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Everything posted by ezymodo
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Let me player a CV in random games by myself!
ezymodo replied to ANTIQUE8NOVA's topic in General Discussion
Oh look, it's Antique_Nova, the guy that made the topic about CV division before. I remember the ignorant post you made while virtually only playing the USN CV line. http://forum.worldofwarships.eu/index.php?/topic/57110-why-cv-players-should-be-able-to-do-divisions-together/#topmost My friend, all of the rerolls in the world will not help your performance if you don't change your mindset. The digital seas is vast; why don't you try playing more other ship lines for a diffference? P.S: Next time when you reroll, make a completely different name, not just typing the old one while holding the shift key. -
What I learned from playing Ranked Games Season 4
ezymodo replied to SkybuckFlying's topic in General Discussion
"Take care, your worship, those things over there are not giants but windmills." -
Why CV players should be able to do divisions together
ezymodo replied to Antique_Nova's topic in General Discussion
Guys, I 'm not trying to put down OP or something, but I believe he currently lacks the experience necessary to suggest any meaningful improvement to the game. Antique_Nova virtually only plays one line in the game (USN CV line) out of 11 available. His stats are also mediocre at best. This explains why he has so much difficulty in carrying the game, and proposing a carrier division instead. Btw, this idea had been tested and rejected by WG already... I bet OP didn't know about this. To the OP: I suggest you play other lines as well (DD, CA, BB), to gain wider perspective into the game. You can also check the guides from good CV players like Syrchalis and check the statistics for top CV players, to see the true potential of a CV under optimal play. As a side note to others, this thread has shown what kind of class CV is: Completely dominating in the hands of expert, mediocre and frustrating for the average Bobs. -
Oh, what a lovely, lovely day it is! Today, as I log into warships and warm up with my Tashkent, I have the honor to play with the great naval strategian SkyBuckFlying (Peace Be Upon Him) himself! What is more, he is spotted not in his holy chariot The Strike Ranger , but in a lowly Fubuki! Surely he is there to show us mere mortals how to play a DD, in connection with his sermon "xp punishment for selfish destroyers" ? While the common plebs rush to the caps and busy fighting the enemy, His Excellency SkyBuckFlying (PBUH) seems to be in a deep slumber, not rising up until 4 minutes into the game! I wonder what kind of deep, strategic thought lies in his mind? Whatever it is, I sure hope that it was worth the loss of the caps. After woking up, His Excellency saw it fit to stay behind his peasants, while firing torps into them, and to the enemy beyond! This is a stroke of genius, especially since most of the torps almost hit his peasants (myself included), and fail to get even close to the enemy! You need some special talent for that, you have to admit. Next to his excellency, a dirty pleb Kutusov that has used his smoke lay dying. Surely he would use his smoke to save his servant, just like he preached? Apparently not, since His Excellency prefer to use his torps instead of his smoke. His smoke is worth more than one of his expendable slaves. So down to the Abyss the Kutusov go. Afterwards, His Excellency saw it fit to charge forth into the enemy while using his precious smoke, firing and leaving the smoke at the same time. This maneuver surely has some deep, strategic aspect with it that my limited intellect cannot understand. Whatever that is, it seems to be successful in driving away His Excellency himself from the enemy, dealing little to no damage in return. Alas, the battle seems to be lost, although certainly not due to the actions of His excellency himself. He made this fact known by giving a harsh, stern criticism to yours truly. A truly great naval battle on par with the 5th Battle of Trafalgar, where the undead Admiral Nelson led his fleet of Maru-Yus to victory against Cthulhu and his demonspawn. The team score screen shows that were His Excellency's suggestion of -200 xp is implemented, he would obtain a total of -69 xp. It is by then that I stumble upon his unparalled genius : Using his scoring system, these "selfish destroyers" would be getting downtiered more and more, until finally they are left lower tier ships, leaving other players to play in peace. It is a reverse grinding system! For His Excellency himself, I believe that his goal is to reach Umikaze from Fubuki within 1000 games, Upon which he will bestow on us the Holy Destroyer Guide that will become the manual for next ranked season. This guide is meant to be the follow - up to the Holy Carrier Guide that shows how he completely dominates Ranked bracket 10 - 6 as an elite creep. I now believe that SkyBuckFlying (PBUH) should register to top clans like OMNI, on which his reputation and gospel is widely known among its members. (I will personally give recommendation to you, don't worry SkyBuck.) Among the best position he can get is as a tester for new prospect members, Where they have to division with SkyBuckFlying for 1000 games and reach a winrate above 55% without ragequitting. (This is still hotly debated among the officers, since this might be impossible even for Flamu or Crysantos.)
