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Everything posted by Xevious_Red
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Yes. Except your example was a tier 5 cruiser encountering a tirpitz (tier 8). A tier 5 cruiser CAN'T encounter a tirpitz unless the tier 5 cruiser is in a division with a tier 6+ ship So if you're playing solo your example literally can't happen. If you're in a division it's because you've created a division where one ship is higher than the other in which case MM goes by the highest ship
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Contests/competitions on the EU Server in 2016, has WG-EU given up?
Xevious_Red replied to MrFingers's topic in General Discussion
Personally I don't look at the forum contests. Nor ones that involve going to a particular stream, or posting something on Facebook etc etc. Now it may be that I'm lazy, but I don't like having to go do something on some other site. On the other hand, the ingame contests/missions that register your results automatically - big fan of those. I loved the kamakazi contest/mission, did the emden one etc. So more like that would be good - announce it on the main page of the client, log results automatically, announce winners -
Premium ships, new players and rage
Xevious_Red replied to Eternus_Damnatio's topic in General Discussion
There are worse candidates for frustration IMO. Like the players that have 3k games and still do virtually no damage. The new atago/tirpitz owners have at least contributed something, and might well get better. The 3k can't learn won't learn crowd have done nothing except be a burden for 3 thousand teams. Since they have a high number of games and thus plays lots every evening there's a much greater chance of getting them in your games. That or the people that get sunk by torps at tier 2, and decide that instead of learning to take measures to avoid being torped, that what they really need is a slower, worse turning ship that needs more foresight. Followed by then grinding ONLY the battleships, never learning anything and starting endless topics about OP torp/CV/DD/fire/HE/smoke/islands. About 90% of the forum complaints could be removed if people needed a certain level of competency before they were allowed in a battleship (although admittedly these would of course instead be replaced by endless "FU why can't I have BB" and "BB OP") -
what can i do when bad player barking?
Xevious_Red replied to MapleLee's topic in General Discussion
I'm mildly confused. Came to the thread expecting to see a 40% WR player insulting a 42% WR player in a battle of the noobs. Instead get a 57% blaming all loses on a 60%. Regardless, send screenshot to support, block user, and remember that just as common as bad players blaming all their failings on you are slightly above average players thinking they're gods gift to the game and blaming everything on you as well -
To combat that helpless feeling: -Pick a ship not affected too badly by RNG. Nothing sucks more than aiming correctly just to get 7 splashes and an overpen. This way you're in control of how much damage you do rather than hoping that this is the game where it let's you get triple citadels every time instead of only over pens. -pick a ship that can influence anywhere on the map when needed. A destroyer or cruiser can relocate easily. A kongo is fast enough to relocate AND it's guns can reach far. A colorado on the other hand is too slow to relocate and too short range to influence anywhere else. Similarly an AS carrier is nice enough but you then.rely on your team actually killing things, while a strike CV can just get the kills themselves. -assume you have to do everything yourself. So if your Base is being capped, go back. Don't rely on team mates to go back, or to succeed even if they do. If you're too slow to get back then see point 2 - don't go to stupid places. The island chain on 2 brothers on the far west of the map seems highly popular. It's however completely useless, and even if you kill everything there you're miles out of position to do anything else. Basically avoid the 1/2 and 9/10 line because you wouldn't be able to.respond to anything from there. -do what's useful for the team, even if it isn't very glamorous or rewarding. If you're a destroyer and one cap is totally ignored, go cap it even if it means you won't get to shoot anyone for 5 mins. Similarly although that AFK BB will net you some nice XP, concentrate on players that are active first. Yes this does mean sometimes you sail backwards for several minutes just to flush a DD out of your Base. -don't die. Sometimes can't be avoided, but this is quite important. Not only does dying lose your team points and give points to the enemy, but as soon as you're dead you're 100% relying on your team to win. This is where the most frustration comes in, you've done loads of work, your team is in the lead but they manage to snatch defeat from.the jaws of victory by doing something utterly derpy. If you're not dead then you're not relying on them. Generally by applying the above you can.get through randoms on your own without losing too much and without tearing your hair out
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Recommended skills for German cruisers?
