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Kenliero

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Everything posted by Kenliero

  1. Thanks, I'm glad you find videos helpful. About sailing those straight lines... I just uploaded new Mutsuki video where the trend continues ;)
  2. Kenliero Ship Reviews - Mutsuki Review Tier 6 Destroyer Comparison, Stats, Guide+Gameplay
  3. Kenliero

    ok, this is weird

    4
  4. Kenliero

    What is that

    Oh, that.... is probably "aim assist" ;)
  5. Kenliero

    Does the ARP Kongo earn Prem Credits?

    I've had plenty of over 2k+ baseXP games with Murmansk and more or less max credits are around that 450k as well. I have never ever gotten over 500k with murmansk and I have for example had 137k damage game with 7 kills in it.
  6. At which point did I complain or say that I didn't like them? I merely explained the situation we have. And even that seems to be unclear if they earn premium credits or not. If they don't, then it's fair for everyone
  7. Kenliero

    Playing

    It might sound rude, but buchwacker is right. If you can take only 30% hp of one enemy, then how can you expect to win games, when your next ally needs to take 170% hp of enemy just to compensate the hole you left... checking your own stats, face the facts and improving your own game is the first step to fix this problem
  8. I wish it was that simple, but to my understanding the only way of getting premium Kongo is to "use anime stuff". If premium Kongo would be available without this cartoon stuff, it would be completely different issue. Situation we have now is that "cartoon people" get free premium ship while "others" don't.
  9. Kenliero

    0.5.2 Gun sounds

    I am using gunsounds from aslain pack. I don't like those new sounds WG put there
  10. You can not please everyone. I don't think the idea is to please everyone. It is to promote good sport in general. Getting some positive bonuses doesn't mean that we have to start stressing and fighting about karma points...
  11. Kenliero

    I think I'm done for now.

    WoWs should definitely have "team competition" already.
  12. How you do, is the only thing that matters, just like in everything.
  13. And at the same time it is the most important one for human race. Everything else is just pointless and will disappear with the game, but being friendly and helping others shapes better future for everyone involved. Having a goal to be more helpful means a lot more for humanity, than your "ap damage".
  14. You should not assume response from one specific game. People get nothing from complimenting you. Complimenting someone in a game is about "someone being in exceptionally good mood and clicking a compliment". It is rare
  15. Kenliero

    Karma mechanic

    I think the current system is good. What it does now, is motivate player to get positive influence on the game, and he is rewarded by increasing number(score). I have several positive points, and it is results of being helpful in the game and not whining a lot, and seeing that number go up, motivates even more to positive playstyle, which makes it so that everyone enjoys the game.
  16. Kenliero

    Premium Cruiser Atlanta

    Atlanta is very difficult ship to play, specially for beginner. It has very unique playstyle. Here are some tips and some "special tactics" with Atlanta. I also played it the wrong way when I bought it. Only later I realised how it works best
  17. Kenliero Ship Reviews - Tier 7 Premium Cruiser Atlanta Review, Stats, Guide and Gameplay
  18. Kenliero

    So, who will be the new DD king for ranked?

