Jump to content
Forum Shutdown 28/7/2023 Read more... ×

Del_Mare

Weekend Tester
  • Content Сount

    461
  • Joined

  • Last visited

  • Battles

    2563

Everything posted by Del_Mare

  1. Del_Mare

    Unbalanced teams

    well, if that keeps guys like you away, we need way more of it, bye bye for the next game you test and write something in the forums: at first test it. 10 games is not testing, its a subjective snapshot. furthermore make suggestions how to improve the issue you feel needs improvement. and last but not least: when everyone in your thread tells you that your subjective snapshot doesn't mirror the reality, they might have a point ;)
  2. nah, while in wot it is complete miss or deadly hit (except if you use the premium high explosive german ammo), here it is more or less a 1 bullet hit for 840/6000 or a 4 bullet hit for 3500/32000 ;) but to compare it with wot...it is more like shooting each other over the gap in old el-hallouf with kv-2's derp guns, except for shooting up to twelve rounds instead of just one ;) but... well... thats the game, yes. a good player will still hit more regularly than a bad player, but with every shot you have to pray to the gods of rng to guide your bullet the way into the enemies citadel. your aim only takes it 70% of its way in the end, a change would more or less require a complete redesing of a core-segment of this game.. i'm afraid to say.. not gonna happen
  3. i know what you feel, i have argued for something similar when i was accepted for beta testing. but.... there are certain things pro rng a battleship for example, with less rng dependant shots, would wreak havoc in a game in the hands of players like you. you would be able to take out cruiser after cruiser with only one salvo and the encounter you discribed... well, see it the other way, even though you were under fire from two (three) ships, you managed to take one with instead of just damaging it and go down in their, indeed, superior firepower. the pheonix doesn't really excell at dmg per minute. and last but not least, sadly, it helps bad players and punishes good players. due to the high influence of rng in this game it negates some of the skill (leading targets properly) and helps players, who would have missed all shots if they would not have that huge spread... after the problem with wows, where skill was all you needed and newbies died without any chance vs skilled players, wg decided for an approach with more rng... also: you could have fought this tenryus at your maxrange or 2/3rds maxrange, thus bringing your high speed and .. well.. more or less high agility into play, making them miss several shots while you would not need to adjust your aim cause they remained stationary
  4. Del_Mare

    CV Torp Spread

    well, while this is correct, there are possibilities to change that cone into a straight line or into an inverted spread. though i play cv's myself, i don't know how this is possible, maybe by giving your planes new order while they drop (in this exact second). i have seen it in many games, but its not that effective tamtap, on 02 July 2015 - 04:00 PM, said: werid as i got a large spread last game on my jap crap from 1 group of planes and a narrow from the other in this case one of your squads was attacked by a) a single fighter launched by a cruiser or b) a cruiser with the aa-special-ability. both cause your pilots to panic and drop them very scattered, thus the wide arc
  5. Del_Mare

    Please, damage BB's.

    a) get closer, bb's don't hit well at maxrange b) err, you are complaining about not doing enough damage and doing too much damage sometimes and while HE is not the ammo of choice, switching ammo types is an option during a fight. just shoot and switch, not a second of reload time lost but... hey to get this it needs smarts, while on the other hand ranting about "retarded damage rolls" is kinda easy =) too keep this in line: go to one of the threads discussing rng and its influence on the current gameplay, stop demanding, threatening to quit, making new useless threads, gettin heart attacks... and vote for a close... its gettin ridiculous in this forums section
  6. Del_Mare

    Unbalanced teams

    dude, you played tier 1 and two, how can there even be issues with mm? the ships are all the same also, maybe your team had a better cruiser? or even a battleship? you tell me you can - without playing anything beside some tier II - evaluate the mm better than the guys designing mm? and because you think you can you go to the forums to whime about it, while basically everywhere are posts by the moderators, dev team and so on claiming that mm is still worked on, based on the stats we will produce in this open BETA TEST ? my goodness, get out
  7. Del_Mare