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Is WoWS going the same way as WoT?
ezymodo replied to Dirty_Filthy_Scrublord's topic in General Discussion
In my opinion, several factors below combine to create the high tier meta that is experienced right now: 1. The rise of ship designs and characteristics that enable the usage of specific tactics to deal some damage at minimum risk. For BBs, this is showcased by the frontal guns heavy design with good frontal armor, such as the North Carolina, Iowa, Izumo, and Yamato. Naturally, this encouraged the players to go bow-on. For CAs, this is showcased by the stealth firing ability of Ibuki and Zao. And also radar for RU and US CAs, which makes DD keep their distance. 2. The increase of average lethality while using the tactics above. When things like fire chance, accuracy, penetration, and salvo damage at typical engagement time and distance is taken into account, it is likely that one encounter is deadlier in higher tiers than in lower tiers. By "typical engagement", I meant a skirmish where two sides exchange fire (2-3 salvoes) before one of the sides decide to retreat and make a turn (at a risk of getting citadelled). 3. The increase of average player skill with the tier. Despite the exceptions, most of the player in higher tiers are experienced and are familiar with techniques of angling, aiming, and camo mechanics. This is especially true in aiming, which results in higher reliability of doing damage. As a side note, this effect is also observed in ranked battles, where the game becomes more difficult to win due to increase in average player skill (and thus, the decrease of a player's relative ability to influence a battle). 4. At the same time, the higher tier ships are easier to hit and damage compared to low tier ones. The light cruisers are gone, replaced with heavy cruisers with larger turning circle and lower acceleration. These cruisers are also up-armored, which ironically makes them worse due to inability to use overpen mechanics: the chance of getting heavily damaged from every angle increases significantly. The battleships have even larger inertia, which results in it being unable to accelerate quickly and dodge torpedoes reliably. The very long hull also helps to catch all of the spread from the torpedo bombers or shima's quintuple spreads. 5. The higher tier map design with two wide open areas separated by chain of islands, combined with the long gun range, naturally creates no man's land between the to team's spawn. The long gun range means that anything that enters this area will be focused from at least 3-4 ships and sunk immediately, or retreat with heavy damage. The caps are either located in these no man's land, or surrounded by islands such that large ships cannot navigate without being beached or torped to death. Only cloaky, agile destroyers can go into the cap, which results in a DD knifefights supported by BBs and CAs sniping from afar. More often than not, the winner of this fight wins both the cap and the game. Note that I do not say anything about credit here: I got tons of credits (170 million), but I still play cautiously at higher tier. It's not about the credit, It's about the fact that you will lose your ship and the game easily when you're making a single wrong move. -
What Were Your Greatest Gaming Achievements Today ?
ezymodo replied to Hanszeehock's topic in General Discussion
New personal damage record for Ryujo. Of course since it's a CV, the XP reward is peanuts. And as usual, it's a loss thanks to the stupid storm. -
This post is meant to answer questions regarding the number of "unwinnable games " in the neighbouring ranked thread: http://forum.worldofwarships.eu/index.php?/topic/54013-big-ranked-battles-compilation-thread-so-we-dont-have-multiple-other-threads-discussing-the-same-thing/page__st__640#topmost which asked, which is equivalent to asking the skill ceiling of each ships which are used in ranked. Thus, I will try to compile the data of top player performance in different ships for ranked battles this season. The data is obtained from http://shipcomrade.com/ This data is compiled for players both on EU and NA server (not including others such as SEA and RU servers) that have reached rank 1, ordered by their winrate on the ships under evaluation. The battles from 15 top players will be picked, although less will be included if not enough players has reached rank one using the criteria above. (this is more because of practical reasons, since I input it manually) The rank 1 criteria is chosen to ensure that the ships have passed through all of the ranked bracket, with all of the different meta it implies. A minimum of 50 battles has to be played before the player is included in this list. In all cases, a cumulative number of more than 1000 battles is recorded for most ships (I will note when there is less data). And here it goes: DD Blyskawica leads the DD pack with WR% among top players of 66.3%, followed by the american gunboats Mahan (65.4%) and Sims (63.3%), respectively. The lowest performer in this class is the IJn DDs, with Hatsuharu and Mutsuki having WR% of 53.1 and 53.5 respectively. Thus, more guns are better than a mere spotting advantage. It is noted that Blyska and Sims have the highest winrate of all ships among top players in this rank season. CA Among the cruisers, the Myoko and its ARP clones (represented here by ARP Myoko, I'm not checking all of them) leads the way with 61.2% and 63.2% WR, respectively. The higher winrate on the ARP version might be due to the fact that most top players have access to