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Everything posted by Xevious_Red
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Regarding caps; There are 3 "types" of cap; -Open water -Sheltered -Fish in a barrel. Open water caps have nothing in them, and nothing near them. Okinawa C is a good example. These allow you to have the advantage spotting any incoming radar ships. These caps are a good choice against radar ships that have a detection higher than their radar range e.g. Missouri/Des Moines. These caps are dangerous against radar ships that have a detection lower than radar range as these ships can get the jump on you, with there nowhere for you to hide. Point of note though is that the ships that can radar further than their own detection tend to be the squishier ones, and they tend to shy away from open water caps due to there being nowhere for them to hide. Sheltered caps are those that have a land mass in them that is big enough for you to wedge yourself in against. This could be an island, or a spur of land sticking into it. This means it doesn't matter that you get radared, because they can't actually shoot you. The offset is that because you are wedged against an island you rely on your team to provide vision, particularly if it becomes contested. If people can chain radars, or move up a hydro destroyer then you can remain "stuck" there for quite a while. The main danger here is that your team simply runs off, leaving you unable to disengage and becoming overrun. These are an alright choice if you trust your teammates. These are also a good choice if the only thing near the cap is a single enemy radar - you can simply wait out the radar behind the island. Fish in the barrel caps are the real danger caps - these are the ones that have nothing in them, but land mass surrounding them (e.g. sea of fortune C). These allow radar ships to approach unseen, and nowhere for you to hide when radared. These caps require a decent amount of scouting first so know if there's a radar there or not. Alternatively they can be capped if there is heavy team presence that pushes back the enemy, or late in the game when the enemy has been thinned out. If in doubt, these caps are probably worth ignoring and focussing on a different cap.
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Not really applicable in Wows, since there's not any form of skill based MM. So creating a new account wouldn't put you against newbies anyway. You do get rerolls- people that make a new account so they can have the best looking stats, and you do get seal clubbers - people that only ever play low tiers so they mostly meet new players. You wouldnt need to make a new account to do this though
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This would be the main thing I would change - if you see a DM at 10.6 then you have 0.7 to turn around before you are in radar range. It means you can choose to turn around, continue into range, or stick in that 0.7 window to ghost him -keeping him spotted while being out of radar. If you choose to enter a cap, knowing this will signal your position, knowing there is an island within 9.9 of the cap edge, knowing there's a DM on the enemy team, and not knowing where he is - this is a choice you've made. If you come around an island too close that you stumble into a radar cruiser at 6km because it was in your blind spot - that was your choice of how to approach that. For all of these, if you get spotted it's because of a choice you made, which is now punishing you. Radar cruisers with detection lower than radar range (chappy, minotaur) you don't get this decision - you could just randomly find one in open water. With the minotaur you are already 1.1km inside radar range, and turning around 8.9km away from a minotaur is a death sentence. The radar cruisers with this ability also don't need to judge if they think something is in range. As soon as that ! appears they know there's something in radar range
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Tried twice. Two losses. This seems pretty difficult
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Nobody uses the Freedom! permoflages, and noone will use the Go Navy permoflages
Xevious_Red replied to FishDogFoodShack's topic in General Discussion
I would get behind that - a filter to display no camos at all would be good. Camos are pretty much mandatory because of the bonuses they give especially when grinding. It irks me though that the fastest way to grind is by making my ship bright purple, or green -
Nobody uses the Freedom! permoflages, and noone will use the Go Navy permoflages
Xevious_Red replied to FishDogFoodShack's topic in General Discussion
I might go for the Worcester one. DD hate you because of the radar. CV hate you because of the AA/DF BB hate you because of the island camping fire-hose play style. Why would I want to miss out on historical purists hating me for having a stupid cartoon shark for a bow, and text on the side that you probably think sounds cool if you are 13/American. -
Sharks VS Eagles, not going to go for Eagles.
Xevious_Red replied to Hannibalurg's topic in General Discussion
The bulk of the "normal" rewards - flags + coal, comes from just playing the game normally and doing things like winning, sinking ships etc. This is what earns you the containers. There's an extra container if your team wins the day, but otherwise it's basically just down to your personal playing. Which team you're on doesn't therefore matter. Every day you get tokens for loyalty to a team - these are used for stuff like the perma camos. The top ones require a reasonable amount of loyalty tokens. If you want one of the tier X perma camos your best bet is to pick a team and stick with it. If you don't really care you can switch back and forth, and get tokens for both teams, especially as you get a container every time you get "poached" to the other team -
Sharks VS Eagles, not going to go for Eagles.
