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Xevious_Red

Beta Tester
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Everything posted by Xevious_Red

  1. Xevious_Red

    CV Rework Beta Test - Feedback thread

    My biggest WTF from those notes; Radio Location Now works on CV planes Now does this mean CV can suddenly have a 270kn squadron with a marker that points towards the nearest ship? Because that is hilariously broken for DD spotting. Alternatively doea it mean CV planes now show up as the target for RL? Because then RL becomes semi-useless because it will likely be pointing at the planes bombing you/the ship next to you
  2. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Well they already did the feedback from the rework in game, and periodically do surveys about what people like/dont like and why they probably have a reasonably large amount of info, spread across various players/ability levels. Out of interest, since you are essentially claiming they are lying about the number of people who liked it, because you dont like it, then whats to stop you seeing the results of the poll and claiming that too is a lie/rigged if it doesnt go the way you want it? Under that basis, if you are already claiming they are lying, and reasonably likely to claim the poll is a lie as well, what would be the point of them doing a poll?
  3. Xevious_Red

    CV Rework Beta Test - Feedback thread

    The damage values are consistent with it being a double hit; 3 citadels would be 28.8k 3 citadels + 3 regular pens would be 38.4k
  4. Xevious_Red

    CV Rework Beta Test - Feedback thread

    If you got the email saying you were accepted (has unique log on details) then you can join in the next time the beta server is up
  5. A lot of the new years missions seem to give coal too - although unknown how much, it may just be a small token amount
  6. Xevious_Red

    DD cry babys

    Peversely, I think it might. -CV are a lot easier to use with rework -simpler, and no real multitasking, so that removes the barrier to entry. -CV "look" more exciting. The cinematics are nice, so that removes the barrier for people put off by the overhead moving symbols view. -CV dont get locked down by the other CV. So theres no praying the other CV isnt unicum. That removes that barrier. Those things combined, I suspect will make CV more common rather than the rare beasts they are now. -If theyre more common, then AA builds will also be more common, and since theres less reliance on your own CV, surface AA will be the primary source of dealing with planes -DD get some breathing room due to more self sufficient AA, and being a harder target for torps than they are currently. -BB become the main targets for the bulk of the new CV players due to being easier to hit -With BB as the main targets, BB need to either move up to keep close to the cruisers, or might change to playing a class they percieve as easier. Either way it potentially deals with BB overpopulation and/or camping BB.
  7. Xevious_Red

    DD cry babys

    If I was the yammy in a 1v1 where I was forced to fight and couldnt just go and cap, then the strategy would be reasonably simple. -Find an island. You want a quite large one. -Sail around island until detection marker disapears. This tells you direction of shima. -Point ship away from island -Stop ship 5km away from island, point guns backwards. At this point one of several things will happen: - The shima comes around the island tightly, in which case he blunders into being spotted as his detection is 5.6 and the island is 5km away from you. 50/50 chance you chose the correct side of the island to point your guns at. He then either has to charge while you move away from him, or has to try to disengage to stealth up again. Either way you should be able to shoot him with at least the back turret and possibly the front turrets too. With HE you stand a good chance of breaking his torps, particularly if you stagger your shots. -He comes around the island wide, meaning you dont spot him but become detected again. Move off (you know hes behind just either to the left or right) and try to find an island that will force them to go through a bottleneck to get to you. Its not exactly an easy win for the yammy, but its not certain doom either. Depends how much you can bluff the DD into making a mistake. The yammy also doesnt hugely care if it eats the odd torp or two either as long as it doesnt eat too many
  8. Xevious_Red

    ST. New year events.

    I like the steel being available for non ranked/CW stuff - not a fan of high end ships, particularly good ones being gated away behind certain game modes Not a fan of it being purchasable with real money though
  9. Xevious_Red

    Ships you kept

    Only ones I kept were the ones that had an interesting unique camo - basically the halloween ones, and the 'murica meets 40k lovechild that is the cleveland unique camo. Other than those the only one I kept was the tier 6 pensacola for using in operations
  10. Xevious_Red

    S H I T E

    On a serious note, can we have skybuckflying back? He at least went to some effort with his shitposts, including pictures and weird theories, or odd arguements about why strike ranger was the best. They were at least quality shitposts.
  11. Xevious_Red

    CV Rework Beta Test - Feedback thread

    They're pretty good at terrorising low tier CV too - due to their size, you can get volleys of about 18k against a shokaku
  12. Xevious_Red

