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Xevious_Red

Beta Tester
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About Xevious_Red

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  1. Xevious_Red

    TST - Submarines Feedback thread

    Mid table or lower usually. It doesnt help that due to the number of bots, you get the co-op effect where the game ends really early
  2. Xevious_Red

    TST - Submarines Feedback thread

    Ok tier X are a bit different. Has 6 depths. While at operating depth they can see ships that are spotted by allies, so can operate reasonably underwater. The US tier X does 32kn on surface, and 25kn submerged. Has 14.2km torps. With the right upgrades it also has ~9.5 mins of dive time + 3 uses of an extra 35 seconds
  3. Xevious_Red

    TST - Submarines Feedback thread

    Better they release them underpowered and tweak them up, than release them OP and have to bring them down. Values like how long they can stay under for is an easily changed variable. The current iteration does seem the weakest so far
  4. Xevious_Red

    TST - Submarines Feedback thread

    When they're ready. They're still in isolated testing, and have been on/off for the last 2 years. If they're happy enough with this versioj then they'll be added to ranked battles for further testing before finally joining randoms. So they could be added soon (ish) but they may just go back through a loop of further testing. The tier 6 subs seem fairly underwhelming, so will see what the tier X are like when they're testable.
  5. Xevious_Red

    TST - Submarines Feedback thread

    That BB seems pretty oblivious regardless. Its's busy over extending next to a contested cap. Given your position and the fact you've used ~27 sec of dive time, you probably also spent some surface time in the cap, so the cap indicator would have shown up. Do you find you are able to close and stealth torp BB that hang back/kite?
  6. Xevious_Red

    TST - Submarines Feedback thread

    My experience was that BB abolutely dumpster SS, while the subs are little to no threat. BB guns are the largest calibre (most damage and splash) with some of the fastest flight time. So a sub spotted near the surface gets whalloped by BB guns. In addition the double set of ASW planes means you can carpet bomb the sub, and since you can put both down at once + the sub is slow and poor manoeuvre then it cant really avoid it. As a BB, I felt VERY safe against SS
  7. Xevious_Red

    Submarines

    The first thing I tried was bombing our own CV which didn't seem to do anything
  8. Xevious_Red

    TST - Submarines Feedback thread

    Sub torps seem to have a very hard time homing on enemy subs, even if they are making no effort to manoeuvre. I also dont get the HP switch to black, or what thats suppossed to signify. Im also fairly sure I shouldnt be able to do depth charge damage to an enemy DD by using the BB ASW planes to carpet bomb his smoke, especially as every BB/CA has these Rhe ascend/decend time is much better. I like that some areas are very shallow, so the deep dive cant be used. What was the reason for making the sub echo (that shows ocean floor) manual? It doesnt seem to affect the sub being detected, so not sure why its no longer automatic
  9. Xevious_Red

    Submarines

    Want to see something stupid? Yeah that's me in a BB, doing damage to a DD that was hiding in smoke by bombing his smoke with the ASW depth charge planes. Now every BB is a CV hybrid!
  10. Xevious_Red

    Submarines

    Gave them a quick try on the TST - the ping lock is easier to break - it only highlights a small section on one side of your ship. Swing your nose to the otherside and it breaks the homing lock. Subs dive MUCH slower now, so none of the previous 5.9/6.1 malarky. The homing torps seem terrible at connecting on enemy subs - followed an enemy sub in a straight line, locked each time, no dodging at all from enemy sub, and the torps still missed every time Edit: some areas of the map are VERY shallow - this is the area surrounding B. For the surface ships, this is open water. For the subs, you can see I'm at 12m and nearly touching the bottom - which makes the crash dive (dive to 50-80m) not work in certain areas.
  11. Xevious_Red

    New commander skill tree incomming!

    Depends what the range increase is TBH. If it "buffs" my 11.5km secondaries to 11.8km, then no I'd rather keep the 60% to use against DD/small targets. If my 11.5km become 15.5km, then I'll take the accuracy hit (because 35% will still be enough to hit cruisers/BB). Also worth noting that for low/mid tiers its actually a buff from 15% -> 35%
  12. Xevious_Red

    New commander skill tree incomming!

    Presumably this will be in tandem with the ST notes about air detection being cut by 40-60%, which would reduce fighters spotting ability (at least for spotting low detection ships - still probably fine for keeping Bb spotted). The focussed ability looks to have potential if spotting is heavily cut - the wording looks like they dont die to enemy planes (can only be killed by AA), and dont chase fighters (only target squadrons) which potentially makes them useful for assisting in cap taking - protect your DD from CV strikes without being baited by fighters. Of the top of my head I cant remember if fighters chase the "main" squad or the squad that just attacked. Its enough to peak my interest, as the spotting changes arent finalised, and the extra radius isnt announced. If plane spotting becomes crap and the radius is large, this could be useful. If the spotting remains largely as it is then this will be less use
  13. Xevious_Red

    Idea for more balanced teams - yay or nay?

    It probably wont do very much. A player that doesnt understand positioning will be bad even if they have a 19pt captain A player that understands positioning will do fine even with a 0pt captain
  14. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    Pings is actually probably the lesser of two evils. The torps steer, but not fast enough that DD/Cruisers cant dodge them. Even BB with a large enough course change early enough can avoid them. Secondly, its reasonably difficult to hit and MAINTAIN pings, and doing so makes the sub far more visible. Thirdly, if you're bow/aft towards the SS, then it cant get 2 locks anyway, so cant manage the big citadel torps. Imagine if they had straight fire torps instead. The sub has no guns, no hp, no armour, no speed, no AA. Its survival is based on stealth, and submerging. Its offense is purely torpedoes. So if those torps dont steer, what do they get instead? Because if it just has 4 torps with an 80 second reload, short- medium range, and on a platform that is very slow then either you've just invented the worst class ever, or you have to do something to make those torps better. Which means: -Fires more torps. Rather strange to have 8 torps come out of 4 tubes, but WE -Faster torp reload. Im sure people will love torp spam. -Bigger alpha. Everyone loves being 1 shot. -Very low detection. Because everyone is so fond of deepwater torps. It also would introduce the problem of sub vs sub, because at the moment, they can engage each other. With straight fire torps, they really couldnt
  15. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    Balancing doesnt attract new players/returning players. I tried war thunder again because of their naval release. I tried planetside 2 again (which Ive been now playing alot) because of the bastion release I tried WoT again because of the frontline game mode People are trying fallout 76 again because of the wastelanders update. Noone has ever been excited to try a game/return because a value got changed from 200 to 210.
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