-
Content Сount
1,046 -
Joined
-
Last visited
-
Battles
13178 -
Clan
[CAG]
Content Type
Profiles
Forums
Calendar
Everything posted by General_Alexus
-
Is Dutch Cruisers worth to grind?
General_Alexus replied to CaravellaCaravan's topic in General Discussion
yes, at least the t10. One of my best Crusers after a decent number of games. The AP is awsome, and the airstrikes is like 30-40k free dmg each game. -
Sejong the opposite of Lucky Look
General_Alexus replied to Anthoniusii's topic in General Discussion
Its not the initial velocity that is the problem, looking at this number in port gives the wrong impression. Its about airdrag (hidden stat) that slows down your shells over time. -
General Submarines related discussions
General_Alexus replied to YabbaCoe's topic in General Discussion
From the subgames I played: Neg: Why do we regress again to earlier mistakes? Why am I alowed to dive to maximum depth (notthat maximum anymore at 35m) and still be alowed to see enemy ships even though I am immune to hydro,planes,RPF,...? I dont realy get this. Lets hope it is just a restart at the strongest point before you nerf it, because new mechanics were introduced (see below) The Oilleaks as a way to see where the sub is dont seem to do much, but I havnt played anything that drops DC with planes yet, as for DDs: Most of the time I am not free to chase subs anyway because there are teammates shooting me when I do so, in a 1 vs 1 trainingroom thouse oil-leaks maybe seemed like a fun idea, but realy not. As for the torps: I dont know why the unguided torps are slow and the guided torps are super fast, seems counterintuitive for me, but ok WG you dont want the high-skill-tools to be too effective over the dumb "ping and get free dmg" Homing torps seem very (too) effective against small ships with low torpedo protection, while BBs who mittigate 50%+ of the low dmg anyway via belt, enjoy the highest values of Homing-distance protection on top of this. Still absolutly BS but go right ahead. Still no fix to Sub-hydro detection against other subs, its just stupid to surface and dive repeatedly in a sub on sub fight to avoid detection via sub-hydro on the surface. Pos: I realy like the shorter dive-time, faster recouvery rate change for subs. It does not feel soo frustrating to loose half your divetime early in the game and not beeing able to recouver it at all, nor does it feel silly anymore to be under water for 10 minutes at a time. Art-department carring the whole operation again,+++ for the new depthcharge anymations and visual effects, it realy looks awsome when you actually get to bomb thouse sneeky little things from abouve. -
Mines - yay, nay, or simply blancmange?
General_Alexus replied to Catpain_Lucifurr's topic in General Discussion
Area denial is the aspect of mines that gets filled perfectly well by slow torpedoes. You wound not want mines to stay up for 20minutes onces deployed, this would be bad gamedesign as you just put them into the capzones and there is no way to clear all of them. So they would need a decaytimer of like 2 minutes. But guess what: Slow, long range torps, like elbing/Black torps, are traveling for 90 seconds till max range, they fullfill the role of mines (and be it floating ones) perfectly well.- 35 replies
-
- blancmange
- minelayer
-
(and 2 more)
Tagged with:
-
Mines - yay, nay, or simply blancmange?
General_Alexus replied to Catpain_Lucifurr's topic in General Discussion
There are a few DDs with extreamly long range, hard to detect, slow torpedoes, namely German DDs or US-Black,ect. Thouse torps are already kinda working like mines, ammunition that is 1-2minutes in the area "floating" around and catching unexpected enemies not leaving the area you try to deny. So there is not realy a point in adding extra mines, thouse slow torps are taking the role of them, you wont torp any ship activly with 50knot torps.- 35 replies
-
- 1
-
-
- blancmange
- minelayer
-
(and 2 more)
Tagged with:
-
Spotting should work both ways, if a BB on its rangefinder far up can spot a DD, the DD can see the rangefinder and spot the BB in return at that range.
