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Everything posted by Xevious_Red
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Shame, I'd actually hoped they would become more available (with some sort of restriction to prevent TK just buying one and running amok)
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Anyone else suffering excess lag these last few days?
Xevious_Red replied to _x_Acheron_x_'s topic in General Discussion
Lag today is unplayable. Ship goes forward. Stops. Lurches forward. Stops. Repeat for all games -
Problem is if it's only good at shooting down planes, but you can't guarantee it'll actually be in a game with planes (unless you division with a carrier). Which makes it a bit like taking the AS load out back when you could be the only carrier in the game - you press battle going "please please please an enemy Cv"
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Heady heights of 4.....
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The main problem in my view with second line torping is a large amount of the time you simply risk hitting your ally. An equally large portion of the time you merely make life tons harder for your ally (forcing them to crash into islands/hit enemy torps/expose broadsides/miss a turn between islands etc). There are occasions when you can safely torp from the second line, at minimal risk. However in order to do so safely you need to be able to assess where your enemy is going to be (as his movements will react to your ally) and where your ally will be. Now you probably can work it out based of what direction he's currently going, which direction turrets are facing, if he needs to unmask torps, if he's going to need to turn to use the torps on the other side etc etc. There's a lot of variables, and if you don't get it correct then you make everything a ton worse for your ally/team. -Exceptional players can read all the signs and be correct. -Good players are self aware enough to realise they can't read all the signs apart from really obvious situations -Bad players arrogantly think they can read all the signs but are usually wrong -Terrible players simply unleash torps without thinking. I have no idea what catagory people posting in this thread fall into. Myself I'd tentatively label as "good" where I'll torp from second line very occasionally only if there's an incredibly slim chance, but otherwise won't risk it
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They actually pay significantly more than you receive. Don't know why, possibly to stop people using it as way to transfer credits between accounts
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Here's an easy scenario then since in your opinion it's the person who gets hit's fault. You stand in the middle and have 3 people throw rocks at your face. Someone else will stand some way behind you and throw rocks to either side of your head, depending on which they fancy. When you dodge the 3 rocks heading at your face and get clocked by the one from behind everyone can shout "omg noob why don't you look where you dodge"
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Got the pensacola the other day. Free xp'd the first hull, but otherwise have been grinding it (so some games had 45 sec turrets, and all except 1 had 14.2km range). Played 8 games, won 7 of them doing 56k average. Currently 2:1 k/d. Obviously a small sample size, but currently really enjoying the pensacola, the grouping on the shots is lovely and the low flight time on the shells is wonderful after the Clevelands rainbow arcs. Managed to get 6 citadels in one volley yesterday
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Some interesting info around the world
Xevious_Red replied to Takeda92's topic in General Discussion
A balanced version would probably be: Radar spots stuff within 10km that it has line of sight to (open ocean, spots DD and stealthy cruisers) Hydro acoustic spots stuff regardless of line of sight (behind islands, in smoke) including torpedo. Range increases as tiers go up but remains relatively short range (but more than currently is) -
If a section gets completely destroyed it won't take any more damage. Because of this I've had low health DD soak up hits, 0 dmg HE against cruisers, BB taking a torp to their rear that does nothing and hitting a CV with a plane dropped torp on its rudder for 26 damage (not 26k, 26). Similarly in a cruiser I've turned into tops and eaten one on the nose destroying the whole front section. I've been able to crash through subsequent torp waves taking a hit on the nose for zero damage (if it hits anywhere else I sink)
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When I play tier 8 I get top/middle/bottom tiers, same as all others. You can however get runs where you're constantly bottom tier. My stock ryujo kept getting put into tier 8 games. Trying to bomb north carolinas and MK's with stock planes wasn't fun
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Since the OP was complaining about north carolina (tier 8) there weren't exactly many "light CA with fast firing guns" there anyway. The stock mogami was, but every mogami I saw with that set up avoided DD like the plague and prefered trying to ignite BB from 16+km instead. Despite their relatively long reload, 203's are pretty good against destroyers simply because of the reduced flight time of the shells (less time to dodge). Other than that, gun destroyers are the main counter to torp destroyers - look at all the fubuki's wailing about bensons
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A counter argument is that if you want to derp around, why not go play co-op?
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Vigilance captain skill, underestimated?
