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Everything posted by Xevious_Red
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This Premium Beta stuff totally wrecked it... an advice for new players.
Xevious_Red replied to Pawndemonium's topic in General Discussion
Trouble is for every person that changes course into an otherwise safe torp drop and gets hit, theres lots that "choose" to drive into your torps because they cant pull off a crazy manouver to avoid the friendly torps that just got put recklessly into the water, to acompanying "must be your fault, you drove into them". Each time ive been sunk by a friendly its because theyve been running parrallel to me about 1km away and dumped torps into my path. The ship literally doesnt turn fast enough to avoid them. My new plan for avoiding eating friendly torps is now simply stay on the other side of the map from friendlies who have torps for tiers 2-4 and 7 -
Depends on how they do it. They might release some russian ships but not a full tree (like the japanese/chinese when they were introduced in WoT) to get their russian punters biting, and then release 2 full trees for german/uk with a bunch of new maps as a "war in the atlantic" update. This is admittedly unlikely, but Id rather wait longer for a tree to be implemented properly rather than a rushed out "its like this other nation, but with minor differences!"
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IIRC some point between now and sept. Premium ships do earn more money. Will have to play some more games with the sims/gremy to see which earns better. Suspect that as WoWp had tier 7prem planes as the best earners, and WoT had tier 8 prems then it'll be the sims. While the sims and gremy have similar ranges, the gremy is comparatably longer range for its tier (as everything else has shorter range, and itll play on smaller maps), and has longer range torps. The gremy to me plays as a light cruiser that remains as a long ish range . The sims likes to get in close and hunt enemy DD. Worth noting that in WoT a large part of prem tanks was to train crew - in WoWs you just have a captain, and as far as ive seen you dont need to match class. So no needing a prem medium with the correct crew layout, you just drop your captain in and train him up
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Destroyers are definately the clubbing of choice atm - cruisers miss you, BB sail in a straight line and dont even try shooting you, destroyers shoot at you not where you're heading, and carriers park at the back unmoving. It is however "exciting" when you spot an enemy DD 7km in front of you and the 3 friendly US destroyers behind you drop their 4.5km torps in the water behind you even though the only thing they can hit is you, and the torp indicator goes haywire
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This Premium Beta stuff totally wrecked it... an advice for new players.
Xevious_Red replied to Pawndemonium's topic in General Discussion
Most new players midjudge turning circles, so you get lots of collisions/ships stuck together. Given that this stops happening around about tier 4, you can either put it down to people being a bit of a hinderence because they're new, and do your best to extract yourself/slow down so that oblivious players sail past you rather than into you, or you can assume that every player is deliverately attempting to block you and steal your kills. -
This Premium Beta stuff totally wrecked it... an advice for new players.
Xevious_Red replied to Pawndemonium's topic in General Discussion
Depends on the circumstance - if a destroyer is 3km away from an enemy, but their a friendly whos only 1.5km away from the enemy (and is thus between the destroyer and then enemy), and the destroyer launches torps that then hit the friendly, its entirely the destroyers fault. If your sailing towards a destroyer going parrallel to something and descide to sail down the middle then thats your fault (although the destroyer probably should have enough awareness to hold off his torps until youve got out of the way) -
This Premium Beta stuff totally wrecked it... an advice for new players.
Xevious_Red replied to Pawndemonium's topic in General Discussion
Ive played 71 games in destroyers. Think only once accidentally sunk an allied ship (and thats only because a stray torp with a 10km range goes a long way on big race). You've played 10 games in destroyers, killed 2 allies (maybe more?), one time "advised" someone not to get in your torps way, and once told them to uninstall? At 10km+ friendly torp incidents can happen. At 3km its because you shot them either into a friendlys path or you shot them so close to a friendly that a rudder shift puts them into the path of it. -
you got 86 in a queue. Took me 6 clicks before it stopped simply saying "try later" and gave me a number. 350 ish
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Ive found that HE works well in a division - one cruiser landing round after round of HE doing virtually no HP damage but knocking out turrets/secondarys,while causing fires. The other cruiser uses AP and chews health off the battleship. If they both use AP the health goes faster, but its still as dangerous as ever, so you get 6 turrets shooting at you etc. Knock out a bunch of turrets and secondarys, and suddenly its ripe for a close range torp run.
