-
Content Сount
3,412 -
Joined
-
Last visited
-
Battles
7888 -
Clan
[NIKE]
Content Type
Profiles
Forums
Calendar
Everything posted by Xevious_Red
-
Go behind land mass, so it can't see you any more (if it's 1 vs 1 then it doesn't have anyone else spotting you). Be far enough away from land mass that you don't have him coming around corner 2km away from you. Load HE Wait. If you make it so he has to come around the land mass to find you, and in doing so make himself less than 7km away you can find him and shoot. As soon as he appears go to full speed away from him, shoot him as you go. That or you could sail around complaining how hopeless the situation is and how unfair he's not just sitting visible for you to shoot him
-
Tell that to any tier 8 cruisers. I'm sure when they get spotted and the enemy BB's are 25km away they'd love to sail 10km into no man's land unsupported just so they're in range. The fact they're then the closest visible target by a long distance and they're in range of the whole enemy team won't be a problem for them at all. And you've never seen a carrier run out of planes? Guess you've never seen any tier 4/5/6 carriers then, since all of them have low numbers of planes, and if they face unfavourable situations (AS load outs, getting put in a tier 8 game against MK/NC etc) then they can easily run out of planes
-
same can be said for other situations though: A destroyer that ends up with a unit of fighters sitting above him can be out of gun range and unable to conceal, while everyone else shoots him. A CV that has had all its planes shot down is a large target for shooting practise A Cruiser that gets spotted (planes or dd) can be shelled by BB while being unable to return fire. A ship that left vs a CV thats hidden will face repeated sets of planes without being able to shoot the carrier
-
-Ask a friendly CV to send some planes to spot him -Ask a friendly DD to spot him (it only needs to get within 10.75 / 11.5km to spot him if he's firing and not in smoke) -Ask a friendly cruiser to go spot him. If there are none of them within 10km of you, you are totally in the wrong place. If there are none of them because they're all dead and you're on 100% HP then you've been far too passive and the match is already basically lost. - Use land mass to block his shots (the blysk shells have a low arc so don't go over islands/mountains well) -Turn away and sail away from him. The Kongo is pretty fast, he'll either need to break off, or follow you. If he follows, drag him towards friendlies at which point he'll either need to break off or get spotted. If there are no friendlies within a reasonable distance, you're completely in the wrong place and should stop sailing unsupported
-
Usage of "Premium Consumables" - do you guys use it on all your ships/tiers or use it selectively?
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
Repair always. Heal always. Smoke sometimes (depends which nation, and if I have superintendent) Boost same as above. AA never Hydro never Planes never -
DD excessive survivability? lets review and discuss
Xevious_Red replied to anonym_gxxGX7KaxQVa's topic in General Discussion
it seems to be bugged. If survival expert takes your HP to more than 120% of what it is normally then the game seems to Base it's calculation off of the original value instead. -
Trying to hunt a CV in a destroyer that uses torps as it's main when the CV knows you're there, can see you, can see when you've launched torps and at what angle, and is actively running away from you is an exercise in futility. It has all the time in the world to lazily avoid your torp spread, while waiting for you to turn sideways to try torping you again. It could probably even bait you into turning by making a large turn itself Either hunt CV with a gunboat destroyer, or catch it unawares. If it spots you then break off and find another target or a better angle
-
Depends how they get used. If they sit at the back trying for long range they'll end up in a duel with BB, at which point being large and squishy won't work in their favour. Equally being at the back means the radar won't be doing much against DD in caps, since they'll be nowhere near. If they get closer to the caps to use the radar, then the large detection means you're not going to catch anyone by suprise, the range of your guns become pointless, and the low arc that's handy for long range shots becomes a burden when the enemy can shoot over an island and you cant
-
Any ship can have a section completely destroyed, so it produces no damage. So if the first torp hits the front section and destroys it completely, any further hits to the front section will do nothing. I've seen destroyers get hit with a second torp in the same spot and have nothing happen, I've seen CL that have lost their rear end take repeated shells to the rear and have no damage, I've seen CV that have lost their rear get torped in the rear for no damage, and I've seen BB that have lost all the HP in their superstructure take no further damage from HE that hits them there. Only part that can't be "destroyed" is citadel. But moral is if your shots do nothing, shoot a different part
-