Xevious_Red replied to thestaggy's topic in Newcomers' Section
There's a couple of schools of thought regarding skills, and none are particularly right/wrong. Option 1: Get the big skills as quickly as possible. With this you'd just select 1 skill from each level, with the aim to get the tier 5 skill of your choice as soon as possible (probably concealment). Problem with that is you have to play a lot of games with a low number of skills to do this, and you won't realistically get the 5th level skill until about tier 8. This means it's no help at all during tiers 1-8, but your life gets easier from then onwards. Option 2: Get a reasonable number of low tier, then get the big skills afterwards (remembering you get 18 skill points max realistically). This let's you pick up some useful low tier skills (like you have already), before saving up for the higher ones. Downside is it takes longer and longer to get each skill point, so you won't get the big skills until tier 9/10. This can be a problem when you start encountering people at tier 8 who have already got their 5th level skill Option 3: Don't bother with the big skills. This way you just take lots of low level skills, meaning while you don't have anything particularly game changing, you have lots of little buffs. Personally I'd have a look at if there's any 4th or 5th level skills you feel are "essential", and if not then go with this option. This also gives the most comfortable grinding for the mid tiers, since you have more skills than people going option1/2, but means you don't get any of the late game skills -
Having tried all the different classes, destroyers don't really benefit from it that much at all; CV: Your ship becomes much harder to find, which keeps you alive longer. You have to rely on team mates to spot since your own planes can fly past someone without noticing them. Even with team mates spotting you can't see the ship till you're on top of it. Means they don't turn to counter the TB (as they don't know you're there), but also means you have to fly planes through their AA just to see them. If you're trying to scout on your own you have to be very precise where you send your planes since they can fail to spot ships very easily. Battleships: can no longer fire at long range, so if you liked to camp at the back then bad luck. Means you can advance undetected and actually capture points. Apart from destroyers you spot everything at the same time they spot you. Secondaries become quite useful, and BB guns are deadly at under 8km. Need to think quickly to avoid torps though. Cruisers: If you find a bad BB player you get the opportunity to torp them. Destroyers also can stumble into your waiting guns since they can't always turn around in time to avoid being detected. Conversely if you find a good BB player it's an "oh sheeeeeeeeèt!" Moment Destroyers: mostly business as usual, planes have a harder time finding you. You can remain stealthed but you have a much smaller window to operate in (since you don't see them coming until they're 8km away). If you happen to stumble into a cruiser heading full speed towards you then you probably don't have enough time to turn around and avoid it
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1). I'm sure you've encountered the type of player that goes left and screams "noob team!" When they die first. Now they're currently off set by the fact that sometimes they get people on their team that carry them. Now imagine grouping 24 of these players together and putting them in a game. Each thinks they're great, and each thinks they've been gipped with an idiot team. They then all flood the forums complaining about how MM is rigged against them and deliberately putting them with idiots. 2). Set a bot to play 50 games a day and you can push that average down really fast. Don't think people will do this? There's tons of people who when you look at their stats play over half their games at tier 2 in the hopes of shooting newbies for an easy kill. Now imagine if they could guarantee to play against bad players who are easy to kill. 3). If you match equal players against each other then their KD will always gravitate towards 1. Reason because the bad players don't get killed off really quickly so they might actually kill something, and the good players can't get more kills because their victims know what they're doing. Several hundred games later everyone's KD is now 1 and you can't tell who the good or bad players are
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Stop platooning with anything higher than your own tier and you'll stop seeing such high tier stuff. You can only see tier 7 normally in a tier 5 cruiser, by platooning with anything higher than tier 5 you'll meet the ships that your higher level friend can meet. Having mixed tier platoons so the lowest one gets in a game too high for it is known by most as "fail platoons" and generally will annoy everyone on your team
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Problem though: 1). Lots of bad players think they're better than they are. If you matched people with their equivalents, then the amount of "I keep getting noob teams" rage would increase massively because they WOULD now get idiots every game. 2). The opportunity for grief would be massive. Set bot going so it plays very badly and lowers your rating. Wait until the bot has managed to get you rated in the lowest catagory. Now play game enjoying shooting 12 enemies that don't dodge or do anything to avoid dying. 3). You'd need a way of rating people, since if they always play against people equal to them then everyone will end up on 50% WR, 1 KD etc
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When a Midway decides to take out a Des Moines
Xevious_Red replied to thebeastcalledpoopy's topic in General Discussion
Sometimes you HAVE to. Like when you get a full AA specced cruiser capping your base and your team shows zero inclination of stopping them. At that point you get the unenviable choice of lose the game, or try to get them. Trying to get them then comes with the side bonus of getting "omg noob cv!" Message from other team -
I like the fire effect on the edge if screen (but it being optional for those that dont). Like the brighter symbol for fire, but the little Red circle instead of a timer is less useful IMO. Knowing how long the fire was going to last vs when your repair would be ready was much more useful
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Planes have a disadvantage under poor conditions - you can't spot ships unless you literally fly over them, and you can't see ships others are spotting until your planes are literally above them. Had a north carolina blip out of view when my planes were 3km away, and had to drop on an amagi by flying over it to spot it, flying far enough away to get to a drop distance and then dropping blind because being far enough away to start the run meant I could no longer see it
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Played a carrier on north when the cyclone was happening - very cool, I could see ships on the map but couldn't see them until my planes were right on top of them (so planes were useless for scouting). Meant my carrier could advance a lot more too as it didn't get spotted. Overall very good, enjoyed it a lot
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At low tiers the AS bogue doesn't do much. At best it kills all planes totally preventing enemy strikes, but it doesn't do any damage either apart from 1 unit of dive bombers. Higher up they start to be slightly more versatile - from tier 7 the US ones have 2 sets of DB so they can at least bomb, wait for the fires to be put out then bomb again. Not huge damage output but can burn a good chunk off a BB. The IJN AS from tier 6 still have torps - the ryujo AS is 3 fighters, 1 DB and 1 TB. Which means it can kill planes and pick off weak/no AA targets
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What's the point of making a Division in game? If I division with friends it's so we can talk via Skype/TS and so we bring ships that go well together. The new feature of being able to make divisions on the fly in game, what advantage does it have? Or do you stay in that division when you get back to port?
