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Everything posted by Nibenay78
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That was my point. AA and Range wasn't the issue at all. It was icebreaker/frontal resillience and the massive HE damage/fire. The click thingy was something, in fact it gave you a choice at least. Do you shoot down torpedoplanes? divebombers? or help the other CV by giving extra attention to the enemy fighters. Pressing O is even less fun. I'd love to see it, but transparency is probably not a known word in WGs bunker. what do you mean? CCs dont care about gameplay? I didn't get that. Gameplay is essential, even unbalanced ships are survivable as long as everyone is having fun. Again I'm all for having CVs and subs in the game, as long as it's a positive addition, not a negative for the core gameplay. However for many, including me, balance is generally included in an enjoyable game. Just the fact that CV is hard limited shows how badly they are integrated in the game. you mean those amazing "how was your last battle experience"? Those I always rate "extremely dissatisfied" whenever there is anything that smells like a CV ingame? I'm sure these are invaluable for WG. For the record: I ONCE got a survey about the gameplay that was non-cv related.... (and I answered properly and giving my reasons why I answer like I do!)
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It was very sarcastic. I have the feeling its like this (in general, not just CV) Players: kremlin is quite strong compared to other BBs WG: lets nerf AA Players: Long range HE spam from Thunderer is OP and boring. Firechance should be less. WG: lets reduce range 1% For the record I have Thunderer, I like to play it because it has good stealth and can sneak up on unsuspecting victims with AP (if there is no CV around). But the long range HE spam just works too good... Subs is under development, they better at least try out a few things. Personally I stay away from the circus so I have no idea what's going on. They ALSO said that "There will be no submarines in the game! They don't fit. Period." - I wonder if it was massive player pressure in ~1000 post threads that made them consider adding them.... (sarcasm alert) We all know people will give feedback all over the place, which is why people should give a reason WHY. I can say CVs suck, but why? As a number person, I agree spreadsheets and statistic are important. But they also need to be interpereted correctly and they only show "balance", not fun. Like I've repeated many times, it's really easy to make a ship that is "perfectly" balanced in terms of damage/winrate/game impact, but completely unfun for everyone. As far as I can see, they don't give a crap what the CC says. I'm certainly not a fan of Flamu's "style" (incessant whining) on his vids, but he IS a good player and certainly makes some good points in regards to gameplay. Another thing is - if you give out a question to enough people, some will come up with good ideas regardless of their ingame knowledge.
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Personally I fire when DD is at max between 10-15km in a BB. This depends on gunarc of my own cannons and angle/speed/actively avoidance of the DD. They are priority targets for me, yet it's not always worth firing on. You should really try to play DD a bit more and see how it is once people notice you... If you die in the initial encounter, the CV doesn't have to stress with you and it will never be experienced as a problem. On the other hand, a bit of spotting damage and maybe a half-arsed strike from the CV can be enough to lose the DD encounters. The real pain is when you ARE engaged, every salvo counts and SHOULD hit. It leaves little time for juking both against DD fire/possible incoming torps and watching exactly where the rocket strike will come. Often when one defeats the inital DD, there can be a path to the CV, yet even sneaking up on him is a rather high risk. I've seen quite a few DDs start gunning at max range, only to die from incessant rocket spam and/or incoming support fire. It kinda breaks verisimilitude that it's harder to gun down a CV with high arc DDs Other option is that it's so late game that noone is close to you when you are CV..and those who are close should not be trusted to pay attention the slightest. My behind is more balanced... I think I will get Komrade Balansokov just to grief newbies... Just gotta be careful about the weak spot behind the 3rd turret on the right side. It's shiney and blingblingy!
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No doubt they listen to feedback of the player experience and perception! screenshot from 43:20
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You really dont play DD often do you?
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Opinion - Why German Battleships Are The Best
Nibenay78 replied to Pukovnik7's topic in General Discussion
Of course doesn't "always work" since they are tiny at that angle and RNG will screw you over at times and not all ships can use Halsey, cough -
Opinion - Why German Battleships Are The Best
Nibenay78 replied to Pukovnik7's topic in General Discussion
When a DD is spotted steaming right towards you (rather frequent at the start of the game) and is spotted by a friendly DD going towards him.. then 7.5 sec it just right to get the shells out a few seconds before he makes his mandatory turn to run shows maximum broadside. Always works... -
Opinion - Why German Battleships Are The Best
Nibenay78 replied to Pukovnik7's topic in General Discussion
Cruisers and DDs should be prioritized, however what do you call long range? Usually for me, a DD will pop up at 10-12 km from my BB. Snagging a salv at a turning DD at 10km should score some hits on a regular basis. edit: thats usually the range from me that other DDs will spot them or the cruisers will radar them. Depending on the angle/speed/players willingness to use wasd, I'll probably fire at up to 14km. -
Opinion - Why German Battleships Are The Best
Nibenay78 replied to Pukovnik7's topic in General Discussion
Halsey ftw... a good HE salvo does wonders! -
Opinion - Why German Battleships Are The Best
Nibenay78 replied to Pukovnik7's topic in General Discussion
You really should tell it to not crash :P After checking my stats, it seems I do okay in GK, yet I don't like or play her much just for the above reasons. Even kiting away but still within secondary range, I feel it's not a issue to grind down GK while playing Montana due to the huge superstructure and ease to score regular hits. Not firing the rear guns makes a massive impact in my eyes. That said, Montana could use a buff ;) I love doing drive by shooting with it. -
Opinion - Why German Battleships Are The Best
Nibenay78 replied to Pukovnik7's topic in General Discussion
Much too poor rear turret angle and to use them one takes massive damage from regular pens. -
We can only hope. But then again its not like you have to actually blast DDs to kill them. The occational pass at the opportune moment will take care of it.
