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Xevious_Red

Beta Tester
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Everything posted by Xevious_Red

  1. What I meant by they're not, is despite all of the above, you still had people finish bottom of the scoreboard in them. These were people who managed (somehow) to mangle every single drop so they didnt hit anything.
  2. Judging from some of the people on the rework it really isnt.
  3. Yes, and its silly. Since the planes at tier X on full boost and the right equipment can do 325. If you messed around with adrenaline rush you can manage more. Whats actually sillier is that you dont even need to both with RL - its a waste of 4 points, since you also get a detected (!) Symbol for your planes. So you just buzz your planes around until they get spotted (DD cant press P to turn off spotting you) and you know thwres a DD nearby. A bit more flying and you soon find them. Planes at high tier are far too fast, and the detected symbol makes finding a hidden ship a doddle
  4. What I found odd was I had no problems avoiding being killed in a surface ship, and no real problems hitting stuff with the CV either. I mostly presumed the high damage was because they were bots - hitting them wasnt hard, it was more a race before they all got killed. Its mildly worrying that a hosho player i met who was busy saying it was stupid managed a whopping.......1250 damage. For the whole game. Meanwhile Im sat on 60k+ wondering what his problem is
  5. Depends what they do with the high tier. With the rework: -The tier 4 were crap and barely did any damage. -The tier 6 were fairly weak, and the majority of their attacks could be dodged. -The tier 8 were reasonable; you could sort of dodge them, the AA sort of did stuff if you hit it. -The tier 10 just crapped on anything they saw, either by bombing them to death as per the above video, or from flying so fast (325kn) that the AA didnt even target them properly
  6. Xevious_Red

    Some personal thoughts

    You'll get a fair amount of "l2p" and they wouldnt be entirely wrong. However, a reasonable amount of your frustation likely stems from the fact you ONLY play battleships. Battleships are the "easiest" class to play because they are the most forgiving - they have lots of health/armour, and can get away with things like sailing broadside and not dying. However, at the same time battleships require a reasonable amount of game knowledge to play effectively - they are the easiest to spot, and their lower speed/poor handling means they can be difficult to disengage with. Particularly at high tiers when you have cruisers that can have 18km ranges. This makes it very easy to overextend in them and end up dead. Sure it takes 5 mins for them to die, but they're going to sink. Alternatively the *ahem* long range favouring battleships that love to hug the borders avoid dying, but they have next to no influence on map control and thus they lose again and again. Play some of the other classes. This is useful for multiple reasons; A). You (hopefully) learn how/when to disengage and stealth up when needed. This can then be applied to your BB who are less reactive and need to make this descision earlier. B). BB arent particularly great at capping. By playing other classes you can learn how best to cap and therefore how to be the most useful when supporting in your BB. C). You learn some things about the other classes. This is useful stuff to know. I wouldnt bother learning all the stuff like fire coefficients and sigma. However, knowing that the shimakaze has 15 torps with long range and a long reload is useful. Same with armour plating - I dont bother learning every ship in detail. However knowing that the GK has a 60mm bow which means it can bounce your muashi shells is worth knowing. Similarly knowing that the khaba has a mid section thats a 50mm plate and can therefore also bounce your muashi shells is worth knowing. It also lets you take more considered actions - a khaba shows up 10km away, turns broadside (a classic move for a DD thats launching torps). Are you in danger? Knowing that the khaba only has 6km torps means you can react accordingly.
  7. Xevious_Red

    Good DD players - Asashio - yes or no?

    Eh I own the Asashio and I like it. Not going to claim to be the best DD player, but 59% WR in DD is alrightish Had 76 battles in it with a 63% WR. Slightly too low imo to form a solid opinion (less than 100 games is a bit iffy). Asashios play style is a very long game patient style, hence why its disliked by people that like DD that can kill the enemy DD quickly. It doesnt really play like other DD- even kagero plays differently and that has the same hull. Its very much an acquired taste, so while I wouldnt recommend it to others, I would buy it again for myself. Also side notes: Every other Asashio player ive met has been utterly useless. Meme level useless. Because of this, its rather annoying to have your team attempt to explain to you that your torps dont hit DD.
  8. Xevious_Red

    Holiday Lottery 2018 - Try your luck !

    I want to join the navy lottery Cheers to all those that donated and good luck to all.
  9. Xevious_Red

    CV Rework Beta Test - Feedback thread

    I would agree normally except for one situation I had. Dropping the bots was stupidly easy - like you say, you can learn it in co-op. Most of the players I dropped were argueably worse. The bots at least turned a bit. The players seemed oblivious. However in one! (Sigh) game I met a zao who seemed like he had braincells. He was much, much harder to drop on
  10. Xevious_Red

    CV Rework Beta Test - Feedback thread

    I'd debate the no skill point, given on one hand we have people lile El2azer doing 200k+ with 5/6 kills consistently, while others saying its impossible to hit anything and that theyre defenseless against DD. Thats not just RNG. Regarding no risk: The AA is too weak (you mostly just ignore it and fly through it), and the respawn rate on planes is too forgiving. The tier X Hakuryu can "regrow" a full 12 TB squad in 3 minutes. Thats assuming you got the whole squad shot down and none returned, and you didnt have any spare replacements. Considering the starting reserves + the skills/equipment means you can have almost an entire squard ready anyway. This therefore isnt really punished for losing the planes, at best its a minor annoyance
  11. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Might be what skills/equipment we took. I stacked air armour (-10% short ranged damage), survival expert (+500HP for tier ten planes), the slot 6 +15% HP for planes, and took +15% HP on my divebombers So thats lots of extra HP + reduced damage. If you happen to have softened them up with rockets first its also a lot of broken AA
  12. Xevious_Red

