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Xevious_Red

Beta Tester
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Everything posted by Xevious_Red

  1. Xevious_Red

    New Ribbons

    The extra info is really nice. The damage counter is nice. Getting the info during game is good too - I can see what the volley did and if the damage is from a pen and bounces or all over pen. The design though is...... not nice. I liked the ribbons they looked good. I also don't like the black citadel colour, I understand it differentiates it more from the incapacitate ribbon but for some reason I really don't like it - maybe it'll grow on me.
  2. Xevious_Red

    Some interesting info around the world

    Before you start calling people fools, there's 3 factors; -premium time -premium paint -the ships own xp modifier. The first two don't count towards Base xp, so they don't matter. The third however does. Different ships earn different amounts of xp for doing the same thing. At the moment there's no solid list of exactly which ships have the highest modifier - there was only the info in patch notes about these modifiers being adjusted. It's widely speculated that the sims has a high modifier based on results where it gets a lot of base xp for a relatively average game. However, I must stress there's currently no listing of what's the best, or even if all premium ships have a better modifier than regular ships.
  3. Xevious_Red

    Bugs

    The one that was kept was +20% range. That module shown is +20% survival which was replaced in 0.5.7 by the +100% survivable module
  4. Xevious_Red

    New "Bastion" Mode

    The other reason from what I saw is that the forum tends to be able to explain how it works to other forum members. But the people that never visit the forums won't have access to that info. So by deliberately NOT explaining how it works to forum members they can see how easy it is to understand (I. E. If the forum members can work out the rules, the average user probably can too. If the forum members have no clue how it scores, it's probably too complicated)
  5. Xevious_Red

    [0.5.8] New Ribbons vs. The Old Ones

    The design is a bit meh but I'm not hugely fussed as the info is more important to me. Hopefully they're smaller in game than the current ones as they currently take up.enough space to cover up the enemy team list
  6. Xevious_Red

    PT 0.5.8 announced

    From the Asian notes, looks like the ribbons are optional so you can probably keep the original ones if you want. The forts looks interesting: forts look like they just pack a punch (main battery's and AA) while the survillence stations gets stuff spotted, although through what method is unknown. Not sure if you get points for shooting at the forts, or just if you capture them. Also unknown if you need to shoot them until they're disabled before you can capture, or just that disabling them is the smart thing to do.
  7. Xevious_Red

    When you compare different ships

    Usually you'd look at the total WR for all players, and the total WR for the top players. The top players will tell you what can be achieved, looking at all players will tell you how easy it is.
  8. Xevious_Red

    Win/Lose in a row

    You assume you have a 50/50 chance of winning. This is true for a coin but not for two teams of varying skill. If you were to play 10 games of chess against the world's number 1, would you think you were just incredibly unlucky to lose all 10?
  9. Xevious_Red

    Some interesting info around the world

    The problem isn't really turning off the secondary guns (yes there are stupid BB captains that can't manage this), it's that the one key turns off both secondaries and AA. So you get the choice of TK your ally but saving yourself, or not damaging your ally but getting jumped by planes. If they made turning AA off a separate key from secondaries then this would be a perfectly fine solution
  10. Xevious_Red

    Bad weather

    The last known position will be fairly out of date mid cyclone - it'll only show where they were when it started, so if they've repositioned then you won't know that until you stumble into one. If the ship you're trying to do a drive by on manages to turn away then you end up chasing it while it shoots it's rear guns at you. At higher tiers the slow rudder and poor turning circle means they possibly can't, but tier 5/6/7 BB can easily just turn away when you're spotted and just sail away from you, which changes your drive by torping into a bad chase. If you can find a BB that can't turn away then you could do a good run on it, but there's still the reasonable chance the enemy cruisers closed ranks with it and instead of being 6+km away are instead 2km away, since they're no longer getting shot at by BB. I think a good DD captain will still do alright, I just don't think they really gain very much unless they can find a BB that is badly out of position
  11. Xevious_Red

    Bad weather

    destroyers that are launching torps from unspotted wouldn't have been seen by enemy cruisers anyway. But now they can't launch from over 8km away, can't plan their movements as well (since they can't see more than 8km), and have a harder time avoiding radar cruisers. Some destroyers have pretty high detection so if they meet an enemy ship coming head on won't be able to turn away in time to avoid being spotted. Gun boat destroyers can no longer fire unspotted from range, and can't sit in smoke firing (since there is no one else spotting). Gun destroyers do have a better time facing another destroyer since there's no support for either side, so in a 1v1 vs a torp boat they certainly have the advantage, but in a one vs one a spotted dd within 8km vs a cruiser/BB it'd come down to the skill of the captains
  12. Xevious_Red

    Bad weather

    I'd disagree with it benefiting DD - under normal circumstance the BB SA goes off. This means "something" is within 14km (for example). What is it? No idea, it could be a DD travelling in a different direction that's got close enough. It could be a cruiser. It could even be a BB with lower detection, or a carrier. All you know under normal circumstances is that "something" is close enough to see you but you have no idea if it's a threat or if it's even going for you. With the cyclone, your detection is 8km. If you're a BB and SA goes off and you can't see anything then you KNOW it's a DD. Which means you can take action because you know it's a threat not just something on the edge of your detection range
  13. Xevious_Red

    This game aint rigged for action?

