ttchip
Beta Tester-
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Everything posted by ttchip
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I'll try one more time to illustrate the issues with this kind of maneuver if done correctly because I've had two incidents in one game. This fine gentleman did it wrong. Maybe he didn't intend to slide across the border. Maybe he tried to and didn't get the timing right. We'll never know. He pretty much continued driving at this angle, meaning that the AP shells you see in the screenshot citadeled him seconds after this screenshot. This fine specimen seemed to know what he was doing. A cornered Ibuki - "an easy target", one might think. Through the power of lateral border sliding you can see him exposing nothing but his backside. This renders my AP ineffective and I'm forced to switch to much less damaging HE ammo, allowing him to prolong the fight and in some cases even win, despite his earlier mistake, which left him cornered to begin with. I did manage to kill him in this case, having to trade the majority of my remaining hitpoints and eventually succumbing to a fire ignited by him. Now, I don't necessarily agree with MassiveD's methods. He does, however, manage to keep this topic going and that's a good thing overall. I feel like players should be punished for letting themselves be outmaneuvered like this (or alternatively: The opposing team should be rewarded). As is, that is simply not the case.
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They're bloody 76.2mm guns. I wouldn't have opened this thread if I hadn't checked multiple times and I'd advise you to do the same. New York has the same issue on its B hull. No wonder Kongo is considered to have much better AA than this pile of crap: It actually gets long range AA with 5km range.
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After going through the different AA capabilities of all USN cruisers for a different thread of mine, I noticed that Omaha in A and C configuration has 2.0km range on its high caliber AA. Normally, that high caliber AA is considered to be long range AA and has roughly 5km range. Now, I don't have the ship anymore to test it out so I don't know if its just the UI or both the UI and gameplay being fudged. It might even be intended. It just seemed off so here I am, reporting on it.
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What Were Your Greatest Gaming Achievements Today ?
ttchip replied to Hanszeehock's topic in General Discussion
Suffering through this travesty of a matchup while earning the highest amount of base experience has to be my achievement of the day. Edit: I guess this one's a decent match: The Fuso almost died to me and was left with 2k health. Alas, I couldn't deal with everyone. -
"Confederate" achievement is not giving signal flags anymore (at least for me)
ttchip replied to GhostNemesys's topic in General Discussion
You can get them once per day.- 5 replies
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Tagged with:
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You'll get a search bar. Plop the name of a player into that and there you go.
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I've done the calculations, mate. Here's the thread with them. Pensacola and New Orleans fare a bit worse in terms of self defense and A LOT worse as escorts against CVs of their respective tiers. I've also played through them already in OBT.
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It actually does get better until tier 9. Pensacola and especially New Orleans are much weaker in terms of AA against equally tiered CVs. Pensacola and New Orleans definitely aren't "on equal ground". Cleveland still doesn't need its AA nerfed.
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The irony made me chuckle. Also, shameless plug is shameless. Cleveland has the best AA tier for tier of all of the ships in game because it's as strong against strikes as Baltimore and it faces CVs with half the reserves.
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I'm not sure if going for 10km secondaries over AA range is worth it in the current carrier infested meta. That's incidentally one of the reasons why US high tier BBs tend to shine: They have lots of AA for their tier.
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How does that in any way influence what I said? "Two" is still quite a lot more than "not one".
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Aren't battleships kinda underpowered right now?
ttchip replied to Mars_Triumphant's topic in General Discussion
The "trick" is to not repair a single fire. You can have up to four fire DoTs ticking at the same time. Keep your repair for when you have multiple fires running. Also, BBs tend to scale quite a lot harder than DDs and CAs while progressing up their tech tree. As a result, low tier BB gameplay tends to feel incredibly janky with awkward turret placement and ridiculous dispersion. The former does go away in mid to high tiers and the latter isn't as bad at that point because maximum dispersion values remain the same while range tends to increase, leaving you with better dispersion at lower distances. -
Question to Captain skill Advanced Firing Training
ttchip replied to TLG_'s topic in General Discussion
Yes. It works even on primaries if they're 155mms or smaller. -
You've had two draws in the 83 matches you've played. That's certainly not a spectacular ratio but it's still a whole lot more than "not one draw in 1000+ games".
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The point is the same: People divisioning up with ships of different tiers tends to break games.