    CV Rework Beta Test - Feedback thread

    This is tied to the aircraft carrier. Shokaku drops 2 torps. Lexington drops 2 stock, 3 when upgraded. Hak has either 2 or 4 depwnding which upgrade you take. Midway has 6
  13. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Hak on rework is silly OP against BB. If you use the 3x4 torp set up you can set up a cross drop with the one squad - drop from the front or back to force them into a straight line, then the speed of the planes + torp speed + how quickly the reticle aims means you can reasonably easily slot them full broadside with all 4 torps. This leaves 4 bombers if you need to set a follow up flood 30 secs later. Since the planes have a detection of 7.5km you can just bugger off somewhere and wait out the 30 secs undetected.
  14. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Feedback based on second test; -stock shokaku planes feel very weak. Upgraded they are ok. Similar to others, my early games with shokaku produced low results (11k damage games etc). Later games, with upgraded planes (more health, more planes in squadron, better weapons on planes) produced much better results (197k) -Camera doesnt always track planes properly after a drop -Once had camera lose planes completely, was "flying" a target reticle until I made my next drop -Rubber banding issues. This may be from having a shared server though -Crashes after every couple of games, needing force close of client. -Fires set by rockets seem to go out after ~5 seconds. Not sure if DC was on, if so then shouldnt be able to start new firea while its active. -Still cant use DC/repair while flying planes. Any input @MrConway as to if this is intentional (forcing you to cancel your attack, and therefore choose between attacking and defending) or merely an oversight? -An explanation of how flak works is needed; theres a range shown in the UI, but this doesnt seem to correspond with how they work in game. For example the 7.5km long range on a worc start firing somewhere around the 8.5km mark. Is this to create a wall of flak at 7.5 before the planes get there, or can it actually kill something at 8.5? What is the minimum range for these? Do they stop firing when the planes get closer than 7.5, or can they shoot things at 6? The mid range seems to have a minimum distance. -in the port UI the long/mid have something listed as "number of gaps". Is this a typo, and meant to say something like bursts? A gap is a space, so you wouldnt want a large number of gaps. If however it means bursts/explosions then you'd want as many as possible -How does the % accuracy work for long and short range? Is this how likely it is to put a burst directly in the path of the planes, or how likely the planes are to take damage if they fly through one? -Fighters seem really random - sometimes they are hyper aggressive and go chasing a squad well away from where they are deployed and get 6 kills. Other times enemy squads can fly into their circle patrol area and nothing happens -it might be the camera angle, but the torp drop indicator is a pain to judge the arming indicator. It looks like the torps will arm 100m from the ship, and then you realise you can actually get about 0.5km closer because the indicator looks closer than it actually is. This is mostly an issue when leading a moving ship as you cant as easily use the hull as a reference point. -A better explanation of link recovery time needed. If im right, I think its the time needed to respawn some planes, but this isnt immediately obvious -Able to cancel an attack. Currently you cant cancel an attack. Not too much of a problem with squads that have a 5 sec attack window. Annoying with the ones that have a longer attack window, as there are mutiple reasons for needing to cancel (target dies etc) -Not having captain skills makes testing DD a pain due to no last stand.
  15. Xevious_Red

    CV Rework Beta Test - Feedback thread

    The AA now seems to work like a circle, where it will fire at planes that are crossing that threshold (or circling at that distance), and stops firing when they get inside it. Zao on the rework has no short range AA, so if they get their planes within a certain distance (3.9?) and keep them there then they are safe from the midrange (too close) and safe from the short range (you have none) Effectively theres an AA blind spot above IJN ships. US ships dont have this issue, since they have lots of short range AA.
  16. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Mission for credits now needs 2500 base xp, instead of 500. So 5x what was stated in notes.
  17. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Shokkaku stock planes felt pretty weak - kept getting killed by khaba AA and a benson. DD seem to have decent AA now. Hard to test because the 5m credits/1m free xp still doesnt work, so ypu only get to try 2 games in stock tier 8 CV.
  18. Xevious_Red

    CV Rework Beta Test - Feedback thread

    Sort of news: Reddit post asking when we might hear something about whats happening next. Sub Octavian saying that the 10th november is a likely date for an update from WG as to whats going on
  19. Xevious_Red

    Jean Bart and Bourgogne

    My first reaction was WTF, but then realised it doesnt really matter. Tier 8/9/X BB are already heavily populated by people who got there by pressing battle repeatedly and not learning anything, and people who skipped there with the mountains of free XP we get. Ultimately then a few more BB that dont know what to do isnt going too much to change anything
  20. Xevious_Red

    Why no skill-based matchmaking for random?