    It depends on how their RNG works - if they have it set to generate a random number each time then it'll be random, but will need a reasonable amount of processing power. More likely is they have an algorithm of numbers, and when a situation is required to produce a result it compares it's chance vs the next number in sequence. This way you have your sequence as something like; 89 7 11 1 70 55 4 Then depending on what happens then decides what gets which number. So if it was a Cleveland shooting at something and the first 4 RNG requirements were fire chance x 3 then a magazine detonation you'd get no, yes, yes, explosion. If however the first 3 all hit the magazine followed by seeing if they started a fire you'd get no, no, no, fire, no, no. Using the same numbers, the first result is 2 fires and a detonation, while the second is a single fire. That's also assuming nothing else is going on in the match (as obviously you have 24 players, AA etc), meaning in practise, since there are so many variables, it's effectively random.
  14. Xevious_Red

    This game aint rigged for action?

    I don't think they're particularly all about balance. But then I don't think they'd bother writing a program to adjust the RNG values based on some random "let's make this Thursday mid after noon game more exciting" Anything where there's a random chance of something happening means sometimes you'll have a lot of them happen at once. I once was playing in a tournament for the table top game epic (uses actual dice). The final game for first place came down to one combat - a single stand vs 20. The one lone stand needed to make 12 saves. Dice were rolled, all came up 5's and 6's. Lone stand survives. Several dice rolls later, the lone stand won against all odds, winning the game. Was it dramatic? Yes Did it make everyone gather round to watch this tense decider? Yes Was it a totally unexpected result that seems unlikely? Yes Was it rigged? No. That's just how the dice landed (and no they weren't rigged dice). I'd expect to see more detonations now anyway - the main battery mod 1 no longer includes -20% to detonation chance, so anyone taking that is now 20% more likely to explode than they were yesterday.
  15. Depletion works for other classes too; Saw a shimakaze, decided to ambush him with a NO. Popped out behind an island 2.5km away from him (because ambushing a destroyer is hilarious) He panics and drops all 15 tops Brake hard and take 2 to the front section (which destroys it) Still have about 1/3 health left He panics more and drops smoke Radar Starts firing at front of my ship No health left there, so no damage. 203mm guns have tasty shimakaze snack.
  16. You are aware that the option for +16% range was already there before the patch for the NC? All they did was add +5% secondary range and -5% secondary dispersion to it.
  17. Xevious_Red

    DDs STILL too dominant in ranked. Stop it.

    I take DD to ranked - I prefer BB and cruisers in random, but as a BB I can't take caps (it's impossible under fire since the cap resets each time you're hit), and with caps being important it dislike having to rely on team to actually go capture. With cruisers I can cap, they have low enough detection to sneak sometimes. Risky though since you have no smoke cover. If you are spotted you're usually target #1 because all the enemy cruisers/BB think they can get an easy kill. If your destroyers don't fancy scouting then you have to try to find/kill destroyers while spotted and under fire. Which is.....daunting. With a destroyer I can cap, and fight the other DD. If it gets too hot I can smoke and run. If my team are total puddings I can always try to sneak cap, fire torps from stealth etc. I would rather play a cruiser, they're my preferred playstyle, but I can't guarantee that my teams destroyers will actually do something useful. Until I get to high enough tiers that it's always competent players, I will continue to use destroyers so I at least know that my team will have someone aware that the caps are important.
  18. Xevious_Red

    Are you having fun in Ranked ?

    Mostly having fun. I find the games more tense, there's (usually) more cooperation and the standard of play is usually higher. That said, because of this, the bad eggs stand out more. Apart from very specific ships, taking a tier 6 in a game where everyone else is tier 7 is a very bad idea. Same with bringing a stock ship. Or when they don't have any captain skills/camo/flags.
  19. snippet from 0.5.2 patch notes: Increased XP ratios for the following ships: By 4% for Bogue By 3% for Essex By 4% for Midway By 4% for Wyoming By 13% for Iowa By 18% for Montana By 18% for Erie By 22% for Chester
  20. I know that ships have their own modifiers. If you look at previous patch notes (0.5.2 being a good example) you can see where these values have been increased or decreased. However I don't think there's a list of what the final values are, and therefore which is the "best" for earning xp/credits.
  21. The premium ships extra XP from the camo isn't included in the Base XP - you can see this from the results screen. However, each ship has its own multiplier that affects the credits/XP earnt, which is why you see in patch notes things like "ranger's credit coefficient reduced by 10%" So you can have two ships of identical tier perform exactly the same, but one of them will get more XP for it. Somewhere there might be a list of what each ship gets
  22. Xevious_Red

    DDs STILL too dominant in ranked. Stop it.

    From original ranked battles release notes: " All you need to do is pick a ship, select “Ranked Battles”, and join the Battle! Ranked Battles are slightly different from their standard counterparts: each team can have no more than 7 players, and the maximum number of aircraft carriers and battleships is limited to one and two respectively."
  23. Xevious_Red

    Worst map in ranked - Poll

    I find shatter highly playable in a cruiser. Bit of a tight squeeze for BB, but fine for cruisers. Ocean you have the problem that it's decided entirely by DD: your DD does nothing useful and you have to try to cap yourself? Good luck trying to cap while in full view with no smoke. On the other maps that do have land mass to block sight/shots means ships other than DD can cap.
  24. Xevious_Red

    DDs STILL too dominant in ranked. Stop it.

    there's a cap of 1 Cv and 2 BB for ranked.
  25. Xevious_Red

    Worst map in ranked - Poll

    You can't tell how useful you are from damage alone. Doing 30k damage by killing the two enemy destroyers single handedly is incredibly useful. Doing 50k damage by taking 25k each off of two cruisers that your team then quickly finish off is very useful too. Farting about doing nothing while both caps get taken, your team get killed, and then doing 70k damage spread between the ships hunting you (killing none of them) is incredibly unhelpful. Now I won't assume the latter, but I've seen plenty of BB that don't focus a target and instead shoot lots of different ones, which unless you have someone who can quickly finish those ships off is a waste of time
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