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Auto aim on WoT: Aims at center mass (most armoured point) - tanks involves hitting weak spots, not the most armoured part Doesn't take into account that center point is behind cover - most battles involves small parts of the tank poking out. Doesn't factor movement into it - aims at where the tank is, not where its going to be. In WoT moving makes you vastly more innacurate, so its not even that useful for "drive bys" Essentially not that useful, and thus not really used. WoWP aim assist: A point that shows you where to aim. This is because actually getting your guns to point at the correct spot is hard enough - you have to move your entire plane. So if you want to aim down and left you either need to dive and use your rudder (think thats what its called) to slowly move onto target, or spin your entire plane and pull up. Now try doing that while already turning sharply. Without hitting a mountain. Steering your own plane onto target is 90% of the battle. WoWS: You have a stable platform to fire from that already tracks the target. You have very little to crash into, and even then its not usually fatal (unlike falling off a cliff in tanks/hitting a mountain in planes). In ships you WANT to aim for the center mass as thats where the big boom is. The skill comes from placing those shots.
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The bit that makes me feel bad is yesterday I was in a fuso (I'm not using the mod), saw an enemy fuso behind an island 18km away. Took a rough guess based on position of marker where he would be and fired off. Citadel hit. He's fired back and citadel hit me too. There's back and forth firing and each of us is on target - this guy is good, he can land shells amidships while im in a full turn (I suck at hitting people on the turn). Our courses take different directions, and we start shooting at different targets. I get 2 kills, he gets 3. Game's near its end and we're closing in on each other. We kill each other in our final volley. Now at this point we've done roughly equal and I don't mind if he's using the mod or not - it's testing after all so would be interesting to compare scores with mod vs scores without. So I ask. And he's not. And now I feel bad because I've essentially implied his accuracy is because of an aim assist not skill. Luckily he didn't take it badly and there was GG allround but i still feel crappy for having to ask. Props to Waldorf for being a great opponent.
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Having the same problem: only 50-60 people in queue, of which 30 are tier XXX. This leaves 20-30 people spread tier 1-10. Results in either long waiting times or "exciting" games like 5v5 tier 8. In my kongo. Amusingly the 30 people waiting for XXX probably wouldnt get a game either as 20 of them were a carrier.
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There's glitches ON the islands too - although you can see over some of them, shots fired over them explode in the air above them.
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What about "evasive manouvers" - all planes in the air are harder to hit (and thus survive more). Cant shoot/drop torps or bombs while doing evasive manouvers. Means no good leading up to a torp run, but more effective at getting planes out alive.
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Ok thats fair enough. That was the part i was interested in - if you're going for example around in a circle full rudder, the aim point will continually move (like the torp one). It wont then actually show the end position. So people still need to make an ajustment to take into account further turning and flight time, but this is significantly easier with the mod as you can see the X and the path its moving on. With that in mind, im of the opinion that WG should make it part of the vanilla, set it for co-op only so people can use it to learn, leave PVP free of it, so you're competing based on skill, and then ban the 3rd party mod
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No, I wasn't seriously suggesting that it would be able to guess what you're thinking. However the question still remains since I've never used this mod, does it base its calculations on you going in a straight line at the same speed (which is what the torp aim does), or does it base it on where you'll be taking into account speed and rudder? Im not condoning the mod, Ive never used it, and I highly dislike the idea of dumbing down the game to a point and click. I'm also aware that BB turn like whales. Maybe our experiences are different, but in my experience changing course even slightly means their shots either drop short, or fly over (or hit structure above deck for minimal damage). You won't avoid everything like you can in a cruiser/destroyer but you minimalise the hits you take. If you think that BB have zero chance of avoiding/reducing damage taken at long range thats fine - we both have about the same experience in BB, so I'll respect your opinion but disagree slightly.
