Jump to content

TheSoulCollector

Players
  • Content Сount

    21
  • Joined

  • Last visited

  • Battles

    10059
  • Clan

    [IFS]

About TheSoulCollector

  1. TheSoulCollector

    Server problems this morning?

    same prob
  2. TheSoulCollector

    We need secodaries buff or rework?!

    If it could properly track targets would be nice. Very funny to have a Parallel sailing DD getting no hits on. Now that Flak tracks planes, that tech would be enabled on secondaries too. Buff "Manual Fire Control for Secondary Armament" perk by removing the downside so you can fire all guns. Now that would lessen the skill gap which WG probably wants, like no cruise control on CV and auto consumable. Or change it to a Sector system like AA? Boosting the Guns 1 side only with increased accuracy?
  3. TheSoulCollector

    RTS CV vs. Action CV reworked in Scenarios. My 2cents

    New grind which I don't mind while I cash out with the fxp. I had hopes that the New CVs (all CVs) would be good in Scenarios. If you have any more of such questions. Just PM me.
  4. Disclaimer: I have Furious as only T6 CV. Would be nice if any1 could share the NEW experience with Ranger and Ryujo. I sold all my CV for fxp. Killer Whale easymode.150k- 200k dmg is doable. The tightening torps of Furious and it's Pre-nerfed flooding chance was doing of dmg. This Scenario I enjoy the most because it is chill. Sure, you will always have potatoes that can't understand the concept of time so the CV must always stay close to the objectives and cover up for 1 potato that can-, will not go for the finish line. Always be ready to kill yourselves to make up for the Half-team condition if you can't reach in time. Defense of Naval Station Newport. This scenario is easy if not potato team. If your team goes potato; this scenario punish everybody with even more pain. With a decent team, you can still win even with the increasing hardmode made by,... crap dispersion RNG. You will have to Torp to make the speeding bow-on ships to divert their course, buying your team more time to pewpew before they enter the zone. It is better to focus on the targets closest than kill securing a 10% bot furthest away. Rapid fire CL should glance with a salvo at them. The Izumo AA is painful, no plane will return and turning for the second attack run will probably fail. Aegis is RNGfiesta. It can be Super easy, medium hard or Super hard. Why? My problem nr 1: The enemy spawn is RNG. Have fun in your CV when suddenly this game throws a lot of Aoba and Myoko's on you. The concentrated AA aura will DPS you down and all your Climbing planes will fall. I wonder if they still trigger their DAAF? Nr 2: I see CV going first and pre-spots (mostly the Ishizuchi if any) first wave. Your BOT DD will trigger its script to popsmoke and slowdown, when the enemy is still on route and have not even passed the mountain. Forcing your team to park in smoke (if not potato) further away with which hamper accurate DPS. This has now become the norm because a lot of CVs. Nr 3: I see CV doing Nr2... With torp. Which means the Bots will Torpedobeat which they are good at if potato can't drop good in the first place! The biggest problem is not the Ego sundering of the potato CV. It is actually when it disrupts the enemy lemming train sailing straight, preventing Penetrating broadsides. This repeats for Wave 2. However, if team decides to rush Center or ololol detour South around an island mountain. They will be broadside to a bow-on Wave2. Forcing bow-on to turn is actually good. But really. It is only a good move made after bad move made by team when some should actually gone West to catch Wave2's broadside. ------------------------------------ The general problem we all have is of course potatoes. However, I feel that CV at T6, at these scenarios, they are less powerful than the old RTS (cough cough 1/2/2 ryujo masterrace). I see many CV in the queue, once 11 so I dropped and queued in BB/CL instead. Combining potatoes with these CV...I don't know if they are performing worse than auto dropping in old RTS. But 1 wish I did get granted: all CVs are workable? It was herpaderp moment when people came in with 1/1/1independence( or even old 2/0/1). or 3/1/1 Ryujo. Haha remembered when T5 could join scenarios? RTS carrier with less action with downtime. Now replaced with more action. Is it fun? Yesssno. Is it chill? Situational. Why is that? Because they are no longer powerful. Oh no, my (insert main class here) is now in a wheelchair! It has become harder to perform in reworked CV in these Scenarios when you face High tier scaling AA like Izumo,,, or let us take Myoko short range DPS of 419 vs 214 Aoba vs 85 Furutaka. Even the long-range constant DPS of a wave of screening ships is hurting and gravity taking down planes. It feels like CV rework was only for Random Battles where you, scout, choose n' pick 'easy' targets, however, in scenarios: There is no gain without pain when your only targets are a AA blob. All isolated targets or many with crap AA will be 'business' as usual for CV and it is when CV is actually fun------ in PVE. Getting out of reserve and letting your team down is not fun. Scraping the barrel with rocketplanes vs BBs for 1k chip dmg. Or hey, let's be smart and not risk your planes, be passive instead and get bashed by team for not being active. Would be actually a good idea to separate balance for PVP and PVE. Now it feels like it is just a side minigame game mode - oh, that door? you may enter the door, but you might regret stepping inside. It would be hilarious if CV cap was raised, to 3 like BBs to simulate an actual naval Air raid. What if in scenarios CV reserve was actually historical (larger, Only a bandage solution though)? CV went from Alpha monster Like a Flying BB that went ahead and kill secured, reducing the number of Guns threating your team. to now an annoying mosquito to an enemy. Change my mind meme: ------------------ Now some flashback to the old days. Days when IJN torp have tightening-, vs USN spreading patterns. IJN highly accurate bombs but potato dmg in contrast to USN. Let's start with the Aegis Squad preparation and launch time, stack squad time took time. You never had the pre-spotting problem I mentioned. Sure if a DD decided to go Northwest, the BB would be spotted. it's doable even though RNG AA can wipe your squad (oh no- the fearmongering). You can always bait the enemy DAAF when you see Panic range, in these baiting, you maybe lose 1 plane in RNG, wait 40sec. Move in, you probably lose 1-3 planes in total when going in and pulling out. Have fighter squad scouting Torp paths so potatoes with half brain can not drown by flooding (Haha back when planes were actually good at spooting torpedoes.). 3 enemy CVs at this map forced people to mount DAAF. This scenario was farmable with a half decent team. Killer whale Ryujo 1/2/2 easymode with 200-300k dmg. Carry hard without breaking your back. Enemy CVs are easymode. Crossdrop to win the objectives if none of your team splits up when enemy reinforcement comes. Raptor Rescue Where the bots are buffed AF. They got camo, drug performance enhancing flags and captain perks like Fire preventions. Bait DAAF, Lockdown enemy fighter and keep your strike focused on CV to prevent more launch. because people can't torpedobeat autodropping AI. This scenario is farmable with a half decent team, the only wipe is 1-2 people are not head of raptor to deal with ambusing DDs that trops Raptor. Defense of Naval Station Newport Farmable with a decent team, not a half decent team. I would say, the more old T6 cleveland you had, the best HE DPS you had to deal with the rushing IJN ships. Enemy CV was annoying, it got the most annoying when you get punished by failure that a T7 carrier 2/2/2 spawned far back. Really hard to get a strike and sink it in 1 pass. In this punishment, it is better to leave the CV alone and lose a star, focus on win through timer. Because the Best attack is defense right? The Ultimate Frontier This is a no go for CV. You're facing USN AA ships,,, with AA perks. Not fun to lose planes in and out, a really bad scenario for a CV. Edit: forgot Narnia scenario. It's bad for CV
  5. Raptorresuce has gotten harder due to IJN gun buff. And before that, all enemy ships in this op have fully specd captains. Did they also have camo/flags? Anyway, their 203mm AP shells with botaim to the citadel really shows that CA/CL can't sustain if aggro, so BB have to keep up and tank. For the XP part, it seems personal performance does weight more in. Had a 5star when 1 guy dies to the first torp, gets like base 250xp. And 1 afk BB tried to catch up, but got intercepted by kamakaze /kuma/cv just south of Raptor Spawn, got base450xp.
  6. TheSoulCollector