Xevious_Red replied to Hannibalurg's topic in General Discussion
I was going to go sharks simply because I prefer the camo for them. -
British Cruisers ??? Whats the point
Xevious_Red replied to 2nd_coming_of_RNGesus's topic in General Discussion
The pen isn't bad on them, you just need to aim differently, aiming more at superstructure and upper belt. The first few are stinkers - danae and emerald are horrible. Tier 6+ are where they shine, getting more guns (12 on fiji/edinburgh/neptune), with the rate ofnfire going up too - my minotaur has a reload of 2.7 seconds. Don't be afraid of using the torps either, they can pack a nice punch and the RN ability to send single torps means you can have inventive patterns- 129 replies
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Operation Cherry Blossom - what went wrong?
Xevious_Red replied to ajb13's topic in General Discussion
It's actually even easier than you think OP. If you sail immediately north east you disrupt the spawns of the kagero and akizuki which means they don't even bother firing at the marines, which nets you that objective even if you haven't killed the enemy ships. If you ignore the atago one of the Fletchers kills it. -
Speculation: Operation gives clues about CV rework?
Xevious_Red posted a topic in General Discussion
Disclaimer: this is pure speculation So anyway, I have been playing a reasonable amount of the Op of the week (Cherry Blossom), and there are two interesting things about the CV's that turn up, particularly as there is a CV rework in progress, and because WG has used Ops before to try new mechanics. The first is that one of the CV's (Bunker Hill) has an area of effect heal. Now this is nothing new for Ops, lots of them have some healing ship to give a respite due to the number of enemy ships. So what makes this different? Well those that remember back to CBT might recall that WG's original vision for CV was for them to be sailing at the centre of a fleet, being a support ship. What quickly happened of course was people realised that sailing a huge, easily spotted, not particularly armoured, ship that had no real guns, and couldn't launch planes if on fire in the middle of a fleet was a terrible idea. Instead people quickly swapped to hide behind something at the back of the map, or at best trail behind the bulk of the team a safe distance away. We know WG want to make CV more like playing a regular ship. We know they had a vision of them being the centre of the fleet, doing support stuff. So what if they plan on having them have an AoE heal? This would make them more able to survive being shot, AND make them have a support function. Throw in a few other things so they are a bit more tanky (probably make the skill of launching planes while on fire be a default part) and they might be closer to WG's original vision. Basically make them the "healer" class. Second is the fighters. We know WG want to lessen the influence of CV, and we know that CV's spotting ability - namely being able to send squadrons to virtually anywhere, AA permitting, to scout/spot multiple locations at once is one of their strongest abilities. We also know that WG want to lessen the skill gap on CV, and atm a huge difference between a bad CV and a Unicum one is their map control and scouting/air control. We also know WG want to make playing CV more like playing the other classes. So what makes the fighters in the Op different? In "normal" co-op the AI CV behave like human players, albeit bot level ones, so the fighters fly off to vaguely scout, and go after TB. In cherry blossom they don't. They fly in a circle ~4km away from their host ship, and attack any TB that come close, but they don't venture further out. Sound familiar? This is the same behaviour as a catapult fighter that BB/CA launch, just with a squad instead of a single plane. This ties into the support healer role - What if for the CV to provide "air cover" they need to actually be with the fleet? This removes the spotting ability, makes the mechanic easy to understand/the same as other classes, and makes the skill difference who is better at positioning rather than who can micromanage the map more. Anyway, this is just pure speculation based on seeing how these AI CV behave. -
Speculation: Operation gives clues about CV rework?
Xevious_Red replied to Xevious_Red's topic in General Discussion
I bow to your superior CV-ing So, ahem, "lots" of people dropped using autodrop, apart from El2aZeR who would have been able to get them even with the monitor turned off :) -
Speculation: Operation gives clues about CV rework?
Xevious_Red replied to Xevious_Red's topic in General Discussion
This is what I was thinking. They like to try stuff out in the events/ops. The Halloween event had a consumable that allowed cruisers to fire faster. In ST atm they are trying...... a consumable that allows cruisers to fire faster (main battery reload boost for Henri IV). If you want to go true tinfoil - the system of having to pay credits to give an "order" to use the ship again meant lots of people would end up using the carrier because all their other ships were on CD - this gives them data on people using CV that may never have used one before. Double tinfoil - the manual attacks in the halloween event were "bugged" so you couldnt see the indicator in the fog. This meant even experienced CV players were using auto attacks. So you have a bunch of data on people of all experience levels, playing CV with auto only, doing heals/support -
Speculation: Operation gives clues about CV rework?
Xevious_Red replied to Xevious_Red's topic in General Discussion
Oh don't get me wrong, I fully expect people to hide anyway, I'm just trying to think like WG -
Speculation: Operation gives clues about CV rework?