    Unbalanced teams

    close the door behind you and do us a favor: please never ever come back. really, never.
  8. Del_Mare

    ecconomy

    wargaming has designed the economy in a fashion, where you will have spare xp on a ship when you finally earned enough money to buy the next one. this encourages buying gold to convert them to free xp, thus increasing the potential income now, one can like that (in case you tend to do convert free xp to skip the grind to some extend) or you can argue against it (because you don't like to play a single match more than neccessary by xp in each ship) i wouldn't expect to convince wg from changing that economic approach because out of the few players active in the forums, even fewer argue against it. but... i also see the importance to give new players an overview over the possibilities, the upgrades etc at lower tiers. by reducing the prices of upgrades and ship-modules in the first three tiers you could allow every player to buy everything, even some premium-consumables. from tier 4 on the prices could stay at the level we have right now, because at that point you know more or less if those extras are worth the additional grind / the RL-money spent. so, maybe yes, some small alterations may be beneficial to get new players involved into upgrades and consumables
  9. Del_Mare

    Unbalanced teams

    i remember teams with different numbers in players
  10. Del_Mare

    A challenge to people - prove you're right.

    Zuiho - JPN CV Tier V - Win, 5 Kills, survived the battle, 125k damage - Credits (without premium) 225k, XP (without premium) 2220 Op? That seems to fit into the list of examples the "CV is op" guys seem to come up with, right? well: Kuma - JPN CL Tier IV - Win, 4 Kills, survived the battle, 174k damage - Credits (without premium) 220k, XP (without premium) 2261 yeah.. well now... cruisers op? Remove cruisers from the game? edit: and we had no carrier, while the enemy had that almighty Hosho to clarify: what does these two games say? nothing Thx to the op for pointing out that this examples are worthless, long term stats are the key to identify an imbalance
  11. Del_Mare

    So, open beta huh

    since you only see your opponents from several km away, it doesnt matter how detailed the dmg model is ;) no, i am usually a big graphic-junkie, but with games such as wot and wows, i like the arcade style and the ability, to even run it on my non-gaming laptop
  12. Del_Mare

    Unbalanced teams

    dude, we are playing a beta, if you have ideas for possible improvements, make them sound like ideas for possible improvements, not a rant
  13. Del_Mare

    ecconomy

    just ignore him, he has some weird understanding of economy, thinking that playing one more match than neccessary xp-wise is an utter fail or something. since he started posting here, you can expect walls of text about why it is fail to play a game with a ship and why gaining money each game is loosing money ;) but this forum has an ignore list for such things
  14. Del_Mare

    ecconomy

    well, while point one and two does make sense, i'd like to highlight that it is already within the game. in the lower tiers, you can only mount the "cheap stuff", while the upgrades in the higher tiers will be priced several million credits. edit: the prices for the "cheap stuff" are already very low. the first upgrade, valued 125k credits, can be bought after 1 really good, 2 normal and 4 really bad games. the idea of a depot - and thus sellable ship items - is really good. in the background mechanics, you already have something acting as a depot in the way that you can always remount items when you rebuy a ship after you sold it, without paying again. the possibility to sell these items would help indeed. but in general i stick to mainbrains and liljumpas statements. first, those upgrade modules should not be standard, second, we are right now faster in low tier progression as it is possible in wot. and credits are the limiting factor right now. an increase in the amount of credits would lead to an even faster advance through the tiers... and that will definetily lead to boredom after a few month/years of playtime. so, i would argue for a decreased xp-amount per match. thus slowing the grind and giving the players some extra credits to throw away for modules
  15. Del_Mare

