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Everything posted by Xevious_Red
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How would YOU design U-boat gameplay?
Xevious_Red replied to Enduro_Biker's topic in General Discussion
Subs have a major problem that they really arent suited to the game. -Subs have torps. But not a huge amount -Subs dont really have guns -Subs dont really have AA -Subs are small so low HP -Subs are really slow, and incredibly slow when under water. If WG were to introduce a class that actually fits their historic (ish) abilities, then quite simply they would be rubbish. If you would like to have a go at exactly how rubbish, try this; -Take the german tier 4 DD (with front mounted torps) -Take a tier 5 friend so you get a fail division into a tier 7 game -Turn your AA off -You can only go at half speed max -If you want to "submerge" put the smoke on -If "submerged" you can only go quarter speed max -Only torps you can use are the front ones -Only gun you can use is the front turret -You can't use the gun if "submerged" -
B cap can get angles on the north of A/C. Theres two big blind spots (2 large islands) but otherwise its ok. A cap to back of B is ok from either spawn, BB dont tend to get too close to B Then we have very different experiences with this map - for me A attracts BB like mad, followed by a lemming train through C Most BB in my experience still to the "home" spawn on the new layout. This is reachable from B. In the old layout they tend to lemming to A or hang around behind C Trap you can get A and C from B, eapecially now they added extra gaps in the land masses. Land of fire its mostly A-B as C is too guarded off. Trident I havent played with the Asashio so Im looking at the angles; B-C looks doable. Forgot mountain range - thats actually quite open unless all the BB go into the islands on the 1/2 line So anyway, I have a counter question for all those that feel the kagero/harekaze is better because of its torps being able to hit DD: What are your tips for torping other DD? Because ive always found that torps dont hugely come into play in DD vs DD - you wont ever hit a loyang/german DD with torps due to hydro, and the combination of high detection IJN torps and the fast rudder shifts of DD means most can just dodge when they show up. Sure you can torp a bad DD that stops still in smoke, but bad DD tend to get killed quickly anyway
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Ok: Okinawa, Islands of ice, hotspot, ocean, atlantic, loop, shards, warriors path, north/northern lights, neighbours, land of fire, trap, trident Some depends which side you spawn, and others have more limited arcs. Shatter is pretty tight in terms of angles although B->C is still viable. Estuary is pretty bad, giants path is terrible, haven is ropey, and two brothers obviously has a huge land mass in the middle
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You make the assumption that the BB "At A" will actually be inside the cap circle. They almost never will. The BB "at" a cap will usually be about 10km behind it - this opens up a lot more angles.
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I picked up the Asashio expecting a bit of trolling and memes. I also semi expect it to get pulled from the store at some point and I always like owning the rarer stuff. I also expected it to be slightly dull and 1 dimensional, and to be the sort of ship I took out for some low input derping. In short, I also expected low skill floor and low skill ceiling. Imagine my suprise (and delight) when IMO this wasn't the case. The low skill floor is certainly there. Sit at some point between 5.5 - 20km from a BB and just launch on the marker. You'll probably hit something over the course of 20 minutes given the number of torps you can throw. Given the number of straight lining BB you can probably get a flood going and get some big damage number while similtaniously being nowhere useful, and hitting noone useful. However sitting at the back and torping won't get good results. Chasing BB, while it will get you better damage also wont get good results. Where the skill ceiling comes in is it's ability to multitask, and your ability to predict paths. The Asashio doesn't play like any other DD ive played. If you sit at the back, or chase BB you will get bad results (ok damage, but low wins). If you try playing it like a kagero/harekaze you will also get bad results - they are better at focussing one area (e.g. a singular cap), where the Asashio is more limited due to the fact it can't torp DD/CA. Instead it can do something the others can't - it can support one cap while being in a different one -Okinawa for example you can contest/spot the B cap, while torping BB at A/C or the ones that hide in spawn. To do so effectively though, you have to pretty much ignore the indicator and instead read the map to predict where they're going to end up - are they going to use an island for shelter? Are they strong enough they will probably push through? Are they likely to turn away because they're coming under fire? At 16-20km the indicator will pretty much only hit a massive potato that straight lines for literally minutes, or through random luck. The better you get at reading the map the better you can get at these trick shots. The Asashio is hard limited by the fact its torps cant hit certain ships - no amount of skill will let you torp a DD. The Kagero/Harekaze are limited by their range - you can be the best, but you still can't attack ships in A and C at the same time as contesting B. Now there's plenty of arguement that something more suited to focussing on one area is a better choice - Clear A, move to B etc. There's plenty of arguement that being able to torp DD is more useful than hitting a BB as DD tend to win games. That doesnt mean the Asashio has a low skill ceiling however. Because of these interesting new options Ive been enjoying the Asashio, it plays suprisingly different to other DD
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My experience is rather different. I dont hugely care about social interaction - I never join clans (wows I joined one for oil benefits, and even then I deliberately picked one that meant I didnt need to do anything different from what I was doing), I dont look to add friends in game, the only platoons I play are with RL mate etc. However in Wows I will quite frequently get a "hello xevious" from forumites who recognise me, and had a good banter with someone called Xevious_75 when we were on oppossing teams twice in a row. Compare this with PUBG, where the best you can expect from randoms is insults or weird noises
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Which forum members have you seen in random battles?
