Nachi pain
Flukeyluke replied to Jvd2000's topic in General Discussion
this month i have spent about 1.5 to 5 hours per day trying to kill these 20 Russian ships. im currently on 16 kills.... my win rates compared to last month is down 22% the amount of *fun and enjoyment* i am having has dropped to none its just an endless night of trying not to sink people who hold there fire untill they can *secure* the kill since there also farming the misson no matter how well i aim those Russians always survive my salvo with a few hp and an ally can end them before i reload. for instance last night i fired at a kutozov and landed 2 citadels, 1 non pens, 1 over pen 1 normal pen and 2 bounces in a single salvo from my iowa at 5KM he survived on 17hp and an ally dd 13km away landed a single hit and got the kill. after the match i noticed my secondaries had fired 65 shots at him dealing 0 damage....yes im not secondaryspecced but a side on cruiser at 4km shouldn't be that hard for the smaller guns to hit be much better if this mission was deal a set number of damage to each country instead of kill x amount of ships -
today i watched a Montana show his side to a yamato to make sure he could fire his full salvo at a 2k hp t8 Russian ship. he killed the Russian ship but gave the yamato his whole hp pool and a devastating strike. All that was said in chat from the Montana was *worth*
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not really, since a fubuki uptierd can be used and burn even yamatos to death without even having to use torps. A yamato can kill an amagi in one salvo a zao can sink a Montana in a single torp spread a carrier can nuke anything anything can nuke a carrier dds can be nuked by anything that can spot them and aim iowas can hit german BBs for 30+ when side on The biggest and main balancing issue in high tiers is the damn player base and lack of teamwork lol
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The problem that is the ARP Nachi mission: aka "the omg its a Russian ship, kill it" mission
Flukeyluke replied to Fiery_Kathy's topic in General Discussion
step 1 grab a shimakaze with stealth skill and camo step 2 load the short stupidly quick torpedoes step 3 at match start charge towards the nearest Russian ship step 4 accept your death but ensure you drop your torpedos before you get sunk step 5 enjoy your 20 loss spree and 20 Russian kills and countless reports step 6 enjoy nachi forever! EDIT! step 3 not an ally! they dont count towards the mission
