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TinQQQ

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About TinQQQ

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    Able Seaman
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  1. TinQQQ

    BBs and APs

    As an update to this issue I have found some inner peace with myself & NC by just ignoring everything else on the table besides enemy BBs. For those, it is pretty possible to do AP damage as "usual", even from a distance. Even Kongos take citadel hits from North Carolina. It's just the cruisers and DD's that are apparently empty from inside as it does no harm shooting holes in them. It does feel a bit stupid to flee from enemy Hipper etc but better to confess the facts ON THIS GAME than to sink to the bottom. That Hipper just slams me with tons of HE fires while I cannot do more than 2% hp hits in return and then I just goes to me not being able to reload fast enough to get 50x 2% hits to the hipper before I burn down. Fleeing is also going to take place whenever within 10km of an enemy ship that has any kinds of torpedoes. I've tried playing more aggressive with NC. Shooting from closer range. It seems to be beneficial especially when fighting other BBs. Easier to hit the exact point supposed to. As mentioned it does feel that the NC shells travel about 35 km/h. When shooting from a distance, it's better to pick that enemy BB that has its guns pointing some other direction. That guy is most likely not aware that the shells I fired now are going to be hitting him after 13,8 seconds in case he/she does not change course. Although going closer means there's some damn torpedo-equipped cruiser going to rush near me and my shells do the same 2% damage whether I overpen through a myoko from it's port to starboard or from the bow all the way through the stern. I might just test that steel ocean you mentioned. Maybe they don't have empty ships there...
  2. TinQQQ

    BBs and APs

    Yes, let me point out that I do not find it difficult to hit enemy ships and I do know where to hit them (just the middle of the ship). It just starts feeling like a design flaw when I have +60 hits to ships and zero citadels. Battle performance is therefore crap and my team loses if I'm the "top dog". What can you do when it is not even possible to reload faster. Imagine the odds shooting a cruiser 60 times with AP shells never hitting the middle section of the ship, which is about 70% of the ship. Apparently the shells bounce of from the decks of the cruisers in the game. It makes this sound when it happens. What is the point of range if in this game it is not possible to damage anyone from +15km range? Historically the only reason to build bigger guns was to be able to outrange and destroy enemy ships from a distance. You didn't see Yamato shells bouncing from the decks of medium cruisers, they would have blasted enormous holes to these ships (yea yea, historically with yamato it never happened). Anyway. This game doesn't work with BBs. I'd like to see how it goes by "overpenetrating" Clevelands engine room with a 405mm cannon shell. Does it affect the ship's operative status or not. WG says 1% dmg & no problem, I would say immediate engine failure + possible fire. Overpenetrating in this game just means useless BBs.
  3. TinQQQ

    BBs and APs

    Hello, I've now been grinding this with BBs up to North Carolina. It was a struggle, but now it seems NC is just as bad. The complete AP shooting thing is just one massive gamble. Shooting every single ship class it's just 95% chance for 400 dmg hit and 5% chance for 14 000 dmg hit. The citadel hitting system is so much of a gamble it is getting pointless. This game is riding so far with the historical accuracy, ranges, calibers effecting damage etc but this AP shell matter just ruins it all. BB loses to a cruiser if it just didn't happen that day that the BB hit the ship with citadel hits. My personal best is over 60 hits to cruisers of all kind and zero citadels. I do understand that there is a concept of overpenetration, which sounds solid when it comes to small DDs. Yeah you got so big guns that the shells just fly through the DDs and don't do any damage. Umm okay. But how is it that cruisers can have 60 holes in them as well and still have +60% hp left. Yes, one clever idea is "to aim better". Aim better to 22km. Anyway, that is not even the issue. With the shotgun -style dispersion it is still easily possible to hit the middle of any enemy ship. Hit the hull, hit the superstructure. You name it, it can be hit, and it does no damage at all. As a result BB is just a slow firing cruiser. I didn't think that was the point. BB was supposed to be the slow, armored turtle that does not fire often but when it fires, and if it hits, it should do serious damage. Now it is all there except that damage is 0,3% of the total hp of a same tier cruiser. It get's especially frustrating when you see some torpedo-equipped cruiser engaging you trying to get close. You take you last chanse, turn broadside against the cruiser, fire all guns and hit 6 shells to the cruiser just to see that well [edited]it did almost 10% damage to that cruiser and now I'm going to get torpedoes up my ***. On another day you do the same thing and happen to get 1 citadel hit and the entire cruiser blows up. There's just such a huge difference between normal hit and citadel hit that it just makes this BB gaming like gambling. Maybe you do some damage, maybe not. It is not up to you. Is there going to be some patching for this in the near future?
  4. TinQQQ

    Carriers way too fast

    This was either the point. It is supposed that BB's weakness is a squadron of torpedo bombers. That is the name of the game. The problem is that carrier doesn't have its own weakness.
  5. TinQQQ

    Carriers way too fast

    I think the bottom line is that every ship class, like every tank class in WOT, should have strengths and weaknesses. It is pretty well in balance, except that VI+ Carriers have no weaknesses. For Langley and bogue this is ok in my opinion. Langely goes like 18 knots, which is "fine" as then it requires teamwork to keep it floating. With VI+ carriers they can be left alone and let them speed away from harms way. I think it was supposed that fast destroyers would have been the weaknesses of carriers, as destroyers were supposed to be agile enough to successfully dodge torpedo bombers and DB, catch the skirmishing carrier and send it towards the bottom. This being the case if the enemy team had left their carrier out of protection. However, that is not how it goes nowadays as the destroyers are not able to catch the carriers.
  6. TinQQQ

