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Dzsetajsan

Beta Tester
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About Dzsetajsan

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  1. I hope wargaming is listening to this. There is a replay that has been done before the midway nerf and somewhat showcases what the original idea in the game was and how things should be balanced around and for why. If you don't want to watch it then I'll just make the point so you can get it aswell. The original intent of the game is rock paper scissors. And there is a bonus the CV what role does a cv have? Well simple it forces you into TEAMPLAY. In the times back then and it is showcased in the video too Not everyone had OP AA whatsoever because there were AA cruisers that had the role to defend you or you had to move in a formation to freaking survive what means naturally that you were mainly punished if your broke the key intent of contest zones as a team move as a team support each other as a team. Of course people were raging. Even me too in my Khaba for example that with a soo big turning circe and weak AA I always get bombed when there are cvs around but lets look into it why. The Khaba is a fleet escort you are supposed to be operating on the 13km line in the AA bubble of the 18km + fireing range Def AA cruisers if you overextend you can be punished for it that is the role of the enemy cv. Forcing up the roles on the opposing team. If you think of it that way what we are seeing nowdays are 2 things. 1 due to the lack of punishment for overextentions people with higher skillcaps and playsessions rampage around the map seriously overextended from their original roles in their op stealtfire builds or OP BT cruiser I gun you down from my smoke powers or OP I'm in a German BB lol secondary builds. Ofc Wg will balance around by not bringing back the natural punishment of overextention the Carrier to level but by nerfing torp ranges as there is no cv to spot it, ships that heavily rely on stealth fireing as (gearing) because there are no cvs, Giving ridicilous secondary power to battleships as there are no cvs to spot the sneakyer dds to compensate for basically the funktion that they discouraged people from the first place. This leads to a conclusion in wot artillary balancing caused the game to get crippled both in vehicle design both map desing a dosen times because they reallyised the feature they forgot all the time was artillary pshycological effect on players as well arty on wot is was the original punisher for likely reasons like the cv is a punisher in wows. WG please while you still got time grab the problem itself and return to the original design it was good. Balance around the fact of what role do you want a cv to have and not of what do people need in the lack of one, and do not go down the Wot failtrain of the pase few years ending up in a sandbox server to fix an issue that coul have been fixed years ago. Sorry this became long I think its worth the read.
  2. Dzsetajsan

    t10 CVs absent for MM

    I gave up on cvs aswell. As the patch hit got myself the midway stock on planes but with upgrades. that = cvsniping impossible to dodge or nullify with stock planes and aswell with t9 strike planes dyieing fast you get a bill of 3M repcost for 8 losses in stragiht dieing the first 3-6 mins Alongside with being flagged a noob whine you had rather good stats on prefious cvs..... Regardless the game forces cv sniping at higher tiers so 1 cv least will have 350k deficit least. Maybe a little balance in economy with lowered repair costs and buffed Planes shot down prices would encourage cruisersupport both capital ships both cv wise erase cv sniping And it could make the game take a step in the right direction at higher tiers.
  3. Dzsetajsan

    New Orleans Tier 8?

    It is true that BBs should not have problems with sinking cruisers but at the competition we are forced to play our New Orelans All we get are Iowas Yamatos Montanas technically being stock the ship cannout outturn their salvos fast enough and they don't need a full barrage usually 1/each salvo is a citadell pen we die with 3 pens that means 3 shots a tecnical barrage or 2 if he by some mirracle misses while we turn or wiggle but the NO is slow in that and t9 and t10 BB captains know that. This comes down to eventually a range issue I can spam BBs to death with HE dealing 1000 ish avarage/shell that means if everything hits and deals damage all the time min 60 shells thats 7 salvos=100 seconds which in a bb can get 3 off (2 is generally enough to die) if he hadn't killed us with the 7 km range lead he had while we cannot shoot him and he shoots us. In high tiers dds spot and generally only leave BBs protective range when its cruiser clear els cvs or Cas pick them apart quick. And now the ominous cleveland isssue. The clevland is soo hectically op because t4 captain skill with upgraded fire controlls extends its range to 19.6 km thats way above his tier and admitably its fireing accuraciy on that is poor but about out of the 70 battles I had with it like that it is accurate about to 17.6 kms that is the highest of all cruisers in the USN tech tree( I don't play IJN) and simply comes down to the issue that if he spots you he will rape you to its cheating talent that generally ppl don't reach at t6 but some stay and pick it for the fun. Solution would be to increase all cruiser fireing range to just 20% less than BB fireing range at all tiers everytiers st that with they still get their protective range and +20 with spotter aircraft. Cruisers become a bit better at dealing with bbs since they can start shooting sooner taking just 1 salvlo before able to return ( as minimum time tier of tier is about 2-3 mins/ bb with it takes to kill it 1-1.) Specially that MM above t7 usualy looks like least 5 BBs will be there if there is no cv then there is a high chnance of 6 bbs
  4. Dzsetajsan

    What is the point of play JP CV vs US VS?