    OBT US Carriers/BBs

    "ap is useless" you, sir, seem to be totally qualified to counsel the dev team to bring us a bright future in this game
  16. Q1 - DD's: They got heavily nerfed, but still seem to be performing acceptable in low-tiers. You don't really see many of them though, i'd guess only players who can play them very well are still driving them. Overall I would say they are balanced at lower tiers, but still underperforming at higher tiers. Maybe buff their reload, but only slightly. Q2 - BB's: I would say rather well balanced right now. At lower tiers they still lack some punch, but thats ok for the cruisers. From tier 5 on you can easily oneshot them, so they learn over time that getting close to a BB is deadly for them. BB's can be countered effectively by HE-shells and induced fire, and thats fine. Otherwise they would be able to fight vs 2-3 cruisers on their own. Q3 - CL/CA: Was ok, is still ok. The high rate of fire on low tiers allow them to set enemies on fire quite often, but that gets resolved once they step up in tiers and AP gets more and more important. The light cruisers in tier 3-4 could have their AA-armament slightly buffed by around 10% to get carrier captains used to avoiding them. Q4 - CV's: Gives me still some headaches, dropping distances etc. are fine but the targets seem to fail to see that. Main problem is, that the targets don't realize that the drop order gets irreversible long before they see the torps in the water. So maybe reduce the drop-preparation time in favor for longer arming time? Also, while torps vs tier 6+ BB are well balanced, they tend to do slightly too much damage at low tiers. I would recommend to reduce their damage in tier 4-5 carriers to 5k for tier 4 and 6.5k for tier 5. Futhermore, the MM issues are obvious in carriers, but that may be resolved by higher numbers of players in the queue. Q5 - AP: Works as intended, rips enemies citadels to shreds when fired in good angles towards the enemies armored areas. There could be some more feedback regarding bounces and overpenetrations, though. I sometimes have no clue if i overpenetrated or bounced my shots. I know its difficult due to the high number of shots where you get a bit of everything, but especially in salvo-fire where also only one dmg-counter appears, it could give you a vocal statement as in WoT, telling you that most shots overpenned or bounced. Q6 - HE: Works as inteded, ammo of choice in low tiers so the beginners see some dmg numbers going up everytime they hit, allows cruisers to engage BB's in the lower tiers and gets less and less used in higher tiers except for ships that use them by design as standard ammo.
  17. Del_Mare

    Carriers must go

    that is your opinion, please don't expect that your opinion is the indisputable truth. not everything you don't like is "horrible broken" or in other words again: if everything gets fixed that is called horribly broken in this forums, the game would be tetris cv not a high risk class? no other class has "find me and kill me as fast as you can" written all over its deck. they are the favorite food of dds, wich can't be hit by torpedo bombers (except they desperately want to get hit) and with a what? around 10% chance by dive bombers? they need teamplay to stay alive within the first few minutes of the game or get sunk by the enemy cv, they get more torps dropped on them than all other classes combined. yeah, low risk
  18. Del_Mare

    Carriers must go

    so can everything that is able to pen you armor, how does it contribute to the points of the "remove carriers" dudes? remove torps and large caliber guns? that is only explainable with a "detonation", gives a nice medal and also 10 flags to be 100% percent sure it won't happen again. also happens as often as ammo-racks in wot, so carriers are op because every ship is onehittable (with 0.1% or whatever chance to get onehitted by everything, including guns)
  19. Del_Mare

    Carriers must go

    so, in a 40-50k hp bb you are "dead" when you get hit by 4 torps with 6k dmg each your math is incredible, did you even read what you write before you press the button?
  20. Del_Mare

    Carriers must go

    ok, then remove carriers while they helped with their planes to spot torps and dds -> remove dds as well since cruisers have no job anymore and spam "OP-HE", remove them as well now that we have only bbs left, its horrible for new players with that ap-citadel mechanic. noone wil get it, so remove it and remove fires and armor and guns lets just have massive blocks of steel ramming each other =) i get where you whiners want us to go ;) and exactly that is the reason we are and keep arguing for cv's within the game, for torpedos, for punishing players who are mindlessly sailing in straight lines. we want a demanding game, a game that is sometimes quite hard, that needs us to work for a victory you on the other hand want to nerf everything down to uselessnes. longer time of torps in the water? sure. and lets make the approach vector even longer. sure.... tell you what? there will still be people whining because they still got hit. it doesn't change the problem of bb not even trying to avoid planes at all. and when asked to do that, we get arguments such as "you demand teamplay, but i don't want to play in a team" yeah dudes, sorry to deliver that message to you, but in this game you can't yolo in your bb on your own, and you never will.
  21. Del_Mare