the high point ARP captain obtainable by missions. The second place is, predictably, followed by Schors with the spammy russian guns with 58.7% WR. Atlanta seems to a a divisive ship; it could perform decently, but the record shows only a handful of players in both servers has the ability to unlock its potential. There are not enough data to conclude anything regarding Indianapolis and Pensacola with certainty, although the lack of data indicates that these ships are not played by good players for good reasons. BB Nagato is the better battleship in ranked, with 64.1% winrate compared to 60.7% obtained by Colorado. This might due to its higher speed and mobility, which helps relocating between different spots in the map once a flank is won. The BB experts might want to elaborate on this. CV Despite some opinion regarding premium ship(s), Hiryuu is still the better CV compared to Saipan, with WR of 63.8% and 59.7% respectively. As of this moment, there is no record of a person reaching rank 1 by playing Ranger more than 50 times. This mirrors the consensus of most dedicated CV players (despite some individual's insistence to the contrary) that ranger is unsuitable for ranked battles. Some of the questions you might ask regarding the data selection: why you include both NA and EU ? To increase the sample pool, and evaluate what is possible for the best of the best that used a certain ship for the 4th ranked season. Unlike previous seasons, the same star amount and mechanics are used in this season for both NA and EU server. It was also noted that not all players are recorded in this website, but it is reasonable to assume that the better players are has been checked (by themselves or other people) in this website. In this case, the winrate% ceiling will be revised upwards. This represents the lower limit of possible maximum winrate of each ship during optimal play in ranked battles. The player's name is included so that the readers can check for themselves the validity of each data entry, and so that some of these people might give some insight to others how to achieve such performance. why 50 battles? Most players are not dedicated, and used 3-5 type of ships during the ranked battles. it was found that 100 battles results in few samples, since many good players ranked out before they reach 250 battles or so. On the other hand, 20 battles is somewhat insignificant in terms of battle percentage played to reach rank 1. Thus, 50 battles is chosen as a filter for evaluation. Summary The chart above summarizes the performance of different ships in ranked battles for the top players, which in turn gives some indication of the skill ceiling of each ships. The # of stars per game is not taking into account the case of player getting into top of his team when losing, in which case he doesn't lost a star. Overall, the # of stars obtained should be higher, especially for DDs, and less so for CVs. It can be concluded that optimal play will enable the best ships of each class to reach winrate of over 60% in ranked, although obviously some ships (DDs) are better than others. The greyed out ships (Indianapolis, Pensacola, and Ranger) do not collect enough battles, although it is reasonable to assume that they are underperforming for this mode. I hope that this will be useful to answer the question asked in the beginning of the post, and it would be nice if some of the players above give some tips to us mere mortals.
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Nope. I am here to say the different opinion that the team work aspect is not the problem. It is the nature of naval warfare in general, and the concept of hard counter between different classes that leads to frustration. I could elaborate further, but the end result is that most ships cannot get out of bad, unpredictable situations quickly before getting sunk, and the endgame to be decided by the type of ships left. I would also respond to some points that Ferry_25 raised: I'm not actually sure that this is a problem; in fact, WG might think that this is working as intended. It is common for MMOs to do changes regularly to change the meta, so that the game does not stagnant and changes in play style can be seen. While the common player might not think so, boredom is a problem for top players that has mastered the meta and wanted something new. In addition, this will motivate players to grind other lines and spend some doubloons for free xp, which is another source of income for WG. While I agree about this in general (fast games without fights are undesirable), I do not think that capping forces action. I'm sure that many times you see caps being open and no ships going for it. The problem lies in the fact that except for DDs, most ships do not have the mobility and/ or stealth to cap safely without sacrificing positional advantage or hitpoints. This is true for caps in both sheltered and open areas. The sheltered areas are often so cramped that ships other than DDs do not have the ability to maneuver without getting beached or torped. The open areas are no man's land that only cloaky DDs can safely cap in the without being focused by half the opponent's fleet. This is rampant in ranked battles, but the same situation exist in randoms, only in lesser degree. It might be hard for you to believe, but these good players are not just doing good; they are doing good consistently. Go to some statistics tracking website (such as https://eu.warships.today/) and check the statistics for top players. Sort by different ships. Sort by solo play. Sort by ranked. Sort by dailies, weeklies. Or