Except a DD can escape in smoke because it's small, manoeuvrable, and hard to detect. So when it pops smoke you don't know where it's gone inside the smoke screen, even if you have an idea it's still tricky to hit since you don't know where you're aiming exactly, and if it opens up the distance between you (leaving the rear of the smoke screen) it can be concealed again. A Cv (if it could drop smoke rounds on itself) has a huge turning circle, so you can pretty much work out where it is. Since they're also large you could hit it easily simply by shooting vaguely into the smoke, and if it leaves the smoke you'd re-acquire it immediately. A more useful ability if Cv had smoke would be to screen your team, while using fighters to spot enemy ships for them
-
When your teammate is a professional CV player
Xevious_Red replied to cro_pwr's topic in Aircraft Carriers
I was using a strike bogue. I'd told everyone I was using a strike bogue at the start of the match. I'd clarified this meant I had no fighters, just in case they weren't familiar with loadouts. About 12mins into game, friendly carrier who was parked next to me (and presumably could see these green TB/DB flying around that weren't his) start raging for me to "USE YOUR F*****G FIGHTERS!!!" I tell him I have no fighters. I'm apparantly an idiot. We win game with me at the top. -
It's swings and roundabouts. You get wrecked by tier 7's. In return you wreck tier 3's. I notice you're not complaining about that part. Tier 5 is when BB come out of isolated MM (+/-1) and join regular MM (+/-2), mostly because the tier 5 BB are perfectly capable of handling themselves at tier 7. Be glad you didn't get in on CBT when there was no isolated MM, and BB had +3. Meeting a Fuso in your kawachi wasn't an uncommon occurrence.
-
I'd even go so far as to say skip co-op as much as possible and go straight against real people. The bots are shockingly bad and might well make you learn bad habits. In co-op I managed to sail a destroyer between 4 enemy ships, torpedoing them in turn to very little return fire. If I'd tried this against real people, I'd have died quite quickly
-
Even if he didn't have the plane, if you were spotted by someone else then it's not too hard to judge lead over a mountain - you can see where they are since the icon shows through the mountain, so you can judge height. The angle you can't see, but you can see the rough angle from the minimap enough to make an informed guesstimate. The speed you also can't see as you can't see the smoke stack, but since everyone seems to sail at full speed anyway you can assume it's probably full. With that you can shoot in at least vaguely the right place. It's easier to hit BB since they're a lot bigger, and less likely to turn
-
No. Only the Cleveland got nerfed. The change was to lower the mm of guns affected by AFT from 155mm to 139mm. This means the Cleveland (152mm) went from being included, to not being included. The Atlanta (127mm) is still included, and therefore still benefits from AFT/BFT
-
Been wondering a bit about captain skills for US CV - I'd previously presumed I would simply take the CV specific skills at tier 4/5 - giving me 5% more survival for planes, +10% turn around and then getting +1 fighter/bomber. However I'm mulling over the idea of instead taking multiple tier 4 skills and maxing out my AA instead. I generally play solo so I won't have a cruiser buddy to help out, and with the US I won't have enough squadrons to be everywhere I need them at once. Since I'll always face an enemy CV (poss 2), there's the increasing danger of someone trying to snipe me. I can try to be with the fleet but that won't always happen. However is it worth losing the benefits of the planes to secure my carrier more against enemy planes?
-
For me superintendent is already provided for simply by taking the prem consumables, and I don't find myself running out of 3 smokes and wishing I had a 4th. The added speed isn't a huge bonus, but it's the best of the tier 3 choices IMO. The other candidate would be vigilance, simply to provide the team with more advanced warning
-
For an IJN destroyer they'll be aiming to take the concealment expert tier 5 skill. Since in order to get that they need one of each of the previous tiers, they need to take a tier 3. As expert marksmen is only a tier 2 skill it's not in direct competition with the accelerated torps. Further more, EM is only really useful if you plan on having protracted gun fights. Not my personal preference for the mutsuki. The concealed zone of 2km is plenty (since you'll have camo making your detection 6km), this is a large enough window to work in. Additionally if the target is approaching you, this is extended, since you can fire from over 8km away and them approaching will cover the remaining distance. Trying to hit with slow torps at 10km is really only possible if you're opponent is quite dumb, to hit anyone who's manoeuvring a bit you want to be firing from around 6.5km. At this point it doesn't matter if the torps go 8 or 10km, the only thing that matters is how fast they get there, because the less time they're in the water the less easy they are to avoid.
