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About eliastion

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  1. Well, you suggested throwing torps blindly... somewhere. Into the general area of enemy operation. And I just pointed out that it doesn't really work, save for some very specific circumstances. When you do that it Sims it might not hurt that much because the torps are less relevant anyway and any lucky torp hit is basically a bonus.
  2. Where have I ever mentioned Sims? I explicitly referred to torp-focused DDs - so the first person to tell you that Sims gets player around her torps would be yourself if you think I referred to her
  3. This doesn't really work for torp-focused ships, though. The torpedo indicator is a very useful tool but it's no oracle. "If they do nothing, they'll be there. Now, what are the chances that they WILL do something and what might it be (and where will it put them)" - that's the kind of reasoning you usually need and the torpedo indicator is a good place to start. Also, it's not uncommon for people (especially people who weren't torped yet this match) to be very predictable, including "steaming in a straight line full ahead" predictable, especially if they find themselves out of position and it's clear where they are going. An unaccounted for presence of a DD on their flank can give them a VERY rude awakening...
  4. To answer "why" - it's most likely because of the RIDICULOUS amount of lead needed for torps on middle to long ranges, coupled with lack of "vertical" aiming (you aim torps in a strip on the water, not at a point in the sea). Automatic detection of your target requires the game to guess what ship you are thinking about - and for guns it's just much easier. When you aim your guns, the game can help you and make your life easier. Trying to give you similar solution for torps, with comparable sensitivity etc. (there actually is a system, I think, it's just MUCH less sensitive) would probably have the opposite effect - the game would misjudge your intentions on regular basis, making the thing frustrating rather than helpful.
  5. 5 DDs again, and again, and again...

    Remember kids what Nile_Prince said, sharing his infinite wisdom - if your ship doesn't have good armor, playing it requires no skill On another note, however - I'm surprised about the inclusion of "aiming at far moving targets" - I never realized that hiding in smoke disables engines of all enemy ships and makes them immobile. How do I unlock that effect? Or maybe you just showed your, errrm, level of knowledge of game mechanics by assuming that DD shells at, say, 12km have shell travel time comparable to a BB shooting at 12km? Because, let me tell you, that's... not exactly the case. PS: Damn, CVs must be even more of a no-skill class. Forget angling and such - they can't even relate to the struggle of aiming your main battery
  6. 5 DDs again, and again, and again...

    1. The class that actually suffers from lots of DDs is... DDs. The reality is that 5 DDs in each team limit DD effectiveness a lot - you wouldn't be getting torped less with 3v3 DDs. 2. Encountering a well coordinated division of 3 clan members of decent skill at low tiers and with your experience is painful regardless of the class the enemy plays. They would wreck you in cruisers and boy, would it hurt you if they were 3 BBs. But if they happened to go with a full BB+cruiser+DD division to actually give themselves maximum possible versatility? THEN you'd be REALLY screwed. 3. You only playing BBs is one of the main reasons why you have problems against DDs - and frankly... this won't really change as you progress through tiers. You probalby will learn to not sail in a straight line at constant speed but to really consciously react to DDs that you can't see - that would require some understanding of how playing the class feels. In the end, I have some good news and some bad news for you. Good news: there will soon be a new 4 DD limit imposed (instead of the current 5). Bad news: you won't really feel a difference for the better. The DD-focused sealclubbers might, though
  7. IFHE on Gearing YY gunboat builds.

    It's false that IJN gunboats don't fear US CLs. IJN gunboats can bite back but that's just a way to go down swinging. Worcester still has significantly more DPM, much more survivability, heal and Radar. Kitakaze and Harugumo have LOTS of reasons to fear an opponent like this. As for IFHE... the special thing about IJN DDs is that they effectively have the base HE pen of 150mm guns. This gives them the HE pen seen normally on light cruisers and lets them cross important armor thresholds with IFHE. Gearing and YY don't have such advantage, making IFHE much less valuable.
  8. About the radar...?