whatever you want. You will find that these guys consistently do considerable amount of kills and damages, and as a result get a significantly higher winrate compared to an average player. This is even more ridiculous when you have a division of unicums, where 90-100% winrate over an evening session is not rare. If you have a chance and time to spare, try to find a good player to division with (preferably with teamspeak), and watch how these players control and dominate a match. Not that this does not mean they never have a bad day; they have it like others, it just that it happens much more rarely. I agree that the high tier matches are paralized, but I do not think that the repair price is the cause. I have 140 million credit in my account (not a prem account), and I still play passively in most of my tier 10 ships (I have everything except the tier 10 cruisers). The reason of passivity in tier 10 matches is the fact that firepower and accuracy along with weapon range increases significantly compared with the increase in hitpoints and mobility. As a result, focus fire becomes easier and deadlier, with the result that the first ship that gets spotted (which is mainly a BB or CA) being sent into Davy Jone's locker within 30 seconds. This is made worse with the fact that both BBs or CAs cannot turn around to run away without getting multiple citadel hits, which is unavoidable due to high tier ships being more sluggish. As a result, battleships keep their bow on the front while reversing (to avoid citadel and broadside torps) while the cruisers try to stealth fire or mop up while the BBs are being hammered. The DDs keep their distance due to fear of being spotted and crucified by radar, and CVs being limited to hunting down DDs due to insane amount of AA on anything else. While this exist, I found this to be the least pressing issue among all the others. A good player always assumes that when he is spotted, a shell or torpedo is heading to his way. This is why situational awareness skill is mandatory, even on most battleships. You always assumes that your opponent has a good aim, and you try your best to angle so that it hits you in a suboptimal way. I'm also interested that you said Does this meant that you wanted aim assist so that you can hit something? Many people might not know this, but as far as i know the target lock feature (that virtually all people use) have an autocorrection feature for judging the distance between your ship and the target; thus, most of the correction that you made is only for the lead, which mainly depends on the horizontal speed of your target. This is implemented after testing of the early version of the game showed that the vast majority of the players could not hit anything without any correction feature at all. If even after this correction feature some people still have difficulty hitting something, well, I don't know man. I'm fine with autoaim feature being in the game, though, doesn't affect me at all since I'm mostly playing CVs. i'm not sure about tying some income / xp rewards for karma points, which is a whole problem of its own. Either way, 25k silver is nothing, and judging by the amount of compliments that people use in this game, I don't think it will be significant either. My experience shows that the chat is mainly used for accusing people of hacking/ cheating, a short course of cursing in exotic languages, and spewing different types of ethnic slurs.
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aye, the list is for those that has reached rank 1. It's just to make sure that the ships under question has gone through all of the bracket with all of the different meta. I'm surprised that the strike Saipan worked out for you, though. I guess the good players with the fighter heavy loadout has ranked out early.
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1. Just borrowed my friend's account to see how the CV plays in higher bracket now. 2. Pick fighter Hiryuu. 3. See a Ranger in bracket 2-5. I guess he must be your follower or something? 4. No planes spotted on the map, assumes strike ranger trying to snipe. 5. Pull 2 fighters back to the CV, was not dissapointed. 24 planes in 2 strafes. 6. Meanwhile, his dds got bombed and spotted to kingdom come. Rinse and repeat. Got first blood and clear sky. 7-0 score for my team. GG, was close . You know, it is possible that you are Jesus's second coming for CVs. For me, I'm content to be the Devil . I hope your strike Ranger gospel spread far, and may other CV players follow your example. Amen.
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Agreed, what I meant was that the way Mutsuki is played in ranked, it is weaker than a Mahan. It is merely a spotter and a torpedo dispenser, nothing more. You cannot secure a win just by spotting, you also need to deal damage.
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Since I often play the fighter Hiryuu, almost never. Maybe 1 in 5-6 games. In fact, even when I play the strike Hiryuu with Kraken and High caliber I still lost to a dd that capped 2x during the game.
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Big ranked battles compilation thread so we dont have multiple other threads discussing the same thing.
ezymodo replied to txtspeak's topic in General Discussion
http://forum.worldofwarships.eu/index.php?/topic/56598-skill-ceiling-of-ships-in-ranked/ I compiled the data for the rest of the ships in another thread. You guys might want to take a look. -
Big ranked battles compilation thread so we dont have multiple other threads discussing the same thing.