-
Anything from the mutsuki onwards benefits from it on the IJN line
-
Pensacola balanced at tier 5 (read the last paragraph)
Xevious_Red replied to fallenmemories's topic in General Discussion
Personally I think it'll be very powerful at tier 5. However I think the overall stats will be rather low, and there will be lots of complaints about how bad it is. Why? For the same reason as the furutaka, despite it having very powerful guns, lots of HP and decent torps, because it doesn't play like a light cruiser and because you have to angle/plan ahead then people declare it as useless. Worse, because they then try to play it like a light cruiser they get useless results in it, thus "confirming" how bad it is. I think the kirov will get the same - there'll be some initial "omg this is OP" when the good players are using it, followed by "Wtf is this crap it has no armour and is insta spotted" when everyone else gets to it -
Interesting topic from Reddit - "The WR Matchmaking Engine Myth" (for those who are mathematical / statistical inclined)...
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
Point being that everyone gets the same idiot teams, but people that are more aware and have a better understanding (which would lead to them winning more) will notice errors their team makes more than someone less able (who may not even think they're errors)- 95 replies
-
- Matchmaker
-
(and 2 more)
Tagged with:
-
Interesting topic from Reddit - "The WR Matchmaking Engine Myth" (for those who are mathematical / statistical inclined)...
Xevious_Red replied to Leo_Apollo11's topic in General Discussion
Worth noting that as you get better, your peception of what's stupid changes. A 45% WR person might think that BB pushing up the channel on two brothers is bold (it's clearly the fastest route to the enemy Base right?) And merely unlucky that he dies. A 50% WR person might think that the BB is an idiot, and that they should come and join the rest of them pushing west (after all its a formation, and there's strength in numbers) A 55% WR person might think that not only is the BB an idiot, but so is the lemming train going the other way since they're leaving a whole flank exposed. A 60% WR person might despair because not only is there a BB going up the channel and everyone else going to one flank, but the CV isn't even bothering to scout the unprotected flank, so there's no idea how many ships are coming down that flank To the 50 WR person he only sees one idiot on his team. For the 60% person he sees a whole team of idiots since his expectations are higher- 95 replies
-
- 2
-
-
- Matchmaker
-
(and 2 more)
Tagged with:
-
What is the exact meaning of this NEW 0.5.3.2 icon ?
Xevious_Red replied to BlueManCa's topic in General Discussion
Believe that's the new detected by hydro acoustic search symbol "Added a separate indicator showing that the player's ship is detected by the enemy using the Hydroacoustic Search consumable. In the future, a similar indicator will be added showing that the player's ship is detected, by the enemy using the Surveillance Radar consumable." -
Kite kite and kite some more. Kite everything, even other cruisers. Wait early on till others start firing so you're not the first thing spotted. Stay as much as possible at max range since the flight time of your shells is very good, and makes return fire from BB less likely to hit. If you start getting focused stop firing and retreat - you should be near your spotting limit anyway.
-
I got the Atlanta recently. Partly because I enjoy playing ships that everyone else says are terribad and seeing how well I do in them (loved the furutaka, currently enjoying the pensacola). At the moment, small sample size of 13 games but I'm on 60% WR with it. What I will say for and against it, is it plays completely differently to any cruiser of its tier, and normal cruiser tactics don't really work. Other cruisers will eat you alive if they catch you, and you can't really kite a BB when you're only 11km away. However that said, you make excellent back up for a DD and can easily force an enemy DD to leave a cap just by shooting at it lots. Just make sure you have a friendly DD nearby to do the spotting for you, since you're pretty bad at actually finding anything yourself. Similarly you can make yourself a massive pain by keeping an island between you and the enemy. Because of the shell arc you can fire over most things, and lots of enemies can't return fire. This can make a horrid mess of enemy BB. This does however require an island, and someone close enough. Because if this the Atlanta is best suited IMO to defending stuff, usually a cap with islands, rather than pushing into open water. The low damage is a rather unfair comparison, since it'll spend most of its time shooting at destroyers, who have low HP. It is fun, but it really doesn't suit some maps, and even some areas of some maps, and the playstyle is very different. If however you enjoy being cursed for being a HE spamming c**t who should come out and fight fair by the battleship attempting to chase you around an island then you might enjoy it
