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eliastion

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    [TOXIC]

About eliastion

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    Lieutenant Commander
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  1. NERF FIRE

    "Nerf fire" cried a re-roller playing almost exclusively British BBs. Can't make this sh*t up.
  2. Graf Spee - Heal?

    That's only because you refuse to listen to what had been explained to you a couple times already. Why even start a thread and state a question if you're not interested in hearing the answer?
  3. Graf Spee - Heal?

    Because otherwise she would be too weak. GS isn't as well protected as you imply and her guns are few, firing rarely and with underwhelming accuracy. Bigger caliber than cruisers of the tier? Sure. But when you look at the caliber, accuracy, RoF and number of barrels... let me put it this way: go compare GS to things like Fuso and then come tell me that GS has "BB guns".
  4. Problem is: you assume that people "follow a strategy". This is something that happens in Clan Battles, can sometimes happen in Ranked Battles but is generally no a thing in Random Battles. Basically, no matter what initial deployment the team manages to pull off, you can't expect it to be a consistent strategic approach. No matter the strategy, it will be followed like a retard. The question is what strategy (or rather: what deployment) makes the friendly [edited] less ineffective Ok, but more seriously. The merits of splitting the team (compared to a lemmingtrain) are as follows: 1. Map control. If you split your forces rather than forming a single blob, you exert your influence over larger part of the map (and don't give caps for free). 2. Multiple firing angles. A fleet moving reasonably close together fires at most enemies at somewhat consistent angles - this allows for angling and makes dodging or using island cover easier and more efficient. A fleet split (on a typical 3-cap Domination) between AB or BC caps offers different firing angles, making it harder for the enemy to mitigate damage - a BB parked bow-on near cap C can be hard to deal with by ships that actually went to C but very vulnerable to longer-range fire from the group supporting B. 3. Flexibility. A lemmingtrain, even well-coordinated (a rare beast) only really has one choice: push. This makes you predictable and gives the enemy the option to kite you (maximizing their firepower and minimizing the impact of your numerical advantage). By doing a lemmingtrain, you make yourself predictable and reduce your options of responding to enemy movements - you're very strong in one specific part of the map but the enemy is hardly obliged to face you head-on in that specific place. 4. Reduced vulnerability to torpedoes - a well positioned DD like Shimakaze or one of TRB-equipped DDs becomes much scarier if there's a lot of ships together. It's EXTREMELY common, when meeting a lemmingtrain in a DD, to be able to hit multiple targets beyond (or instead of) the primary one. There are just so many ships that you simply release the wall of skill and enjoy the effects - you're pretty much guaranteed that some people will make a mistake or even just prove unlucky (by turning the wrong way at just the wrong time). You hardly even aim at specific ships anymore: you aim at a big, predictable blob of ships and pretty much roll the dice - only the target-rich environment gives you a sh*tload of dice to roll. 5. Increased effectiveness of friendly torpedoboats - DDs that primarily use torpedoes tend to be the more powerful the harder it is to predict their position. Additionally, they often require cover against enemy DD-hunter DDs. If you lemmingtrain, you can only protect the DDs that go with the lemmingtrain (where they can't even torp the enemy because the latter tends to be retreating - making them mostly invulnerable to torping). A split team can support friendly DDs in more places, making them harder to predict for the enemy and allowing them to threaten the enemy properly. These were just off the top of my head. If I thought about it some more, I'd probably come up with more ideas. Now... On most Domination maps (it got a bit more complicated recently with more exotic cap set-ups) the "default" strategy (it depends on the specific map and team compositions, but we're talking the generic situation here) is: pick two adjacent caps and try to push these two. Basically, you have caps A, B and C to pick from so you go A+B or B+C. This, ideally, gives you the best of both worlds: 1. You try to establish map dominance by conquering 2/3 of the map (and caps therein) and don't create an unwieldy, vulnerable to torps blob 2. Both fleets remain close enough to support each other (threatening the enemy with crossfire even) or at least to come to each other's aid quickly or re-group effectively if one of the chosen caps proves completely uncontested by the enemy
  5. Depending on the map and game mode, a lemming train can work. More often than not, however, overcomitting to one flank goes as follow: 1. Whole team goes right, 3 cruisers go left 2. Enemy team splits 3. The part of the enemy team that faces the lemmingtrain turns tail and starts kiting, the 2:1 advantage in firepower doesn't really get significant results, especially when you account for enemy DDs that can torp your advancing ships (while your DDs on the advancing flank do nothing besides maybe spotting enemy torps). 4. The lemmingtrain pushes slowly, discouraged by return fire of kiting ships and torps from retreating DDs. What's more - natural campers of the attacking team will lag behind any lemmingtrain. On the retreating team, mind you, the campers will probably be running away - incidentally engaging, by sheer coincidence, in something quite similar to the kiting behavior they SHOULD be engaged when in 1v2 situation 5. Meanwhile, the other half of the enemy fleet easily pushes through the other flank and secures it just as easily as the lemmingtrain secured "their" side (they also have 2:1 or better advantage there, after all) 6. Finally the other half of enemy team arrives at the side/rear of the lemmingtrain and the kiting half of enemy team finally stops running and turns to face the enemy. The forces are more or less equal but the enemy has you surronded/in a crossfire. The lemmingtrain crumbles completely and gets picked apart by enemy fire from two completely different directions (no way to angle against that). Basically: being able to focus your firepower and gain local numerical advantage is a good thing, of course, but lemmingtrains are very rarely capable of actually doing that - just having more ships on one flank doesn't mean that you'll be able to capitalize on this and sink enemy ships. Especially when they realize the situation and decide to focus on not dying - and a 2:1 advantage is often evident enough for the enemy to do just that. If you just have a couple ships more on the flank, you have a good chance of the enemy facing you despite the disadvantage. But if it's a bunch of ships facing the whole lemmingtrain? All things considered, considering typical behavior of lemmingtrains and typical effects they yield, it's usually a much better idea to try and gain control of a bigger chunk of the map rather than just everyone bunching up and going to one side.
  6. Grozovoi in Ranked

