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Everything posted by Xevious_Red
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Enemy player cursing you is just hilarious. Wear it like a badge of honour.
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Some things from other games: A certain modern tank game has a couple that would be easy to implement: A passive ability that increases your RoF if near friendlies, An active ability that designates a target. That target doesn't disappear and takes additional damage from allies. Those both sound like they'd be easily incorporated, for either light cruisers or destroyers. Battlefield has a system I like: Everyone on a team is part of a smaller fire team (in this case it would be divisions). Anyone not grouped with mates gets put in a group with other randoms. The leader of the group (In this case division commander) designates targets - attack/defend this capture point, attack that vehicle. These orders are only visible to that group. Anyone from that group "obeying" those orders by capturing that point, or killing enemies near it gets 2 benefits: Extra xp, and a perk bar starts filling up. The more you obey the commands the more perks unlock. In battlefield this is extra equipment, or the ability to reload faster etc, but for Wows this could be additional charges, reduced cool downs or whatever.
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I've had this before. Personally what worked for me was stop trying to grind. The grind becomes a chore, and a long one and it kills all fun. Instead: Rebuy a ship you enjoyed but didn't get to play much of: you did pretty well in the phoenix, but only played 14 games in it (pvp). Why not rebuy it and have a blast at tier 4? You won't be encountering the same tier 8 ships over and over. Equally have a break from your chosen class and play more of the others. I'd got into a rut with BB, I was doing fine but was finding it slow and mildly frustrating if RNG dealt me a duff shot. So I started playing the other classes, and it's all different - now I'm laying ambushes, dodging shells or trying to pincer with torp bombers. I'd played all the other classes before, but I'd forgotten they're fun too.
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Horrible as in cheesy joke, or horrible as in rude and disgusting?
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Some thoughts about mid tier (5 to 7) gameplay and the new patch.
Xevious_Red replied to Earl_of_Northesk's topic in General Discussion
Light cruisers never needed AFT imo, always used mine without. Interesting new choices though: Last stand on a light cruiser means you don't lose your engine/rudder. Currently losing the engine/rudder is a death sentence for CL, who can't just smoke and vanish. This will stop the problem of engine breaks-repair-rudder breaks. With this in place you can afford to ditch the equipment to protect your rudder, and take the fire/flood prevention instead. The shorter ranged torps is interesting, CL are already spotted before they can launch, so it's not like they're losing that ability. Usually if I'm using torps it's at 3-4km so having faster torps could help making avoiding them harder. Haven't decided yet, vigilance is looking quite good now for a tier 3 skill. Losing EM isn't really a blow to the tier 4/5 cruisers, usually only took it because there was nothing better. Will be keenly felt on cleveland/mogami though. Losing BFT is a pain, cuts down the damage output and there's nothing really extra I'd want on that level. -
There's 2 pics, one is the bow wave blue/white camo, other is the green camo. Interesting to see what we get, mostly because I really don't like the green one
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OP is correct that the wording states "at least" 150 pearls. The obviously sensible option is for the raffle to only be for 150-259 pearls but as it's currently worded it could include 260+ people as well.
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Aim your strafe better. If the enemy planes are further away and moving away you'll get 1 maybe 2 kills. If you get the strafe to be right on top of them, with your fighters as close as possible for as long as possible then you'll kill a lot more. Had a game with the hosho against a langley, using 4 fighters I wiped out all his planes
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I'd imagine that it's the damage control. Since the change note only specifies a change in the tool tip, not the skill itself. If you hover over the skill at the moment you get the picture of the fire extinguisher, which is misleading since that has unlimited charges anyway
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Because you don't set the angle of your guns. So when you have a target locked behind an island, it knows you're shooting past the island, to the target beyond it. When the target disappears the crosshairs are on the island so it sets the trajectory for the island.