    Concerning the upcoming CV rework

    Sure the CV rework is more action, but I like to use my other hand to eat ice cream.
  7. TheSoulCollector

    Co-op Battle Missions

    Defense is horrible. Spawning in mid and get swarmed from all 4 corners. 1 Match we had 2 crusiers and 1 DD, rest BBs. Cruisers died vs their BBs and we faced too many DDs that we got swarmed and torped. Matchmaking sux also, me in a T4 DD and T5 CV and bots. The bots traded them in vs. same amount of enemy bots. CV got killed early vs 1 DD because spawning in mid and he will get set on fire from every incoming enemy. With few players in a match, I WOULD rather play the normal COOP and only defense if there were FULL house of players. Regards to CV, enemy CV is far away in low tier matches behind a mountain, requiring a fast ship / DD to hunt CV. That is 1 less player in defense of mid for minutes and in we all have our Crappy AA on lower tier all scattered. Easy slow pickings by enemy CV over the duration of either short or long match. So how about that map when we spawned at West side instead? I liked the placement. But too many enemies and too fast. we split up, me in a NM, NC and Cleveland went against 2 Cleavelands, 2 DDs, 3 NC and 2 tier 7 cruisers. Both of my teammates died, I got 5 kills, but it was me in a NM vs 3 NC lol. My suggestion. If we were to spawn in mid, have the enemy spawn in 1 corner at the time and set a timer before next spawn. Also, Remove Team Bots in our team they are a big handicap to the players. If not enough players; put the player with bots in normal COOP Another suggestion is to spawn the enemy at the corner/far side so we have some at least 1 minute to take positions. I have experience that enemy DDs are in our cap within 1-2 minutes after start. Another Suggestion. Mirror match the boats and add low tier enemy ships to match our team lowest tier. Test with 1 tier below Team lowest Tier. Another Suggestion is to add more teammates, whenever it is bots or not. Another Suggestion. AI needs to capture both bases and we can recapture 1 base. Last feedback. I wouldn't play Defense mode at this stage on the live server because it is too hard. It might be playable by a full premade Team of players that seeks a challenge in PVE. Edit 1: Assault mode gets positive feedback
  8. TheSoulCollector