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Well i fire full broadsides without using leading shots and frequently get decent results. This is because i'm against the same ships on the same map that love to sail in a straight line. If you regularly play as for example a kongo, then you'll get the same situation repeatedly: enemy kongo appears. Is already in range. Is heading at full speed in a straight line parallel to you (probably directly to A, as 75% of my games are fault line domination). Its just a case of remembering how far in front to aim, hoping RNG is on your side and..... boom 5 hits 19km. Theres no need for ranging shots, i worked all that out many games ago, as each time the situation is almost exactly the same. Now hitting something else first time at 20km (like a cruiser). Thats a lot harder. Question though, how does the mod account for where you'll be? The torp marker bases it on "if you keep the same speed in a straight line" (which obviously is clearly false if they're turning). Im guessing its not smart enough to actually work out what the player is going to do (a US destroyer on a beeline towards me that's at 6km is clearly going to turn 90 degrees in about 1.7km). Does it then take into account rudder angle? I don't know about anyone else, but i like to sail in a straight line deliberately, watching their ship and as soon as they fire make my evasion then. I have 12-17 secs to turn and all i need to do is avoid the patch of water directly in front of me. At 10km obviously this doesnt work, but most people can hit at 10km unaided anyway.
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Totally forgot the best part of both russian ships: they have sexy red decks. I swear i spent more time looking at my own deck and going ohhhh shiney (while annoying deathsarmour by making him look at my red deck by circling his kongo several times)
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Got myself the Gremy, and used the 3k gold to get a mumansk. Gremy: Plays like an odd halfway house between US and IJN destroyers. Depending on how you look at it, its either worse than both, or better than both. You get less torps than the US, the guns turn slower and lower RoF so you'll lose a fight with a US destroyer. Conversely you have shorter range torps than the IJN, get detected sooner, dont turn as sharply, and the torps are slower. However! You can still fire torps while undetected, your guns actually work, you can shoot at a decent range, and can at extreme range fire the guns undetected (havent got 6th sense yet, just based on not being shot at while firing). If you like one style of DD while disliking the other then this isnt for you. If you like aspects of one and wish you had aspects from the other then give it a spin. Mumansk: This is essentially an omaha, with some differences, which again youll either prefer, or think it makes it worse. I'll start with the cons: Less guns Worse dispersion Weaker gun casement Slower (by 1kmph) torps 2x3 torps instead of 4x2 so less torps, less flexible (one either side) AA is shorter range, mostly 2.5 not 3.5 Pros: Range is 14.5 km Torps are 8km Harder to spot Rudder turns 5.0 secs not 9.8 Tighter turn More AA So you get less shots, and they miss more, while providing less AA support for team mates, and your guns break more. However, you can shoot further than your spotted, the AA is nice for protecting you, and you turn on a dime. This really annoys TB and DD which you can dodge their torps with impunity, and you can engage battleships at range while easily dodging any return fire. The torps actually are used at a range you're more likely to be at without needing to be on a suicide run All told I like both the gremy and the mumansk
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I do get the issue where my minekaze (spotted at 5.9km) gets spotted at 6.0 all the time which does mess up a torp run, but id put that down to server side vs client side (i.e. it telling me Im at 6.0 when the server thinks ive already reached 5.9)
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Were there unspotted IJN destroyers? Just because they can be near and be spotting you without showing up themselves
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Theres an option in settings called something like collion avoidance. Un tick this box. It has a bad habit of attempting to avoid one island by making you crash into another
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Only problem with the fire then flood tactic is that if I'm being attacked by both types of planes when I'm in a BB, then I'll simply ignore tbe DB, focus AA on the TB. Might catch fire but I'll ignore that for a few seconds. Turn to evade the torps, might catch 1 or 2, depending on how good the drop is. Only at that point use repair. Fire damage is ok, but it can easily be repaired by the regain health. As it stands i breathe a sigh of relief if I see DB coming for me.
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Mate had same problem. We both had same problem other day with WoT. Re-install solved all problems both WoT and WoWs. He was using the mod for the MLP captain portraits if that helps
