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Everything posted by General_Alexus
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General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
base exp means exp before any multiplier is applied. Its the amount of exp you see in the team-score-screen. -
General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
I dont get what people keep complaining about the range, especially BBs, your Range is like 9-10km, but this is where the planes start dropping, for a 3km(or even 4?) km strip. So the effective range is in fact 14km, the max torpedo range of a T10 sub is 14km. What do you guys what? Every BB in the match to drop on any randomely spotted sub at any range? -
Hi! I'm the guy that throws your mathes, help me get better?
General_Alexus replied to Azetbur's topic in General Discussion
I would recommend playing a bit of CV, reason is same as for subs: You need to get a feel of how they think and you will have an easier time to deal with them. -
I noticed that Harugumos/Kitakazes can be a real issue as they have 30mm pen on theire 100mm guns. As you dont have torps nor smoke, it realy hurts trading with a harugumo, even though you should win the 1vs1.
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If Smaland does not use AP it looses to ragnar in a gunfight, if it uses AP/HE mix its an even fight as Ragnar needs to angle and losses Half of its DPM, but I won most of thouse fights in Ragnar as well, this is close range talking. In a realistic battle it depends of course on crossfires and many variables, but I find than when I am in a Ragnar in Ranked I can farm the enemy Team and Smalland wants not to be spotted near me, the accuracy of the 150mm guns is just to scarry at extended ranges and Smallands AP is too floaty to hit me, HE bounces of 25mm armor right away. In thouse battels I farm the enemy BBs/CAs while smalland tries to torps me/my team. If smalland gets himself spotted i take potshoots at it and that drives them of quite quickly. A huge part is if speedboost is availiable or not, for both sides as both have the short 30% speedboost that makes a huge impact. Smalland has the upper hand here because of faster reload, actually I win most DD fights of speedboost of my Ragnar is ready, but this is only every 3 minutes and I need to plan ahead. I might add that I did not get Free exp in time and missed out on Smalland, so I dont know the smalland side of the equation for sure, but if you dont have smalland, Ragnar is a definite recommendation. As for Cammorating of Ragnar: You have 7.5km radar and 7.5km cammo, I never run into a big problem with beeing outspotted and no idea where to go. You dont actively hunt DDs, this is stupid, but you can deny DDs an area while farming the enemy team. Go near a cap, start blasting, if you dont get spotted, if you do (and preferably something enters the cap) you radar it and kill/cripple it. Gunboat DDs dont want to gunfight you at 8-10km, if they open up you kill it, torp DDs dont want to come near you (radar threat) but if you position smart they wont come near to your team as well. So you can activly deny enemy DDs without destroying them. I noticed than once I am spotted on a flank often DDs just leave that flank and I might even get a cap for free.
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Same for me, but I never farmed alot of steal so I only have one stealship so far. My first was Ragnar, and I realy recommend it for Gun boat lovers or people who are to bad with torps (I am both). My second one after the coupon in a few days will definately be Austin.
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Hi! I'm the guy that throws your mathes, help me get better?
General_Alexus replied to Azetbur's topic in General Discussion
You are an avarage player so there is nothing inherently wrong with your games. You pull your weight but dont contribute much to winning other than doing the same avarage 50% player in the enemy team is doing for his own team. Especially in randoms you cant realy change much about "strategy" of your team as it is up to each player to do his thing. (if you have charisma, you might influence strategy with use of ingamechat, but this is rather advanced and you might also distract your teammates doing more harm than good, be sure you know what you are talking about before giving advice via ingamechat) On the other hand, tactics are thing you might influence. Even though its a teamgame, the game spreads out in many 1vs 1 or 2 vs 2 situations where you want to trade your own HP favorable against the enemy. In terms of Winrate, lets talk about "close games", because thouse influence your Winrate the most. If only 10/100 games are close but you are able to win them by your actions, your winrate is 60%. This is because you win 50% of your games just by chance when you just play avarage. Of course we dont know which games are thouse magical 10/100 in advance so we need to treat every game as if it is one of thouse 10/100. A close Game where you play a crucial role in winning often has thouse 3 phases where you contributed in one or more ways: Early game: You got caps, you got to farm dmg without taking much in return, you got a DD killed or seriously crippeled. Midgame: You win a flank and secure a crossfire by killing ships or pushing them away, You win a DPM advantage for your Team by killing ships and not loosing much HP in return. Endgame: You win by trading your ship against several others, you win by Cap or securing/defending caps, you win by simply securing your ships and let the points that are in your favor tick down (this is a big one, lost countless games because 50% players pushed for damage instead of simply running/going dark and winning in 1-2 minutes time As a more practical hint, you might want to brush up on tactics, as I said even though its a teamgame, you want to win thouse 1 vs 1 situations as they play a huge part in winning a DPM advantage for your team. Just a few examples that you know what I am talking about: Using acceleration/deacceleration to doge more shells. Baite other players in shooting you when they should not. Abusing the Aimassist in this game: Turning out on slow speed, instead of full turn, [edited] with the aimassist (when you press "X" on an enemy ship), so alot of people who dont know this will miss because of it. Using smoke/Ilands effectively to farm damage without taking dmg. For example only smoke up after the enemy DD shoot you so that he stays spotted by your teammates. Another example would be that the rendersystem around ilands can also be abused to shoot with your backturret without beeing spotted. (thouse bugs are in the game for soo long that they can be considered a feature) There are also more advanced tactics, like using a stupid move of your teammate (you cant to anything about this) to at least farm damage yourself. Situational awareness is not only important for yourself, but you must be aware of what your (stupid) team is doing. -
Ships you didn't expect you'd like
General_Alexus replied to Pukovnik7's topic in General Discussion
For me its T8 when the fun starts, because you can switch up smoke for Radar. Especially for Minotaur its realy rewarding, you have 0.9km stealthradar, DDs fear you. You get less dmg because you cant farm as good, but your battle impackt is huge. Playing with radar is also very educational as you need to choose your positions carefull, trigger disiplin, use your torps, stay in the move,... You will also notice that the amount of games where you get devistataded decreeses ironicly, because you dont rely on smokes and sit it bad positions you should not be in. -
So let me get this right: You complain because you got damage that can be rapaired right away with RN Zomby heal, and after that you continue nuking a DD for 90% (this is fine obviously) and even get to kill the CV at the end?