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I have a different plan (simply because why not). I'm going to grind IJN CV'S. Then I'm going to take a strike load out and I'm hunting shimas. Them having shorter range means they should be within 7-10km of the lead ship. The faster torps perk means CV torps might actually be able to be used against DD without telegraphing your attack, and the Converging spread means they can't just sail between the huge gaps. Don't need to worry about AA from them, they won't have a cruiser close enough to provide support, which only leaves AS load outs, in which case my planes should never be more than about 3-4km away from a nice (safe) AA umbrella
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Useless Complaints From Noobs About DD "Buffs" and Mogamis
Xevious_Red replied to MS_Surface's topic in Destroyers
I'd agree to be fair in some points. Being able to have faster torps for less range on carriers IS a buff. I only need them to travel less than a km so the extra 2.4km are useless to me anyway. This doesn't mean as a whole carriers are in a better place, but it is at least a buff. However a small buff + a hefty nerf is still a nerf in most people's eyes. The mogami is more of a deep seated issue IMO. This patch will take away one of its strengths. However when that relied on a specific captain skill and the stock configuration then something is fundamentally wrong with the ship. It should be made so it works in its top configuration without needing crutches of certain skills -
wtf wargaming patch 0.5.3 = cv is ded
Xevious_Red replied to U156dasboot's topic in General Discussion
that's what I was thinking, for e.g. Cleveland id take AFT and BFT, but I'd be loathe to spend any more points into AA simply because a large amount of the time there's no planes (partially because WG seem to love having 1 game with no carriers, and 1 game with 2 per side instead of having 2 games with one each per side). Same with US BB, don't mind having AFT, but remaining skills are likely to be spent on abilities to keep my ship alive/reduce cool down -
The only real way to tell would be someone who actually paid for the wrapping paper look to see if it's still there, and play a game to see if the bonus still exists. As far as I'm aware (and due to the lack of "wtf wg I'm going to sue you" threads) it's still there. It's just not available for anyone who hasn't already got it
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wtf wargaming patch 0.5.3 = cv is ded
Xevious_Red replied to U156dasboot's topic in General Discussion
That's similar to my thinking admiral_noodle; So far I've seen CV players say there will be no CV because of all the AA tricked out cruisers. I've seen BB players saying there will be no BB because of all the tricked out DD I've seen CA saying there will be no cruisers because of AFT/BFT and BB dominance I've seen DD saying the consumables won't be any use, the perks aren't in a useful order for someone skilling up (will get the 3rd rank skill around tier 3/4, which makes the DD unplayable until tier 6), and that needing to take last stand at rank 2 means reload will be cut down until much later (as most go straight for conceal). Anyone taking reload will have much longer until they get conceal. Which makes it only really useful for people prepared to use gold to reskill, or for existing tier X DD captains with a free re-skill. So I'm interested in what people will ACTUALLY take. So when it goes live, will people actually take out their American cruisers, spec entirely for AA, and just play escorts? Or will they actually put a few skill points and equipment into AA but then buff their main guns. Also since there's the national split, if there are 2 DM, each team gets one (unless they're divisioned up). If the team's BB can sink the enemies, the friendly CV has an AA haven to run away from enemy planes. Also faster planes + faster torps, so less time needed to be spent in AA bubble. I'll be trying out all classes, atm there's too many changes for me to have an immediate picture how the meta will play out, and the PT features people taking extreme builds that they never would normally, and people playing tiers they wouldn't normally (since you can go straight to tier 8 you get tier 3 players trying out some big bad tier 8 ship, and behaving in a way no one who had actually grinded there would) -
people that bought them still have them. They're just not available for anyone else to get them
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Shimakaze in 0.5.3... WG you doing it wrong!
