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Everything posted by Xevious_Red
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Dev diaries 0.7.8 hints and clues - speculation mode ON
Xevious_Red replied to Zen71_sniper's topic in General Discussion
Looking at the two Russian BB (one of which got removed to never return for being such an OP clubber) there's a couple of traits they have that would be..... worrying if there was a full line of them. -They have a lot of guns. No skimpy 6 or 8 barrels here. - The guns are pretty accurate. They spread a bit horizontally (not that it matters with 12 shells), but not so much vertically. Meaning if you aim at waterline, you get citadels. -They have enough armour to angle against any AP. Over 32mm in a huge amount of places. -The armour covers the ship, meaning and 203 HE or lower (including 152 with IFHE) just shatters. The only place it doesn't cover is the super structure. -They have virtually no super structure. -The Okt Rev has a limited number of DC usage, but they have a very fast CD. What this means in practise is that they never suffer the combo of getting torped for a flooding, then getting volleyed/bombed for several perma fires, since they just turn off the flooding, and then several seconds later turn off all the fires. If really needed they can just do this again. With the Okt Rev I have 5 charges (SI+prem). I never run out.- 67 replies
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- game development
- 2018
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This is a great simulation for what working in retail is like for those that have never experienced it.
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Dev diaries 0.7.8 hints and clues - speculation mode ON
Xevious_Red replied to Zen71_sniper's topic in General Discussion
We PRESUME that the phrase "one class will be getting a long awaited rework" means CV. Small bet on "we pandered to Russian BBaby players - Destroyers now have no smoke, are perma spotted and only have one set of torps"- 67 replies
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- 4
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- game development
- 2018
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Premium earns 50% more sure. Tiers 1-4 It's basically pretty much impossible to lose money even on a free account. You just don't earn a huge amount either. Tier 5-7 It's possible to lose money if you play particularly badly, but generally you earn money. Tier 8+ you will likely lose money unless you are particularly good
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Only if you only play tier 8+ If you play a few games of tier 5-6 in between you find yourself earning plenty of credits
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Although since the EU server/forum is spread across several timezones it's possible that one member is on a Tuesday while another is still on Monday, or later in the day a different member has made it into Wed.
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T10 battles minimum 53% winrate
Xevious_Red replied to chorltonandthewheelies's topic in General Discussion
Actually it's even better (read: worse) than that. Previously tier X cost you lots of credits, so you either had to play extremely well, or you had to play lower tiers to supplement it. Now with tier X camos, once you reach tier X, you never need to leave. -
You lose 15% DPM, although that can be ofset by taking the +13% module if not already taken. Means the only things outspotting you are kagero/harekaze/asashio (5.4), yugamo/Cossack (5.5) and equal with shima (5.6). Which means you can ghost other destroyers allowing your team to blap them, "winning" a cap without even firing/taking damage. If you do get spotted, or choose to engage then you still have decent firepower, albeit less than a non legendary gearing. I'm about 25k base xp away from unlocking it, it's certainly an option I'm interested in giving a spin to see if I prefer it.
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T10 battles minimum 53% winrate
Xevious_Red replied to chorltonandthewheelies's topic in General Discussion
I would prefer WG to stop handing out XP like candy, so you don't get people getting to tier X with only 500 games played, and at the same time introduce some criteria for unlocking the next ship beyond just get enough XP. Armoured warfare for example, you couldn't unlock the tier IV light vehicle until you had done XX amount of spotting in the previous. With the heavy tank line it was XX damage under a certain distance. Putting a limit on people based on their WR is pointless anyway - if someone with 49% goes and plays a bunch of matches in the tier 2 umikaze to pad his WR over 53% how is that going to make him any better in his Yamato? Even if you only had good players it wouldn't necessarily change anything. What if they are great in one class, and useless in another? What about different ships? You probably wouldnt mind me in the zao (54%). I doubt you would eant me in the DM (46%) Also people don't always play consistently the same. I have 57% overall, so I would make your cut. Problem is, sometimes I play great, carry the game etc etc. Other times I play like hot garbage and I'm the first to sink. -
Accelerated Torpedo Tube Reloading
Xevious_Red replied to anonym_EFwxJOPWzlER's topic in General Discussion
It comes down to her 3 options; 20km is useless noob bait. It is unique. It's not however useful. 12km is mediocre. There's nothing special about it apart from the number of torps, particularly now Zao can drop 20 of them. They don't offer significantly more range, or speed than other torps, making the gearing/Fletcher better. 8km is actually quite fun. They are hard(er) to dodge, reload reasonably quickly and a cloud of 15 at close range will sweep a smoke screen pretty effectively. Problem is you have exactly no backup plan, have to operate deep in radar territory, and if you want to avoid the problem of them.turning out you need to be launching at around 6-6.5km. This put you right on the edge of high tier hydro, and one random launched plane will make you get caught like a burglar with the lights turned on. I personally enjoy using the 8km F3's, but they are not a "sensible" choice. -
