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Everything posted by General_Alexus
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Its not only against DDs, more applicable to stale ranked games, but often you can spot ships with radar for your team for farm them. Here its simple the longer the better, you dont get mich exp for doing it but your team benefits massivly.
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What are u supposed to answer to this ?
General_Alexus replied to Ronchabale's topic in General Discussion
I mean, yeah playing a Daring with RPF and Hydro, hunting subs was kinda manageble. With a Kleber ant 50knots speed in was also quite easy. But asking for the hole DD class? Whatever they want to achieve with the data, I cant imagine it beeing meaningfull. -
General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
There is, 7-10 seconds depending on Tier and Upgrades. Please for the love of god, stay with the truth, you could say: increese the ping cooldown, ok but dont say there is no cooldown. And also read the devblog, pings will become way less powerfull with next update 10.10, so there might not even be a need to nerf pings at all. Even now you just ignore the pings until the torps come, it does not matter how often you get repinged in the meantime. Pings sound scarry (maybe the sound-department did too good of a job) but they are harmless in principle. -
Now that you mention it, I recall this happening thanks for the confirmation. But this also leads to alot of problems as DDs are a diverse group. Its not only about spotting as DDs are very diverse, and even if it would be, it makes the game very unfun for everyone else because with 3 DDs in one division on one side of the map, what are the BBs on the empty flank supposed to do on the other side if they have nobody screening for enemy DDs? I cant even blame the tomatos running for the redline in such cases.
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Gerade meine ersten 20 Gefechte gemacht, und dabei 70% winrate. Hätte es nicht gedacht aber dieses Schiff ist richtig gut. Schieße eigendlich fast nur AP, die airstrikes machen mir bisher keine probleme, auch auf 55-60% spieler sind Hits drinn (das checke ich immer postbattle wer sich da ne 15k shelle fängt+feuer nach dem 2. drop) Ich kann empfehlen das schiff mit Airstrike-mod und Ruder-zwei zu fahren, 11.xx tarnung reicht vollkommen aus.
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Why would I play low tier? And why should WG invest massive ressources into Tiers that get skipped with 20k free exp by most players? Up to T5 its just boring experience anyway.
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Well they spawn together, and depending on the map you cant just switch sides to spot the other flank even if you wanted. Therefore WG needs to fix the spawnloactions for such divisions or at least not let them spawn on a flank but in the middle.
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Advice needed please - I am doing something wrong, what tactics should I be using instead
General_Alexus replied to Admiral_H_Nelson's topic in General Discussion
So if I understand correctly you speak about games with subs present? Dont cap alone and preferably stay behind your own sub. Subs+DD is a deadly combo as you found out yourself, if your own sub is not cooperating: Sorry but you will need to wait for the game to develop and maybe push the cap later with a hydro CL/CA together. This is more a strategic advice, aka you want to avoid situations in the first place where taktics are nessesary. Now for taktics: I you get caught out by a sub: Ignore the pings, repair when you see the torps and are sure you can doge right after breaking the lookon. Also try to go for ilands and let the torps guid themself into them (making sure you have ilands close is more of a strategic choise you need to do beforehand. -
Brawl MM balances the WR of players I noticed, so yeah you *could* do that for random as well. Its more of a question if you *should*. The one thing they should do is fixing the division spawnpoints on the other hand. Divisions spawn together and it realy sucks if its like a 3DD division and they spawn together at one side of the map, than the other side has no DDs to spot leaving them on a huge disadvantage. The game should encurrage divisions to make balanced teams (eg. 1bb 1Ca 1 DD) if you want to spawn together, and if you insist on doing a 3DD platoon, at least one of them should spawn on the other side.
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A bold assumption with the way dispesion works in general (dont forget sigma). Also, especialy with AP: A few meters tighter grouping on a bradside can make the difference between an overpen (10% )and a citadel (100%), maybe I should test it in a trainingroom as soon as captain reskills are availiable again, with a decent sample size.
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You can take it for some T5/6/7 crusers as BBs at this Tier have 25mm plating, but well only if you feel like sealclubbing at thouse tiers.
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I like to play it with the outnumbered skill. You kite often on empty flanks so the skill is activated rather reliable, the speed helps with kiting and -10 dispersion leads to around 19% smaler area of your dispersion elips (if that translates to 19% more DPM I am not quite sure). But you also have a way easier time landing citadel hits on CLs/CAs(the base dispersion of nevsky seems a bit wonky in my opinion).
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General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
Well we have some gimmicks already for Germany vs US. In a previous testcycle a few years ago, russian ships had HP-repair consumable, and the US had engine boost. And when talking about consumabels, something like torpedo-reload-booster is also on the table. -
And what are the players supposed to learn in CoOP? Camping even harder because Bots sail towards you? Showing broadside and not getting punished for it?
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Do more than max dmg per shell?? Pls help explain!