-
Devblog: new plane spotting in testing
General_Alexus replied to arttuperkunas's topic in General Discussion
CVs will need at least have to know from where AA fire is coming from, I dont realy have a problem with CVs spotting for theire own strikes. As for Team-Spotting, the suggestion of just making it work like Radar (10sek delay before your team sees a Radar/Plane spotted target) should be a good solution and also no too difficult to implement. The biggest thing it would change is that "flyovers" who would usually spot you for a few seconds (enough for a BB to click and deleate you) would never be enough to render your ship and therefor prevent the unintended spotting by CV. If a CV wants to spot you he would need to activly stay near you and in that case fair game as far as I am concerned. -
Historical ships you would like to see
General_Alexus replied to Harvin87's topic in General Discussion
I would love to see Japanese sub I401 in the game -
We already know how strong WGs server are: One package can be sent every 2/7seconds. The maximum Firerate one turret can have is as such 210RPM
-
[POLL] How your gameplay might change with subs?
General_Alexus replied to OldSchoolFrankie's topic in General Discussion
With the amount of Gunboat DDs in the game I look forward to a class reliant on torpedoes. IF (and only IF) subs take a DD slot every time (and as such the total number of BBs/CAs/CLs does not change) it could even mean that the gameplay becomes healthyer. Hear me out on this. Especially days like today (with F.S. getting released for Coal), you have games with 6-8 Gunboats, there is simply not enough space for them, 2-3 gang up on each other and one sides DDs get killed in the process right away. From there the game is a landslide. If instead we have like 1-2 torpedo DDs, 2-4 gunboats and 2 subs, chances are that neather the gunboats will be able to kill subs right away, nor subs are getting killed right away. This should get us longer games and more fun. But should subs be matched on top of 4 DDs than a match gets realy empty. This could have severe consequences. -
I immagine F.S. to be a perfect Division support ship. You provide long lasting Ammerican smoke+Hydro to a Radar Cruser without beeing useless after because you have serious DPM. Another combo would be escorting a stealthy DD or even a Radar DD. I would say Minotaur/DM+F.S or Shima/Ragnar/Vampire+F.S is a deadly combination in Randoms. If you have a 3rd division mate maybe even Austin/Colbert on top to realy make use of the long lasting Smokes.
-
Well, appart from doing 250k+ dmg, getting flamed by the enemy team in Allchat (this usually gets your own team to complement you) or solocarring the game, spotting is realy appreciated, like just at the start of the game spot the weak flank so that your ships know what they have against them and can turn early/take deffensive positions without getting devstriked, Bomb out pesky Crusers at strong Iland positions where they are hard to kill (Haku Divebombers are great for this), Bonus points for Torping enemy DDs. Dropping fighters on friendly DDs also gived alot of Karma.
-
Bahaha, got most of my Karma during RTS CV times playing CV. It decreesed to about 120 since I dont play them alot anymore and a little bit of Ranked instead. A few days ago I tried Haku for a difference and now I am at 130 again.
-
wtf, you know that especially PR can be gamed by shitty behaviour? Aka the Thunderer spamming HE from the Redline will get great PR but have difficulty winning games. The Ranked Problem can be explained by simple Math: Each game adds a total of one star to the system, play enough games and statisticly everybody will end up in gold. I like the system not loosing any stars for one player of the loosing team, maybe the amount of compliments/reports a player recieves in that game by his teammates should decide this first and foremost (so that I can vote out said Thunderer Scum I meantioned abouve) and only if nobody gets any upvotes earned Exp gets into play. And to get a net 0 effect on stars earned, the last player on Exp (or at least if this player earned less than 300-400exp) looses 2 Stars. This would discurrage the Farming Bots and prevent them to get into gold.
-
With Yamagiri I dont get why I absolutly need to have the 20km torps in the loadout? They are useless. So the whole "switch torpedos based on situation"-feature is essentially just a fake-option. I play Shima with 8km torps, and it would be actually be very helpfull (maybe T11 worthy) to be able to switch to usable 12km torps from time to time. But not the [edited]20km Moonspotted Nooblances. Please WG, this is like an obvious choice for underperforming Yamagiri.
-
I mean RB ships have always been availiable for dubs. They will even make it easier to research a line over and over again with next patch. What was it? 25exp/dub? You might as well put a dub price on them and spare the whales the game of sitting in the techtree-menu for hours.
-
Its good, you have smoke instead of reloadbooster, the guns have nice range and alpha, shellvelocity is bad and aiming difficult, but I citadelled Crusers with it so the Pen does not seem to suffer too much. The torps are 8km and you can stealthtorp, the Torp alpha is also realy high, more than most T10 DDs high, you usehit most DDs if you drop them into smoke, one set is can almost kill most T5/6 BBs so if you have trigger diciplin you can yolo 2 BBs. Speed is meh without speedboost actually, with speedboost up its fine.