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Problem being is OP didn't bring a valid concern, they instead stated something, presented it as fact, refused to have a discussion about it and then set an ultimatum. For example, is the OP referring to high tier DD, or literally that every single ship that has torps is OP when they use them? The reason that the OP probably doesn't want a discussion is because it generally comes down to two sides; Those that think all torps are OP without exception, and those that think torps are generally OK. The first group ALWAYS consists of people who have played very few games, only play battleships, have gone up the tiers too fast and can't cope or have terrible win rates. Same with aim bot issues: the aim bot only bases it's calculations on you going in a straight line, so yes if go in a straight line then the aimbot can hit you very easily. However if you're going in a straight line then anyone vaguely competent can hit you very easily too. Most of the stories of aimbot involve the victim "dodging wildly" and getting hit. The fact that you're dodging eliminates the possibility of it being an aimbot since it can't cope with predicting anything other than straight lines. That and lots of people's idea of "dodging wildly" involves turning left for 3 seconds, turning right for 3 seconds, turning left for 3 secs etc. It doesn't exactly take a genius to guess what you're going to do next.
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Something like the kirov will be hard to balance. On the one hand, it can do awesome damage. On the other hand, I cackle with glee everytime I see one, and that's regardless of what I'm in. I decided to charge at one in a destroyer the other day and try killing it with guns. 9 citadels later and it's sinking while I'm sailing away. If it can manage to remain unfocused for what ever reason it can be great. If it gets focused it dies quite quickly, quicker than other cruisers
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Fire ... fire!? FIRE! FIREEEEEEEEEEEEEEEEEEEEEEEE!
Xevious_Red replied to Fonfalks's topic in General Discussion
Well the first mistake is putting out the fire immediately from the first set of bombers when you can see the second set coming straight after. People have been using the bomb-wait-bomb tactic since they can have 2 sets of DB (tier 5), and their wet dream is a captain who immediately puts out the first fire. Being on fire won't kill you unless you're low on health, so a single fire you can let burn and just use the heal to get your HP back. It's only worth putting out when you have 2 or more fires going. Depending on what tier your BB is relative to the CV'S it's worth asking a CA to help you with AA. If you're bottom tier and they're top they can cause you a lot of pain. If they're bottom and you're top then they're not so much trouble -
Some interesting info around the world
Xevious_Red replied to Takeda92's topic in General Discussion
of course, was thinking about destroyers - had forgotten that some cruisers can invisifire -
Some interesting info around the world
Xevious_Red replied to Takeda92's topic in General Discussion
A quick in head maths means that most ships that can naturally invisifire will lose it. They can then regain it using AFT but means they'll need to take this in order to do it (thus losing out on DE or extra health). Also means it'll be done from further away so less likely to hit -
Change win game to only "Kill all or Cap flags"
Xevious_Red replied to DJ_Phoal's topic in General Discussion
I'd love to have more complicated games, with more involved victory conditions. However apparantly most people struggle with the concept of; Being in enemy Base = good Enemy being in our Base = bad Leading me to believe that either they get so absorbed and tunnel vision that they simply don't notice, or they notice but don't care, or that they're as thick as bricks and can't grasp a basic concept. What I'd like to see happen some day is in the settings be able to choose what sort of matches you get grouped into (and thus the sort of people you get to play with/against) E.g.: "Casual" - teams are made up of people who like winning but aren't that fussed. Game modes are pretty simple and basic (easy to grasp) "Destruction" - teams are made up of people who don't give 2 stuffs about winning, just want to kill things or damage whore. Game modes don't include domination and could include "kill all" "Tactical" - teams are made up of people that value winning and team work. Game modes include domination and other modes that are more complicated. Options for attack/defend missions etc and things that are more complicated than "get base, don't let enemy get ours" -
CV's have always been able to drop that close, and I've been playing since day 1 of CBT with no large breaks at any point. ALL ships need to avoid before the drop, and always have. The difference is that BB need to start that avoidance when they see the planes, while DD have the luxury of waiting till the planes are on their approach run before turning. There is the captain skill that makes the torps run 5% faster. The arming time is the same so they need to be dropped slightly further back but the faster speed makes it easier (imo) to lead destroyers
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Some interesting info around the world
Xevious_Red replied to Takeda92's topic in General Discussion
1k games (and 800 beta) and I just learnt about the CV'S and detonating as well. I should stop wasting flags on them -
whould like clarification on some upgrades
Xevious_Red replied to anonym_gxxGX7KaxQVa's topic in General Discussion
Target acquisition mod: It's option 2, it extends the range of the white triangle so you can see their HP. This is kinda rubbish, (previously it only did this, and no one took it). People take it for the +20% torp spotting which stacks with the vigilance captain skill. Won't comment on the DC mod regarding how it affects fire chance as I don't know the exact math. However for something like a battleship that never loses rudder/engine anyway the other options are even worse. For 250k it's not hugely expensive so I'd probably take it anyway even if the benefits are minimal
