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Everything posted by Xevious_Red
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The skill argument is brought up because not only can carriers spot/attack ships but they can also actively stop their opposing carrier from doing so by killing their planes off. This magnifies it, because if they are getting all their planes shot down without being able to spot/damage then they may as well be AFK. A similar example would be if a des Moines could not only radar and shoot destroyers, but also be able to disable the opposing des moines's radar and guns, leaving one team with a cruiser that spots and kills stuff, and the other a floating hull that does nothing. If two carriers are roughly equal everything is fine. If it's a potato vs an above average one, the potato is reduced to near zero influence. Personally, it's one of the reasons I stopped playing carriers. If I met a potato he got to do nothing as I just strafed his planes endlessly. If I met a pro/clubbing division I would do virtually nothing. Honestly, I don't know which I disliked more - being highly frustrated by having my [edited]totally handed to me, or crapping all over someone else. I'm aware that I could have practised and practised to become one of the pro's and therefore found an match that wasn't a Steam roll one way or the other, but that didn't seem appealing given various other factors (salt levels, UI issues, graphically dull), so ultimately I chose to simply play the other classes instead.
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Being shot by team for not 'obeying'
Xevious_Red replied to PassTheSalt's topic in General Discussion
If you're a destroyer and you want to see how things pan out before committing then at least go forward. It'll generally get you closer to where you want anyway, and stops people raging at you for being AFK -
Well from the looks of it they will be less good at spotting, less good at killing DD (this depends how rocket pods turn out), and virtually non existent at killing planes. Conversely those torp drops look like they should be easy to set up flooding on a lone BB - something that is currently not viable with most US CV due to the single torp squad, but should be easily doable with a squad that can potentially make 4 drops. Similarly the DB look tailor made to set multiple fires across one BB, looking like they are easy to target a specific area of the ship. Being able to adjust after locking in the attack looks a lot easier to hit than the current system. If they're less good at scouting and killing DD, and better at damaging BB, then I would expect most CV players after the rework to concentrate more on BB than they do currently. It's surprising that as a BB main you are looking forward to this.
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Asashio is pretty easy to cap in, and comes from using and abusing it's concealment. For obvious reasons this presumes you outspot the enemy DD- don't apply this against kagero/harekaze -make sure you have 5.4km concealment. This is the slot 5 equipment, some.camo that gives -3% and the tier 4 captain skill concealment expert. If you don't have those, go get them immediately. -approach cap. Open water is asashio favourite, gives open line of sight, and nice field of view for torps. Means no sneaky island radars. You will need team mates, so don't go to one on your own. - enter cap. Immediately turn around so now facing out of cap back the way you came in (slightly angled is fine). Stop on edge of cap, so you are just in it but facing out. -Enemy DD enters cap. You know this because it becomes contested. At this point enemy DD can either charge, or wait at edge undetected. - If it charges you'll see them before they see you. Put your boost on and leave at full speed. This keeps them spotted with you not spotted. This means your team can shoot them. They generally will break off the chase at the cap edge anyway. Become undetected if you got spotted and turn straight back for the cap to spot them/contest again. -If they sit there instead, slowly reverse across the cap until they become spotted. Stop when this happens. At this point, the enemy DD had three choices: Charge, smoke, or leave. If they charge, follow the advice in the point above. If they leave, you get the cap. If they smoke you can continue sitting there and just wait the smoke out - they just lost their vision (you are still spotting for your team). While you wait you can happily torp any BB that you can see. While they sit in smoke doing nothing they are useless. While you wait you're sinking BB.
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British Destroyers Tiers 5 to 7
Xevious_Red replied to DocStrangeFruit's topic in General Discussion
Icarus is much more comfortable fighting other DD than the gallant. If you need to disengage you just throw smoke down. It doesn't feel like a waste due to how many you have and how quickly they reload. The hydro lasts for ages (3 mins 36 If you take the upgrade) and spots torps 3km away. This makes it much more comfortable to sit in smoke if needed since you get a huge warning of inbound torps. Finally because of the amazing acceleration, when you do see torps inbound it's absolute childsplay to avoid them. This means you are equally comfortable shooting them from smoke while an ally spots, or pushing them out of their smoke -
Which is your most hated camo by looks?