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Disconnect, always happens to me when the router restarts.
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Why play a cruiser if you aren't using your utilities?
General_Alexus replied to The_Angry_Admiral's topic in General Discussion
There is no "backup" when you play a cruser, I read that several times in ingamechat as well in the past, its BS. Your teammates "supporting" you in a dumb or smart push alike wont stop BBs from shooting you if they so choose. You can have as much support as you want, thouse 18inch guns will overmatch your nose and deleate you in your Cruser. The BBs (all 5 of them, as the game is invested by dmg horny BBs who only care about occasional big numbers on the screen and be the chance soo small) will shoot you even if a BB next to you shows perfect broadside. Exception are smoke DDs maybe, preferably american smokes that last 2 minutes, and even here with the amount of 12km Radars around its not a save option to rely on. -
This, I mean it would be a great PR move, something like: "In addition to revealing our droprates and the enforcment of rules to protect minors from Gambeling, we want to anounce the start of our free probability theory 1 course for all our players to learn what 10% firechance on your shells realy means.
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Why play a cruiser if you aren't using your utilities?
General_Alexus replied to The_Angry_Admiral's topic in General Discussion
Well dont forget that the Wooster line gets 9km Radar and not 10km, does not sound like a big deal, but with most DDs having theire Torpedorange sitting at around 10km its major thing. As for CAs/CLs in general: with 10BBs per match on a regular basis you dont want to be the first one rushing in to potentially radar a DD, you farm for the first 10 minutes of the game and after than is the time where your utilities become usefull. Crusers are for the endgame, and your task is to get there. -
Have you guys seen new WG WoWs statistical charts - for example WinRate chart?
General_Alexus replied to Leo_Apollo11's topic in General Discussion
Or most low WR accounts are Bot/Farming accounts. Look at the y-axis, it goes up to 40k, I play since 7 years (not every day but I would say I am abouve avarage active) and did not manage much more than 10k games, a forth of this. Who plays 40k games at 40% and below WR? Bots. -
Well I guess he is talking effective DPM, DPM is worthless if you dont bring it on target. Biggest advantage of marceau in my opinion is the better cammo(7km vs 7.8km), it cuts the time until you spot the avarage DD (with 6km concealment) almost in half. I like the ability of Kleber to citadel Minotaurs/Smolensk/Austins/... at meaningful ranges, this comes not up often in Randoms but is handy in ranked, in therory you can just angle against Minitaur AP and citadel it to death.
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Yes, but again: the exact thing of CV vs CV combat in the RTS times, first with CV sniping and later with straving (allowing you to just depleat all of the enemy CVs attack airplaines without even wasting payload on the ship), lead to good CV players (I myself included) having an easy time achieving 70+% winrate. I liked that, but the playerbase complained. Giving one (good) CV the ability to effectively nullify the enemy (bad) CV does not just mean its a 11 vs 12, at this point from the start, without even considering that a CV has the dmg potential of 2-3 ships, it means your 11 teammates have spotting, this increeses the total time of all your ships contributing DPS, while the enemy team has no spotting and is beeing farmed over Ilands ect. You can pick one as long as CVs are limited in numbers. (we never talk solutions to this issue, you could argue that CVs should be able to fly scoutplanes after they are dead so that loosing a CV just means your teams DPS goes down and not the spotting on top of this)
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The hole point of the rework back in the RTS days was to get rid of alphastrikes. The hole point of AA is to make second and third strikes more difficult while the first wave goes through, attacking squads even get a dmg reduction when flying in for attack because of this. The hole point of slower squads for the russians was, that it needs time to do consecutive attacks, preventing dot-stacks... and they gave them rocket-boosters (add insult to injury that you can depleat your speedboost immedeatly because duh only one attack and you get a new full bar with the next flight. So yeah, I agree thouse russian CVs are a result of malice.
