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Everything posted by Xevious_Red
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[new AA mechanics] about the non-overlapping auras
Xevious_Red replied to __Helmut_Kohl__'s topic in General Discussion
I thought this for a while, until I had an epihany moment: The reticle shows you the position the reticle would be in if you were to trigger the attack now AND fly in a straight line to allow it to close to its smallest size. You can test this easily with rocket planes. Fly at a stationary target. When the reticle touches their ship trigger the attack (reticle will now be much larger and much closer). Now let the planes fly in a straight line so the reticle closes. You'll notice that when it gets to the smallest size it will be in the position it was when you triggered the attack. -
Whats the point of the long re-spawn timer of spotter plane consumable?
Xevious_Red replied to Mad_Dog_Dante's topic in General Discussion
-Look over terrain so you can see how they're angling/turning -Pinpoint exactly where someone in smoke is firing from -Spot something on the other side of an island -Get comedy fires on a BB very early in the game before anyone else is in range -Reset a different cap (e.g. be at A, reset C) -Finish off low HP ship that is running away and thinks its out of range of everyone -Get cheeky broadside shots on someone who isnt angling against you because they think you're too far away. Spotter plane has loads of uses -
[new AA mechanics] about the non-overlapping auras
Xevious_Red replied to __Helmut_Kohl__'s topic in General Discussion
Yeah I saw that and was amused too. My (slightly cynical) view is they will continue the trend from PTS 1-3, and tweak the AA upwards, while tweaking the cv speed/HP/respawn/damage downwards. The extra cynical part of me thinks they'll leave the CV "extra competitive" for long enough that new cv players enjoy themselves and get invested, and there's the usual rush to free xp the tier X to pad with before it gets nerfed. It also means that if they're "extra competitive" when 0.8.2 comes around then they'll sell a bunch of premium CV. Which also means if they then make the AA stronger then they lower their effectiveness "without nerfing premiums" -
[Update 0.8.0] Gearing vs Grozo AA
Xevious_Red replied to __Helmut_Kohl__'s topic in General Discussion
Want comedy? Look at how many flak bursts the conquerer's midrange gets compared to everything else. Edit: These values might not be what actually makes it into 0.8.0 - I notice the yamato has its short range listed as ~800 but I believe thats currently ~1400 on PTS -
[Update 0.8.0] Gearing vs Grozo AA
Xevious_Red replied to __Helmut_Kohl__'s topic in General Discussion
AA stats were posted by @Darth_Glorious So gearing has better AA from 0.1 - 1.5km Groz has better AA from 1.5 - 3.5, with it getting even better after 2.3, although between 1.5 and 2.3 gearing gains flak clouds. Beteen 2.3 and 3.5 groz has more flak clouds, and stronger ones. Groz then has for long range an extra 0.2km, better DPS, more flak clouds, and harder hitting flak clouds. So the only thing the gearing is better at is point blank (under 1.5), and the slightly dubious hobour of an 800m window wherw it gets flak clouds and the groz doesnt -
[new AA mechanics] about the non-overlapping auras
Xevious_Red replied to __Helmut_Kohl__'s topic in General Discussion
I had a guy at tier 4 ask me what I thought (both in hosho's). Was pretty chatty, said he had played rework quite a bit. Near end asked what damage we were both on. He had 1k and finished bottom with 48 xp. I lied and said 5k, didnt have the heart to tell him 97k -
Poll: Will you keep playing the game after v.8.0 goes live?