    Well, I like my Grozovoi (more than Khaba) but haven't taken her to Ranked either - I just don't see her fitting the meta.
  7. Grozovoi in Ranked

    Grozovoi can't be straight-up compared to Khaba because Khaba is a light cruiser without a citadel while Grozovoi is a destroyer. The latter has DD stealth (concealment some 50m worse than Gearing - so technically worse but not by a margin that matters) and 10km torpedoes. She's also not as clumsy as Khaba (although still not exactly a ballerina by DD standards). The price for these things is, of course, that she's not nearly as good as Khaba in the things that are Khaba's specialty. Not giving up on proper concealment and torps with non-suicidal range also means not getting all the perks of the hyper-specialized gunboat that is the Khaba.
  8. Grozovoi in Ranked

    Ships are mostly balanced for Randoms - Grozovoi's strengths just don't really shine in current Ranked meta. - there's few CVs - DDs are mostly there for knifefights (short range DPM and nimbleness matter more than good mid-to-long range performance) - other DD jobs boil down to things cruisers can't do too well: spotting enemy DDs and torping (Shima is good at both which is why Shimas work well in Ranked too) Grozovoi is a good ship but she just doesn't fit the Ranked meta too well. It depends. Khaba is very queue-dependent. Sometimes the Ranked queue gets so saturated with DDs that a Khaba actually becomes a good option. If you have 4-5 DDs per side, suddenly the thing you start lacking the most is firepower that works beyond point-blank range (something Shima has not good enough guns for and Gearing/YY - not good enough shell arcs). Here enters the light cruiser Khabarovsk that takes a spot of a DD (that you already have more than enough of). Still, picking Khaba for Ranked isn't a good idea because even if it looks like many DDs in the queue, you can still easily end up in a match with 3 or less of them per side and then having Khaba instead of one of them is a liability, plain and simple. Especially in 1-2 DD scenario a Khaba taking up one of these spots (or, worse, THE one spot) is a disadvantage extremely hard to overcome.
  9. New Map ?

