eliastion
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Everything posted by eliastion
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No, the collaboration, that was the basis for the event, had ended.
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Many of the propositions here share a problematic trait: they affect balance. SS gives a mild bonus to two skills (only one of them useful) but with more commanders we risk getting ones that will significantly affect ship performance. I'd really prefer these special captains to be special due to a) ability to captain many ships without retraining b) preferential XP accumulation
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Smoke Generator Modification 1 - worth it?
eliastion replied to The_Finnster's topic in General Discussion
This mod is possibly the worst of them all. You see, while all the other mods are still buffs - only (usually, with possible exception of speedboost) worse than what standard mods give - this one is actually a trade-off so heavy that it's basically a nerf. The size of the smoke you lay is almost always less important than its duration. Trading duration for longer smoke line is counter-productive. And THEN there is the fact that the mod goes into a slot where there are other important upgrades to be installed... All that said, there is one ship in the game that might want this and - I'm not joking - actually install this thing in place of other options. This one ship is Perth, Commonwealth premium cruiser that has a very peculiar smoke configuration. Smoke produced by that ship doesn't last, it just doesn't. The actual smoke duration comes from how long Perth lays it. This is a very interesting mechanics - basically you have your own very small smoke cloud that walks with you (as long as you move slowly). The mod seems like it's made for Perth - old smoke puffs disappearing even sooner won't really affect this particular vessel - they should still last long enough for the next puff to be generated. The duration of smoke-setting on the other hand effectively extends the duration of your mobile smoke cloud - that's huge. Still. That's one ship in the game. For all the other ones? Nope, this particular modification wouldn't be worth mounting even if there was a special slot just for it! -
Well, maybe some people will try it on the weekend, but I wouldn't hold my breath. Maybe we'll see a couple matches near the end of the season when there would be a sizable population of 1st Rankers who didn't make it for the SL when it was still giving some rewards... Or, of course, it's possible that at some point WG will decide that they want some SL after all and they'll reinstate some incentive to play it. Maybe containers not only for those who managed to beat their own teammates (beating enemies is just a side effect, what you want to get a container is to make sure your teammates score as low as possible), Maybe something else, say: x10 freeXP multiplier or something.... Not that I have much hope for that. Although if they get an empty weekend (and it seems like that's exactly what we're about to see) they MIGHT reconsider. And imagine how desolated the other servers are going to be since they saw hardly any SL play even with the old rewards.
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Well... Also, at this point I've played 5 matches in Akizuki and got... 54k average damage 2,4 average kills 1609 WTR 0% winrate
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Unless their intention was to kill SL, they did fail spectacularly. http://forum.worldofwarships.eu/index.php?/topic/75279-super-league-deader-than-dead-any-plans-to-revive-it/ There are literally no SL matches. Literally. None. On the most populated server. Considering that this season's SL was one of the reasons why I bothered to get to R1 (despite AWFUL R10-R2 rewards), this really seems like being cheated by WG since they killed the mode before I managed to even try it... Also, the reasons might sound legit but the solution is not legit by any stretch of imagination. Problem with AFKers? Well, set the 2500 damage threshold, or cut off bottom 1-2 (rather than rewarding only top 2) - or go with the general idea of Ranked: winning counts so give 2 containers to the winners and none to the losers. The "solution" doesn't look like an attempt to get rid of bad behavior. It's an attempt to get rid of rewards people were getting OR an attempt at getting rid of SL. So WG is either hiding behind blatant lies or they failed spectacularly.
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Super League - deader than dead, any plans to revive it?
eliastion posted a topic in General Discussion
So, I reached Rank 1. I've read somewhere that the Super League challenge got nerfed from "a box for everyone" to "a box for top 2 of each team". The original mission OF COURSE led to abuse (who even thought it was a good idea), the new however is just stupid as it makes people play against their teammates rather than enemy team - the main reward is for being better than teammates, not for any kind of team success. But yeah. It kinda worked. Because as it is... Well, the abuse did end. I'm pretty sure that on the EU server nobody abused the system to any extent in the past hour (well, more like 70 minutes really) at least. And most likely - the same is true for the rest of today's primetime... The queue peaked with some... 7 ships waiting at one time, at least from my quick glimpses at the situation. PERHAPS it would be a good idea to re-instate some worthwhile reward? Since there was no reward for reaching Ranks 10-2, it would be nice to see Superleague actually working to any extent... Idk what would be a good idea. Maybe 2 containers instead of 1 (as was originally planned) but only for the winning team, with some small xp/damage (remember 2500 damage from one of recent missions) threshold to not reward lucky quitters?- 6 replies
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The Grozovoi saga (nerf, actual status, news...)
eliastion replied to Murro_the_One's topic in General Discussion
Even if they nerf it, it's still a great AA machine, and with defensive fire... As first presented it was ridiculously overpowered. It was virtually a mini-minotaur that had defensive fire AND was able to stay iundetected (without smoke) while shooting down planes! Add to that the speed and you get the ultimate AA ship... How powerful it is now remains to be seen, but it seems like the thing is still going to be really powerful. -
Super League - deader than dead, any plans to revive it?
eliastion replied to eliastion's topic in General Discussion
Thx ;) And, well, the original rules (get a container for participation) were stupid... but the new ones are ridiculous - even in best case scenario (that is, with some matches actually taking place, you know ) it destroys teamwork... Smoke my team? You wish! That means more XP for them (comapred to me).- 6 replies
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Because you're not shooting at 1km in the game. Even "flat" firing arcs are pretty well pronounced.