Xevious_Red replied to Jean_Bart's topic in General Discussion
Doesnt look like he uses DFAA at all. No red flak bursts, all the standard orange ones. Still looks better than a lex would do against DM in current rts -
[new AA mechanics] about the non-overlapping auras
Xevious_Red replied to __Helmut_Kohl__'s topic in General Discussion
What it does mean is that you could potentially make some interesting plays, and effects HOW you attack certain ships. The Yamato for example has murderously good short range AA so you'd be best off using torps from longer range against it. Meanwhile the worcester has weaker short range. If you can use islands as cover (particularly as worcesters live to sit behind islands) then you can get past the longer range AA and get a drop of DB in. -
I will comment on this, coming from being an "ok" CV captain. Its one thing to know how strafe works. Its another to be good with it. If you are good with strafe, and your opponent isnt (either because they dont use it, or are very predictable), then you absolutely wipe their planes. If you meet someone who's very similar then you have a fun back and forth game. If you meet someone else then you either wipe them or get wiped. This leads to a distinct lack of "middle" CV players. And to be brutally honest, neither being wiped or utterly wiping your opponent are particularly fun. So you get left with the Unicums, and the potatos that just click battle, and nothing in between. Which means that "git gud" is no longer good enough. Its now "git unicum". Some people will never achieve that. Most simply wont bother putting in the time and dedication to reach those levels when they could just play something else instead.
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Because having a respawn means that a newbie can never be deplaned (happens a lot atm), but there is still a penalty for losing planes. Your version theres literally no reason to not yolo every plane.
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You dont really have planes on demand. Its "unlimited" planes in that you can never truely totally run out of planes. It doesnt however mean you permantly always have full sized squads ready to go. I will use the midway for example: it has 14 torp bombers on deck. It launches a squad of 9. They all get shot down. It now only has 5 left. It can launch these immediately, but its only launching a squad of 5 instead of 9. Because of how continuous DPS works (applies to a random plane each tick), these 5 will get shot down faster as theres less planes to.apply the damage tick to. Lets imagine these get killed too. It now has 0 left. It cant launch TB. 90 seconds later it has 1 (!) TB. If it wanted it could launch a wave of 1 TB. As per the previous point about how AA damage ticks work, this plane would die almost immediately as it reaches a continuous AA DPS range. If it wanted to wait till you have a full squad of 9 planes, then it would take 810 seconds to respawn the full 9. Thats 13.5 minutes of a game that only lasts 20 mins.
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[new AA mechanics] about the non-overlapping auras
Xevious_Red replied to __Helmut_Kohl__'s topic in General Discussion
-Remap the button to something more convienient (I use spacebar) rather than the slightly awkwardly placed O. With it remapped I actually find it easier than the old Ctrl Click. (With it mapped to O its horrible though) -If the planes are flying back and forth over you then its not worth swapping zone unless your swap speed is very fast (DD with manual AA). You're better off leaving it 100/100 -You dont need to be flat broadside to keep them in a zone. The zone is 180 to one side so you can angle towards/against them and still keep them in the zone for no loss of AA -
This is the big hurdle that lots of players never quite get over - sure its a great spot IF your team go in that direction. If they dont't, then its not a good spot. An average player will go to that spot anyway, then complain about no support. A better player might well grumble about the team, but will move to a spot better suited to where the rest of the team is.