ezymodo replied to txtspeak's topic in General Discussion
Not sure why you would care much about that sentence. It just meant to say that the winrate difference for commonly used ships in ranked is not as the public commonly says in this forum, assuming it is played by the best players in the server. How much is the number that you think, by the way? I'm not sure why you chose the example that the CV is unlucky and the DD lucky (not the other way around), but challenge accepted. Source: http://shipcomrade.com/ This data is compiled for players both on EU and NA server (not including others such as SEA and RU servers) that have reached rank 1, ordered by their winrate on the ships under evaluation. A minimum of 50 battles has to be played before the player is included in this list. In all cases, a cumulative number of more than 1000 battles is recorded for each ship. why you include both NA and EU ? To increase the sample pool, and evaluate what is possible for the best of the best that used a certain ship for the 4th ranked season. Unlike previous seasons, the same star amount and mechanics are used in this season for both NA and EU server. It was also noted that not all players are recorded in this website, but it is reasonable to assume that the better players are has been checked (by themselves or other people) in this website. In this case, the winrate % will be revised upwards. This represents the lower limit of possible maximum winrate of each ship during optimal play in ranked battles. The name is included so that the readers can check for themselves the validity of each data entry, and so that some of these people might give some insight to others how to achieve such performance. why 50 battles? Most players are not dedicated, and used 3-5 type of ships during the ranked battles. it was found that 100 battles results in few samples, since many good players ranked out before they reach 250 battles or so. On the other hand, 20 battles is somewhat insignificant in terms of battle percentage played to reach rank 1. Thus, 50 battles is chosen as a filter for evaluation. Ordering the CVs and DDs used by best players by winrate in this season yields: 1. Blyskawica (66.3%) 2. Mahan (65.4%) 3. Hiryuu (63.8%) 4. Sims (63.3%) 5. Saipan (59.7%) 6. Kiev (58.9%) 6. Mutsuki (53.5%) 7. Hatsuharu (53.1%) 8. Ranger (no data) By no data in ranger, it is meant that there is no record of someone that has reached rank 1 by playing Ranger more than 50 times. This mirrors the consensus of most dedicated CV players (despite some individual's insistence to the contrary) that ranger is unsuitable for ranked battles. Taking the best of its class for CV and DD, the Blyskawica is slightly stronger than Hiryuu (66.3% vs 63.8%). Even not taking the premium ships into account, the Mahan is found to be stronger than Hiryuu (65.4% vs 63.8%). Thus, it is more justifiable to say that the CV player with high winrate was lucky (I.e. he normally get lower) and the DD player with high winrate was unlucky (i.e. he normally get even higher), contrary to the illustration that was given before. In its own class, the Hiryuu outperforms the Saipan by 4.1%. (this is despite the commonly heard opinion that Saipan is stronger than Hiryuu). In its own class, it is observed that Blyska and the american DDs far outperform the IJN DDs by a margin of 10% or more (thus confirming the popular opinion that the IJN DDs are not strong in ranked). So to conclude: Taking the best in each class for DD and CV, driven by the best players in EU and NA server for 50+ games in ranked, the percentage of "unwinnable games" is 33% (Blyskawica) and 36% (Hiryuu) respectively. However, the variance of "unwinnable games" is considerably larger when other ships in class is considered (47% in Hatsuharu, and no data for players that have ranked out using Ranger yet). I haven't tried making it for other ships due to large variation involved (especially Myoko clones). I may try to make it for other ships as well if I have time, but you may also try to make one on your own. -
Big ranked battles compilation thread so we dont have multiple other threads discussing the same thing.
ezymodo replied to txtspeak's topic in General Discussion
Sure, but not as much as you think, really. rhino_mk_ii got most of his wins in USN DDs, with 71.43% winrate on his sims. http://shipcomrade.com/leaderdetail.asp?name=rhino_mk_ii&PR=na&G=0&S=4&B=5&R=4 hochzeepanzer got most of his wins in myoko clones, with 70.11% winrate on his ARP Myoko. http://shipcomrade.com/leaderdetail.asp?name=hochseepanzer&PR=eu&G=0&S=4&B=5&R=4 Farazelleth got most of his wins in Hiryuu, with 67.59% winrate on his Hiryuu. http://shipcomrade.com/leaderdetail.asp?name=farazelleth&PR=eu&G=0&S=4&B=5&R=4 While not many people play BB for a majority of their games, Sualtraz managed to secure 72.41% winrate in his Nagato. http://shipcomrade.com/leaderdetail.asp?name=sualtraz&PR=eu&G=0&S=4&B=25&R=4 This indicates that winrates close to 67 - 70% is possible with optimal play. Needless to say, the skill of these people are far beyond average players that you see in randoms and even ranked. -
Big ranked battles compilation thread so we dont have multiple other threads discussing the same thing.
ezymodo replied to txtspeak's topic in General Discussion
Unwinnable for who? Data for the 4th season of ranked battle indicates that the best player that has reached rank 1 in EU (hochzeepanzer) has a winrate of 67.71%, while the best player in NA (rhino_mk_ii) has a winrate of 70.23%. Source: http://shipcomrade.com/leaderboard.asp?Name=&A=1&B=5&G=0&S=4&R=4&C=0 This sets the percentage of unwinnable games to an empirical limit of around 30% (with noise ofc). I would postulate that a perfect player that plays without any mistakes would have a winrate of around 75%, making the percentage of unwinnable games to be around 25%. -
Big ranked battles compilation thread so we dont have multiple other threads discussing the same thing.