    1. It's no use knowing how many uses the enemy has. You won't get to count them and even if you could, they will have enough (especially with premium consumable and superintendent). So don't bother about the number of uses and always assume the enemy has another charge... and that it's ready unless it literally just went on CD - it's deceptive how fast the time flies and how fast the consumable reloads. Baiting a Radar works only short-term and the window for operating freely will likely prove shorter than you feel it would - unless you put a lot of effort into keeping track of enemy cooldowns. I never got to being anywhere near as through. 2. The specifics you NEED to know are as follows: - a very rough estimate of how long the Radar will last. This is important for soviet Radars especially - US Radars basically last until you are dead or out of range, the only way to survive is to either be behind solid cover where nobody can shoot you or to leave the range - as good as you can manage estimate of Radar ranges. It would've been best to learn the ranges as you reach deeper into high tiers and can meet them (so learn t7 ranges at t5, t8 ranges at t6 etc.) but since you're already at t9 (and assuming you want to keep playing high tiers), you really should learn 10 and t8 US Radar range - you meet them a lot and their Range is crucial because you CAN still play while keeping out of that range (or only skimming it a bit) while when getting caught by it you really need to know if you can try to run out of it or the only chance is to try and find cover. These two ranges are the most important. As for soviet Radars, you can start by just remembereing that it's REALLY long range - if soviet Radar-equipped cruiser is in first line then you are probably either within the range or too far to really count as participating in the battle. The nice thing about soviet Radars is that they don't last long - unless you get caught in a really bad spot, you can usually outlast them by dodging whatever gets to turn guns in your direction fast enough. It will hurt but it's less lethal, generally speaking (although if you're close and there are 5+ ships pointing guns in more or less the right direction from the start - you're dead. 3. Terrain. While islands don't block the Radar, they make it much harder for the enemies to shoot at you. When knowing that the enemy has Radars, it's good to always keep track of islands and enemy ships so that you can put the former between yourself and the latter. It's not foolproof but can sometimes help. 4. Terrain again. When Radared, you often need to trurn away and run to either leave the range (when playing against US Radars) or to dodge incoming fire for the duration (when caught by soviet Radar). If there's an island limiting your ability to perform these actions, consider yourself dead - so while islands can help you by sheltering from the enemy shells, they can also be absolutely lethal if you let them block your retreat. 5. Setting smoke and - to even bigger extent - capping are basically how you announce your presence (and intention to be killed) to enemy Radar ships. Radar cruisers like to approach caps (if hey can do so safely) because enemy trying to cap lets them Radar without the fear of wasting the consumable on poorly guessed position of enemy DDs. There are ways to actually use this against them and bait the Radar - but it's a high-risk advanced tactics that you probably shouldn't employ while struggling with the basics of anti-Radar play. 6. General situational awareness. In fact, this could perhaps be the only point on this list (others for most part are contained within). Basically, keep track of enemy Radar ships, friendly ships that might punish the Radar ship or at least scare them a little, be mindful to always have some escape routes. It's not easy but with some experience and dedication you'll find it easier to handle them... However - the dedication part is important. Just spamming matches won't really give you meaningful experience. You need to try to win and you need to remember - Radars aren't fun to play against, you are free to considered them overpowered but if you die to a Radar, it usually means that you made a mistake that could be avoided. Staying humble and focusing on your own shortcomings will help you improve your chances. Calling the thing a "win button" actually hurts you because by stating it like this, you more or less consciously allow yourself to just give up and takes the responsibility off your shoulders. While the current number of Radars sailing around coupled with the current Radar implementation might not be a problem of the game, it doesn't mean that getting rekt on regular basis isn't an l2p kind of problem too. Then again, you created a Forum thread where you are a bit salty but ask for advice more than you whine, so it's not that bad in your case
  9. The amount of RNG in this game

    And yet people pull off very good (and very bad) winrates and the stat difference between a great player and a very bad one is like heaven and earth. And that's despite the fact that other than RNG you have other equalizing factors like random MM... So no. It's 90% skill and 10% RNG at best (or, well, worst). It's true that WoWs has quite a lot of RNG, mind you (while the truly competitive games basically aim to have none at all) but it's unavoidable - RNG is a big part of balancing. Can you even imagine balancing BBs that have literally no dispersion, every shell landing exactly where you aimed? The one part of RNG that WG should really get rid of is detonations - because this is just an instant death mechanic not dependent on the ability of any of the parties involved. But the devstrikes and I-got-screwed-out-of-my-devstrike salvoes are good or even necessary - because you need RNG to balance these big guns and if you do things randomly, you get extremely good and extremely bad "rolls" - it's just an unavoidable part of "rolling dice".
  10. Torpedos go straight through enemy

