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Everything posted by Xevious_Red
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Yamato RIP. Forget this junk its pathetic. Big fat elephant in the water
Xevious_Red replied to Goktsu's topic in General Discussion
In addition, fat increases bouyancy. So a bloated obese one would float particularly well. -
Yamato RIP. Forget this junk its pathetic. Big fat elephant in the water
Xevious_Red replied to Goktsu's topic in General Discussion
Yammy is pretty easy when it clicks. Firstly you need a conceal/tank build. So concealment expert, conceal module for the best concealment. You want fire prevention, basics of survivability, both pieces of anti fire equipment, and the reduced fire duration flags. This allows you to drop into concealment when needed (like turning), and to tank HE for days. The ideal placement is about 15km away from the action with your flanks secured (either by land mass, or map positioning). The guns are a two edged sword; they have amazing pen so can punch through thick armour, but this makes them far more likely to overpen on thinner armour. So with the yammy you aim for more armoured places than you would with other ships. The caliber means they overpen 32mm. This means they can lol pen other BB through the bow. What this DOES NOT mean is they lol delete anything you click on. Plently of high tier ships have decent side armour, so this can make riccochet angles - a fully angled khaba will bounce yammy shells off its 50mm plate. You need to know therefore which ships have what armour, and where. This means you need to be patient for the correct opportunity. It also makes the concealment more useful, because if you are stealthed they cant see where your guns are aimed. Lastly, the guns are accurate - this means you dont really get screwed by dispersion. However it also means RNG isnt going to pick up the slack for you if you aimed badly. If you pick a point, the shells will go there. If that happens to miss the ship entirely, thats on you. Its actually a nice ship. It is however a harsh mistress - it rewards good play and punishes bad play -
Minotaur gains the rate of fire to allow you to machine gun things down, the decreased smoke firing penalty making smoke firing more comfortable, and the lower dection range so you can more easily get to where you need undetected. These combine to make it just better
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Not (quite) another 'Ranked Game mode' discussion
Xevious_Red replied to anonym_2hneAFaIyP4T's topic in General Discussion
The problem being in most cases the complaints about "unfair" MM, actually translate as "not on the winning team" For example, have a quick search, see how many complaint threads there are about; -Came top doing lots of damage, but lost -Enemy had more radar/dd -Enemy had more rank 1 players/top clans -Being the bottom tier ship. Now have a search and find a highly suspicious lack of threads regarding the other side; -Performed mediocrely, won anyway -Own team had more radar/dd -Own team had better players/top clans -Clubbing some lower tiers The closest you get is when people complain their team won so fast they didnt get to do very much damage -
Same. It felt very clumsy in comparison. Minotaur is loads better.
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Can we buy radar slots for ships that already have radar? Im interested in adding 2 to my Des Moines so that I can have permanent radar.
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Discussion thread for "some interesting info around the world"
Xevious_Red replied to Deamon93's topic in General Discussion
This way battleships dont need to fire their guns, the AI will do it for them. -
How much Credits you have? (2018 Edition)
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
Mine never goes over 20m. Im grinding all lines, get xp faster than credits, and dont like credit grinding sessions. Therefore theres always 3-4 ships unlocked awaiting purchase. -
Is it just me or are more matches walkovers in latest update?
Xevious_Red replied to Up_The_Donald's topic in General Discussion
Latest update has been worse than usual for me too - we either lose horribly because the entire team goes down the 1 line and dies to 3 ships, or we win horribly because the enemy team dies in the first 4 minutes.- 24 replies
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[qualitypost] Asashio main complaining about life
Xevious_Red replied to Boris_MNE's topic in General Discussion
Coming soon the alternate third russian DD line; following the popularity of the khaba using heal and not using smoke, these will only have heal Since noone uses the torps on the khaba, this line will have no torps. Since the khaba is highly detectable, these will have a detection of 15km To empasise the more "tanky" build, these will have 90k HP and 300mm belt, but this come at the price of a top speed of 30kn. Instead of the fast firing 130mm these will have a slower firing (30 sec) 406mm guns. But since these are "totally" destroyers they keep the class trait of not actually having a citadel. -
I suspect it will be like the atlanta; Good players: "lol this is hilarious" Bad players: "this is the worst ship ever"
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I got that too, except mine came with a free non-enraged "what have you bought that for" wife
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Help screw the nut with friendly CV captains
Xevious_Red replied to Redcap375's topic in General Discussion
What I always check/look at; -Is my AA a threat to the CV, or is it a threat to me? - this can vary depending on if its a +2 or -2 ship -Who is the most likely target (based on role, class, likely AA) -If im a likely target, and the CV is a threat, how can I avoid that (sail close to AA ships etc) -If I'm not a likely target, and my AA is a threat, how can I use that to cover weaker allies. -
Should I sell Kurfurst and buy back Bismarck?