Accelerated Torpedo Tube Reloading
Xevious_Red replied to anonym_EFwxJOPWzlER's topic in General Discussion
It seems fine if you are planning to sit torping from 10km+ and are therefore using the 12/20 torps. If you plan on using the 8km F3's, or plan on getting close anyway then I'd rather have the traverse -
Same for me with gearing - won 1 game out of 14 to start with. Followed it up by only winning 7 out of 16. Getting back from 8 wins out of 30 it has taken me till 111 games to get it to 50% Although I don't mind taking responsibility for the poor early performance, I hadn't expected it to handle quite like a bus, nor eat damage like it's going out of fashion
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I have played almost every day since it started. Since I don't always play enough in one day to be offered the swap, I'm on 61 out of 75, so I'll be on sharks for another 4-5 days
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SOLVED: Buying Go Navy permacamos makes them unusable if you do not own the ship beforehand
Xevious_Red replied to FishDogFoodShack's topic in General Discussion
Seen an eagles worc and 99% sure I saw the shark one too. Clan mate has the eagles one mounted -
Additionally, how likely are you to receive smoke from teammates? If you have a division member who will smoke you up closer to the front then the reload is good. If you are relying on islands to provide protection the range is a better choice as you don't always have an island in a good forward position.
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They just did that - the upgrade module for radar got cut from +40% to +20%. The maximum up time now is 48 seconds (US/UK tier X)
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The only benefit of "winning" is you get 1 more crate a day. The crates have a few basic items in them. You get to pick which team you are on every single day. You get offered to swap to the other team. So essentially the basis of your campaign of them being stupid and wasting people's time is that some people got slightly more free basic stuff, you could have had this stuff too, but chose not too every single day, even when offered a chance to change your mind.
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Not necessarily. If the quality drops a bit then what you say is true, if everyone is a bit derpy and sails around broadside then you get easier kills. This is much like playing tiers 3-4, everyone is a bit derpy so good players absolutely dominate. The weekend effect is when you get teams that manage to take derpyness to the next level, and not just play badly, but play so badly they have effectively removed themselves from the game. Twice now I have seen 11 players on a team go and hide at A5 on islands of ice. This puts them behind the island north of the A cap. None of them went into A. With a derpy team, they at least spot, even if it's by accident. They vaguely fire their guns at things. They sort of tank damage because the enemy aren't focussing on just one of them. They might cap, if only by accident as they try to get into gun range. With teams like the 11 players at A5, none of them spot (hiding behind island). None of them shoot (island in the way). None of them cap. None of them tank (all hiding). This means it doesn't matter if the opponents are all idiots, if they are idiots that pressed W and yolo'd through the caps they win by default. Unless the 1 remaining player is so good they can manage to fight the entire enemy team singlehandedly, across multiple caps, then they can't carry that weight. Now the toss up, is that sometimes it's the opponent who gets that team. Those games you basically can't lose, even if you decided to TK a large portion of your own team. Weekends "seem" (confirmation bias ahoi) to have more of these all or nothing games. In the grand scheme of things, good players will still win more, because you get roughly as many "uncarryable" games as you get "can't lose if I tried" ones, with the games in the middle being the ones you can apply positive influence to. The difference is people love to come to the forums if they get a few uncarryable games in a row complaining about weekend players/kids. Pretty much no one comes to the forum to complain that they won 10/10 and the enemy got steam rolled. In fact the only time people do complain about that is to complain the enemy died so fast they couldn't do as much damage as they wanted before the game ended
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Personally in a surface ship I would rather face a saipan than a kaga. Saipan has either 6 torps OR 9 DB. The DB are a point and click adventure that may or may not do something. The torps are 2x3 which makes them either the same as a ranger (If they come as one wave) albeit more sturdy with no follow up DB. Alternatively if they try for a cross drop then you can avoid a good number/all, particularly because there can be some big gaps, and a loss of 1 plane puts a big hole in that drop. Kaga conversely drops you with 12 54kn torps with a wild messy torp pattern that can alpha strike anyone not dodging, create a torp soup for those that are dodging, and drop from a decent distance away against those with DF. It then has 6 DB to follow up to stack some DoT. It also has 85 planes so doesn't really care much about losing a bunch. If you are in a ship with strong AA and DF then kaga isn't a big problem. If you aren't then it really is.
