-
Content Сount
461 -
Joined
-
Last visited
-
Battles
2563
Content Type
Profiles
Forums
Calendar
Everything posted by Del_Mare
-
to get a hit from without spotting range, it requires you to go straight line for 40-60 seconds of course, maybe he was really really good and might have thought "well, that bb goes this way, but zigzags, so he might be... there *fires*" but then he was simply good and was rewarded as a tip: play the DD's for some time. the experience will tell you what you can do to avoid beeing hit better than any tip we can give you edit: regarding the myogi... yes, it's bad, but not useless. with its speed, you can decide the range versus the enemy usn bb's. you can even stay out of their range at all, while shooting them again and again. but that is very hard to do, i admit
- 79 replies
-
- battleship
- torpedo
- (and 4 more)
-
48% is very close to 50% and with the quite high number of draws would mark a complete average player. not a good one, maybe, but definitely not a bad one, either. a player who contributes exactly as much to a battle as an average player is expected to. so you win almost every second fight, and almost everyone (99%) of the players will sooner or later in the range of 43% - 58% winrate.
-
-
says someone with 48% winrate 10 rounds before one win, hear hear
-
no wipe no wipe no wipe no wipe no wipe no wipe did you get it now?
-
-
that is, indeed superior to sticking together. when i am in a game, i still advise sticking together though. why? 1) teams tend to split DD's and CL/CA one side, BB other side 2) one chunk goes one side, the other splits up further 3) the chunk that meets the enemy lemming train.. half of them sail straight into them and get nuked, the other half turns around and gets shot in the back 4) the other chunk kills the non-lemmings, then continues to drive into the corner of the map 5) when they finally turn around they split up, some go for enemy carrier, some go back to base because our carrier didn't move, and one lonely guy goes to the rear of the lemmings and gets shot to pieces, then yelled at in chat 6) the retreating chunk has long ceased to exist 7) the lemmings kill one enemy after another with focus fire, as they get into shooting range one by one due to their different max-speeds thats my experience with splitting up since 0.4 ;)
-
Analyse welche Schiffsklassen am erfolgreichsten zur Zeit zu spielen sind
Del_Mare replied to Gegenwind's topic in Allgemeine Diskussionen
CV sind grad top weil die meisten einfach stumpf geradeaus fahren. oh, da kommen bomber auf mich zu? scheiß egal, ich dreh keinen milimeter ab, aber ich mach direkt nach dem match n thread im forum auf, bin ja eh gleich raus ausm game. mal im ernst leute, ich spiel alle klassen, cv sogar mit am wenigsten. aber irgendwie krich ichs noch jedesmal geschissen mit meiner new york den verdammten bombern solange auszuweichen, bis ich aus deren japsenstaffeln 1-2 rausgeschossen habe. und das alleine ohne irgendwelche CL-eskorte. Mit CL/CA's anbei seh ich torp-bomber in keinster weise auch nur annhähernd als bedrohung an. natürlich kann ich dann nicht dahin fahren wohin ich wollte, oder weiterfeuern. aber das passiert auch wenn n DD oder torpedo-CA/CL auf 8km an mir dran ist. momentan macht man mitm cv halt gut damage weil die leute geradezu torpedo-fangen spielen, hab sogar ne minekaze erwischt, die aus einer staffel (4 torps) gleich zwei mitgehen lassen hat. ja was soll ich denn da als cv kapitän noch machen? bewusst schlecht spielen weil die alle kein bock zum ausweichen haben? auf dem zweiten platz kommen bb's und CA/CL's gleichauf. BB's machen natürlich den hauptschaden gegen andere BB's und frühstücken hier und da mal mit nem oneshot einen feindlichen CA/CL, der sich zu nah rantraute, sind aber ohne kreuzer fahrende zielscheiben für DD's und CV's. und kreuzer sind die eierlegende wollmilchsau und DD jäger. ein dd gespotted? 2-3 salven und er ist weg. die hohe feuerrate macht ein ausweichen kaum möglich. gegnerische BB's werden angezündet, feindliche Kreuzer zur not im nahkampf mit torps und AP zerlegt. Jo, und das schlusslicht bilden meiner meinung nach die DD's, nicht weil sie schwächer sind, sondern weil sie meist nach dem "alles oder nichts"-prinzip funktionieren. entweder man trifft mit dem torpedofächer und versenkt das andere schiff instant, oder man geht vollkommen leer aus. oder man lauert einem BB auf, rennt aber dummerweise einem CA/CL genau vor die flinte. der freut sich dann und man ist schneller toast als man drehen und die torps raushauen kann. meist steht man im DD entweder ganz oben, oder aber ganz unten auf der rangliste -
well, germany here, everything runs smooth as a baby's bottom
-
keep it coming =) you can't turn 90° to the side, when you see them approaching from 8km away and even if he manages to adjust and readjust within the aa-fire to order that drop: ever thought about how much time you have to react between 1) the carrier player gives the order to drop and 2) you seeing the torps appear a few hundred meters to your side? no? i don't think so 'tis funny, when you tell people who play the class that gets dropped by torp-bombers more often than all other class combined, namely cv's itself, that you cannot avoid torps in those cruisers
-
don't know what game you are playing, but in the version of world of warships i am currently playing, the mentioned tier 4 cv's always have planes. also, never seen a zuiho in full bomber loadout, because it is utterly useless as soon as even one enemy fighter squad is on the field. only cv that goes full strike sometimes, but mostly aa, is the bogue. so basically, you are talking the biggest [edited] i had to read in this thread so far, thx, keep it coming
-
-
