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Everything posted by thiextar
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CV changes in 0.8.4. (DevBlog)
thiextar replied to anonym_cwVecOS6ecVy's topic in General Discussion
Agreed^^ Although we dont actually know if its a nerf until we see the new drop patterns. -
CV changes in 0.8.4. (DevBlog)
thiextar replied to anonym_cwVecOS6ecVy's topic in General Discussion
Sectors are the easiest crap ever to use lol. Just press one button before the attack, then one button a few sec before the planes pass over, and done. The problem is that its actual effect on defending against a drop is just as low as the skill required to use it, aka zero. -
CV changes in 0.8.4. (DevBlog)
thiextar replied to anonym_cwVecOS6ecVy's topic in General Discussion
Nothing wrong with a nerf... -
CV changes in 0.8.4. (DevBlog)
thiextar replied to anonym_cwVecOS6ecVy's topic in General Discussion
Nothing is clear about that message, it can mean any number of things, neither you or i knows what it means. It could mean anything between a 5% increase in dps, and a complete rework of every aa skill, we just dont know, because the message is extremely vague. I know you love defending your broken toys, but you really just come off as desperate sometimes.... -
CV changes in 0.8.4. (DevBlog)
thiextar replied to anonym_cwVecOS6ecVy's topic in General Discussion
the main goal that we want to achieve is for the player to get more effective AA with the proper use of the priority AA sectors and the choice of appropriate skills and upgrades. v v v v v v v -------->and the choice of appropriate skills and upgrades.<--------- ^ ^ ^ ^ ^ ^ Anyways, unless they make major changes to these mechanics, it wont make a difference, meta will stay as it is. I dont think wargaming understands that it is the basic principle of carriers that goes against the game. -
Try using aslains modpack, id say that one is much better anyways: https://aslain.com/index.php?/topic/2020-0831-aslains-wows-modpack-installer-wpicture-preview/ Oh, btw, are you using the microsoft store version of the game by any chance?
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CV changes in 0.8.4. (DevBlog)
thiextar replied to anonym_cwVecOS6ecVy's topic in General Discussion
Im hoping this means a rework to at the very least: aft, dfaa, and sector reinforcement. Other than that, they are mostly talking about small balance changes, which of course wont fix the fundamental issues with carriers. -
In practise tho, dodging carriers attacks will usually end up with you taking even more damage due to getting out of position, or showing broadside to some other enemy. A surface ship never fights just planes, he fights surface ships, and has to deal with planes at the same time.
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The entire meta changed, or have you not noticed? And what carriers are currently punishing, used to be good play in the current meta, because this has always been a game where positioning, crossfires and flanking was dominant. Now its just two blobs face off against each other. That is what carriers did to the meta, and thats a fact, not an opinion.
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Again, flawed logic. The carrier can be anywhere on the map in 30 seconds. If the carrier is attacking someone on the left side, and im on the right side, i still cannot leave my aa blob to flank around, because the second i get spotted away from the blob, i become the carriers best target, and he will go after me next. The carrier DOES force 11 other players to actively play around him at all times, because he will punish anyone who dares flank around or play agressively wherever they are on the map. A carrier cant be everywhere at once, but it can be anywhere any time, that is what is forcing the meta that we have now. Flamu explained this perfectly in less than a minute:
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Your logic is flawed. If i get a zao into a good flanking position, then maybe 3 or 4 enemies on that side will have to play around me(until they kill me or force me away). If i get a moskva in radar range of a cap, then 1 destroyer has to play around me. If i press "play" with a carrier, then 11 players have to play around me. Not a single ship in the game can force the entire enemy team to play around it by simply entering a battle, except for carriers. This is why they had such an effect on the meta.
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Yes, you are supposed to have to play around every single ship on the enemy team. The entire enemy team is not supposed to have to play around you. Those are two very different propositions.
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Then prove it by posting a replay. How do you even "notice" that enemies are using an aimbot anyways? Considering its less accurate than just aiming yourself
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1. That mod is very old, and has been illegal to use for years, usage of it will get you banned through an automated system. 2. That mod is worse than just aiming yourself, it only provides lead for the current course and speed of your target, it cant anticipate turns or read situations as well as a player can, and will result in dealing less damage than just aiming properly. 3. Please provide a replay where someone "cheated"
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Please explain further what "Cheat" your enemies used? A replay would also be good....
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Then again tho, i dont think it would be such a bad idea to make it more effective vs bbs, i mean bot gunners or not, its not like its possible to miss a battleship at 11km due to bad aim... It shouldnt be buffed vs cruisers and dds tho, its already very strong vs those.
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There is actually a super simple way of buffing secondaries vs battleships, while keeping them as they are vs cruisers and destroyers. Just make secondaries target the decks of ships, rather than the belt like they currently are doing. Right now, secondaries aim towards the belt of ships, this doesnt matter too much vs cruisers and destroyers, as your usual secondary ifhe build will pen them regardless. However, vs battleships this means that secondaries can only pen them at long ranges where the shells plunge onto the deck, and even that is less reliable than if they would just aim for the deck to begin with. All that needs to be done to make secondaries more effective in brawls, is to make them aim for the deck
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Waaaaay to much teamwork to ever happen in randoms, thus this will never become meta. Also If a single ship on the enemy team requires your entire team to play together in specific formations / strategies, then that single ship is utterly broken.
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Well that is exactly the issue tho... You can do something to preemptively stop a drop, you can stick with your team, move as a blob. If you are a destroyer, you dont do anything agressive, you play safe, you dont try to contest caps until much later in the match. You dont push, you dont flank, as that would only isolate you. etc etc. Every single thing that can be done to preemptively mitigate carrier attacks is atrociously bad for the meta, and creates this blob camp fest meta that we now have. That is why we need to be able to do something about carrier strikes as they happen, because the meta that has been created right now is extremely boring.
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Then again, in my mind, a good shader and physics engine does more for graphics than any super hd model ever could.
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Dont extinguish the first fire, that is the classical newbie mistake. Wait until 2 or 3 fires, or make sure that you are in a position where they cant get any more fires on you before you extinguish. Using damage con incorrectly will easily lead you to taking twice the fire damage that you would if you use it properly.
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The problem is that there are only two things that the surface ship can do about an air raid. 1. Change aa sectors properly, but doing this properly requires very little skill, and its not something that you can get "better" at, as its effectiveness is very limited. 2. Dodge, its usually possible to dodge the first drop from torpedo bombers, but only if you arent already engaging a surface ship, because trying to dodge torp bombers while in a position where you can get shot at, will usually end up with you getting out of position or show broadside, taking even more damage than the torps would have done. There is extremely little a surface ship can actually do to counter air strikes, and it doesnt scale very well with skill at all, as the little you can do requires very little skill, and has a rather low impact.
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Graphics would be nice, but then again, if i could choose what they commit dev time to, graphics would come pretty low on my list, with balance, fixes, ui improvements and such first. Of course improved models themselves wouldnt crash with other dev duties, as the designers are most likely not coding, but graphics improvements would mean a massively updated game engine for better shaders, physics, and such, which would require coders.
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Yup, this is the problem. The only variable that matters in a carrier vs surface ship engagement right now, is the skill of the carrier, The surface ship has nothing to say about anything.
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Well considering they managed to put a change to the spotting system as a "Minor fix", im not suprised any more lol