Xevious_Red replied to Oppressor_'s topic in General Discussion
Ha! Well if you do then say hi and I'll duel you in the middle of the map. Although I don't tend to play a lot of tier 5 these days -
Why can't the reward crates be as stated?
Xevious_Red replied to Migantium_Mashum's topic in General Discussion
Regarding the 1x coal, only the first box is guaranteed. Id also disagree with the regularity- I current always pick more resources and frequently get 2x or 3x coal. As for the SC - the best ones I've had recently were 50 GC camos (+50% credits) as these go excellently with the Missouri for credit grinding. Under your proposed version I would have only been able to get these using the TYL or signals/camo, neither of which I want to pick. -
Which is your most hated camo by looks?
Xevious_Red replied to Oppressor_'s topic in General Discussion
The twitch camo (lots of purple) is pretty damn bad - luckily that was a one off so unlikely to get used a lot unless it's the perma version on the texas -
Why can't the reward crates be as stated?
Xevious_Red replied to Migantium_Mashum's topic in General Discussion
Although taking the biscuit still goes to @Commander_Blackjack for picking the more signals container, getting a SC with an ALABAMA in it instead, and being in a bad enough mood to grump that he didn't get the flags he asked for. -
Why can't the reward crates be as stated?
Xevious_Red replied to Migantium_Mashum's topic in General Discussion
Because they can't win either way. Leave SC contents random: "Hey! I asked for signals/camo Why have you given me steel?!?!?" Make SC appropriate to their container: "Hey! I pick the daily flags/camo and now I have ZERO chance of getting steel unless I pick the more resources crate?!? FU war gaming change it back" -
What is the existed maximum secondary range in this game?
Xevious_Red replied to Gnor27's topic in General Discussion
The German tier X the Kurfurst has 11.6km secondaries when fully spec'd. However if you just want most ribbons you would be better off with minotaur/haragumo and just shooting stuff with their main guns- 31 replies
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- secondary battery
- range
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(and 3 more)
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Poll: How many UK DD missions did you get?
Xevious_Red replied to ColonelPete's topic in General Discussion
I'm on 3 missions atm with only 1 prem crate bought. Technically someone gifted it to me, but I guess that counts. However what I have been doing is using the sovereigns to get more crates since I already own a warspite/gallant and fancied having more attempts at RN DD rather than the gold value. Side question: has anyone got a RN DD that was NOT in order? My first was the tier 5, the next was the tier 6, and the latest is the tier 7. My division mate got the tier 5 first, then the tier 6. (He also has been using sovereigns to get more crates) Has anyone got anything other than the tier 5 first? -
Ok initial thoughts: The good: Adds new elements (I wanted to say adds more depth to the game) Kind of fun Doesn't seem too OP - in the PVE you end up pretty much having to surface within detection range at least with the barracuda. The bad: Feels really glitchy to steer/aim The depth isn't done as notches - it's not surface/periscope/deep. Instead when you are at a certain depth you count as periscope etc. This meant I frequently either went too deep (can't attack, limited view) or ended up surfacing (spotted, everyone shoots you, worse torp angles). Half of it was spent fighting my own ship. This may come with practise though
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I lost my game, and not to players...
Xevious_Red replied to ASharpPencil's topic in General Discussion
Problem 1: they want people that have never played CV before, and will never try the RTS ones to try them. Rework: As demonstrated by forum, lots of people who have never played CV before interested in trying them. Problem 2: People that tried CV and found moving symbols around a map to be dull and unexciting, even if they understood the mechanics Rework: New mode graphically and cinematically a lot more interesting Problem 3: New/less good CV players getting completely locked out by better players strafing them into oblivion (the reason tier 4/5 lost strafe) causing them to quit Rework: can't be strafed by enemy CV. Less good CV gets to do something. Problem 4: CV players quitting because they don't want to deal with being screamed at by their own team to provide air cover in 10 places at once Rework: CV can't do air cover Problem 5: DD getting deleted with 12 torp cross drop. Rework: planes drop 3 torps max at once. As yet unknown how good rockets will be at deleting DD Problem 6: Current CV can leave squad almost indefinitely over a DD for no loss of damage output against rest of team as long as enemy CV is potato and there isn't decent AA. Rework: CV now chooses between perma spotting DD or doing damage to rest of team Problem 7: CV can spot multiple locations on the map at once Rework: can only spot 1 location (2 if you count an uncontrolled fighter). This may depend how many CV can be in a game at once. Now some of these could have been changed using existing model (lower strafe damage at low tier), and some are debatable - is perma spotting a DD a problem or a feature? Some of them are throwing the baby out with the bathwater. The rework will also probably throw in lots of new problems, and may be boring to play (holding off judgement of that until I try it - I can see it being either exciting, or totally repetitive). However declaring it solves no problems at all just seems silly. But then what's the true purpose of the rework? Is it to lower the power of CV as some think they're OP, or simply to make them popular to a wider range of people? Personally I think it's probably the latter - if they're more popular you can sell more premium ones. -
I lost my game, and not to players...