    New Mexico + Blyska or New Mexico + Amagi are my choices. I always felt Blyska was better than Kiev even before nerfs. i have them both.
  19. Ok guys, I think we all more or less agree that Carrier play is too boring/simple/similar/always the same opponents... even though it has improved a little in the last patch...? How about if we would do a complete overhaul of all the decks, in a way, that in every tier, you actually have all 3 valid options: Fighter Deck, Balanced Deck and Full Bomber Deck.... and all of them work? In the system we have now, we basicly have 2 options: Air Superiority or Bomber, and in most tiers only one of them is clearly the best, thus making it the only real option.... meaning you don't have real options... So.... with this new deck system that I thought about today... we would have all 3 decks that would actually work, in their specialized way. This model gives valid Divebomber(and Fighter) options, which brings more action and ship hits for the carrier players. You would also meet opponents with very different decksetups (6 different decks per tier that actually are usable!). Decreasing Torpedo and Divebomber damage some -20% and -50% Airspotting range for all ships IMO would be good idea in this system as well. Nobody wants to play AS with nothing but fighters. It is incredibly boring in the long run, and by decreasing bomberdamage + increasing divebombers.... bomberdecks can once again be used to attack ships, because attacking ships is fun. Ok.... now I want to hear your feedback, and let's try to be constructive and unbiased -------------------------UPDATE:---------------------- OK, thanks for the ideas. This is all just playing around with ideas, so here is a new version, where in tier 5, there are no fighter decks yet... Yes, I think it would be even better to get 2 fighters at tier 6, instead of 5. I also changed Ryujo/Independence decks a little bit, so that they scale better. 3 Fighters is too much right away at tier 6 and by taking 1 Fighter away from Ryujo, means taking 2 Fighter setup also away from Independence, in order to maintain balance. This would improve low level gameplay, having less planes in the air, and scaling of carriers per tier is much more logical.
  20. I have been thinking about this approach... It could be something like this: Contribute your "deckpoints" before pressing "battle" from the port: Tier 4: IJN has 3 points to use. Max Limit: 2 TB/Fighter. Max 3 DB USN has 3 points to use: Max Limit: 1 TB/Fighter. Max 4 DB IJN: USN: 0-0-3 0-0-3 0-1-2 0-1-2 1-0-2 1-0-2 1-1-1 1-1-1 1-2-0 - 2-1-0 - Tier 5:IJN has 4 points to use. Max Limit: 2 TB/Fighter. Max 3 DB USN has 3 points to use: Max Limit: 1 TB/Fighter. Max 4 DB IJN: USN: 0-1-3 0-0-3 0-2-2 0-1-2 1-1-2 1-0-2 1-2-1 1-1-1 2-1-2 2-2-0 Tier 6:IJN has 5 points to use. Max Limit: 2 TB/Fighter. Max 3 DB USN has 4 points to use: Max Limit: 1 TB/Fighter. Max 4 DB IJN: USN: 0-2-3 0-0-4 1-2-2 0-1-3 2-1-2 1-0-3 2-2-1 1-1-2 Tier 7: IJN has 6 points to use. Max Limit: 2 TB/Fighter. Max 3 DB USN has 4 points to use: Max Limit: 1 TB/Fighter. Max 4 DB IJN: USN: 0-3-3 0-1-3 1-2-3 1-0-3 2-1-3 1-1-2 2-2-2 Tier 8: IJN has 6 points to use. Max Limit: 3 TB/Fighter. Max 3 DB USN has 5 points to use: Max Limit: 1 TB/Fighter. Max 4 DB IJN: USN: 0-3-3 0-1-4 1-2-3 1-0-4 2-1-3 1-1-3 2-2-2 Tier 9: IJN has 7 points to use. Max Limit: 3 TB/Fighter. Max 3 DB USN has 5 points to use: Max Limit: 2 TB/Fighter. Max 4 DB IJN: USN: 1-3-3 0-1-4 2-2-3 0-2-3 3-1-3 1-2-2 3-2-2 1-1-3 1-0-4 2-1-2 2-2-1 Tier 10: IJN has 8 points to use. Max Limit: 3 TB/Fighter. Max 4 DB USN has 5 points to use: Max Limit: 2 TB/Fighter. Max 5 DB IJN: USN: 1-3-4 0-1-4 2-2-4 0-2-3 2-3-3 1-2-2 3-1-4 2-0-3 3-2-3 2-1-2 3-3-2 Let me know what you think?
  21. It is about providing more options because carriers are boring to play. You are always facing the same opponents with same decks. Balancing requires very very little changes at all. There are only 2-3 small problems with balance like Bogue fighter deck is just ridiculous(should be removed) and Ranger could use one more divebomber. Balancewise it doesn't really need anything else(will not go to details about T9-10). The rest is just about bringing more options to choose from and giving colorful enemies and diffferent playstyles so that even those 2 carriers that you always face are different most of the time. Your opinion about balance are not very confirming since you haven't even played US carriers at all and you don't know how they really play in YOUR hands. Also like I said your description shows your attitude here. By saying Nerf IJN at tiers: 6, 7, 9, 10Buff USN at tiers: 4, 5 ,7 You are saying that IJN lost in all tiers except 8 which is not the case Let's look at this from "other side of the coin"(Leep in mind that I have played BOTH of them... not just USN) USN was not buffed at all in tier 9, 10(what comes to their most powerful decks) and