General_Alexus replied to SolanumTuberosumRex's topic in General Discussion
There was this (feature)bug where a AP shell did dmg of a pen and a overpen (33%+10%) or a citadel+pen (133%) at the same time. Read the title and thought: "wasnt that fixed?", than you wrote HE-shell, well yeah detonation it is. -
General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
As torpedo-lead indicator for underwater will be a few month away (also something from the devblog), we wont see the full effectiveness of unguided torps for a long time. But I already called them out that pinging (with warning for the enemy ships) is a very bad idea to make unguided torps work. -
Its ultra soft, fought one with my minotaur, 110 hits for 70k dmg (and 2 torps for 20k) Never had a target that depleated so bad and also shattered so few shells. I might add that I was on the run and was chased by 4 ships at the end of the game, so it was no easy farming this dude, but it was over in about 2 minutes after opening fire.
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General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
WG already agknowledged this issue and said they will lower the ability for subs to spot for themself. I havnt played subs much after the devblog update because there is not much feedback left to give them. Lets see how the situation will be AFTER 10.10. If I am a betting men, I would say that solo-subs will become very inefficient as you need to essentially surface to spot targets. Sub will remain a high threat when in combination with a DD (this is the optimal Division choise already) -
General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
I have to disagree on you here. Yes you dont get instakilled by them, but the ammount of DC planes sommend as soon as you are breefly spotted ensure that you take damage over time, at least if the subplayer plays somewhat agressive to influence the game. -
Submarines may effect the whole game ethos
General_Alexus replied to Pompeythegreat's topic in General Discussion
DC do HE-dmg formular, so your DC alpha*33%. A Kleber with 2000DC alpha does 660 dmg per hit, so you need about 20 hits on a T10 sub. Had a nice ragnar game yesterday. CV spotted the sub, I was near, speedboosted to it, dropped 8 DC of which 6 hit, I forced him to dive and just went my way in the opposite direction capping and killing a BB, CV and DD later on. As for the sub: it got killed eventually when battery run out and a Yamato blapped it. In short: You dont hunt Subs. You take every opportunistic chance to dmg it, but you dont force the encounter as you waste to much time or expose yourself. Your goal is to spot it for as long as possible so that it looses Battery, and if possible you damage it so much that it cant survive for long enough on the surface to shootgun a DD that will eventually find it. -
TT-Cruisers < T10 in a bad state?
General_Alexus replied to Prophecy82's topic in General Discussion
BB mafia is the paying customer base of WG, WG needs CAs/CLs so that BBBaybie players can get theire occational big dmg numbers on the screen and keep buying the next german premium BB that comes around. The T10 are good so that people have a reason to grind the shitshow. But yeah BBs complain about homing torps that do citadel damage while they themself enjoy aimassist + overmatch. As for midtier crusers (I dont play lowtier), I enjoy Atago and everything with a smoke or good cammo+floaty arcs. -
Ah dont have the LU for yama myself, oh well. But the rest stays the same, Accuracy buffs are realy strong because of the exponential nature of it. I realy enjoy the -10% Captain skill for crusers for example. Its also the reason elbing hits so hard, the 150mm dont have better pen than Cruser 203mm (as some people think when I read Battlechat after farming a BB) its just the awsome accuracy that gets you 6/6 fullpens per salvo instead of overpens.
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Dispersion is given in meters for the halfaxis of the elipse (for the sake of argument lets assume a circle). The total area your shells can be landing decreeses not lineary as formular for area of a circle is pi*r*r, a 7% reduction in r means a 13.5% reduction in area (on top of the other dispersion buff modul) Now add this on top of the fact how AP works: You miss = 0% dmg, do overpens = 10% dmg, fullpens (30%dmg-dmg saturation) or citadel hits (100% dmg without dmg saturation) When hitting a ship, even with perfect aim on a flat boradside, the difference between an overpen and a citadelhit can be littarally a few pixels. Thouse few pixels could increese your dmg by 90%. You could now make a few assumptions on how much more citadels vs fullpens vs hits on target you get with 13.5% lower area (and I am not even diving into sigma value here which influences the distribution of shels inside this area), but even 1-2 more citadel hits per game compared to normal pens should make it worth over the 12% quicker reload (and dont forget the debuff to turrent-traverse)
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subs are not ready to enter public server and are bugged like hell
General_Alexus replied to Cyberstorm1981's topic in General Discussion
Dont forget dmg-saturation, this is way more important than torpedo-protection which as you pointed out only effects BBs most of the time. Ever saw that old clip of a DD surviving 10 Torps because all hit the same spot and section was depleated of HP after the second hit? This was what made Citadel-hit by torps so dangerous, not because ignoring of torpedo-protection, but because the citadel cant be depleated of HP to take off. In all the complaint-threats over the past month nobody gets this. -
Sub blog out. Cheat torps retained, but other asked-for changes are implemented
General_Alexus replied to SodaBubbles's topic in General Discussion
The torps have a detectibility of 2.4km at T10, the unguided one will have 1.8 when you ping. I question the use of this because the ping in itself is a warning to the player that torps are incomming making the advantage of stealthier torps somewhat questinable (as long as pings for unguided torps give a warning to the target)