Xevious_Red replied to ASharpPencil's topic in General Discussion
This goes both ways. A few grouped up minotaurs/worcesters will lock out a lexington/shokk. Conversely you can put as many omahas as you like together and it still won't discourage a kaga/saipan/hiryu/ranger. In fact they might thank you for conveniently bunching up because then they can hit multiple targets. -
Which forum members have you seen in random battles?
Xevious_Red replied to Cobra6's topic in General Discussion
Ah sorry I didn't say hi. Yeah that game was crazy fast - they had no kills and just ran out of points -
Pay to Win Players/ Free to Play Players
Xevious_Red replied to The_Wallet_Warrior's topic in General Discussion
If being serious (forums these days you can never tell): No. If not being serious: Away with you, smelly riffraf. Can't be king of the P2W with only 8 premium ships, one of which you might have got for free. There are candidates on this forum that own all the premiums. There's other candidates that play almost all their games in the Belfast and argue it's not OP. Those are the true kings of P2W -
Allow us to modify torpedoes Wargaming.
Xevious_Red replied to _TheHamBootySandwichUA's topic in General Discussion
Lucky then the asashio can't be hit by it's own torps due to not being a BB/CV -
Allow us to modify torpedoes Wargaming.
Xevious_Red replied to _TheHamBootySandwichUA's topic in General Discussion
Using your formula; I want my asashio torps (20km, 67kn) to do 40km. Because reasons. 20/67 = 0.2985 0.2985x 40 = 11.94 11.94 x 40 = 477.61 67- 477.61 = -410.61 New asashio stats 40km range -410.61 speed They now go backwards in time and hit someone from 3 weeks ago -
Has anyone else noticed lots of dd "players" lately that just sail along the map borders ?
Xevious_Red replied to AlwaysBadLuckWithTeams's topic in General Discussion
In DD I play for the team. However I play for the team by doing what I think the team needs, not what the team asks for, because 9/10 the team are idiots and don't know what needs doing. So I'll cap. I'll cap the one that I view as most likely to result in success, NOT the one that is a bottleneck with multiple radar cruisers just because some BB demands it. -
Let's calculate! How much do we earn sovereigns?
Xevious_Red replied to zedeIeyici's topic in General Discussion
It's unknown - you get them from the RN containers. Not all missions grant containers. There's no guarantee that the next week/month will give the same number of containers as this week -
What is the "flavor" of the new RN DDs?
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
5 base, then prem consumables and SI -
What is the "flavor" of the new RN DDs?
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
Only one I tried so far was the Acasta and only played 2 games. Enjoyed it despite being bottom tier both times. The smoke is a disengagement/tactical use tool - having 7 of them almost permanently available is useful. The rocket acceleration and great rudder/turning circle make for some interesting dodging. Guns seemed ok, but I am ok with floaty arcs and I have IFHE on them because I dumped an 18pt captain into it -
Problem is this is self defeating. It only "feels" overwhelmingly bad when something happens like your previously mentioned 3 salvos at 8km against a broadside battleship. When you check it's a bad/new player. Because a good player would never sit broadside at 8km for 3 whole salvos. So if you're only checking how good the player is when you miss against people sitting broadside then obviously you will only find bad players because good players would never be in that situation. If you really wanted to test it you should start a training room battle (like they use for KOTS) and shoot at sat still broadside players of varying ability
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I really enjoyed it. It's a lot less static. There's a lot more risk vs reward. Also some of the combos can be pretty crazy