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[new AA mechanics] about the non-overlapping auras
Xevious_Red replied to __Helmut_Kohl__'s topic in General Discussion
There IS a "dead zone" above the worcester. However the worcester midrange is rather potent, and the midrange starts at 1.9km (IIRC). Theres also the question of what you plan to do when you get there. Sure you can try to fly in a very tight circle above the worcester taking continuous DPS from the short range while similtaniously not actually attacking anything if you want. But that doesnt sound particularly useful. Any other option involves having to fly out through the midrange, which does a lot of damage (800 base dps, 13 flak clouds) -
Discussion thread for "some interesting info around the world"
Xevious_Red replied to Deamon93's topic in General Discussion
The way I understood it: CV captains and any captains with CV skills get auto reset due to the skills literally not existing anymore. Non CV captains/ones without those skills get the OPTION to reset their skills for free. This way you can redo all your skills on your captains if you want, but noone is going to [edited] that they're forced to redo 250 captains. My atlanta captain for example wont be changing skills. Nor will my shimakaze captain etc. -
Planes wont spot torps. This includes fighters/spotters. MM is only suppossed to be 2 carriers, the 3 per team is only if there is an excessive number in the queue. So probably only fpr first week. Unknown how meta will end up. Torps dont get spotted, but the new CV are pretty good against DD. The best AA cruisers also tend to be the ones with radar. But if they use fighters then they wont have radar. Theres also the reasonable possibility that most new CV will just go for BB as they're easier to hit and give a higher damage number (a powerful lure for your average potato)
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Discussion thread for "some interesting info around the world"
Xevious_Red replied to Deamon93's topic in General Discussion
The damage is only more under the old model if the flood is allowed to go for the entire 90 seconds (really unusual). A single flood does less than the old model. A double flood does MORE damage than the old model if the flood is only allowed to run for a short time (against a BB). It takes 60 seconds for the old model to score as much damage as a double flood would in 40 seconds. Its only the time period between 60-90 seconds that allow the older model to achieve a higher damage. Usually though, before 60 seconds the target has either died (low HP), or been able to use their DCP. Conversely though, the new model requires a torp strike on both the front and rear of the target, rather than one lucky hit. Its therefore a minor buff to those that have set up a "perfect" strike, and a nerf to those that just launch torps and hope. Overall it will probably work out as a nerf, as you not only need a second torp hit, in a different location (which may not be presented), but also for RNG to roll up a second flood, not just a hit. Not a huge problem for torps with insane flooding chances (Asashio), but may be a problem for those with lower flooding chances. -
Poll: Will you keep playing the game after v.8.0 goes live?
Xevious_Red replied to Jean_Bart's topic in General Discussion
+1 for concrete donkey reference. Its mostly the high tier rockets that are the main offenders. At tier 4 they fire a small number of rockets, only get 2 attack runs per squad, do about 1/10th of a DD's HP per run, and need to wait for planes to return as they dont have enough reserves to immediately launch a second squad. At tier X you get 30 rockets, 4 attack runs per squad, do about 1/3rd of a DD HP per run, and have enough reserves to immediately launch a second squad. -
Discussion thread for "some interesting info around the world"
Xevious_Red replied to Deamon93's topic in General Discussion
Inb4 non-RU BB: "We can't possibly go forward..... we'll get radared!" -
It was. Ive filled in several surveys so far since Ive participated in stage 1/2/3 of the PTS, and the previous closed test server.
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Yelling at CV's for no fighter cover (rework)
Xevious_Red replied to ClappingLollies's topic in General Discussion
Agreed. The puddings that dont look at the minimap anyway are unlikley to care there's more stuff there. For me, its very handy to see at a glance if there's still fighter support and where it extends to. -
Yelling at CV's for no fighter cover (rework)
Xevious_Red replied to ClappingLollies's topic in General Discussion
Its a major change there will be all the usual moan threads - Them being super OP, them being useless and impossible to use. There will of course be the ever suspicious "OP and stupidly easy to use" from the player with no games in them who's adament they would totally achieve super unicum status, but has decided not to. -
Blue-on-blue torpedo situations
Xevious_Red replied to DDMafiaAssociateMember's topic in General Discussion
Because most players have the camera facing the enemy, since the enemy are suppossed to be the threat to you not your own team. The other (likely) situation is that they force you into an impossible choice - either dodge the enemy torp and eat the "friendly" one, or dodge the friendly one and die to the the enemy one. Both options are you dying, something that wouldnt have happened if the friendly hadnt tried torping you too. Lots of players when faced with such a choice will simply dodge the enemy one. -
Poll: Will you keep playing the game after v.8.0 goes live?
Xevious_Red replied to Jean_Bart's topic in General Discussion
Yeah, will be. I like shake ups in the meta and new challenges, so I'll be playing both CV and surface ships -
Yelling at CV's for no fighter cover (rework)
Xevious_Red replied to ClappingLollies's topic in General Discussion
Yeah, they went from; "oh sh*t! Fighters!" To "oh yeah, fighters"