-
how to play against cvs ?
General_Alexus replied to CV_SUB_Report_Blacklist's topic in General Discussion
Smoke Minos are few and usually played by bad players. All that makes Mino viable is its stealth radar against DDs. -
how to play against cvs ?
General_Alexus replied to CV_SUB_Report_Blacklist's topic in General Discussion
Yeah, might have missed some, but Minotaur does not have DefAA so there wont be any crazy squadkills when cv flies into your AA bubbels. Minotaur is so squishy than you dont need to attack it in the first place, just spotting it is enough for all your Dmg Horny BBs giving it attention. Also seem to always get my MVR AP rockets through Mino AA. -
how to play against cvs ?
General_Alexus replied to CV_SUB_Report_Blacklist's topic in General Discussion
There are only a couple of ships in the game with decent AA, At Tier 10 it would be Smalland/Halland/Ragnar/Austin/GL. Thouse can inflict enough losses that a competent CV will not bother to drop you over and over (he might come once ir twice) For the other ships: Try to dodge, here for the CV its more a question of wasting time instead of wasting planes on you. It helps when you are not close to the CV, this increeses the frequency of the next attack by alot. -
Will anyone grind/pay for the next Dockyard ship?
General_Alexus replied to anonym_ntfKigmJ0k9e's topic in General Discussion
You need a max of 4500 gold for thouse ships, that is semi achievable with ranked and a few supercontainers. You dont need to spend any money on thouse ships. And the 7D was nice, I dont play BBs so I didnt purchase it this time. -
Remove the hydro from the German BC line or cap the range to 3km WG!!!
General_Alexus replied to Yedwy's topic in General Discussion
Well actually The key position are next to the objectectives, if you fear of getting pushed out of them, you can sit at the redline and sling HE, maybe there is even a good Iland a bit further back where you can play without getting deleated in open water, but you wont get any closer to the caps from here. I am aware of many potatoes not just leveraging cap control to win (and be it you just sit somewhere for 5 minutes and let the points tick) but I wish you good luck influencing a fast past 6vs6 ranked game from secondary positions. And also I strongly disagree, a position can also be key for winning even if you die for it in the process, funnyly enough schlieffen players pushing down such a position, dieing but taking 1-2 player with them while doing so proofes that. -
Remove the hydro from the German BC line or cap the range to 3km WG!!!
General_Alexus replied to Yedwy's topic in General Discussion
Not beeing able to take a key position because there is one ship in the enemy team is already a sign there is something wrong with it. No I dont fear a badly played schlieffen, I fear bad players in a schlieffen making plays (that look dumb) that are objectivly good (because the ship carries the potatoes) -
Remove the hydro from the German BC line or cap the range to 3km WG!!!
General_Alexus replied to Yedwy's topic in General Discussion
Dont strawman my argument with taking about "rushing a cap", even outside caps there are keypositions on the map to take but the map does not alow you to spot far beyond the point where the opponents are supposed to meet and fight over it (and only after the match opens up most of the time). A DD also cant overextent just to get the spot of in thouse situations (and if they do they die most of the time). As for your Game: A single replay of your team managing a (badly playes) schlieffen is as much worth as a Video of a potatoe schlieffen pushing and getting rewarded by the design of the ship. -
Well of course, HE the ammunition type created for consistency, is more consistent. But consistent can also mean consistently 0 dmg (if you shatter it on an Elbing,Gearing,Ragnar,Khaba,Delny eg.) Also remember dmg saturation, your HE will bleed alot of dmg after a section is depleated, the first hits are consistent 33% fullpens sure, but soon after it drops to 16.5% after a section is depleated (and that fast against french DDs) The damage you do now (16.5%) of your lower alpha HE shells is than already comparible to VERY CONSISTENT 10% OVERPENS of your higher alpha AP shells. In thouse cases your dont loose anything when firing AP, but might get a huge gain if instead of overpens you get a few fullpens instead. I usually start with HE (sections undepleated) and switch over to AP after 2-3 salvos.