Xevious_Red replied to Cobra6's topic in General Discussion
Im stuck in rank 14/15 hell atm. Its win one lose one back and forth for the last ~20 games -
Are some players using CV's to rig ranked?
Xevious_Red replied to TheFierceRabbit's topic in General Discussion
Bad players usually "try" to play. Yes they do stupid stuff like try to strike a DM, or fly their bombers around to try a snipe on enemy CV, and they always autodrop and dont strafe. Players trying to throw a game will sail as fast as possible at the enemy/kill themselves. Players trying to rig farming will strike enemy ships and not intercept enemy planes. Instead all their fighters will have a click fight somewhere unimportant and away from AA -
Asashio - Just want to address the elephant in the room.
Xevious_Red replied to Flaming_Bunny's topic in General Discussion
That awkward moment where you try argueing that someone's 51% in a ship means they don't know what they're talking about, while similtaniously argueing that your 51% in the same ship means you know what you're doing -
Buyer's Remorse - Asashio edition **BUY HAREKAZE INSTEAD**
Xevious_Red replied to M0bius_One's topic in General Discussion
1). Three. Shima, kagero, benson. 2). New orleans, baltimore, missouri 3). No carrier 4). See all weekend player threads ever. Also why would I solo cap? You want the first cap to be where you have the most support. The other caps can be done later when the enemy are thinned out. You put a lot of faith in the player base. Im sure most/all of the good players already are aware of what she does and how you can easily avoid/counter that. Given though the shocking number of people who manage to never work out how to deal with fires/torp/smoke/radar/planes Im sure there will be plenty of victims for a while. Interesting side notes from playing it a bit more; -it loves standard battle. BB tend to bunch up in their base, or all go lemming somewhere. It loves these. Also it doesnt have to cap, and thus doesnt draw attention to its position. - you do actually torp the passive campers more than active BB. One of the things you notice is that regardless of which cap you go to, the enemy spawn is in range and LoS. The active players are at a cap. If thats the same cap as me, sure I'll torp them. If its a different cap theres probably land in the way. For example, played hotspot. Had capped C, had just killed an enemy Asashio who apparantly didnt realise guns are a thing. While I was doing this, I could torp a yamato sat 19.7km away in spawn. And hit him. The active BB (a montana that was aggresively pushing A) never had any torps come near him, since he was the other side of the map with several land masses in the way. The yamato, bismark and monarch that were sailing around their spawn all made interesting targets though. -By killing/heavily damaging enemy potato BB early it speeds up your team's potatoes into doing something more useful. Normally your potatoes will spend most of the game firing at none useful ships. They might kill them, but it will take them 10 minutes to do so. By removing these easy to hit tempting targets, your potatoes then move onto shooting things that are actually more useful. This means that instead of your zao's shooting the bow on Yamato for the entire game, they might actually shoot enemy DD instead. -
Buyer's Remorse - Asashio edition **BUY HAREKAZE INSTEAD**
Xevious_Red replied to M0bius_One's topic in General Discussion
I must have missed this memo -
Buyer's Remorse - Asashio edition **BUY HAREKAZE INSTEAD**
Xevious_Red replied to M0bius_One's topic in General Discussion
I would agree - the harekaze would generally be the biggest threat to the asashio due to neutralising its main strength (concealment) while having better firepower. The harekaze is also the better choice for ranked due to being more self sufficient and a stronger cap contester. The harekaze is also a more efficient choice as you say because DD are usually more important, certainly in domination matches. So yeah the harekaze is a better choice if you're looking for a competitive choice. At no point did I claim the Asashio is a better choice. What I said was I like that it can do multiple things at once -
Buyer's Remorse - Asashio edition **BUY HAREKAZE INSTEAD**
Xevious_Red replied to M0bius_One's topic in General Discussion
