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Mayv

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    [TTTX]

Everything posted by Mayv

  1. Mayv

    Ramming is broken and this proves it...

    Ships deal their max hp in damage when ramming.
  2. Mayv

    Torpedoes and the missuse "Overpowered"

    If BB rudder shift times were increased or torpedoes werent spotted as far away, maybe this would be a good idea. Currently most of my torpedo hits come from hitting the bow of a ship that turned into my torps as they were spotted. Introducing a bouncing mechanic would prevent even that one torp from doing any damage. By the way torpedos at high tiers usually only do half damage due to torpedo bulges and hitting the bow of a ship. What sort of a buff would torps or DDs get? Can I have my invisible long lance torpedoes that would cripple most ships with a single strike?
  3. Mayv

    CRUISERS IS TOO "TEAM DEPENDENT"

    Capping is suicidal, unless the point is completely uncontested. Both CAs and DDs need something done at high tiers.
  4. Mayv

    CRUISERS IS TOO "TEAM DEPENDENT"

    Dictate a game in a DD
  5. Mayv

    Please buff Japanese destroyers

    Google Drive link: https://drive.google.com/folderview?id=0B3FMeDYPMaQ3S1hXZVNwekpObDQ&usp=sharing Can look for more tomorrow if you want.
  6. Mayv

    Please buff Japanese destroyers

    IJN DDs arent awful, well maybe Mutsuki and Hatsuharu (and time will tell if Kagero is too). The main problem I think is consistency. I would love to show you some decent replays of my Fubuki, but you ask at a bad time, the latest patch seems to have broken the replays again. Well I derped was trying to look at some really old replays, the ones from last patch still work will upload a few files here
  7. Mayv

    Raming

    Isn't the ramming damage based on max HP pool? Like if a Yamato rammed a Shimakaze, the Yamato would do 97k regardless of her current HP and take 19k in return.
  8. Mayv

    True Simulator Mode?

    Won't happen in WoWS but if War Thunder release their naval mode it would be more like what you want.
  9. Mayv

    4 point captain skill for IJN Destoyer

    Well I was spotted 8km away, so a 2.8km increase minimum (I run with camo 5.2km detection range).
  10. Mayv

    4 point captain skill for IJN Destoyer

    After trying it out on the Tachibana it doesn't seem to apply.
  11. Mayv

    4 point captain skill for IJN Destoyer

    u/SXLighting on reddit made a post about this. Link: Spreadsheet: https://onedrive.live.com/view.aspx?resid=360E87CC23673AEC!131&ithint=file%2cxlsx&app=Excel&authkey=!ABOQSeuh09KOjjk According to him the detectability penalty is based on calibre. The equation is x/33.555 where x is the calibre in mm. If the Tachibana follows this formula the penalty would be 2.3km. I'll test it myself in game later.
  12. Mayv

    Friendly ship damage vs Enemy ship damage

    I wouldn't want the ramming mechanics against friendlies to be same as against enemies. When you ram an enemy ship it does your max HP in damage to the enemy and you receive their max HP in damage.
  13. Mayv

    WG charging for crew meals

    I think a team killer only pays 80% or so of the damage they dealt, to discourage players from deliberately getting themselves team killed (eg. run into friendly torpedoes) for what ever reason (eg. they don't like the map).
  14. There have been plenty of posts on the Mutsuki, try using the search function next time or at least try looking in game the Destroyer subsection. Anyway here are some posts I made about the Mutsuki before. TL/DR The Mutsuki requires a big change in play style so either learn or quit. ZombieCheeze, on 11 September 2015 - 09:00 PM, said: First get the 10km torps as quick as possible. The 6km ones are now even more useless after the detection range nerf. Try to stay about 7-8km from the enemy ships and launch torps at targets you expect will go straight and are mostly broadside on to you. You cannot play as aggressively as in the preceding ships. Try not to isolate yourself from your teammates, unless necessary Mutsukis guns are terrible but have received a traverse speed buff, dont use them unless knife fighting with enemy DDs. Once fully upgraded she has quite good AA for her tier and can provide some half decent AA support so dont be afraid to light up the enemy planes. Overall just play less aggressively.
  15. Mayv

    Russian Destroyers

    Easy - IJN Torpedoes - VMF Guns - USN AA (escorts) and are more all-rounders at higher tiers where they get longer ranged torpedoes
  16. Mayv

    Improving tier 9-10 gameplay

    Probably wont be a popular suggestion, but maybe a hard limit has to be put on the number of BBs per team, like CVs. Wont solve all the problems but would allow other classes to play more aggressively.
  17. Can we have it that IJN BBs above t6 removed? Amagi was never completed, and her sister ship turned into a CV. Izumo is a paper ship. Nagato (and Mutsu), Yamato (and Mushashi) never engaged in surface combat. Therefore it would be necessary to remove these ships from the game (or have them sit in docks, or targets for CVs) to make it realistic wouldn't it? The game is not a simulator, so the 'realistic' argument has no real meaning in this game.
  18. Yeah, that doesnt work with torpedoes.
  19. Mayv

    Show your rank in nickname?

    What about those of us who haven't played ranked battles?
  20. I like high tier DD gameplay. Yes I would like it to be more rewarding but I am enjoying most of my games at t8.
  21. From the Minekaze to Mutsuki there is a major change in gameplay style. You can either adapt and try to learn this new play style or give up and go back to the Minekaze or lower. The Mutsuki and succeeding ships fill a support role in game. While you can have massive games in higher tier DDs these can be few and far between. Stop playing DDs now if you want to be consistently be doing 100k damage or so. The ship characteristics don't change much from the Minekaze. Mutsukis top speed is slightly lower, maneuverability is similar and your detection range is the same. Armament wise is where the big changes occur. Take my advice and free xp the B hull and the top torpedoes. The stock ones with 6km range are terrible. The C hull and the final guns give the Mutsuki some powerful AA for her tier. The guns have had a turn rate buff since I played the Mutsuki (from 30 something seconds to 18 seconds) but their awful range means you will only be using them against other DDs. Your torpedoes are bow in 2 triple launchers compared to 3 dual launchers, giving you a wider spread. The Mutsuki is the first to have 610mm torpedoes. These have a longer reload and are detected earlier. Now to play the Mutsuki well first requires you to survive the early game. Launch torpedoes from about 8km. Don't cap exposed points unless they are uncontested. Use your smoke and speed boost only when needed to keep yourself alive. Don't go to one side alone, this is a sure way to increase your chances of sinks ng early. Early game the Mutsuki can assist in giving AA support to other ships. Mid to late game is where DDs excel. The map should have opened up by now. You can now pick your engagements, preferably lone BBs. Cap points will be less protected. Ships have less HP and are easier to finished off. The Mutsuki and Hatsuharu aren't great ships, but if you can get through them you should have learnt the required playsyle for high tier IJN DDs.
  22. Mayv

    Do you guys play T5 to get matched against T7?

    Just get to tier 10. No more games where you aren't top tier, guaranteed.
  23. Actually the IJN could reolad a quad launcher with the loading equipment in as little as 3 minutes and the fastest time by hand was 5 minutes. Although the loading equipment wasn't the most reliable which could push the time up to 20mins.
  24. Mayv

    Daily Mission

    If you have the setting 'animate small objects' off, CV squadrons will be shown as single planes. There is 4 in IJN and 6 in a USN squadron.
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