Xevious_Red replied to viceadmiral123's topic in General Discussion
I've re-specced now and taken a lot of my ships with vigilance. Since I use premium smoke, I don't really need a 4th smoke, so instead I can spot inbound torps. Similarly for my cruisers there's not a lot else I want at tier 3, and premium consumables cover superintendent nicely. It's not even really for my benefit, I don't get torped a huge amount, but it does mean I can act as an early warning for BB. And if they manage to realise there's a threat and actually turn in time then they might start contributing to a victory instead of simply dying -
main use is spotting torps earlier. Secondary use is spotting DD in smoke sooner if for some reason you need to sail into smoke to decap. Third use is for seeing what things are sooner. This isn't that handy, but sometimes it's nice to know - friendly CV spots enemy fleet going in 2 directions, your minimap shows there's 2 BB headed to your flank, it's nice to know if they're the 2 enemy tirpitz, or the 2 enemy yamatos
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BB: yes CA: yes CL: prefer to have last stand
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Advice on how to get more planes to shoot down
Xevious_Red replied to Naveey's topic in General Discussion
Since you'll need to free xp a lot to get the bogue (as you'll also need to free xp through the previous ships too) then your best bet is to division up with someone who uses CV -
The statement that Mr Conway put up was the collection of feedback from that thread. So since you complained about the Benson, it's added to the feedback. So be glad your opinion is being fed back to developers, but don't assume they'll immediately change anything just because you want them to. The change in MM where nations are split evenly will probably be the real resolution, so you don't get all Bensons on one team, rather than making the fubuki (a stealth torper) able to go toe to toe with the Benson (a destroyer killer)
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I didn't take part in ranked battles this season for one very simple reason: The ARP missions were random only, so since I wanted free ships all my games this last 2 months have been in random. Had they been available for random/ranked then I would have played ranked instead
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Different torps have different spotting ranges, and if an ally spots those torps you'll be able to see them too
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Low damage rolls would be over penetrations - check you're not shooting too high and putting shells through the structure instead. With the Cleveland the citadel isn't in the middle of the ship BTW
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0.5.3 is coming. Public Test confirms WGs changes.
Xevious_Red replied to Admiral_H_Nelson's topic in General Discussion
As I read this, it's not "let's see what happens" because they don't know, more "wait until the stats come in, and you'll see the doomsayers are wrong" Personally for me I never used AFT - mid tier light cruisers shouldn't be sitting 16km away trying to plink battleships, I always preferred the aggressive to hunt other cruisers/DD. So for me and my playstyle light cruisers gained a buff: I never used AFT, and I only took EM because there was nothing else at tier 2, I never felt it was "needed" Now I can have last stand, so my rudder/engine don't get destroyed constantly, which was always the biggest problem for light cruisers IMO, and I can take DE now instead. The RoF has been reduced because of BFT but that's not a huge concern because of the added fire chance. Exception is the mogami, that needs some love, but more so it's a decent choice in top spec rather than a crutch to prop up its stock layout -
0.5.3 is coming. Public Test confirms WGs changes.
Xevious_Red replied to Admiral_H_Nelson's topic in General Discussion
Well I'm not taking the torp speed/range on anything below tier 6. My IJN DD won't have last stand either, until I get to 17pts. My light cruisers are ALL getting last stand, DE, and equipment swapped out from rudder protector to the anti fire one. Warspite is interesting, haven't decided between building towards all secondaries and terrorising DD, or putting everything into survivability and having very fast cool downs with 5 "heals" and a bunch of buffs into not being on fire -
Player Named Ships and Admin Only "Name Ships"
Xevious_Red replied to DraynaRue's topic in General Discussion
Not being a pessimist, but look forward to your team consisting of: IJN k0ng0 US 1337 boomstick US twilight sparkle IJN poi poi USSR stalinium HMS more tea vicar POL stronk armour USSR ipwnn00bs Etc etc- 20 replies
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- 5
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- personalisation
- name ships
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0.5.3 is coming. Public Test confirms WGs changes.
Xevious_Red replied to Admiral_H_Nelson's topic in General Discussion
previously they took: Spotted Torp reload Superintendent Last stand Reduced detection (15pts spent) Now, with it being tier two, they'll take: Spotted Last stand OR Torp reload Superintendent Something not very useful for 4pts (probably extra health) Reduced detection (15pts spent) Since you have to take a captain skill from each level to get the desired level 5 reduced detection, they'll now need to either take both (and spend 17pts), or have to pick