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Something you are missing from your calculations is you are presuming each shell will do damage. Any shatter, or HE hit to a fully saturated area will do no damage. A shatter or HE hit to a fully saturated area can still cause a fire though, which does do damage.
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Blessed: Asashio. Everyone says it's the least useful DD for anything other than damage farming. 73% WR Cursed: Gearing. Everyone says it's a great ship. 43% WR, and that's after some tryharding to dredge it up from low 30's
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Kitakami or old North map. If you had the option to bring one back, what would it be?
Xevious_Red replied to SR_FRIOL's topic in General Discussion
Being a big fan of the Asashio, I approve this message. -
Standard / Domination - I wanna choooooose
Xevious_Red replied to Jack_Sparrow123's topic in General Discussion
To be fair, If happily wait longer if it meant I didn't need to see epicentre. -
HELP: This game is dying for me.
Xevious_Red replied to Thanks_for_all_the_fish's topic in General Discussion
The problems you will encounter if you just try to stay at tier 9/X -The bots in co-op love sailing in straight lines. Real players don't. You are probably reasonably good at shooting ships travelling in a straight line. You are probably less good at predicting how an actual player will turn/dodge, and therefore how to hit those. -The bots in coop are incredibly easy to beat, having no tactics beyond yolo. You have probably noticed that its pretty much impossible to lose in coop. Even if you do become great in randoms, you won't ever win games as much as you do in coop. In randoms the very best of the best have 75/85%. In coop the very worst of the worst have 80%+ - One of the main skills to learn is seeing how the battle in unfolding, seeing what is going to fall, when to push, when to fall back, when to Yolo and when to just run and hide. This can't really be taught, it only comes with playing. Coop doesn't teach you this, because the bots behave so woodenly. -Tier 9/X are unforgiving. The ships there are deadly, and a wrong move can easily put you back in port. Also there's a lot of experienced players there too. -At tier 9/X YOU are the top tier. Which means a lot of the weight of carrying your team to victory rests on your shoulders. Don't expect the tier 8 cruiser to take out the enemy tier X BB. If you don't know what you're doing, and you're in a ship with a lot of responsibility then you can expect to lose. Best advice - if you have the time/inclination, play through from low tiers the same way if you did your grinding in randoms. Shorter version - Go play tier 4. A lot. It's a protected tier so you will only ever meet tier 5 max. It's also the first tier where you meet all classes, and the ships are more like the rest of the line (tier 1-3 are all slow fat with catapults). This will get you used to playing actual people more, while not putting you against anyone actually any good bar the odd seal clubbers. Do this until you can read the map/battle, and be able to preempt things. When you start winning a lot, and coming top of the scores a lot, you are ready to move on. Jump next to tier 7. Tier 5 and 6 teach you stuff, but atm it's mostly how to avoid dying to ships much bigger than you. Tier 7 is frequently top tier. Same as before, stay there until you are completely comfortable with it, and can win a lot there. Then go back to 9/X. There's still plenty to learn there, but by that point you will be more ready for it -
This is the one that has been catching me out. Enemy have 1 cruiser on a flank, and a DD in the cap. We have 3 BB, 2 radar cruisers, and a none radar cruiser. Oh boy if I go spot the DD, the amount of shells that will blap him will be amazing right? A storm of HE and BB AP? The correct answer is: No. Instead I will fight a cruiser and DD on my own. This then gets you killed, for low damage, and you lose the ability to contribute any more. What's "right to do" when you have a competent team is not necessarily the right thing to do when you have a less able one. For example, Nothern lights, C cap. There were no enemy there. We had a DM so close his butt was touching the bouy. If he had reversed he would have capped, and nothing would have spotted him. I looked at that, thought "shall I go cap c?". Now with a normal team, me going to cap C would have been a stupid choice. It would have delayed me supporting A, for no benefit, since you don't need two ships to do it. So I chose to ignore it and go to A, figuring the DM had that covered. That was the wrong choice. He sat there for the whole game, pretty much touching it, but not actually capping. We lost on points. Now you can easily say "what a stupid DM", and I would agree. But I chose to leave him to cap instead of doing it myself.