    Just so you know at higher tiers where it hurts you credits more Taiho shews us USN cvs up and spits us out. its planes are soo remarcably fast that USN fighters cannot intercept. Technically IX X Ijn cvs just outsquad and outclass US counterparts. Don't forget that to your endless amount of squads scoutfighters from cruisers and battleships won't harm that much as the single or 2 torp squad of the usn cv who even has to bring a fightersquad protection against their consumable planes if then want to do competitive damage. Oh and don't forget there is the utterly dirty 5 man squad 3/2/2 ijn setup when you get to that level you can force the us planes on the deck while having a similar playstyle as an us cv. In that respect high tier Ijn cvs are soo really overpovered that its not even funny. I agree though from 4-6 they are a pain to play but with t7 the pain is gettion on the usn cv line
  5. Dzsetajsan

    Airdropped Torpedoes Are Impossible To Avoid

    There are is one way to outmanouver torp drops and it works FINE. Its simpe Step one Identefy if you are targeted. Step two start DELAYING the drop by PREangling your ship in the way he will have least hit. The cv wants results it has to hit you fulsh side on getting hit by 1topr / attackwave is FINE If you execute the dance well enough your SHIP AA with priority targets set will disturb the drop already killing and forcing wider spreads and since you are alredy delaying primary drops you have time to get fighters or delay yecond drop aswell with thinning the hitzone with preturning another way if the primary first topring squad is weakened enough. Never forget SHIP aa above t7 is stupidly op if you go near 7kms to a random non DD ship you about to lose a metric tonns of planes if you don't act quickly. CVs Know that so they will usually prematurely try an early attack . If you play Ijpn cvs you can enchance cv self aa on strike setups and have the lolvtf advanced fire training wirtually enchanting ship aa range to about 10 kms effective USN cannot drop as they die that range ijn can hget 1-2 low powered drops off which are outmanuverable If you play USN cvs its better to put the enchantmets to the fighters on balanced stock setups your ship and 1 squad can rape about 40 planes before going down had that multiple times it works And if you cannot execute a good game while doing that CV isn't the class for you. Last note I usually avoid torp drops to the very end but only if I can start step one mentioned above at about 20kms away from the ship delaying movement to after that range will put you in a wrold of hurt.
  6. Dzsetajsan

    US Carriers tips: How not to be pointles

    In t6-7 modify that to you can stay alive against tier for tier against multiple ijn cvs but you can't force them nor have impact on the game if 1 is harrasing you and other your team Independence fighters are especially weak tier for tier. At tier seven and above power difference between squad tiers come more relevant if you meet higher tier squad on Ijn cvs you die they rape your planes thats it. Many filthy captains there use 3/2/2 setups and if they do you are dead if they do they got the last talent so that makes 15 fighters comming up against you and those are faster than your planes. My experience in t8 says go Ijn cvs its ok you will suck through 4-6 but then their balanced setups are by fare better than USN counterparts.
  7. Dzsetajsan

    What is the point of play JP CV vs US VS?

