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Everything posted by thiextar
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Bearcat 3xTiT sealclubs ( lower tier ) Cruisers
thiextar replied to Beastofwar's topic in General Discussion
Gotcha! Weren't you against stats, believing that they don't mean anything and showing them to anyone makes you an elitist? (Good work improving at the game tho, i thought you stood no hope when i read that old stat thread of yours) -
From what ive seen, you dont get the ironium as containers, but straight into your inventory, with a little announcement popup on screen. You do get supercontainers tho, i got one yesterday(containing useless credit flags of course )
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Bearcat 3xTiT sealclubs ( lower tier ) Cruisers
thiextar replied to Beastofwar's topic in General Discussion
*edit* Anyhow, your threads are very entertaining to read and the highlight of my forum-time -
My advice: Forget about the super random missions, just get a load of signals and camos on your ships, and do the credit/xp missions, or other consistent missions such as coming top an x amount of times.
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Back after a couple of years - whats the best changes?
thiextar replied to TycBrum's topic in General Discussion
Thats the worst change tho... -
To add to the other comments here: It is also possible to penetrate specific parts of a ships armor without doing damage. For example, your shell can pen the torpedo belt of a battleship, but shatter/bounce off the actual hull of the ship, in this case it will show as a full pen, but deal no damage.
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I think that most of us agree that aft is rather lackluster atm, as that 20% extra flak damage doesnt really make a difference, its all up to if the flak burst hits or not. So my idea would be to make it either buff flak rof, or give the flak bursts themselves a larger radius, thus making the skill increase hitrate/making it harder to dodge flak, rather than applying a damage buff that doesnt really do anything. Anyways, let me know what you think about this idea, or if you have any other ideas? Maybe you even think that aft is worth 4 points atm, in which case, please convince me :)
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World of Warships: Legends Is Now Officially Live
thiextar replied to The_EURL_Guy's topic in News & Announcements
So i get to play a worse version of the game with worse performance than what im currently playing? Im sold. -
The stream has to be live, to receive twitch drops, just always keep a warships cc stream running at 160p minimised somewhere, you dont actually have to watch the stream. Also, it can take a few days sometimes for twitch drops to arrive in port, and then you get like 6 at a time.
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That would just mean that no one uses bft instead... 15% more flak damage does nothing, and therefore wouldnt even be worth it as a 1 pointer. Flak is all or nothing, a small increase in damage wont change anything.
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I think thats too little tbh, as manual aa gives -20% sector switch time and +20% sector switch damage, which would be better than aft at everything ^^ My ideal solution would probably be a combo of uglesetts idea to seperate it into a pure aa skill, and then balance it after where its put, so if it still costs 4 points after split, 15-20% flak radius should be fine, or if the skill is made cheaper, it could give something less useful or just a lower %. Anyways, i like the idea of keeping continous aa and flak seperated in the aa skills, as it allows for variety and choice in what you focus on strengthening. Rather than aa skills just making aa overall stronger, you get to choose between flak and dps. Maybe it would also be possible to bake in the sector reinforcement in this choice, rather than it only affecting continous.
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This too is very well observed^^ So most people here seem to agree that aft needs a change, what do you guys think of the specific ideas of making aft give 20% flak rof or 20% flak radius or something like that? Or does anyone have any other/better ideas? I would like to collect and rate all the possible options.
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Yeah I think you are on to something here, we need aa skills that are actually dedicated to aa and thus worth taking in for example an aa cruiser or non-secondary battleship. But I still think that aft is the biggest issue at the moment, as it's supposed to buff aa, but in practicality just doesn't,while being the joint most expensive aa skill.
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But my point is this: that damage boost in the flak burst doesnt do anything, either you kill a plane with one flak hit or two flak hits, theres no inbetween. If the carrier player dodges the flak, he will be fine, if he doesnt, he will die, the extra damage in flak doesnt change that. Especially considering that you can get bft for 3 points which increases continuous damage which is much more valuable, because increasing that actually makes a difference, in comparison to the "nothing or everything" nature of flak. Or you can get manual aa for 4 points which increases continous aa even further. In comparison to these two skills, i just cannot justify taking aft for aa. And aft increasing secondary range and low caliber range doesnt really work as an argument either, as i can count the number of high tier ships that gains anything from that on one hand. German full secondary build bbs(which arent as competative as their tanky meta-builds), massa and harugumo meme build, possibly some other ships, but not many. aft was among the strongest aa skill in the past, now in my experiences, it doesnt do anything for aa anymore. Now im not saying it should be "the strongest" anymore, its obviously good to have choices, but atleast we should bring it in line with the other aa skills, cause the only thing to do for aa right now is to get bft or manual aa, wether 3 or 4 points fits into your build.
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What we need is to be able to abort a sector switch in progress.
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But if it gets the azuma treatment, it should be out within the month. Hard to tell really, but i think the alaska was super delayed because of the cv rework.
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Yamato’s Final Mission: Operation Ten-Go
thiextar replied to The_EURL_Guy's topic in News & Announcements
You are forgetting about the 32mm overmatch -
Social Justice Warships: Campaign to Fix CVs censored from Reddit
thiextar replied to FixCVs_Nautical_Metaphor's topic in General Discussion
Please people, do not turn this into a carrier discussion poll, that is not what the subject is about, even if carriers were a perfectly good and fun class in this game, what wargaming did is inacceptable. Dont derail the thread into cv discussion, we have other threads for that. -
Social Justice Warships: Campaign to Fix CVs censored from Reddit
thiextar replied to FixCVs_Nautical_Metaphor's topic in General Discussion
Every poll and statistic we have say that the majority of the playerbase dont think that carriers are fun. But that doesnt matter, whatever your opinion on the subject is, doesnt matter. What does matter is that this thread was not rude, nor did it do anything that was against any rules, the simple fact is that wargaming censored it, and the only logical reason i can find as to why they censored it, is because they were afraid it might gain traction. This has happened before in world of tanks, a youtuber named sirfoch made a video full of swearing, flaming wargaming for their pay2win schemes in that game, wargaming copyright-struck that video, and drowned in a storm of crap. They got bad attention from video game journals, jim sterling, reddit, the forum flooded, the mighty jingles - the biggest world of tanks youtuber left their cc program, they got so much crap for that piece of censorship, and that was a video which mainly consisted of "f wargaming". This time they censored a well written article(no matter your viewpoint of the discussion topic), which had a solid discussion point and no rude language. I dont know about you guys, but im not particularly fond of censorship. Wargaming has gone to far(again), lets make them face the same shitstorm they did when they tried this the last time. -
slingshot drop or cv gameplay at his worst...
thiextar replied to Polackosaurus's topic in General Discussion
Holy crap that is broken. -
A cb comp consisting of all radars is not even remotely competative in comparison to other comps.
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Would be awesome if it would work, but for mathematical reasons, it wont.
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Yup, you gain some accuracy at the expense of slightly slower reload and slightly slower turret traverse. On the yamato that is worth it, as you can buff the already very accurate guns even more. The legendary upgrades are more side-grades than straight up buffs, they change the playstyle of ships, rather than simply making them stronger(in most cases) There are some modules that are more useful than others, the most popular ones are: Zao, moskva, yamato and henri.
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I think that balance wise they are fine, but the entire concept is completely broken and toxic to gameplay and the meta.
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I have yet to face a carrier player that doesnt get every single plane to drop their payload on their first attack run.