Xevious_Red replied to Bartleby74's topic in General Discussion
They've done this twice now. First time was dragon flags, second time was super containers for every tier X you had -
Should I sell Kurfurst and buy back Bismarck?
Xevious_Red replied to Bartleby74's topic in General Discussion
The FDG is terrible, its one of the worst ships Ive played. The GK however feels a lot more solid - the 50% extra firepower means the derpy dispersion doesnt matter too much -
Should I sell Kurfurst and buy back Bismarck?
Xevious_Red replied to Bartleby74's topic in General Discussion
Personally I prefer the GK, but there you go. The GK will always be in tier X games (for obvious reasons), and tier X games dont tend to have brawls, but usually feature more long range combat. Also at tier X cruisers are actually potent and not just a free kill. The bismark has the POTENTIAL to be top tier and beat up some squishy tier 6 ships, many of who barely have main gun range longer than your secondaries, dont do more than tickle you, and a generally a free lunch. However the bismark also has the potential (and given recent MM is very likely to) to end up in the tier X games as well. In which case you're in the same game the GK would have got, but in a worse ship. -
Discussion thread for "some interesting info around the world"
Xevious_Red replied to Deamon93's topic in General Discussion
You could always imagine it as owlowiscious -
Some interesting info around the world
Xevious_Red replied to Takeda92's topic in General Discussion
From the FB dev blog: Midway and Hakuryu balancing results Tier X carriers have undergone changes in the 0.7.4 update. This was prefaced by statistical dip displayed by Hakuryu on 3 out of 4 regional servers. The Japanese carrier was losing to her counterpart both in the air and by surface ship damage averages. Winrate was also dragging behind for Hakuryu and that drag was around 6%. After limiting Midway's hangar and redistributing the planes on her rival, we did see an equilibrium in the win percentages. Moreover, with the new flight control Hakuryu is able to show good performance in the air combat and doesn't get lost when the battles are longer. The changes were caused by a tangible discrepancy in the ships' statistics and we think that in their current state these carriers are much better matched. TLDR: They're happy with the changes they did -
IJN DD had a rework a while ago when they did the alternative branch. Kagero used to be the tier 9 ship
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Discussion thread for "some interesting info around the world"
Xevious_Red replied to Deamon93's topic in General Discussion
Mode 1 sound like it will generate bad gameplay. A cap that gives points while taking away points from the enemy? Thats a short game right there. A cap that heals? Watch 12 people try to fit into one square. A cap that damages the enemy? Watch the enemy run away and never retake it. Mode 2 sounds like PUBG/Fortnite. Sounds a bit meh. Mode 3 sounds over complicated and gimmicky Mode 4 seems like it prevents rush caps, which sounds ok-ish but not really needed -
Some interesting info around the world
Xevious_Red replied to Takeda92's topic in General Discussion
From the FB page: ST. New game modes. Several prototypes of new modes are coming to the test. Alternate mode 1 Special control areas spawn across the map. Once they're capped, they produce particular effects. If there's a same number of ships from the different teams in the area, they're not activated until the number becomes uneven. Possible control area effects: Bonus points for the capping team and same amount of points lost for the rivals Repair of allied ships in an area Damage to enemy ships in an area Alternate mode 2 From the beginning of the battle a zone that becomes progressively smaller spawns on the map. Inside this zone ships are constantly repaired, outside of it - constantly damaged. By the end of the battle the radius of repair zone is no more than 3 kilometers. Alternate mode 3 Each team has a fort. Players need to cap the areas, which spawn ships equipped with explosives. Those ships move towards the enemy forts where they are supposed to detonate. These ships have a countdown timer, and they can only continue moving when there is an ally next to them. Once the ship explodes it damages every ship and fort caught within the blast radius. Amount of damage depends on the distance to the target. Direct damage to the fort does decrease the amount of points for the rival team but is less advantageous. Alternate mode 4 This mode is close to Domination, but the control areas activate only after several minutes have passed. -
Well these are hardly likely to take up the dev's time - they don't require any 3D modelling, they aren't a change to the mechanics of the game, they don't involve re-writing one of the existing mechanics, they don't involve attempting to recreate an issue and then re-write the code to resolve it. They're pretty much a copy-paste of existing modules with the variable changed, which can then be thrown to the external testers (ST) to check they're not OP/UP.
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To be fair I keep encountering kageros with 5.9. Ranked has some......interesting......people in it
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You can tell Im tired. I had forgotten about the Groz and the entire PA line
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Some of these would be pretty dull. Imagine tier X DD - there are only 4 ships to choose from. One of these (shima) isn't particularly suited to DD vs DD combat.
