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Everything posted by Xevious_Red
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If you remove fighters it wouldnt be a nerf to CV (since presumably the removed fighters would be replaced with some form of bombers). They would actually do more damage since they would have more bombers, and no enemy fighters to shoot them down. What it would do however is narrow the difference in influence between a good CV and a bad one. A bad one would no longer get locked down by fighters so would actually do some damage, while a good one would be able to influence the battle via lots of damage but wouldnt be able to shut down the enemy CV at the same time. It also means CV would be easier to play since it would just be concentrating on damage/scouting rather than damage+scouting+aircontrol Essentially the same as when you get strike lex vs strike lex. Generally though it doesnt really matter what's said or agreed on the forum, WG will do whatever they feel is beneficial. Which will probably include "why are 1/4 of the classes not really used by most people" and "how can we make premium CV more popular with the average player"
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It doesnt seem like a cry topic, more like what are WG likely to do to make carriers more popular with the average user. Making them easier to use, having less responsibilities, and less likely to be completely locked down by a better CV player seems a fairly likely route. It also stands to reason that any changes to the class to make them more popular with the average user will probably be unpopular with veterans who are already comfortable with how they work. Which means they probably dont hugely care about the opinions of the 1% who use CV as these changes suggested are generally how to better balance the 2 nations, and are instead probably interested in how to make the remaining 99% start playing them. For comparison, look at WoWP. The existing players (a very small group) suggested a bunch of changes that were tweaks but that kept the original principle. Instead WG went a completely different route and instead launched a patch that was basically a different game. Theres lots of new blood. The new people generally like it and say if it wasnt for these changes they would have never tried it/come back. The existing people hate it. It wouldnt suprise me if the "great CV rework" is popular with the masses, and despised by the existing CV players
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It is however a reasonably likely thing. Which would explain why they're testing the graf zep with all strike even though people are saying all strike is rubbish against balanced/AS. Fighter play is a big part of current CV since with fighters you can lock the enemy CV out of doing anything. Its very rare (for me at least) to get a close game with CV against enemy CV - either I wipe the floor with them, or I land 1 bomb hit. That means I swing between feelsbadman and IwishIneverbotheredpressingbattle. Now I quite like the intricacy of fighter play, baiting strafes etc but its probably off putting for a lot of players. I also remember in CBT when the meta was all strike (since there was no strafe, and it wasnt even guaranteed you'd face a carrier) - carriers were very popular then, and cruisers were to. Taking AA was the default as well. It would also explain the boost in def AA for US/RU DD - to see how well these are at holding their own without needing fighters
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What you got in your pumppimpkins? Pumpkins and new Halloween event available now
Xevious_Red replied to 22cm's topic in General Discussion
Thats's a shame. Guess which the only 2 camos I got (and dont yet own these ships) -
Public Test 0.6.13 regarding carriers
Xevious_Red replied to viceadmiral123's topic in General Discussion
Literally the patch notes. US and RU DD are having their defensive fire as 4x instead of 3x Cruisers and DD are having their max fire time reducrd from 60 to 30 seconds RN cruisers get 15 secs of smoke instead of 7. Low tier ships have buffed stuff (although it is stuff like krispy kreme) -
Have found a bug : the great gorgon got stuck with 1HP remaining and stopped taking damage from any sources. Team chased the gorgon trying to kill it, and lost the second tower because of that. In the end results it counted the gorgon as dead and gave a star for it anyway
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What you got in your pumppimpkins? Pumpkins and new Halloween event available now
Xevious_Red replied to 22cm's topic in General Discussion
A question for those that got the gorgon camo: do the planes look different or is it just the ship camo that changes? -
Are you kidding me 7 dd's in a clan battle????
Xevious_Red replied to OttoTTV's topic in General Discussion
Could be interesting if they all charged in formation down one flank, a flying V of kebabs -
What you got in your pumppimpkins? Pumpkins and new Halloween event available now
Xevious_Red replied to 22cm's topic in General Discussion
This is what I assumed, its only because last year was repeatable and some people ground out 600+ camos -
What you got in your pumppimpkins? Pumpkins and new Halloween event available now
Xevious_Red replied to 22cm's topic in General Discussion
Is it repeatable, or is 5 the max you can achieve without needing to then buy them? -
Discussion thread for "some interesting info around the world"
Xevious_Red replied to Deamon93's topic in General Discussion
It does however solve the fact that loads of people overrun their own smoke, something that happens a lot at low tier. It also give a larger area to work in, making it harder to comb with torps. The tier 4/5 though are far too flimsy, the fact that DD can citadel them with HE is just rude. A slight buff to armour so they're still squishy but not hilariously wet paper bad -
Why should i give you more money wargaming?
Xevious_Red replied to Simolal's topic in General Discussion
Im rocking something like a 44% WR for the last 100 games. I wouldnt worry about it. Obviously see if theres anything you're doing and change that but otherwise I wouldnt worry about it too much. You get losses when you do 6 kills because the team is total potato. You also get games where you detonate on the first shell but win anyway -
Usually they're multiplied. So you'd get base x 0.87 x 1.15 = 0.05% faster turning turrets And base x 0.88 x 1.05 = 7.6% faster reload
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Hack reports amuse me: "Oh no how did I ever hit your slowly reversing belfast". Reports are comedy. Messages in port are even funnier. Particularly if you finish top and they message you to inform you that actually you have no skill.