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I have 4 tier X CVs. Please nerf them to the ground.
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Can WG themselves give an explanation how taking ( combinations of ) AA skills and modules should be attractive ?
Nibenay78 replied to Beastofwar's topic in General Discussion
@Beastofwar I assume you HAVE seen the answers from WG there right? and the "battle influence" values... -
Can WG themselves give an explanation how taking ( combinations of ) AA skills and modules should be attractive ?
Nibenay78 replied to Beastofwar's topic in General Discussion
Strange that being invisible offers a major advantage to those skilled enough to use it against those unable to have situational awareness... -
Can WG themselves give an explanation how taking ( combinations of ) AA skills and modules should be attractive ?
Nibenay78 replied to Beastofwar's topic in General Discussion
There is no role as AA support any more after the rework, before it was. Carriers are not teamplayers the slightest, their primary job is to maul the enemy as fast and efficiently as possible. This job is the same regardless how many are on their team. I don't understand how you rant that purple players (clearly not me) will suck more with new mechanics?? I am helping a casual friend grind a bit. He has no idea which planes do what, nor the interest to really learn it, just as ONE example. I don't think players like him will in ANY WAY benefit from a ton of other various mechanics that WG cooks up. I'm quite sure that people like @Bear__Necessities will learn them easily, even myself probably. But seeing as I'm not unicum, I don't fit into your narrative do I? -
Can WG themselves give an explanation how taking ( combinations of ) AA skills and modules should be attractive ?
Nibenay78 replied to Beastofwar's topic in General Discussion
We all probably play, with the same stats as before, yet quite possible we will enjoy it less... -
Can WG themselves give an explanation how taking ( combinations of ) AA skills and modules should be attractive ?
Nibenay78 replied to Beastofwar's topic in General Discussion
What you are saying is . regardless what WG puts in the game, we should just adapt and not complain. -
You have paid your money, now its the next guy or girl...
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Can WG themselves give an explanation how taking ( combinations of ) AA skills and modules should be attractive ?
Nibenay78 replied to Beastofwar's topic in General Discussion
I have a full build on Minotaur. It's not worth it because of the fact it's just 1 CV in the game. Yet I leave it like that so I can watch a few more planes burn, then laugh at the newbie CV and report him for unfair play 6 skillpoints and a module to become "not a priority target" by the CV, yet if he flies over you by accident or even just into the long range AA guns - visible for everyone and likely to take quite a bit of damage. Lets not forget I could have stuff like 10% more hitpoints, -12% reload time and snacks like this, which is effective all the time, not just when the planes may-or-may-not happen to fly near the ship. The AA skills should be merged with others or at least give some kinda benefit not directly towards CV. No, I want AA to be like before: Good play by CV/bad play by me -> massive damage Bad play by CV/good play by me -> no or marginal damage. (note: first strike dealing 10-15k is NOT marginal damage) This is how all other ships work more or less. Why should I? to PERHAPS become less tasty for the attacks of 1 of 12 ships which may not even bother to harass me until the end? In order for that to be worth it for me, the effect must be VERY signifcant! In all cases they are not, especially seeing what you lose out on (see above) The other major issue here is that WG has publicly said they will "do whatever" to keep CV population above a certain level. And as we both know, if AA gets too strong, only the best and most hardcore players will play them. Thus AA will never be "significant enough" to get the skills and module. To pretend to give us options? I'm sure we can find some skills we can agree are of very marginal use in the skill tree, especially compared to other skills on the same tier. Yet they are there for us to pick, right? (Swift in silence anyone?) I'd love to see a summary of the % picked of each skill on the server population..... -
Randomness does not play fair, it clumps together. https://en.wikipedia.org/wiki/Poisson_clumping
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Are you as excited as I am about the new russian carriers
Nibenay78 replied to ___V_E_N_O_M___'s topic in General Discussion
Gym seems more alluring by the moment. Proably good for me! -
Has Wargaming given up on the concept of Free XP Ships?
Nibenay78 replied to bigredg's topic in General Discussion
Riiight! Where was the stock market meanwhile for my few €