    Fastest way to grind to Tier IX / X?

    for the "confederate" medal you are awarded a package of 10 flags, each giving you 50% xp-bonus.
  22. Del_Mare

    Carriers must go

    1 really want to comment on this: the first bb tried to some degree to avoid the torps and managed to get hit by only 2 out of 12 torps, dealing for 11500 damage this attack run, from starting the birds until landing them again, took 4 minutes the second bb did not even tried to evade and got hit by 2 out of 4 torps. you usually cannot hit for more since the bbs at that tier are so short. again, around 12k dmg, if he had turned, he would have been able to avoid at least one torp. if not both the st-loius also totally ignored the birds and was hit by only one for 7k dmg. to put this into perspective: in a bb i would have inflicted more if he would have totally ignored me. the third bb also did not even turn for one single degree, did not even changed his speed and managed to eat 3 torps. thats incredible, you have to try hard in a bb at that tier to eat 3 torps, its really difficult to achieve that. even though, he was brought down to only 66% hp by that very lucky attack. to put this into perspective, if an enemy bb gets such a lucky roll, it results in a citadel for one or more shots, dealing equally amounts of dmg. due to the shorter distances, this attack run took only 3 minutes average. and thats it. more than 50% of the damage was inflicted due by the targets themselves. if they even had tried to avoid them, the total damage achieved in this match would be halved. and thus resulting in an acceptable dmg output of your carrier. to say it boldly: yes, a carrier is OP vs players who don't give a crap about what you throw at them. but so is a bb, a dd and even a ca. this video shows brilliantly that the problem is 99% the bb's who got targeted by the carrier
  23. Del_Mare

    Carriers must go

    as a cv player myself i can tell you that a) a good bb captain will only eat one out of 4 torps that each of my squads can drop. when i manually drop them b) it will take me additional 30 seconds to perform the corrections, getting into new attack angles etc, thus drastically lowering my damage per minute output c) you will be able to shoot down several of my planes when you are traveling in groups with some anti-air cruisers drops within 3 seconds of impact are indeed unavoidable, but keep in mind that you only see that "last 3 seconds" of a 10 seconds sequence. yepp, thats right, i give the order to drop the torps, and up to 10 seconds later you get hit. i have to predict your movements in this timeframe. vs a battleship i can do [2x(8500-armor)] damage if he plays well, so lets say 15k dmg average on the low tiers. thats the damage a bb does with a good hit. your reload time is up to 30 seconds, mine is around 3 minutes. talk about how i ruined your game with inflicting that 33% hp-loss of yours again and... well, regarding teaming up... well, it is a team game, team up or die. thats the essence of this game, you don't have to like it of course. but you won't be able to play successfuly when driving alone, not in the low tiers, and much less in the higher tiers. edit: but, as i said in many threads regarding carriers, i would like to see the first (tier 4) carriers get their torp-damage reduced down to 4k each. to give new players the possibility to learn what a carrier is, to learn how to avoid torps and mostly: to give them the opportunity to do it several times within one game before beeing so crippled in hp, that even a dd can sink them with his guns.
  24. Del_Mare

    Er... where's my Atlanta gone?

    well, they did not raise the prices yet, so don't get premature heart attacks because they might do something in the future ;)
  25. Del_Mare

    What have you done with the game WG?

    i just read the following things: you get personal and insulting you again make false statements (this time about my number of games and preferred ship classes, quite funny because its openly accessible, see here) you claim that not your, but the "general" accuracy fell down to 12% and blame the game. but then please explain to me, the bb noob, how i still have that 29% average hitrate on my bb's? only low tiers played this far you then claim again, that you have more experience with battleships then i have what is kinda amusing, since we both cannot know at this point, how many games we have played in closed beta. but you always assume you have more/better [games, stats, boobsize, further random stuff] than the "inferior scum" in this forum. all in all I see no need to bother any moderator, but I will definetily add you to my ignore list in this forum. just.. for failing to write a single sentence without blatant lies or baseless assumptions about your grandieur farewell
×