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World of Sheep - Coming to a computer near you soon!
Xevious_Red replied to ajb13's topic in General Discussion
I got the hipper. Mate said its terrible. Winding him up now as my only game got 4 kills and 96k damage -
World of Sheep - Coming to a computer near you soon!
Xevious_Red replied to ajb13's topic in General Discussion
Its half term (at least in the UK it is) -
Went to do the daily container mission with it in co-op (its a guaranteed win, so means I only need 1 battle to get it). Coop consisted of 6x Okt R and an emile burton. Poor cruiser.
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Some interesting info around the world
Xevious_Red replied to Takeda92's topic in General Discussion
ST Facebook blog; ST, fire extinguishing time Fires will now be extinguished in 30 seconds instead of 60 on all tiers of destroyers and cruisers, except for Admiral Graf Spee, for which the new number will be 45 seconds. This change is designed to make the low tier gameplay more comfortable for the new players and to reduce the difference between the Repair Party I and Repair Party II consumables. https://m.facebook.com/story.php?story_fbid=1952659035060434&id=1909055039420834 -
6.12 marks the end of World of Warships
Xevious_Red replied to Charger76's topic in General Discussion
Ok, based on the server WR, please explain why the ARP Nachi (52.3% WR) is better than the ARP Haguro (49% WR), and what should be done to buff/nerf these to make them similar.- 233 replies
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6.12 marks the end of World of Warships
Xevious_Red replied to Charger76's topic in General Discussion
I have the MK. In my opinion it's OP. By comparison to other tier 8 cruisers I have/used; MK: 65% WR 71k damage Atago: 65% WR 53k damage Mogami: 53% WR 55K damage Edinburgh: 60% WR 55k damage New Orleans 51% 38k damage I have the hipper but only played 1 game in that so I wont include it. The MK is remarkably easy to use; you dont need to get within the dangerous range to be able to fire since you can shoot at 19km. This also means in tier 9/X games you have the same range as the tier 9/X cruisers. If they've taken the reload module you'll actually out range them. This allows you to easily sit in the second line farming damage. With IFHE you can pen a large amount of decks etc so you're not reliant on fire damage. You're not too bothered by planes either since your AA rivals tier 9/X cruisers. The smoke just makes it even easier - since you're in the second line you dont tend to be bothered by torps - you're usually 12km away from the enemy DD and have a friendly DD in front of you anyway. It also means people tend not to bother even shooting the smoke since there will be a closer target.- 233 replies
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Discussion thread for "some interesting info around the world"
Xevious_Red replied to Deamon93's topic in General Discussion
It wouldnt suprise me if they actually made strike set ups the norm and did away with fighters. Imagine for a minute that NO CV had fighter planes at all. CV then becomes pure damage/a bit of spotting. Lots easier for them to balance - just plane health and torp damage. Reduces gap between skilled and unskilled - atm a skilled carrier player can do a load of damage and lock down the enemy carrier. Makes carriers a lot easier to get into. Makes carriers easier to play (no need to protect team, just focus on damage). Removes the depressing feeling of being utterly locked down by a better player Makes AA cruisers important again. Now personally I like the fighter play, strafes etc but it wouldnt suprise me if they did away with it in order for carriers to be more 1 dimensional and therefore easier foe the average player -
He'll tell you what he wants (what he really really wants). He really really really wants to sink a zikasa
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Opinions/Experience with RN Cruisers in Smoke
Xevious_Red replied to JaiFoh's topic in General Discussion
Played a game in edinburgh. Tier X game. Literally no different to games before patch. Enemy minotaur didnt seem affected either. Was able to get into both A and B cap circles without it being a problem.- 9 replies
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Clanwar excluding 90%+ of players from competitive
Xevious_Red replied to GulvkluderGuld's topic in General Discussion
While Im not hugely interested in CW the time zone suprised me. The clan I joined was basically for gathering oil, but for a laugh were going to throw a team together even if most were rentals. By the time I'd got home from work, fed kids and put them to bed and eaten dinner with the wife, i was rather suprised to find when I logged onto ships that there was only 7 minutes remaining of "prime time" Since playing while the kids are up is a no go (2 and 3 year olds want to join in, and press all the keys/wear the headphones/move the mouse), and I probably cant convince the wife that we dont want to eat, essentially I wont ever really be able to give it a go -
What I have learned about Coop while playing the Revolutsiya
Xevious_Red replied to ThePurpleSmurf's topic in General Discussion
Bots work based on a set of instructions. If you like you can easily mess with the bots. For example they shoot very accurately if you're going in a straight line. If you dont go in a straight line they miss. The bots make a bee line to the nearest player. If you drop torps and sail away they'll steer towards you and miss the torps. You can therefore "steer" the bots by where you go. The bots will head towards the nearest player even if they're unseen. They only fire when you're "spotted" With a DD you can make a bot conga line and sail them around the map. If you have 2 DD you can alternate whos closer. If you have one in front of the bots and one behind and keep swapping back and forth whos closer the bots will end up in a complete stop