    ARP ships - A Response Thread

    I don't really care about the: Cosmetic: I play on lowest setting for best loading performance (HDD) or else I may get into a battle after starting timer due to loads of mods. Sound: my sound settings is pretty much none to minimal. The game doesn't need to sound so loud. All I know that I have a kongo and myoko that I may occasionally take out. And if that Atago is to come out, well then I will get Atago without its premium credit income. Personally; I don't like premium-gated content and I would like that non-premium-class-ship counterpart to be researchable. It is better for the gamebalance I think because; none of the premium "unique" ships would be more or less OP / UP with a Gated-$$-Price-tag for its tier. Well it depends on its hull, and if Tripitz would be how much different to when Bismark comes out. Anyway, this is off topic. If so more ARP missions are to come, well yes, more reasons to hoard pixel stuff and more incentive to play the game more often.
  9. TheSoulCollector

    What if ammo capacity is limited as WoT?

    Yea I noticed the error in the poll which I copied from the WoT topic I created, I will fix that.
  10. I have always wondered why ships don't have ammo capacity such as tanks in World of Tanks. Is it too punishing if one runs of ammo by excessively firing as it is in certain tanks in WoT? P.S. I created a similar topic on WoT forum as vice versa. Edit 1: fixed a error in the poll
  11. TheSoulCollector

    ARP ships, no consumable camo. Please add, WG.

    I would guess that WG is free to do whatever they want with ARP content regarding GAME BALANCE. (Edit 3: if the owners of ARP content are above all; they could specific told WG in order to use their Content is to put ARP kongo as a tier 1241875 and Myoko as a Tier 1 with 99999 HP) Let me highlight the points I am trying to make: 1: There is a imbalance because ARP ships cannot mount camo (bonuses). 2: WG is missing out the potential income by not having camo to the ARP ships just for the bonuses that (their counterpart) 1 ordinary Kongo or Myoko can mount. 3: I don't care about the cosmetic gets ruined or not. As I suggested is to have the ability to buy camo and it gets applied as an invisible paint job. The guy gets his camo bonuses and WG gets potential $$. Everybody are happy. Still don't get it? How about we remove the ability to mount Premium damage control ability on certain ships? Imbalance? Reduced profit for WG? Edit 1: paying attension to your example: I guess you get it in another example that is unfair. How about complain about Yubari then? And while you are at it as I am in my case. Put forward the suggestion that Every(Edit 2: premium) ship should be able to mount -4% acc or -3% detect perma camo. Typo Edit 4: My albany(free) and Emeden(earned) doesn't any particular fancy striped camo, but has a invisible camo with benefits. My ARP kongo and Myoko are jealous.
  12. TheSoulCollector

    That feel when 100% losses

    psst... play pve, enjoy 98 % win rate. Slow grind, but it keeps you sane.
  13. TheSoulCollector

    ARP ships, no consumable camo. Please add, WG.

    The point I pointed out in OP is the Bonuses that every other ships can mount. WG either made a choice or they missed it. Why not having INVISIBLE regular camo that players can throw in GOLD or Silver and consume ingame stuff which is... guess what? camo that every other ships can mount. Edit 1
  14. TheSoulCollector

    ARP ships, no consumable camo. Please add, WG.

    "They function just as a normal techtree ships " -Ectar Except they cannot mount any consumerable camo. Edit 1: I looked at my Albany, it already has a 'perma camo', I could demount it. Mount a silver one. Destroy it. Mount back the perma one. So I could change between Perma -4 acc % and 30%xp :::: To :::: just -4% acc or 3-% detect.
  15. Even though those ships are copy-paste stats-wise. They are inferior to their counterpart which can put on gold and silver camo which gives advantages. So how about enabling us (who has ARP ships) actual consume stuff in your game? What is the problem WG? Don't want to eat up my Gold/silver which consumable that every other ship has? I wouldn't mind having invisible camo or not, just don't let us out on these bonuses, these camo everybody else has. edit 1: typo
×