    Here is my xp as an USN cv driver. t4-t5 Us planes are far superior tier for tier t6 meet non pure bomber ijn cvs with balanced deck and you are dead Always the higher tier squad wins and if you have 2 ws a balanced usn cv the usn is dead if you want to be usefull as an USN cv you go balanced any other just won't do the trick t7 all you meet is pure bomber or balanced ijn cvs. Pure bombers are survivable the single fighter sq can def you good with the ship having decent aa enough if you aint braindead and you manover like hell when torp bombers are comming. If you meet a balanced t7 ijn cv you are dead 2 fighter sq against 1 is a pure loss only chance you have for a better game = bait his fighters your DB sq and attack somewhere else with your fighters killing fighter planes for your tp sq. I have no xp in t8 or higher but since the introduction of fighter consumable planes you have to escort your 1 usefull striking squad aka tp bombers with fighters to ensure a successfull run as once you waited out the defensive fire cd as you killed a fighter scout or 2 there will be one having 1 fighter scout still launhing it and crippling your attack. My conclusion above t7 usn cvs are terribly outsquaded by ijn counterparts saying that seeing that with the knowledge for 1 fighter squad can take on 2 non air supremacy talented ijn squads before running out of ammo meaning if ijn is comming for you you will eat 2 squads for sure regardless of setup ( pure aa having no torp bombers ain't an option) Last mentionable thing if you have problems us fighters kite them above a random friendly ship fireing off a random figter scout which PINS the squad Immobilising it and distracting it fully then rip them from the sky as the game buts us fighters in and do not fire back. What I would want to see is those bloody fighter scouts getting nerfed in the way of they not having an effect on fighter mobility nor us nor ijn wise 1 v6 or 1v 4 causing the born aa planes crap themselfes is just stupid.
  8. Dzsetajsan

    The Secret of Carriers

    2 noticed issues there seems to be some bugged tooltip with t6 upgraded planes speed no matter however I try to cath a tecnically 100 knots torp bomber squat which I get usually 3-6 on my head with an independence the jp bombers outrun fighters tooltip says they are slower. No. 2 since 80% of cv players seem to be jpn and more often then not I'm to be faceing 2 alone (instant suicide torp drop rush) its sad to se my fighers deal no damage 30/36 dps squads boosted with equipment and they run Out of ammunition on 1 4 plane squad which they take their sweet time killing of generally 20 seconds ofc with tooltip error dogfight and reargunner perks kill 2-3 fighters trying to shoot down a1 torp squad There seems to be something wrong compared to cbt with these t6 us fighers and since we lack arugroups and therefore tactical options greatly would be nice to see a fix at some point. After all if going full derp AA 2 figther squads killing 2 of 10 incomming enemy squads leaving me practically defenseless against 8 is not fun nor full derp AA in t6 where you get 50% of matches without opposing cvs Another thing this jump in t6 self/fleet protection of trading 6 dps for 2 knots less is more a negation then something of an upgrade however the jup on the ranger is just hilariously high. Something like a medioker upgrade there in the future would make us have some chance against opposing cvs in the above mentioned situations. If you wonder why I say I get targeted in t6 like that from jpn cvs look into talking to some: their thought is you got fighters and on t5-7 fighters mean the most threat as not too many Op AA ships can stop them therefore 4-6 or 5-7 mostly they just fly through and try to kill you tanks 1-3 ronds depending on how many fighter squads you got and how can you manage reloads.. Since they think that and they don't care 70% scouting you up weather you have fighters or not you cannot really go mor 3 with 2 bombers 1 torp if you do you get killed anyway you just cannot shoot down a single plane
  9. Sorry for not replying on the topic exacly as asked but experiencing some wierdness in fighter squad mechanincs had that 3 times so far but its really annoying specially that it makes me return to the port in the first 3 minutes...... So I drive AA setup with every possible way fighters spcialised carriers and what I experience is that lower tiered US squad crushes 2 fighter squads while jap carriers fly past by and torp the hell out of me. its really not in conjuktion of what I knew so far: higher rier squad should win even in equal tier of ships ok he has the dogfighting per but is should not allow him to not lose a single plane out of 6 while shooting down seven of mine. After all if I order 12 planes to kill 6 weaker ones I'd expect them at least to win. Second thought could someting be done about mixing cv starter positions in lower tiers? The battle mech up to t6 now is that I beg teams for aa support for the first drop if I see 2 cvs vs 1 cv since they just pick up everything they got fly it to the starter position so they have a slight difficulty in just dropping the tactical nuke on our head? With some more mixed starter locations low cruise speed cvs should be able to defend themselfs a bit better or longer Currenly it looks like this US+US I survive US+jap (US fighters hold up my fighters) then I get 4-7 bomb squads on my face I die 100% regardless of teamplay excluding if I'm not the only cv on the map then its a 50 50% Jp+Jp Hell dodgy but survivable approximatly 40::60 that depends if they coordinate or not Thats when I thought with other starting locations like maybe having the 2nd cv spawnpoint even if I'm the only one at times could grant me the time needed to get my play out aswell. I don't know how cvs behave in higher tiers but on semi sandbox maps its just too obvious where you are in lower tiers in the first 3 minutes.
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