    I dont think any of the methods of SBMM would work particularly well with WoWS. If you have an overall team rating and matched against an equal overall team rating then good players get punished heavily by having the bad players on their team. E.g. if the enemy has 12 average players and you are a 3 man unicum division, the only way to get an equal rating is to give you 9 players who are worse than bots. This method of SBMM is one of the major factors that killed armoured warfare (a rival game to WoT) Both teams get equal amount of good and bad - e.g. if one team gets 3 utter potatoes, then so does the other team. The problem with this, is which ships they happen to have: If one team has a unicum Midway and a potato bismark theyre going to beat the team that has a unicum bismarck and a potato midway. If you match it exactly (e.g. unicum midway vs unicum midway) then the wait times will be horrid. It works in games like overwatch where the teams are smaller, theres no tiers (all heroes are equal) and theres no team composition (you can change heroes when you want), and even then the wait time can be 5mins+ The ELO brackets. Ok in theory, but I think would end a mess. The middle bracket would have anything from your 48% guys who have managed to do better than their 39% brain dead team mates and have crawled up, to your 54% guys who arent unicum and been relegated down. Which makes it almost like randoms now anyway. Bottom category would have your brain deads who blame each other anyway, except they now have the dubious honor of now being correct when they say their whole team are rubbish, and the top category would have unicums, people that pad at low tiers, and the not actually as good as they think they are. Cant see that being any less toxic as they all think theyre the best around. About as toxic as ranked, and Im yet to see anyone say how great those matches are
  21. Xevious_Red

    Submarines! Submarines everywhere!

    I found this quite fun, albeit rather easy. I suspect that the mix of very fast torps, that disable the enemy, some of which do 21k damage, against ships that pretty much sail in straight lines (and 6 of them are the tier 2 mikasa) is what leads to this being easy. Gameplay wise, it plays rather diffrrently depending which sub you use. Barracuda on paper looks strong - strong torps, decent speed, lots of forward torps, seconadry lol guns. I really dislike it, it turns like a BB, and takes forever to dive/surface, combined with huge surface spotting distance and slow air refill. This does however make it the least OP and therefore the best candidate if subs were to come to PVP. Gerfalcon plays more with diving under stuff to use the rear torps. Its pretty fun to play, although unwieldy if the target were actually dodging. Seelowe is pretty strong for this op, but gee is it boring af to play. You just come into range, drop to periscope and then cycle through your torp tubes. They usually die since youre doing this at 2.X km As someone else said, no reason to dive at all. Zipper, although it looks the weakest - (lowest HP, slowest, shortest air aupply, only 2 torps), is broken af if it ever made it into PVP because in addition to having a surfaced detection of 4km, it dives and surfaces incredibly quickly and refills its air almost instantly. This means it can spend virtually the entire game 100m down (safe from guns, torps, most mines etc), needing only 1-2 seconds to pop off torps and refill air before diving to 100+m again.
  22. Xevious_Red

    Is WoWS becoming as Toxic as WoT?

    I find most "toxicity" comes from the people who havent got a clue what theyre doing, rather than knowledgeable people bemoaning their bad players. To use your football example i always encounter the guy that would be on the football pitch shouting "OmG why are you only using your feet?!?!? Everyone just use your hands instead!!!! And why do we have people sitting around on the bench?!?!? If you ALL came onto the pitch we'd outnumber them!!!"
  23. Xevious_Red

    CV Rework Beta Test - Feedback thread

    One set was armed with tiny tim rockets - 3 (maybe 4 cant remember) per plane so 9 (12) in an attack run. Did 5k damage max per rocket (HE). Reasonably accutate, by rocket plane standards. Other was HVAR rockets - 16 per plane so 48 in an attack run. Did 2k damage max per rocket (HE). Hilariously inacurate even by rocket plane standards. Tiny Tims were best if you could aim. HVAR were more useful if you were terrible at aiming. The HVAR did have a situational use of resetting a cap from a DD in smoke who wasnt firing - 48 rockets means generally at least 1 hit something, whivh is ebough for a cap reset.
  24. Xevious_Red

    CV Rework Beta Test - Feedback thread

    This was a conversation I was having today, and came to a similar conclusion. Done this way, a CV would give up his offensive ability to shoot planes down, while under current model he can do both (leading to the gap where one CV does loads of damage/spots while the other does literally nothing)
  25. Xevious_Red

    CV Rework Beta Test - Feedback thread

    I imagine it will be back up - there's still all the equipment and skills etc to be tested
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