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General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
Fun fact: nobody forced you to ping even before, when pinging increesed your spotting range to 4km in the first test a few month ago, I did that with the old torps. But the 2.4km spottingrange screwed me over alot. The new torps are way better for this because of the increesed dmg, the Pings beeing visible to the enemy (remember we had once pings not notifing the enemy at all, removed because of homing) makes the task of getting dumbfire torps to citadel a nightmare though. -
General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
Sailing around with 5k is great if you have adrenaline rush :P. One of the issues in subfights is, that the arming distance of your torps is 1km, and they dont start homing before that. If you spot a Sub at 2km its impossible to hit (lets see if this changes when we get torpedosight underwater next patch) Remember: The armingdistance was increesed to thouse huge levels to discurrage Subs shootgunning DDs like seen in the first Ranked test. As we have seen consecutive nerfs to homing and damage after that, I might want to ask WG to look at the arming distance and turn it back a notch. An additional Idea would be to make armingdistance a function of pings on Target. Something like 0Ping = 1km 1 ping = 800m 2 ping = 600m This keeps DDs from getting nuked by subs surfacing short before them, but makes subfights way easier and also gives Subs in CQB a fighting chance against DDs if they get themself pinged 2 times. -
An important distinction indeed, thank you for pointing it out. When I argued against CV-sniping and why WG gave CVs special threatment in regards to Fire and Detonations, it was about influence on the Battle outcome. A CV snipe at the start of the game means a great step towards the Battle outcome, and WG dont wants CVs to have this kind of (battle outcome)influence by making CV sniping unviable. With both CVs present, each one has influence on the players, but as the dmg farming abilities are equal the outcome of the battle is not actually that high (given both CV choose equal targets and spot equalish on the way to them) Compare this to one CV sniped at the start of the match, every additional dmg done by the remaining CV is counting towards a gamewinning advantage.
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Nun in dem fall ist der Text aber richtig, es ist tatsächlich sehr von vorteil Wasserbomben nach vorne zu verschießen da man Uboote von hinten angreien will.
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I mean I get the CV hate to some extent, but you have to choose: 1)CVs with detonations and normal fires + no takeoff => CV nerf+ easier to kill them but also easier CV sniping and therefor influence of CVs on the battle 2) less influence of CVs on the battle (it might still be more than 1/12 but removing the super-dmg-con on CVs is directly the opposite of 2) This was all I wrote to people wanting fires and Detonations back on CVs, the ball is in your hand here I was arguing for none of thouse two options.
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You are missing the point. It was about limmiting influence of CVs given limmiting circumstances of: 1) not removing them 2) not making them useless 3) keeping CV sniping a thing Given thouse 3, you would need to unlimit the numbers. Just think of games where you only have one DD (no CV) and the rest is CAs and BBs. If your one DD dies at the start (compare to CV sniping) your chance of winning, even if the enemy DD that is left just Spots and Caps, are next to zero.(aka the influence of the DD class increeses to unhelthy levels just because there is only one present in the game)
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Angling in Cruiser.... does it even matter?
General_Alexus replied to Prophecy82's topic in General Discussion
For me the difference between CA and CL is if I can citadel them in my Kleber or Ragnar at reasonable ranges -
New *EDITED* idea for a better matchmaking
General_Alexus replied to Grumpy_Shark's topic in General Discussion
You can read the wikipedia page on it if you want to, but I try to explain it simplified: Yes it is somewhat a personal rating, but not like the one implemented by WG atm that takes other things than winning into account. It is purely based on what players you played against in the past and what theire rating was at the time. Easier to explain it with chess as there are only 2 players each game. Say you make a new account, you are given 800 points (this depends on the playerbase and how long the elo system went on. Note that the numbers are decided by the ELO-algorithm, I just fill in x/y to show you the concept) You are matched with another player in the range of 700-900 points (this is arbitary), lets say another player with 800 points. If you win you get +8 and the other player gets -8, if you loose its -8/+8 and with a draw its +0/-0. If you happen to be matched against a strong player (800 against 1000 for example), you get +15 for a win and only -5 for a loss, even a draw in this case might increese your rating as you drew against a player that was percieved to be way stronger than you. An influx of players will increese the total amount of points in the system as everybody is gifted with points at the start, therefore the total rating for the top players is bound to increese with time. (was more motivating than seeing your WR drop to 50% because the MM always matches you with players of the same strength) As for big teams (12 vs 12 in WoWS) I dont even know how the algorithm is modified, but Legue had a ELO system implemented in the past. I would bet it depends on your personal ELO vs the avarage ELO of the enemy Team.
