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Xevious_Red

Beta Tester
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About Xevious_Red

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  1. 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
  2. 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
  3. 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.
  4. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    DD/CL - the main danger from subs is from the subs team - being spotted and shot is the danger, not the sub itself. If these die, leave, or cant draw LoS to you then the sub becomes a free kill. If they're still alive it is simply something to deal with later. BB/CA/CV. The subs are slow and have a low range. You literally just sail away from their area of operation. Vaguely irritating because you cant neccesarily go where you want.
  5. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    When approaching its target to a distance of approximately 1 km, the guidance gets disabled and the torpedo travels straight forward. If the enemy changes speed or course during this time, your torpedo might miss it.
  6. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    Conversely, if theres a CV it means you have a CV. If theres a sub, means you have a sub. If these are providing so much spotting, then realistically the DD wont NEED to be out spotting, since thats what the CV/sub will be doing. Im not a fan of subs "spotting" from 80m down. I think to spot they should come to the surface/periscope
  7. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    If you've played them yourself, why do you think it gives complete immunity when it clearly doesnt?
  8. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    Here's your "complete immunity" btw: This is possibly true. But that then counters the arguement that subs are OP, when the "4--5 kills per game" are either literal bots, or players who have no idea what subs do. The PTS doesn't also play the same as a normal random game - on the PTS the bots/everyone just yolo's into a cap. So while the arguement is true that "in the real game, a spotted DD will be heavily focussed", by the same token in the real game a BB is unlikely to be within 6.6km of a cap and just sailing in a straight line.
  9. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    Ive been playing other classes to try to be the "victim" in PTS. Currently subs rate somewhere between vaguely irritating, to a free kill
  10. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    Realistic answer? WG want new blood of players. Notice all the drive around "recruitment" recently. Most of the naval enthusiasts that are likely to play games have probably heard of/tried WoWs already (its been 5 years) There probably aren't that many naval enthusiasts left to recruit. There is however a much larger population of people who think ships are cool, but couldnt actually tell you anything about them beyond "they have guns". THOSE people are an as-yet untapped source of new players. Those people, when told about WoWs, ALWAYS ask one question: "Can you be a submarine?"
  11. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    Its not a complete immunity, its reduced damage. The flamu video where he showcases it (and states it does virtually no damage) is disengenuous as he just "happens" to feature the DD with literally the worst depth charges in the game, at a distance where the depth charges do minimal damage anyway (DD is 1.5 - 1.8km away instead of being above sub)
  12. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    The recharge rate underwater is roughly 1/3 the speed of surfaced - e.g restoring 11 per second on the surface, while restoring 4 per second underwater. The main difference is that moving underwater uses battery, so it depletes faster underwater.
  13. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    Conversely they're now the only class that can be completely immune to CV if it wants
  14. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    This is very true. Ending up within 5km of a DD/CL if you dont have team to support is a death sentence
  15. Xevious_Red

    SUBMARINES - discussion, feedback, opinions

    You know as well as I do there are games where you have to kill the last person or lose, usually because the time is about to run out. E.g. team A has held the caps for majority of the game. Team B manage to kill off most of team B and gain cap control, but theres only 2 mins left on the clock. Team B cannot gain enough points in the time remaining to overtake team A's score. The only way they can win is to sink the remaining vessel of team A. While this isn't every game, it happens enough that its not exactly rare. Where previously the remaining ship may have been hard to catch (DD), far away (CV), or hard to do enough damage in time (full hp BB), we now potentially have a class that is literally invunerable unless you have certain ships left alive
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