    Carriers way too fast

    Correct. However, the general usage of this carrier speed -capability was not the topic. The topic is about why is there such an advantage being given to the carriers in the first place? Surely, if you would have laser-guided missiles with 100km range on your BB you would use them. The question would be then is it good for the balance if one ship class has such laser-guided missiles. Carriers are already powerful (way more powerful than SPG in WOT) and giving them the bless of speed makes them too powerful as they are really hard to defeat by any ship since they cannot be reached. Thankfully the carrier MM was fixed so that there would be no more games with uneven carrier sets. Still, if you happen to have a AFK Independence and the other team has playing Independence it's pretty much game over. I'm not sure this is a good thing.
  7. TinQQQ

    Carriers way too fast

    This is pretty much the problem. If you spot the enemy carrier with your DD, you cannot "sneak upon them" if they happen to be sailing to the same direction since higher tier carriers are just about as fast as the destroyers. And surely, it is better not to use your guns at all before the carrier spots you in order to get more time undetected. Perhaps it is just that destroyers are not to engage in combat against the carriers. This is though where I think the balance drops off. Compare to WOT: Battleships are the heavy tanks. Slow, heavily armored and well armed. Weakness is fast moving scouts AMX/DD's that can run circles around them and the SPG/carrier bombardment. Cruisers are the medium tanks. Average at everything. Good at shooting fast scouts. Not ideal to face battleships. Destroyers are the light tanks. Fast, low hp, no armor, hit & run, look for enemy SPG and deal decisive damage to enemy team. Carriers are the SPG. Hit from far, avoid detection. Strong guns but no armor and no close-combat capability. EXCEPT: Carriers are very fast compared to SPG. This means that "light tanks" cannot do anything against carriers in most cases. What is then the strength of the "light tank"? Imagine a WOT game where there are only heavy tanks and SPG's and your SPG is as fast as a light tank. It would be fun to be a SPG. Nobody is going to sneak up on you and if you see an enemy, just start driving the other way and he'll never catch you. Forget the "realistics". This game needs carriers to be like the WOT SPG's so that the balance is correct. Carriers need to be defenceless both in terms of not having close-combat guns and not being able to just flee from the scene. It is the team's job to protect the carrier. Just like tank team has to cover the SPG.
  8. TinQQQ

    Carriers way too fast

    Well, to answer some of the questions dedicated to me above: I do not usually go for the carriers with my destroyer, but I do find that at higher tiers (VI to be specific at the moment) the life expectancy of a destroyer is even lower than at lower tiers. Whenever I get spotted, there are 5-10 enemy high tier ships within their max firing range (that circle has greatly expanded from tier III to tier VII). Within few seconds, there's a shitload of shells raining at my deck. This has got me to change my way of approach from "lucky frontliner" to finding open doors from the enemy lines to sneak into their side and do surprise attacks from there. That is usually when I find their carrier(s) sailing somewhere and sometimes even non-escorted. However, my evil plans go down the drain once I realize that I'm not fast enough to ever catch them. Sure, one could say I should just be better, but I was just making reference to WOT, where SPG is kind-of like the carrier, except that it doesn't drive like a light tank. That being the case, the carrier is perhaps a bit too OP as it stands. Sure, "in real life" the carrier would indeed be sailing on another ocean than the destroyer and they would never meet. It would be the planes that would bomb the destoryer down. Anyway, this is not a simulator in any way.
  9. TinQQQ

    Carriers way too fast

    Well, those are good points. Apparently carriers were pretty fast already back in the days. However, for this game I still think the carriers are unnecessary fast and agile (keeping in mind that planes fly ~60 knots in this game, which is a bit less than shells travel in the air etc). Yeah, it is not a simulator I know, but I suppose carriers should be like SPG in WOT: they hit hard from far but should be vulnerable if "found" by the enemy. Now the carriers can just flee to the other direction at the same speed the attacker is pursuing and keep launching masses of planes against the pursuing enemy. As it takes 25 seconds for a carrier to resupply bomber/torpedo squad it is therefore possible for a carrier to almost endlessly flee from the attackers and keep bombarding them with planes. The concept doesn't work, especially for a destroyer that doesn't do much damage with cannon and can only survive from 0.6 torpedo hits. Either A) Torpedoes have to be "realistically" fast, not travelling the same speed as fast ships or B) Carriers would have to be travelling max 20 knots. Carriers should also have poor detection range (not planes) as now they can pretty much spot a destoryer even before the destroyer is in range with its gun...
  10. TinQQQ

    Carriers way too fast

    Hello fellow captains, Now that this game is no longer a beta I suppose it is appropriate to nag a little. I must say carriers in this game are way too fast compared to the rest of the ships. It is not that uncommon to find myself pursuing an enemy carrier with my destroyer. However, if the carrier (not even knowing I'm chasing him/her) happens to be autopiloting to the same direction I'm heading, my mission becomes a never-ending mission. My destroyer Minekaze/etc. sails about 38 knots and somehow it feels as if the carriers go +30 knots (Ryjo, independence etc) as it takes forever to "eat" the gap in between. Not to mention having to torpedo the carrier down, I would have to be way ahead of him since I'm not even sure which one is faster, a torpedo or a carrier. So is there some specific reason why these "behemots" of naval warfare (colossal aircaft carriers) are faster and more agile than most of the other ships? A leftover from Beta? Can it be changed then?
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