Xevious_Red replied to Xevious_Red's topic in General Discussion
I'm expecting them to dumb CV down to something the average BB player can easily grasp. Therefore I expect them to be both nothing like what they currently are, and to be rather dull. @lafeel Yeah there won't be anything official from WG until it hits ST/PTS. This is merely for discussion among forumites who would like to ponder "What if" -
Operation Cherry Blossom - Your First thoughts?
Xevious_Red replied to IanH755's topic in General Discussion
I did my whole chapayev grind with this + mosaic camo. -
Hard to Play with High Tier Destroyers!!!
Xevious_Red replied to MNR1978's topic in General Discussion
Well firstly, ignore what your team is telling you to do. A large portion of them are complete idiots with absolutely barmy ideas about how to win (On your own, vs 9 enemy? "Omg noob push!!!") A large number of players are mono class, so they know virtually nothing about the class you're in OR the class you're facing. BB players telling you to do something, when they know nothing about destroyers or cruisers isn't a good idea for you to listen to them. A large number have this cookie cutter idea of what's supposed to happen, with apparently no mental room to deal with variables or why it would be approached differently. E.g. destroyers cap. The fact that the cap is full of enemies/has radar by it/has planes over it doesn't seem to occur to them. Selfish team mates don't really care, they want YOU to spot (even though it will get you killed) so THEY can shoot a bit more. Their interests therefore are not in helping the team, but merely by helping themselves. Buck pushers will seek to blame someone else. THEY should be pushing up, but instead they'll run away while screaming everyone else isn't doing their job. Generally therefore, while occasionally you might miss someone sensible giving you info, it's normally just bad advice you're ignoring. Regarding radar/higher tier DD being harder to play: Yes. Top tiers are harder to play. Everything is more deadly, and mistakes get punished hard. The same is mostly true for all classes. However low tier DD don't really have many threats - Their deaths aren't the result of another class, but instead because they did something dumb. This is the reason the umikaze/watakke/isokaze/kamikaze are very popular choices with seal clubbers - There's nothing to hinder them apart from their own misplays. At higher tiers, other classes DO become more of a threat (carriers can drop you better, cruisers get radar, BB secondaries can be lethal), so you gave to play around them instead of doing (almost) whatever you like -
They did ships that cost free xp. They could have the same with credits, like a tier 9 premium that costs e.g. 750 million credits
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This unfortunately is the main problem. The ship itself is actually quite fun to play, and has a mix of long range sniping with close range detection abuse. It's actually far more fun than I thought it would be. However, it's also going to be highly popular with people who want a safe space of 15km away from any enemies, contribute nothing to the team, and get excited that they managed to do 20k damage. They should have done a normal DD for crew training, and had the asashio as a (reasonably difficult) campaign reward ship.
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If you expect to receive 100 ramming flags then you never get disappointed
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Random drops are random. I get SC from time to time, pretty much always have signals or equipment in them. I have 10 pieces of special equipment. My mate, who doesn't mind buying things with real money (will but gold to convert xp etc) doesn't get them at all. He has 1. Instead however his supercontainer had a marblehead, and an Alabama. Which was comedy as he's the only person who grumped about receiving a £40 ship for free
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WOWS Facebook: bonus code for one premium "American Container"
Xevious_Red replied to MrFingers's topic in General Discussion
Cheers :) -
Radar - And no NOT another whine Topic
Xevious_Red replied to Soft_Kitty_Warm_Kitty's topic in General Discussion
2 does make it more of a dice roll if they are together. Teams not shooting useful targets is always a bone of contention. You're losing far too much health if you manage to lose 10-15k in 20 seconds. You spot the chappy over 10km away so when he radars he is about 10km away. It's about 2 maybe 3 volleys to dodge before it runs out. You should be more likely to lose 1-3k, not have that much remaining -
Radar - And no NOT another whine Topic
Xevious_Red replied to Soft_Kitty_Warm_Kitty's topic in General Discussion
The chappy's radar lasts 20 seconds. Once you have survived that (by running away and wiggling) you ideally want to get straight back to spotting him. Don't give him the opportunity to let his radar come off cool down. Use the time his radar is on CD to keep him perma spotted while pinging him for your team to shoot. -
Question: How often ships come back to sales. I want Asashio.
Xevious_Red replied to SR_FRIOL's topic in General Discussion
It's debatable. Smoke combing with torps can flush an enemy/get kills, which obviously the asashio can't do. Conversely though, good players generally don't get hit, meaning it's mostly bad players you'll flush/kill. Bad DD/CA players usually have no shortage of ways to die, and aren't a huge threat to your team. BB, while less important in terms of caps can pose a potent threat to even competent members of your team simply because RNG sometime means they lol delete a cruiser at 20km+ Also BB provide an annoying distraction for your team, since people will focus them for 5 mins+ instead of doing something useful. Quickly removing a few enemy BB gives your cruisers room to breathe and removes distractions for your team, so they do something useful like shooting the good DD player.