ezymodo replied to txtspeak's topic in General Discussion
And here we have a winner! Now you know that there is something that you can improve and becoming a better player as a result. I could write endless essays about this ranked season, but it boils down to one thing: many, if not most, players severely overestimate their skills. Below is the list of mistakes that I commonly observe during this ranked season: 1. Being spotted unexpectedly without smoke consumables or way out. 2. Entering a fight without ensuring numerical, offensive (DPM), spotting, and/or hitpoint superiority. 3. Exposing a broadside to a CA or BB that has been reloaded. For some ships, exposure is already a mistake. 4. Trying to hold a cap without any possibility of escape and/or backup from the rest of the team. 5. Taking wrong type of consumables, especially AA, when it is observed that 2 or more CVs are in the queue. 6. Entering a narrow chokepoint with no scouts and no clear way of retreat. 7. Expecting help from a teammate without prior communication or mutual understanding, especially when said teammate is busy with something else. 8. Not knowing the capability of different ships, what it can and cannot do, what it’s cooldown time, spotting distance, plane loadout, reload/servicing, cooldown time, etc. 9. Moving in/out of smoke without knowing where the smoke is, or how long the smoke lasts. 10. Taking a wrong route/ fighting position, which either result in total obliteration due to focus fire from the enemy or total uselessness due to lack of line of fire. Yes, these routes and positions are fixed for each map due to the position of spawns and caps, and yes, top players know these positions by heart. 11. For CV: taking the wrong kind of CV and/or taking the wrong kind of loadout with wrong kind of captain skills into ranked battle. I also note that for some people (i.e. those that use a strike ranger), it was a mistake to take a CV at all. The list is not exhaustive, and other people might want to debate on expand on these. Basically, there should be no risk taking without any possibility of good reward. I do not understand why people expect that this ranked season would be easier. The total reward for those that reached rank 1 is 3500 Doubloons, along with a premium ship for those that has reached rank 1 previously. Even without any change in the system, the fact that more people will try and get the prize indicates that the competition will be tougher. Surely, wargaming will tighten the system so that only a small minority of people can obtain the prize. A doubloon and ship given is a doubloon and ship not sold, after all. Can Wargaming made it easier? Yes, they can. However, I would not be surprised if the reward becomes much less attractive as a result. As a side note, I participated in all ranked season (1-4) all the way to rank 1, and I do not found that this rank season significantly better or worse than others. I would also suggest people to stop blaming external influences, especially teammates. The bracket actually helps that you are being given a teammate that roughly corresponds to your capability. For average players, they will find that their teammates (AND enemies) are slightly worse than they are at lower rank, and better than they are at higher rank. In fact, this is why their winrate becomes lower at higher tiers: an average or slightly above average player in randoms becomes a burden to their team at higher (2-5) brackets. Before you complain about bad teams, ask yourself: do I deserve to be supported by my team, or do they look at me as deadweight? But you know, thank god for bad players. Without these players, ranking up would be much more difficult in general. It is also good that player is so ignorant that they kept blaming things other than their incompetence. It’s not them, it’s the team. If it’s not the team, it’s the matchmaker. If it’s not the matchmaker, it’s the map. If it’s not the map, it’s the ship. If it’s not the ship, it’s a certain class of ship. If it’s not a certain class of ship, it’s the RNG. This means that they will hardly improve and will kept producing stars for other players. If they realise it’s them, well, they will either trying to improve themselves or stop playing, which means harder time win a match or harder time to get a match. But you can relax; bad players are so bad that they don’t even know that they’re bad even when pointed out repeatedly. -
Being able to play with players of your own skill level
ezymodo replied to loppantorkel's topic in General Discussion
Yes, the ranked battle this season is working as intended, and that is why it is less enjoyable to most people. You should add this choice to the pool, btw. I found it amusing that many people wanted to play with others on their own skill level since by definition, this kind of system will result in 50:50 win/ loss ratio in the long run. in the end, vast majority of players will get stuck on a certain bracket appropriate to their skill level, unable to advance further. I guess the bias came from the fact that you can notice the actions of your team, but not the enemy team. How often do you report an enemy player for "playing badly", other than when he is afk ? I assure you that this will be less the case for this season, due to the fact that you do not gain stars when you gain a rank above rank 10. Personally, I want to play ranked with players far below my skill level, so that I can accumulate the wins efficiently and get the reward with minimal effort. I'm not a warrior, I'm a farmer . -
Team battle is also limited to prime time to avoid abuse during quiet hours. It is a simple matter to create sacrificial teams that can be reliably met between 2 - 5 AM which can be farmed for points.