    Pan Asia destroyers have deep water torpedoes. They can't hit DDs. When you try to target a DD, the torpedo aiming indicator looks differently and even a text appears on the screen, saying that you can't hit this target. Long story short: everyone has this "problem" because it's not a problem at all, but rather the defining design feature of this weapon - extremely stealthy compared to counterpart from other navies but unable to hit enemy destroyers.
  11. Well, not punishing them hard for any attempt at capping would help a lot. In matches with few (and located) or no Radars (contrary to popular opinion, they still happen, though rarely) there's actually quite a lot of capping going on. As for teamplay, that's a bit more complicated. Or, should I say: what do you consider teamplay from DDs? Their most powerful teamplay ability (smoking of friendly ships) got removed with smoke changes. It wasn't necessarily that bad of a change (the smoke meta in Ranked was painful) but smoke being as broken as it was was precisely why it was worth it to go out of your way to smoke allies. Now? Not really worth it. Spotting? On occasion can be precious but it also very often means exactly the borderlining - a DD needs to flank the enemy (to get spotting angles around islands the enemy is attempting to use) and stay out of Radar range. The exception would be the spotting of enemy DDs - but that's extremely risky. When trying to spo enemy DDs you're naturally close to the enemy ships, including Radars and - of course - the enemy DDs you're trying to spot. Depending on the actual support your teammates can give you (based on their ships, positioning and ability to aim) trying to spot enemy DDs can be a bad idea. I must admit I love my Kitakaze and I love playing her aggressively (I prefer her over Harugumo due to the concealment difference) but I actually end up trying to play it safe more often than not - I just can't afford to put myself as forward as I'd like because if there happens to be a competent Worcester or something like that on the enemy team, I'm just dead or so crippled that I can't safely trade with IJN torpboats anymore - not a good start of a match.
  12. What happens to ships, ship XP on British DDs?

    The announcement isn't false - it's badly worded. The last sentence is just ambiguous. You can only accumulate the experience necessary to research the next ship and unlock it once Update 0.7.10 is released. There are two ways to read it. Version A: You can only (do things) once Update 0.7.10 is released. Version B: You can only accumulate experience to (do things once Update 0.7.10 is released). The "only" isn't there to denote that "you can do these things only once 0.7.10 goes live", it tells you that in 0.7.9 you can only accumulate experience that you will be able to use to research and unlock the ship later. This is quite obvious the intended meaning - unfortunately the way it was written could be read either way if there was no context.
  13. Matchmaking Tier imbalances.

    Actually, I don't think your analysis is correct. Well, for starters I personally don't think +/- 2 is bad at all, but if I were to pick the most affected (aside from CVs and the fun of facing +2t AA) class, it would be battleships. - cruisers are squishy and often need to play hide-and-seek behind islands even at the best of times. Being lower tier just makes it even more pronounced but doesn't change that much. What's more, if a cruiser has some particular strength when top tier (say, a Radar), that strength usually remains viable even when bottom tier. - DDs generally don't like to expose themselves. With the exception of stealth module addition of t8 (but 1v1 wouldn't change anything since yo'd still get t7 DDs in t8 matches) the lower tier DDs tend to actually be stealthier rather than less stealthy and overall DDs - especially the torp-oriented ones - don't care much about being bottom tier (getting stronger with tiers doesn't fundamentally change how they play in a match of certain tier). It's a bit iffier with gunboats, though (plus many of the low tier gunboats are incapable of stealth torping which makes a lot of difference). - BBs tend to be more exposed and worse at picking their fight (due to general clumsiness) so being at a disadvantage against their higher tier cousins affects them a bit more than is usually the case for cruisers and DDs
  14. MM

    If you don't enjoy playing the game but still log in every day to get a bunch of 1st wins and these 3 daily containers, then I might have bad news for you regarding that staying sane thing
  15. Aircraft spotting and smoke

    I've had plenty problems with this mechanic from the point of view of a DD. I normally assume that smoke won't hide me from planes unless I'm going to be inside... but not because I know it doesn't work - it does work sometimes. But I just don't have enough grasp on HOW this works - I'm unable to predict the outcome of, say, throwing smoke behind myself while trying to run away from planes (and enemy fleet behind them). It MIGHT hide me. I've sometimes seen it working. But I have no idea when and how it works - and when it doesn't.