    Analysis of AA rework and Ship/CV-interaction

    The AA (flak) in this doesnt seem to do a huge amount. The bulk of the plane killing comes from fighter squads who pretty much insta kill anything they can latch onto (can shake them off/drop your own fighters etc). I think some of it could be addressed by making AA skills do more bursts instead of more damage (and slowing some of the planes down). Making a burst do +200% damage doeant matter if it doesnt hit in the first place The surface ships have some pretty good fighter squads (6 planes in a squad for yamato). The issue with this is that it frequently clashes - a yamato can probably live without the spotter plane and can afford to take the fighter squad. A Des Moines without radar? Thats a tougher option
  13. Xevious_Red

    CV Rework Beta Test - Feedback thread

    I found the opposite. AA didnt really do any damage at all - the catapult fighters they can launch could kill planes easily (yammy launches a squad of 6), but the actual AA didnt do much. I was happily torping Des Moines for no significant losses
  14. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Defensive fire seems a bit pointless on lots of ships. The extra damage only helps if the flak actually hits, and +50% bursts sounds quite good until you realise on lots of ships that means 2 becomes 3.
  15. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Because of the low fire time (5 secs) + the ability to heal (instead of DC) I'm finding I can play CV a lot closer to thr front lines, and thus have faster turn around time, as well as supporting a lot easier with fighters/AA
  16. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Was fine tier 4+6 Lexington is crashing it for me too (screen frozen, but can still hear commands)
  17. Xevious_Red

    CV Rework Beta Test - Feedback thread

    The stealth bombers (plane doesnt render) which seems to be caused by launching fighters first can be resolved by pressing M for the map and pressing M to go back to plane view. Its not a fix, but its a work around while we test. Swapping sectors seems best when you arent the target - you can lend more support. Swapping when you are the target results in the planes flying over you and doing their next attack from your now weakened side. The Langley seems pretty easy to use albeit a bit dull - doesnt hugely matter where you hit. Guess it has to be easy to use though being tier 4. The Hosho I found more interesting - the damage output if you play it the same as the langley is low (no DoT from DB), and DB frequently give over pens. However the rockets if you let it fully close are very accurate, and the bombs if used right can produce 6k runs with citadels. Havent yet decided if the low damage I achieved was because I needed to git gud or just because the ship was weaker
  18. Xevious_Red

    Yamato

    Too early and coffee deprived - you are indeed correct.
  19. Xevious_Red

    Yamato

    Over match is worked out by caliber divided by 14.3 So yamato's 460 divided by 14.3 gives it an overmatch of 32.16 (32mm) Something similar like repub's 457 has an overmatch of 31.95 (31mm) This is why people say Yamato has the best overmatch in the game. There is also some confusion by people regarding the "overmatch anything" - back in the day there were only 2 BB lines (US/IJN), and sitting bow on was pretty common. The bow armour of both lines doesnt exceed 32mm, so the Yamato could indeed "overmatch anything" that was bow on (something the other BB couldnt do). Subsequent lines have changed this - the GK has a large amount of 60mm on its bow, moskva has 50mm etc so there are now ships the Yamato cant overmatch frontally. It doesnt help that lots of people seem to have taken the phrase "overmatch anything" and think it means the Yamato can always pen anything, which was never true - the 50mm plate on the side of the Khaba can easily bounce Yamato shells if angled for example
  20. Xevious_Red

    CV Rework Beta Test - Feedback thread

    PSA for those that dont really check their emails that much: The login details for stage 3 are differemt to the ones younwill have used for stage 1/2
  21. Xevious_Red

    Royal Navy Collection

    So the RN collection started today, and I'd like to question if its bugged or if I just have hilarious RNG; So far I've had 1 piece, and 3 duplicates of the same piece (HMS Jutland)
  22. Xevious_Red

    Tier 10 Domination Games and Death Wish Destroyers

    I do find it kind of comedy though the BB complaint cycle. Thread 1: "You cant nerf BB AP vs DD! My big guns should obviously do 90% to a DD! They're big! He's little! Some battle happened somewhere where one time a BB hit something! The DD should obviously be punished for his mistake. Yes being spotted for 2 seconds by a random plane is totally a mistake that should be punished by being sent back to port!" Thread 2: "OMG DD you need to be at the front in the cap! You need to be spotting the stuff for me to shoot at! Also you need to be in the cap. No i dont care there's a radar somewhere, just get in the cap. Also fight that other DD in front of half their team. Thats your job." Thread 3: "OMG why do my DD keep going into a cap, getting lit up by radar and then being blown up by enemy BB and dying?!?" On topic, theres lots of crap players, just in DD they tend to die faster than the crap BB that are floating around the border somewhere
  23. Xevious_Red

    Royal Navy Collection

    Cheers for the answer. Been one of those days. I also met @X_E_V_I_O_U_S in battle
  24. Xevious_Red

    CV Rework Beta Test - Feedback thread

    AA looks like it got some rework so until we get onto part 3 cant really tell; "We continue to work on improving the balance and at the third stage have reworked the AA defense of many ships. The changes affected medium- and long-range AA defenses, which now cause stable damage to aircraft in their overall area of action" Regarding the ships, they may do an alternate line - e.g. essex at tier X with AP bombs or whatever
  25. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Additional info here (presume this will pop up on EU soon) https://worldofwarships.com/en/news/public-test/yearoftheceeveejokegoeshere/
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