was actually nerfed in tier 5 and 6 by removing air superiority decks while at the same time tier 4 IJN carrier have option to get one more bomber and "easymode" for the beginners... using divebombers. instead of very skill dependant torpedoloads. So... it kinda depends on which side of coin you look at it? Gladly. I have both sides of the coin and I feel like knowing what they require in order to work against each other. Tier 10 IJN carrier actually received one extra option of using 3 fighters while still having option to crosstorping giving sort of "medium deck". Strike deck is the same as before while AS deck in tier 9+10 was changed because everyone wants less AS playstyle but it is still usable for less skilled players who are struggling to use bombers without fighters. This being the "easymode" where you give up some damage and still can do bombing with DBs. What I am looking for here is 3 decks: 1: Fighterbased deck where you have some divebombers. This is for less skilled players who need more fighters to control air better. AS deck also have option to bomb but with decreased damage= DB 2: Balance deck. Medium deck that has some fighters some TB and some DB which is "all around deck" which works rather well in any situation. Medium damage potential and some air control 3: Strike deck. Full bomber deck where you have only 1 or 2 fighters to make little room for your bombers but this mode is very demanding and requires a lot of skill and tactics to be able to make bombruns and avoid enemy fighters. High risk-high reward.
  22. I didn't even have to look at your stats to know that you are IJN carrier player by the way way you presented your case in the most biased way possible... I asked for unbiased opinions. Instead of being black&white like you show here and think only about IJN perspective and completely ignore that this is about BALANCING not about how IJN should be better... What these system does: Tier 4: Buff USN because Langley is just really bad in tier 4 it needs buff. Tier 5: Buffs Bomberload for USN in tier 5 but also REMOVES OP fighter squad and decreases fighter meta. Tier 6: you have exactly the same bomberload with RJ as before=not nerfed!(1-2-2) but you are also gives extra divebomber version for players who struggle to get results with torpedoes. in DB deck you have one more bomber giving you chance to get at least something trhrough. Damage is decreased but then at least weaker players can bomb something. This is so called "easy bombing mode" which must have less damage compared to TB deck. Also in tier 6 this 2 fighter setup from Independence is removed to prevent too strong air superiority which results into bad gameplay so in fact. USN is nerfed in tier 6 fighterwise but buffed bomberwise. Tier 7: Ranger is buffed in all aspects simply because it is so much weaker than Hiryu at the moment. Hiryu is also given "easymode" version with divebombers with lesser damage potential. Tier 8: Bomber versions of Lexi are buffed but it's best deck 2-1-1 untouched so rather than being a buff it just gives more options. Shokaku is given a very strong divebomber deck which once again is an "easymode". Having 2 torpedobombers and 4 divebombers makes it so that even weaker players can bomb a lot... so for weak players this is actually quite a big buff. Pro players can still use the same deck they had before... but this time they are not ALWAYS faced against Lexi with 2 fighters. They have actually easier time when there are other kind of Lexi against you as well. Not always suffocating your game. I see this more buff to Shokaku. Tier 9: Taiho is given 3 torpedobomber squad which makes it very strong if he can dodge enemy fighters. fightersetup is more defensive easymode. where you have some air control but also divebombers. 2-2-3 deck is the same as it always was so basicly it stays in the same level. Essex bomber deck not touched so no buff there. other decks are made more attractive to give other options than by far superior 1-2-2. Tier 10: Haku is given 3 fighter deck which gives strong aircontrol but at the same time can crosstorp with 2 torpedoes and finish with 2 DB. AS deck is nerfed so that Haku is not all about fighters and preventing the bombing runs and concentrates more in actual bombing. Haku still has the old 3 TB deck. Midway has the same 1-2-2 deck as before which is not buffed but it is given other options as well. like "easymode" 3-0-3 and balanced deck is given one more divebomber making it actually an option... So rather than nerfing and buffing(your favorite carrier)... this setup is about giving options for both. Ishiro32 I also have not considered the total number of fleets in the carrier and in my opinion that doesn't really matter in the end. It is only a number and it can be just changed. This is not a simulator. The most important is to find interesting gameplay.
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