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Carriers are unbalanced and not fun and here is why:
ezymodo replied to Kazomir's topic in General Discussion
Babykim, I think the best way to solve this argument is trial by combat, your team battle setup against the one I have suggested. We might have difficulty to meet each other though, due to the slight difference in rating involved . -
Carriers are unbalanced and not fun and here is why:
ezymodo replied to Kazomir's topic in General Discussion
As someone that plays CV extensively, I found that the largest problem of the CV is not the ship itself. Rather, it is the ignorance found on an average player. I would quote below an example of this: Take a look at the top leaderboard in team battles (from Kaper kommando, NESI, and OMNI), and try to watch streams of some of their players. You will find that the CV used will be a Shokaku (NEVER a Lexington), and it will be using the 2-2-2 setup (NEVER a fighter setup). While hard to distinguish, you will also find that the leader of the team will almost NEVER be in a CV. If you watch the gameplay closely, you will also find that the primary target of the cvs will be the DDs, then the CV, then the BB, then the CA. Something which is less than ideal than someone who is a damage whore, and is pointless anyway since the stats are tracked separately for team battles, and only rating matters in this case. This is the reason why it is so: 1. Playing a CV in team battles is mentally taxing and takes a lot of energy. It is not unusual to rotate the carrier players during long sessions, although this might be a luxury available to team with deep talent pools. The CV will be focused on winning the air combat and striking the heavily defended, maneuvering targets, and it is not ideal to put the burden of command on him/her. 2. The fighter setup will free up the enemy to maneuver as much as they like, being able to face the enemy frontally without afraid of being broadside by TBs. The competitive environment is very different than randoms, with AA consumables everywhere within a single task force: a single TB have no chance to deal damage at all. Worse, the 1 TB setup effectively eliminates the possibility of getting early DD kills by cross-torping, which decides the match within the first 2 minutes. It also eliminates the possibility of carrier sniping, which although might not always be possible, will force a cruiser to stay behind as a CV bodyguard. 3. The Lexington is the worst CV you can use for competitive gameplay. It is spotted from the end of the world, and commonly killed by long-range BB gunfire. The fighter setup is powerless to stop the bombers, while relying on RNG to kill DDS. The strike setup, while fun in randoms, is useless due to shokaku having fighters that strafe it to death. And the stock setup combine the worst of both worlds. Let us not forget that since the selling feature of Lex is its dive bombers, using it as a scout eliminates most of its striking power. The competitive players would also laugh at your suggestion of 2 whatever BBs and 3 Kutusovs. This setup is so heavily focused on AA defense that it would be opened like a tin can when surface combat begins. Only 1 Kutusov is normally used, the rest consisting of Tirpizes and Atagos. And 2 DDs are normally more flexible than 1. The reason AS setup is not viable, not even in ranked battles, is because of simple mathematics that most people surprisingly fail to mention. The primary target of a fighter, with speed of around 170 knots and detection range of 8 km, is a bomber with a speed of around 150 knots and detection range of 8 km. This gives it the relative speed of around 20 knots if the fighter chase the bombers from behind. The primary target of a bomber, with speed of around 150 knots and detection range of 8 km, is a battleship with a speed of around 30 knots and detection range of 15 km. This gives it the relative speed of around 120 knots if the bomber chase the battleship from behind. The bombers can chase and approach a ship around six times faster than a fighter can reach a bomber. The bomber can also detect the battleship faster than the fighter can detect a bomber. Thus, to quote a certain politician, "the bomber will always go through". The only setup that is viable as an AS setup, as have been said countless times, is the Hakuryu with its 4 fighters. Then again, CVs are not the only threat that you will face, and it is not the best pick for randoms. Additionally,as someone have said before, the AS setup also gives security to the enemy, only have to worry of 1 torp bombers instead of 2.- 52 replies
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No other tier 8 cruisers have healing ability other than Atago. Healing ability is given to regular cruisers starting at tier 9.