that tells me that you don't really know what you are talking about. in a good MM (and yes, it is currently not a good mm because the mm cannot make good teams because of the low amount of players in tier 4,5,6,7) you are useless with 3 tb squads and 1 bomber. the enemy carrier will just shoot down one after another of your squads, and tier 4-5 carriers have as good as no spare planes. so we have 2 tb-squads and 1 bomber quad. with them i can do a maximum of 26k dmg. of course, if the enemy is stupid enough to use his repair kit after the first torp, of course, if he is stupid enough to drive in straight lines, of course, if he is stupid enough to be without escort, then and only then you could do more dmg. once players start learning that standing still is bad, that moving alone is bad and that driving straight lines despite tb-squads flying straight towards them is also bad, you will get a complete different picture about how effective carriers are. just had a game in my new york vs a hosho, both of his squads at me, shot down two of each squad before they were able to drop, got hit by one torp because he dropped them really really good. sorry, i am so not afraid of torpedo-bombers, and i see absolutely no reason for threads like this, demanding to utterly nerf a complete class into oblivion because most players are totally learning resistant. we all want changes on the lower tiers, reducing damage would suffice, making it impossible to even hit a battleship or carrier if he just holds "A" pressed for more than 20 seconds is everything but a good change
-
as a player who has played cvs before the wipe, he can surely say a lot about the new anit-air patches ;) sure, also about the new fighters, alright, i get you. when reality does not fit, bend it, squeeze it and look at it with your eyes squint until it shows what you expect =) cv's are the uncontestant rulers of the game, they alone decide everything, they can kill everything in one go, nothing can evade them. same arguments are used by bb-captains when making threads about OP dds same arguments are used by ca-captains when making threads about being oneshotted by BB's
-
do i have to repost that more than once? because 90 seconds after the match started the ships are mostly in their starting positions aka a group of ships, brainiac. thats why you see the planes usually flying towards those guys who think that staying in a group is booring and go yolo in their battleship alone to the abandoned flank. and those beg for torps, indifferent of a cv or a dd is the source ;)
-
show me please how you don't loose 2-4 planes when you fly straight into a group of 5-8 ships oh wait, you never played carrier too bad, paper warrior here you go: http://forum.worldofwarships.eu/index.php?/topic/17949-a-challenge-to-people-prove-youre-right/
-
tier 4-5 already have fighter planes, their aa is so not pathetic... mm just placed the tier 4/5 carriers vs tier 3-4 enemies so often, because the average player base was around tier 3-4. now that we fight higher tiers, it gets better and better a tier 6 bb doesn't get that easily torped ;)
-
well, a reasonable approach would be to lower the max damage of torps in the tiers 4 and 5, by 30% and 15%. it would still give the cv's the opportunity to single out certain enemy ships, but would allow the enemy battleships to take 4 attack runs before they die...
-
me? because i am good at it and i have way higher stats with my kuma than with any cv ;) ok, sarcasm aside. why do i have high xp with my cvs: because i fight enemy dds who are for some strange reason unable to press "A" or "D" keys, shot them down with one single torpedo-squad. because i fight enemy bb's who don't even move at all, sitting ducks. because i fight enemy cv's that hide behind islands and wait for me to come at them, full hit guaranteed if they only start moving when the hear the "beep beep beep" i cannot, again: CANNOT - it's impossible - oneshot a bb. i cannot do it in two attack waves, taking 7 minutes. except if he isn't reacting to my closing bombers at all. and if an enemy battleship isn't reacting vs my BB for that long, it is dead as well. takes me 3 salvos when he stays on course straight line
-
yes, do this exactly. your planes need 90 seconds to start and get to the enemy's starting positions there you choose your targets. they start turning, you have to readjust. meanwhile, the nonexistant AA of the kumas, wyomings, new yorks, omahas, myogis and kongos as well as the fighter squadrons of enemy carriers, shoot down 2-4 planes of yours. you drop your torpedos and manage to hit the maximum 2 hits per squad, regardless of the losses, because you are good at manual dropping. 30 seconds your target gets 4x6500 dmg, 26k dmg total, bringing it down to half hp. you fly back and rearm your planes, 90 seconds 3 minutes 30 seconds total for 26k damage, best possible result you won the internet by uber spawnkilling o.O
-
Standing still or driving backward in vouge now?
Del_Mare replied to Spellfire40's topic in General Discussion
psst, hush, don't tell them. i love to shoot sitting cruisers with my bb, 3 citadels for 100% sure =) -
unlocking does nothing with your guns below 3km it is impossible for your turrets to keep the target in focus if you and the enemy ship are moving opposite directions, simple as that. full broadsides are still possible, just aim ahead your target, dont move your guns, wait until the enemy ship moves right into your aim... boom you only get one shot out anyways, after that you will be at ranges of 3-5km again and your guns can track the enemy again. or in other words: if you cannot hit your target below 3km, don't approach him below 3km battleships usually fight at ranges of 5-15 km, anything below or above that is rare. sure, in the beginning of a match you get out a few ranging shots at 20+km, but in order to hit, the enemy needs to drive straight lines. below 5km... well, i go below 5km if i intend to ram the enemy ;)
-
tested it, didn't improve my hitrate (played 10 game with one ship with it, compared the hitrate of each game with the average hitrate i had before). it seems to disable the automatical lead assist that helps you with enemies driving towards or away from you.
-
then use the flags, you get 10 for each detonation ;) and yes, it highly depends on your ship how often you get detonated aka ammo-racked. won't happen very often in a bb, but in some CL's... well, they just covered their ammunition depots in paper-armor