What I like about the Asashio is that it has two spheres of influence - a 16/20km one for damaging BB, and a ~10km one for capping/spotting/fighting DD. The Kagero/Harekaze only have a 10km sphere of influence. Now the Kagero/Harekaze are stronger in their 10km (as their torps work against anything), but they cant do multiple things the way the Asashio can. Simply the Asashio can contest caps while torping border humping BB. The Kagero/Harekaze can only do one at a time. However my issue is that most Asashio players dont do this. They either sail off merrily never going near a cap, or they try to stay 20km from the nearest enemy BB, because, you know, 15km stealth buffer zone is risky business -
Asashio - Just want to address the elephant in the room.
Xevious_Red replied to Flaming_Bunny's topic in General Discussion
Basically what the OP wanted was a description on the sale page that had something like "it has deep water torpedoes - these are deadly to battleahips and CV, but will pass harmlessly under cruisers and DD!" Instead of a link at the bottom to a wiki page that only if you read through it do you notice the part about what the torps hit. However, for the OP: WG has a habit of making the sales page as vague as possible. This is due to if they need/want to make changes then they cant have people trying for a refund due to the product matching the description -
PSA: Some nice deals in the premium shops right now
Xevious_Red replied to tamagotchi's topic in General Discussion
The answer is D). You'll recieve however many doubloons those ships currently are in the tech tree. So if they're full price in the tech tree you'll recieve full value. If they're discounted in the tech tree, you'll get the duscounted amount -
As expected... with new Ranked season #9 the "Asashio" is now available in "Premium Shop"...
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
Cap contesting will be the odd one. Kagero doesnt actually usually get that many torp hits against DD (unless they sit in smoke). The Asashio obviously can't do that. However the kagero always has the THREAT of torps, which the Asashio doesnt. Which means people who are aware might be more inclined to try running it down as they know they are safe. -
As expected... with new Ranked season #9 the "Asashio" is now available in "Premium Shop"...
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
Well excitingly you have people calling it broken overpowered, and people calling it utterly useless. You then get the enemy reporting them (omg broken!) While their own team reports them (Omg useless!) I'll probably be picking it up, it looks challneging to use effectively (i.e do damage AND still contribute towards winning) -
Played a couple of games with the shima. Since I now have detection advantage over anything not kagero/harekaze/yugamo I decided to take the F3 torps out for a spin. Actually pretty good, gives you s different advantage when in a cap. Still need in depth knowledge of when/where radar will be but otherwise better than before
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MM can play a huge part too. Just had a game at tier 5 - im grinding bretagne/mate is grinding minekaze. The majority of both teams were tier 5. However stuck on the top were a ranger and a kaga. Our ranger was the kind that flew his squads one at a time down the centre of the map into the 2 squads of fighters. The kaga, using the amazing power of not-even-bother-to-strafe soon had clear sky. Which left the rest of us. None of us had DFAA, because none of us could take it. Tier 5 AA doesnt really make a dent in 12 torp bombers because by the time your AA is in range, they're dropping. The usual low tier turn into the drop doesnt really apply when there's 2x6 TB that can cross drop. Any plane kills you do manage don't matter as it has 85 planes. If everyone was tier 7 it would have been a different story. However tier 7 carrier (particularly the kaga) vs all tier 5 is just how many ships can the kaga kill before the timer ran out
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I feel I've played enough CV to have a semi valid opinion (252 games, both lines up to tier 7), however I choose not to play them. The reasons (for me) are; -Its dull. Most of the gameplay is with the camera zoomed out as far as possible, moving some symbols around. I cant even usually see the planes, instead they're some specks underneath a green symbol. -Its actually hard. Playing CV requires constant, constant multitasking and attention. Much more than playing any other class. I end up getting annoyed at myself because Ive forgotten to launch a squad, or my fighters have died while I was trying to strike something. -Its frustrating. The UI is buggy; planes frequently miss drops and rotate around for another go (dying in the process). Regardless of people saying "you can strike anythibg anywhere", frequently