Xevious_Red replied to Spithas's topic in General Discussion
It will be funny however if the CV captains swap onto using IJN cv, use the faster torps + faster reload and just go hunting shima's because they're not decked out with tons of AA -
wtf wargaming patch 0.5.3 = cv is ded
Xevious_Red replied to U156dasboot's topic in General Discussion
To get that though don't you need to be completely spec'd into AA? As in taking the right equipment, 2 level 4 skills, and flag. You'd also be needing to click on the squads individually to get that output, meaning you spend a reasonable amount of time looking at the sky if there's lots of squadrons. Since that load out does nothing for you if there are no planes (previously AFT gave you the range on guns, extra AA range was happy extra), and even if there are planes they're not worth much XP I don't know how popular this load out would be as compared to taking DE -
Patch 5.3 stock Langley gets 1/1/1 deck - WG are you nuts?
Xevious_Red replied to GulvkluderGuld's topic in General Discussion
I've never really considered the Langley OP. It does well for two reasons IMO: Noob battleships love to sail in straight lines and eat 6 torps. Noob hosho captains love to bunch their planes together and wonder why a fighter squad does them in. I don't think it needed the DB though, although with such low levels of reserves those DB use up presumably 10 of the 30 planes instead of having them for fighter/torp reserves. Edit: IIRC stock it only has 18 planes, so no reserves lol This means an experienced captain has a unit of DB to terrorise low tiers, while an inexperienced one could very quickly have no planes, no AA (stock) and no speed (because a log would float faster). That'll be interesting watching people cry because it's clubbing them, while others cry that 1 min into the game it's now useless -
ATF (+20% range up to 155 mm) Nerf Question
Xevious_Red replied to t3h3th32's topic in General Discussion
The konigsberg vs Omaha is an interesting comparison; At 15km+ range, the only thing they can reliably hit is BB and people who are incredibly predictable. While the konigsberg has the range naturally, it's choices of ammo against BB are either AP which tends to bounce, or HE which is weak and doesn't have much chance of fire. Choosing DE for 4th skill ups this, but the basic HE is still pretty weak The omaha with AFT can instead shoot much better HE at the battleship, doing more damage. IMO AFT (on an omaha) wasn't any use against other cruisers or DD (which it should be fighting), but rather useful against BB (which it's supposed to be worse against). Same goes for kuma, tenryu, St Louis etc. On an omaha I'd be tempted now to take: -Last stand (those HE spammers at tiers 4/5 can't take out your engine/rudder now) -extra torp speed; yeah they go down to being 4.4km instead of 5.5 but whenever I've used torps on an omaha it's been either at knife fight range, doing a suicide run, or an ambush. All of which speed is more important than range since you can't stealth torp anyway. -DE, or the extra HP (2000 extra health might be quite handy). The omaha can dodge well enough to avoid shells from over 13km away, and having guns on both sides reduces the impact of the turret rotation nerf (which on a konigsberg it doesnt) -
Target Acquistion Mod or Concealment Mod?
Xevious_Red replied to Procrastes's topic in General Discussion
Generally my view is that as long as you're in front of the BB by a bit then you'll spot torps soon enough for them. If you're spending a good amount of time not detected then you shouldn't be the target of torps yourself. If you're really paranoid you can always take vigilance and get +20% (soon to be 25%) to torp spotting -
Target Acquistion Mod or Concealment Mod?
Xevious_Red replied to Procrastes's topic in General Discussion
For the atago I'd have concealment. You get get your detection down enough that you can stealth torp, and with a low detection you can disengage easily -
Let's Face the Real Problem with the USN
Xevious_Red replied to th3freakie's topic in General Discussion
I look forward to sailing the HMS Gun-beats-spear -
ATF (+20% range up to 155 mm) Nerf Question
Xevious_Red replied to t3h3th32's topic in General Discussion
There's another knock on effect: by changing the skills people will probably need to change their equipment. For example, if the expert marksmen now is only 0.7 deg I probably won't bother on cruisers, and will take the tier 2 skill of having my engine/rudder still work at 75%. However if I do this I no longer need the rudder equipment so will need to demount that. Same for anyone wishing to use secondaries etc -
no, they'll ask for DD nerfs, and possibly some buffs to torp belts on BB