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450 matches, 270 wins (60%), 36 draws (8%), 144 defeats (32%), 2.66 kpd WR is generally lower (50-55%) in high tiers and that decrease in WR was made up for with an increase in draw rate. At low tiers, draws were nigh impossible for me. 207 battles survived (46%), 172 victories in battles survived I'm surprised by what I'd consider a relatively high survival rate, given that 73% of my games were in cruisers.
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Aren't battleships kinda underpowered right now?
ttchip replied to Mars_Triumphant's topic in General Discussion
Does my average damage of 72k in that ship make me a unicorn, and, more importantly, am I a fabulous unicorn if the answer is 'yes'? -
While reasonable, this really doesn't seem to match my own experience too closely. I'm sitting on 13 draws in 103 matches on my New Orleans and that's by far the highest ratio of all of my ships. The draw rate has been increasing while I was progressing up the USN cruiser line and it coincides with my own inability to actually find and kill certain targets - mostly BBs thanks to their hitpoints relative to my DPM and CVs thanks to them being faster than bloody cruisers. Edit: Yes, the underlying issue is passivity in the early stages of a match. In low tiers you can compensate for that if you're a decent enough player in the lategame.
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That, again, depends on the ship doing it and the ship going up against it. DDs can dot against just about anyone, CAs can do it against other CAs, BBs and CVs and even CVs turn fast enough to adjust their angle to expose as little as possible. Correct. The only thing that riles me up as a mostly-USN-CA player is having cornered people draw out the fight by minimizing their cross section and denying me shots on their citadel. This mechanic is a solid contributor to my fairly high draw rate at high tiers. I have absolutely no issues hitting them. In a game like this, where maneuvering correctly and having the foresight to move at the right time in the right way should be rewarded, allowing yourself to get cornered like that should, in my opinion, equal a quick death. It currently doesn't. ...implying that the border making ships slide laterally is a much more sensible solution. Forcing ships to stop would at least make for better gameplay as it would punish people for messing up.
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Aren't battleships kinda underpowered right now?
ttchip replied to Mars_Triumphant's topic in General Discussion
That's only true until you reach tier 9. Iowas are impervious to 203mm HE from virtually all distances and AP does very little. High tier BBs stomp CAs - and that's not a bad thing. Also, given how my tier 5 BB outperforms all of my cruisers in terms of average damage despite those cruisers having much higher average experience values I really do not see the issue with BBs and their balancing. -
IJN CVs would be even more broken than they currently are if they were allowed to have a narrow spread. The current spread was introduced for balance purposes. As it turns out, having more fighters per squadron (=more DPS) does allow for some pretty severe fighter stomping in favor USN fighters. US carriers pay for that by having almost no carry potential until Essex and generally poor damage against ships.
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It depends on the ship doing it and the ship going up against it. It's probably not that big of an issue in lower tiers where HE is the preferred ammo and it really doesn't matter too much where you hit your target. I'll try to illustrate it through the power of MS Paint: The current border sliding mechanics allow for two things: 1) hiding your broadside indefinitely against any given opponent, effectively denying shots at your citadel 2) reducing your crosssection while still being able to dodge laterally It also really does mess with people's aim if they're not used to it. Some choose to deselect their target focus to allow for easier targetting, leading to higher shot dispersion and even lower accuracy. The latter part is somewhat important because it can increase the time-to-kill drastically. It's a really poorly thought out design for borders and I'd like to see it gone. My preferred solution would be to force ships to a dead halt. Don't give me that "IJN CV's CAN'T DEFEND THEMSELVES WITHOUT IT" crap - that's an issue with IJN CVs themselves.
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What Were Your Greatest Gaming Achievements Today ?
ttchip replied to Hanszeehock's topic in General Discussion
Words cannot really describe how much I hate carriers' ability to scoot around in the back, outspeeding cruisers. This was an amazing match I just had where we couldn't cap a base for half the match. It boiled down to us killing the enemies for points. Right when I found the Lexington at the very edge of the map, the timer ran out, giving them the win. Lexington did the right thing for his team. Doesn't make me feel any better about it, though. -
This seems like this game's "I spam nothing but gold ammo". It's allowed, some people use it and it's annoying as f*ck for people who have to put up with it.