the opposite is true - you usually get the unenviable choice between attack a DD that is near an atlanta, try attacking a pair of AA BB, or try attacking a blob of 5 ships -Its guaranteed grief. From not enough resources to cover all demands (2 fighter squads cant cover 6 locations), to inane demands, to simply being blamed for everything. You yolo'd up the middle of two brothers? Must be my fault. I spotted everything, killed all their DD, and kept all the enemy planes away, but we lost because you all hid in A1? Yeah obviously thats my fault too. Add on getting grief from enemy team because you killed them while they're doing something dumb and its a recipe for getting ranted at every game regardless of what you do. Add those up and its just not really fun (for me at least) - if I wanted to be whinged at for something stressful and dull thats not really my fault then I'd go back to working cuatomer service
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Well shima is my most played DD. -Don't use the 20km torps. They're garbage, because they get spotted at 2.5km. Making them go faster doesn't really help. Use the 12km ones instead. -Don't rush the cap at the start. Shima requires patience, lots of it. Its not a race to get to the cap, your team won't lose because you didnt get there first. Its only if the enemy hold more caps for a long period of time do caps become important -More patience, you need intel to operate correctly. You want to scout the enemy team first, find out where they are before commiting to a play. This means finding radar ships before you do something that reveals your location (like going into a cap) -More patience. If you can get a radar ship spotted, your team will love shooting it. Teams love shooting cruisers. -You don't have to go to the nearest cap, nor do you need to stay. If its hotly contested, with several radar ships and your team arent shooting them, simply leave and go to a quieter one. -Radar has a limited duration. If you can ride it out behind hard cover, or if there is noone with an angle to shoot you during it, you can simply wait it out
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Carrier Rework and the artificial fog around it
Xevious_Red replied to it3llig3nc3's topic in General Discussion
A pair of minotaurs can make a chain of ~33km of no fly zone. People think you need to be snuggled next to the minotaur in order to be protected by its AA, when you can just be behind the AA sceen instead -
Carrier Rework and the artificial fog around it
Xevious_Red replied to it3llig3nc3's topic in General Discussion
Problem with a small amount of news is that unless you have the whole picture you can't really judge. For example the minotaur is fine - the combination of smoke, very low detection, zombie heal, short fuse AP, and insane rate of fire make it very potent. However when it was in testing the news came out that it doesn't have HE. Loads of people hit the roof declaring that a lightly armoured cruiser with no HE was completely unplayable, an insult to RN, yadda yadda. If you're at the point where you can reveal the whole picture then you're at the poin t where it can go on PTS. Tbere are LOADS of variables we dont know - we know they'll be more "action orientated", and theres something about controlling 1 squadron at a time. However, is the AA going to be completely diffferent? Are all the captain skills and AA equipment going to change? Will they have new abilities (like they did for halloween)? Will the health pool be the same? (Great gorgon had 400k+ and healed) Will it still be mirror MM? Will they still be limited? Without this info we can't really judge. You'll also probably find they are still trying things tk see what works and what doesnt -
Carrier Rework and the artificial fog around it
Xevious_Red replied to it3llig3nc3's topic in General Discussion
The rework will be hated regardless of what it is. If its a tweak to the RTS style then there will be complaints its not a rework, and the people that dont play carriers still wont. If they do a totally different gameplay style then they might get lots of new CV players, but the existing ones are likely to hate it. The fact that they have announced they have a playable version, and a hint as to what it will be like means its likely to be reasonably close to being on PTS (by reasonably close Id guess August?) -
I suspect the AA will be manual (as in you swap to it and fire the guns yourself). This way your AA partially depends on your aim and ability to multitask. Probably wih a skill that makes the AI fire them for you in a half-assed way
