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Everything posted by Xevious_Red
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I'm more impressed you managed to find a pair of carriers that co-ordinate. Any time I played carriers at mid tiers and tried any kind of co-ordination I'd get zero reply from the other carrier
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Yeah used to exist in CBT for battleships - ah the fun of kawachi vs fuso, Wyoming vs nagato etc
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They tried a new mode once; It was pretty simple - you got points every second, unless there was someone in your cap, in which case you got nothing per tick until they left. You could win it by entering the enemy cap for a few seconds, which would put them behind on points. Despite this being really rather simple, about 90% of the player base just didn't understand it. I therefore have lost some hope of having anything slightly complicated due to average player intelligence, and therfore expect all game modes to be essentially "shoot ships = good. Go in areas = also good"
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Only suggestion I'd add to that is to not let players know the specific percentage needed to trigger it. That way griefers can't go around doing 9% damage to everyone and avoiding the system. Other than that, it seems better than what we have.
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Interesting. Will test when I get home, but this seems like a silly feature if true and probably should be removed
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Mostly battleships - of which the nagato (large amount of forward facing secondaries), the izumo and yamato (long range secondaries) are they most commonly used ones
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They have. You can go cap the base, or be ahead on points when the timer runs out. What sort of mechanism would you suggest, since you don't want caps/timers?
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Good luck then if you ever get battleship left vs a destroyer/carrier/cruiser that can invisifire/IJN cruiser who's detection range is near their torp range.
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Weekends always have derp on both sides. What always gets me is how vocal people are while making no logical sense. [edited]
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Patch 0.5.8. still no key saving
Xevious_Red replied to Black_Moon_Rising's topic in General Discussion
Haven't tried the arrow keys, but I have some of the commands mapped to my extra mouse buttons and those remain each update and never need rebinding Are you guys (that are affected) using vanilla client? -
Take the extra range module. Not because you want to snipe with it (you really dont), but because it gives you something to shoot at as you trundle into range. Also of you end up in tier 9 games it means you don't endlessly get kited by cruisers, and because some of the tier 9 maps are pretty large. The guns though are pure troll, and part of what I hate about battleships - some games everything goes right and every other shell is a citadel even at max range - you feel god like as you destroy everything. Other games you go at max speed towards the enemy firing at the easiest to hit targets and get one over pen, before watching it miss everything at 5km.
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That's only for knocking out the main fort. The surveillance station (which let's the fort see more than 5km) only has 9k health and is much easier to knock out. On the PT the forts went down pretty quickly mostly because a blob of ships that all shoot at it tending to knock it out very quickly, which is probably why they upped it's health from 210k to 300k. A destroyer on its own can prevent the fort from being useful by taking out the surveillance station. A destroyer on its own however isn't particularly good at taking out a fort
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It doesn't really have armour, and can't bounce shots. So Battleships can bring their health down fairly rapidly if needed - in test a yamato was doing about 90,000 per volley, so a pair of yamatos (remember it's a tier X mode) can bring one from full health to neutralised in about a minute
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The problem being that there's no record of what you were in, so everything is confirmation bias. Even if you assume that the remaining 10 of my detonations were all in DD (which they probably weren't) then it's 3% Since you just want DD, then looking at Esatuunanen's profile he's got 3406 games, of which only 18 were NOT in a DD. He's detonated 56 times, which is 1.6%
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For tier 3 it was the st Louis for me, played it during a loss streak; Decent damage each game (32k), positive K/D, fought to the last to try to prevent cap.... 29% WR lol Ended up skipping the end of it so I could play tier 4 where the standard of players is (marginally) better
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Not using it, I never really used the flag outside of ranked anyway, and still only detonated 12 times out of 1400. So that's a 0.85% detonation/game. Since 0.5.7 I no longer have the 20% protection from main battery mod 1 so I'll probably detonate a bit more - taking me up to about 1% Of the times I've detonated that I can remember, one was with me dead anyway, one was a torp that would have killed me on its own, several I probably would have died to the volley regardless, and only 2 were "wtf" moments: I got hit by HE from an omaha in my Kongo (first shell) and detonated, and I got hit in the warspite first shell and detonated. I've also benefitted from detonations - landed a bunch of torps on a BB (killing it). One of the torps overran, hit the BB behind which detonated giving me a double kill
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Edit: It double posted for some reason
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I don't mind it. It's basically domination, but you can gain/lose points from having the ground installations neutralised. Regarding what to shoot, ships first is the obvious one but you may sometimes need/prefer to shoot the installations. If I'm in a yamato and I have a choice between shoot the fort that's 11km away and will help our destroyer, and earn us points and reduce enemies points, or shoot at a cruiser 26km away and dodging then it'll be the fort that gets it. If the choice is a cruiser at 10km or a fort then it'll be cruiser every time. What I also noticed is the positioning frequently means you can shoot them unless you're from a certain angle anyway. I'm yet to work out what surveillance stations actually DO though. My guesses were some sort of detector but that doesn't seem to be the case, or that they are the "eyes" of the fort and are needed for it to shoot, but I haven't been able to really test this yet (see previous point about the zao shells can't actually hit it regardless of where I aimed)
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Don't know what the circles represent. Map was cluttered with them, but didn't seem to matter if I was in them or not. - was completely unable to shoot surveillance stations with a zao. Half the time the guns don't elevate high enough even though the target was easily in range. When the guns could get high enough the shells fell short. Tested at ranged 2km-18km Friendly BB was able to shoot it so I don't know if this is intentional or not
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New Bastion" game type on PT v0.5.8 is really interesting concept...
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
I'd like to think it encourages team play. I am however fully expecting to have to type into chat "please shoot the fort". Also random side sweep stake: How long till a bad CV player tries dropping torpedoes onto a fort? -
New Bastion" game type on PT v0.5.8 is really interesting concept...
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
From what I've seen the forts take full damage from guns so neutralising them doesn't seem too hard unless you're a destroyer. The cynic in me though notes: -DD get nerfed because there's now more things that spot them (survey stations) -DD get nerfed more because they can't cap on their own an enemy cap ( because it has 406mm guns guarding it, and the DD doesn't have the fire power to neutralise them) -CV'S get nerfed because there's now more AA on the map from the forts and it's in the caps. -BB's get buffed because they get XP for neutralising things (easy for big guns, long range means they'll fire first, target isn't moving so no lead needed) -Useless border campers now get rewarded with XP for shooting the easiest targets -Border campers feel they've done loads when they see 50,000 damage ping up on screen. So the cynic in me is that the mode panders to bad BB players by making them feel like they've done something, while making DD less self sufficient -
There's a difference between being able to see your team is at a disadvantage in terms of vehicles and it being a deliberate rigging. I've seen enough matches where one team is a bit donkey, but it seems split between mine and enemies enough that I don't think it's trying to cause a particular event. Also you do realise that part of the reason people hate XVM in tanks is because it becomes a self fulfilling prophecy? XVM says 40% chance of winning (so 4 times out of 10 you'd actually win). 5 doomsayers say "no chance of winning" and quit. Remaining 10 players don't beat 15 (suprising) Doomsayers feel validated because the team didn't win.
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Much easier to see what's incoming/outgoing - good change!
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Agreed regarding the map rotation for PT. I played some games last night - not one bastion game, and only once on a new map. Quite hard to give feedback about a game mode if I don't actually get to play it.......
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Agreed with removing the TK warning in chat for ramming. It fills the chat up meaning important stuff gets missed to inform me of what? That two ships bumped? Not important IMO.