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As has been said previously, WG itself wanted the supertesters to test the radar in different environments including the team battle mode. Since one of our clan members have access to one of these RU cruisers (Chapayev), we put it into one of our casual teams to test its usefulness in team battles. (this casual team consist mostly of not-so-active players and is mainly used for fun, experiments, and training purposes). We immediately notices that the radar has a short duration (20 seconds) and long cooldown time (4 minutes). This time frame is just enough to shoot 1 BB salvo, 2 CA salvo, and 4-5 DD salvo, respectively. Thus, we wait until all the gun tubes are reloaded and preaim at the smoke before the radar is activated. This doctrine is effective against destroyers and Mikhail Kutusov, which has a tendency to sit inside the smoke and is normally destroyed with 1-2 salvo. It is much less effective against battleships, which cannot be taken down within such time period and normally angled, and dropping torps into the smoke is preferable in such circumstances. Unlike sonar, it cannot spot torpedoes; it is truly a one-trick pony which is only useful against a light ship (CA or DD) sitting still inside the smoke. With the exception of North (which is notoriously campy), this consumable is of limited utility against high-rating teams with 1 or 0 DDs, which strategy revolves around pushes and attrition. The main problem of radar is not the consumable itself, but the platform it is in. While relatively decent, we found that the Chapayev is inferior to Atago and Mikhail Kutusov. The combination of stealth, healing ability, good fire chance, good torpedo arc, and ability to use a high skill captain makes Atago the backbone of a serious team battles setup. The highest AA rating of tier 8 Cruisers, combined with AA and smoke consumables makes Kutusov the premier support ship for team battles. Thus, it is unlikely that we will take any RU or US cruisers into the core team battle setup: the opportunity cost is quite high compared to the abovementioned alternatives. P.S: It seems to me (CMIIW) that the radar as currently working works by increasing the proxy spotting distance of the ship. Thus, it spots everything within its range (circle with 10 km radius) without any need of direct line of sight.
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Proposed changes to improve carrier gameplay for everyone, including other ships!
ezymodo replied to SonofaSailor's topic in General Discussion
I found the post represents ignorance of carrier game play and meta in general, and I do not see how the proposed changes will bring anything positive to any class in the game. 1. Regarding scouting planes: Every plane in this game (fighter, torpedo and dive bombers, and floatplanes) has the ability to scout already, making it redundant. In fact, the best scout in the game is an empty dive bomber, which has speed surpassing that of a fighter. Addition of a scout plane means a reduction of other plane stocks in the hangar, which is undesirable. On the second part of the post the OP propose to add strafing ability to fighters, since it would become "useless" after there are no planes to hunt. But here, the OP propose the addition of something which is similar to the fighter, but even more useless. As for the invulnerability to AA: Seriously? I would be ok with this change if OP will only play destroyers and not any other class; see if you like it. Addditionally, OP can ask other DD players in the forum as well to see what they think about it. The reason most CV players do not scout is not because of reduction in offensive / defensive power, but lack of micromanaging skills in an average players. For those that saw the unofficial leagues being done between clans, it can be seen that the CVs are being used to scout just fine. After all, reduction of a single DB is negligible in terms of offensive power. Most players struggle to control more than 4 units at once; does anyone really think that they will joyfully control 1 more scout plane? I do not think I need to explain why clicking on an enemy ship so that scout plane can continuously follow it would be a good idea. 2. Regarding strafing ability Strafing using fighters expends valuable ammo, which can be decisive in determining aerial victory. Isn't using the fighter to shoot down the bombers is the best "teamwork" (whatever that word means in the author's mind) compared to doing minimum damage to a ship? I do not see any reason why I should use valuable ammo to do minimum damage or suppressing AA when the same role is already filled by dive bombers. The current implementation of strafing ability is balanced by the fact that once a fighter fails in its strafing, it would be an easy prey against a full ammo fighter. 3. Regarding zombie aircraft This, once more, reflects a lack of understanding in part of the author. As mentioned by the other posters, it is already possible for a plane to actually bomb a ship or escort a ship AFTER the CV is sunk. The argument about idle airplanes becoming point bonus for the opponents' team is of little importance, considering that 40 (fourty) plane kills give about the same xp as 1 (one) ship kills. And I do not see the connection between the opponent getting bonus xp, and OP winning or losing the game. In conclusion, I found the proposal barely adds anything new to the CV gameplay, and unconvincing in encouraging teamplay between CV and the surface fleet. It is recommended that the OP plays more CV, preferrably at mid - high tier, and ask for a guidance from a good CV player while doing so.- 35 replies
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Air superiority is only useful if you have useful planes after you achieve it. With american carriers, this is not the case. The planes will get destroyed either by barrage ability of more numerous hakuryu fighters, or by buffed aa ability of ships. It should be noted that the Hakuryu can reliably sink USN CV in 1 stroke with its strike setup, but it is very unlikely that USN can do the same with any of the new setup. And assume that they finally achieved this so-called air superiority; How much time has passed? 15 minutes or so? How much damage has been done by the IJN CV? 100K? 50 planes? What are actually need spotting? DDs? Torps? What if there are no DDs remaining? I really think people immensely overvalues air superiority, probably because they thought it would safe them from dem evil bombers. Sad to say, this is not what is going to happen. Take a look at what happened between Ranger and Hiryuu to see the future of Midway.