    The map seems extremely asymmetric, strongly suggesting that it's not a PvP map (all current PvP maps have strong symmetry in their general layout) - perhaps some Operation is going to use something like that?
  10. WG... can we please stop this.....

    And yet the most popular tier remains to be 8, despite it not being "safe", just the opposite - it's one of the tiers that tend to suffer from bad MM. Almost as if getting uptiered wasn't nearly as big of a problem as some people like to claim.
  11. Unique Achievements

    As @PzychoPanzer said... Not very self-explanatory at all, I'm afraid. Have WHAT probably been posted thousand times? If WHAT existed (I mean, I presume you mean unique achievements from the thread title - but what would they exactly be and how would they be causing all sorts of craziness)? How does the screenshot factor into it all? EDIT: In a moment of midnight bathroom brilliance I came to conclusion that, perhaps, you meant some special achievements for things like getting (your first ever) fire-kill in a ship that doesn't even have HE?
  12. WG... can we please stop this.....

    My perspective might be warped by the fact that I'm mostly a DD player (although I don't feel like my experience in, say, cruisers is that much different) but I know 1. How hard I can wreck everything around me when I end up top tier and there are very few other top tiers 2. How hard it is to make up for bad top-tier players when there's few of them 3. That adjusting your playstyle a bit lets one still have significant impact even as one of the very few low tier ships Long story short: - when I'm top tier, I like there to be few top tier ships, this gives me more impact - when I'm bottom tier, I like there to be many top tier ships, dispersing responsibility among them instead of getting a coin-toss on whether the 2-3 top-tiers are complete potatoes or not In light of this impression, I'm pretty confident saying that - at least as far as my experience is considered - I don't see how "pyramid" would be advantageous for the low tier ships. Ok, maybe for CVs. Then again, the matches with top tier CV tend to be a pain for everything else - now if they were to also be a "pyramide" where the CV faces very few ships of her own tier? So while being bottom tier CV would be less frustrating, ending up in a match with top tier CV as anything other than CV would be - on average - even more painful than currently.
  13. WG... can we please stop this.....

    E: Regardless of ship and tier. Seriously, man the hell up. Especially since in this particular case you were in a British cruiser - and these things actually punch up really well thx to them carrying their own smoke. Sure, you'd need to be a star player to actually carry in a match-up like this, but it's hardly a match where you're a canon fodder. You have the DPM to stay relevant, you have the smoke and heal to stay alive, just play cautiously and enjoy your bonuses for fighting higher tier ships. I disagree. Making sure that being top tier is even more important (because there's fewer top tier ships in matches) while also making sure people are top tier less often (because there's a restrictive cap on how many top tier ships can be in a match) is a terrible idea - it inflates the advantage of being top tier, inflates the impact of top tier potatoes and creates a situation where "I'm bottom tier 80% of the time" ceases to be a case of selective perception and becomes an MM-enforced fact. No. Just no. That being said... here you actually have a bit of a point and it wouldn't be a bad idea to introduce some countermeasure for that - perhaps a protected MM for the first (insert number based on some estimate how long people need to get a new ship mostly researched) matches in each new non-premium toy.
  14. do jap torpedo boats do anything useful?

    Actually, I'm pretty sure it doesn't. It saves scrolling and makes it easier to navigate through the thread but the pictures are loaded anyway, even if you never see them.
  15. Very harsh in match TK penalty

    Easy solution: be closer to the enemy than your allies are. Shouldn't be all that hard in a DD and gives you pretty much a certainty of never hitting allies - the only exception being the rare circumstance where an ally is on the other side of the enemy and can "catch" the torps that miss your target. But that's not what is happening to you, now is it. Your actual problem is that your "great position" to spot for your allies happened to somehow be behind their backs (or at least behind the back of that particular ally you torped and got reflect-flooded by).
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