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I want to force BBs to either switch to HE for the HE job (and yes, that includes the reload they'd have to suffer) or to deal with pitiful damage of all-overpens. HE does much more damage than overpens? Sure. The problem is - not all BB AP hits are overpens. Making the gap between AP and HE much smaller than you think. And letting BBs be effective against DDs without switching away from the ammo they prefer to use against everything else. You're either in delete-DD mode or delete-cruiser mode, the latter shouldn't be effective against DDs (unless they're really low hp).
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If they at least didn't show the faux-supers as supers. I'm pretty sure a lot of people wouldn't have a problem if instead of increased chance for SC and new "rewards" we were given a brand new kind of special container: the dice appear and... behold: a MODULE container! Not a super container, you know right away that you didn't win anything really nice BUT it's a module to be sold for 600k credits - for most people (that is, people who don't swim in credits) that's a nice reward, better than the usual containers. People wouldn't really like useless upgrades more than they do now, but they would be like "whoa, a new kind of reward that gives us four times as much credits as 3x50k credit container". Instead what they feel is "I was supposed to get a Super Container and I get cheated out of my prize with this useless crap!?". The chance for SC got significantly buffed (probably not to pre-nerf levels, but buffed) - only what's the point when they feel so utterly useless. I happened upon one SC since the patch, guess what was inside. Before the patch I was mostly picking signal containers (because for more than a month TYL seemed to drop nothing but signals anyway ), once in a while I picked TYL... now I don't even think aboout picking the latter. Lose on signals for better chance of not-really-supper container? No thank you.
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Are AP penetrations too common when firing from BB at a DD? I'd say: yes. And funnily enough, I don't say that based on my DD experience but rather based on my BB experience. You see, the thing is: BBs should fire HE at DDs because AP shouldn't be effective. But that's not true. HE does less damage on regular hits and AP penetrations happen almost often enough to compensate. Also a DD rarely sticks around for a couple BB salvos. Result? When I sail a BB and see a DD, I hardly ever see myself switching ammo: AP does nearly the same damage and doesn't leave me with HE loaded and no DD to shoot at (since said DD was sunk or run away or smoked up). This is not right. It should be worth it to change to HE when you expect shooting at DDs. With the amount of damage AP deals? It's very rarely worth it. In fact, the anti-DD HE performance should probably be buffed so that BBs actually get rewarded for having the right ammo for the job. Them having WRONG ammo, however, should have consequences. With how often penetrations happen, the choice of ammo is neither rewarded nor punished - HE is still slightly better but it's nowhere near the night-and-day difference it should be.
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Sometimes things don't seem to register properly with the client. Lately it's more noticeable than normally due to Ranked - this happens to stars too (sometimes you need to reload to get the correct number of stars). And yes, of course it shouldn't be that way ;)
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No, this wouldn't be fair since cruisers still end up facing even more OP BBs. So - I have a better idea: buff BBs (and CVs even more, of course). And leave ship limits as they are. The difference to be made should be a completely new mechanic intended to reflect the differences in price and numbers of ship that end up in combat. So... Cruisers get 5 respawns. You die, you get a brand new cruiser spawned according to some algorithm to prevent spawn-camping. DDs are the same, only you get, say 15 respawns (should be enough for 20-minute battle). And an option to switch to another DD, so that you don't need to wait through obscenely long reload on your almost invisible torps (if you even have ammo to reolad - many DDs would need to rely on switching ships, after all we're talking realism and BB players sometimes complain that DDs can reload torps!) - you can just grab that new DD that has torps ready to use, as long as you have respawns remaining. CVs and BBs of course get only one life each, you go down: you're dead. I'm sure the OP would appreciate this modeling of realism where BBs - while slightly stronger than other ships in direct ship-to-ship combat, never get much done due to overwhelming numerical advantage of cheaper ships (and due to risk of getting obliterated by CVs that would also get a +realism buff AND proceed to pretty much ignore non-CV and non-BB targets since every other prey gets easily replaced while the big ships are a permanent kill).
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Serious problem / bug / issue with "Situation Awareness" / "Priority Target" & "Incoming Fire Alert" when they are all active at once!
eliastion replied to Leo_Apollo11's topic in Archive
Whether it's a good idea to take PT and IFA together (since they are somewhat redundant) is beyond the point. IF someone takes them both, one should never obstruct intel coming from the other. It might not be the best investment but if someone makes it, he should at least get what he paid for.- 12 replies
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I'm an experienced (not amazing but experienced ) CV Player and I do have Emergency Takeoff at least on my main captain. There are few worthwhile skills once your captain gets close to skillpoint cap and when I operate relatively close to the front lines, I risk being plane-spotted by enemy CV. It doesn't make me a good target, really (unless I heavily misposition) but it's not that uncommon to burn a bit at one point of the match or another - and I'd really prefer to have repair ready for serious danger rather than one random fire at full hp that I need to put out to launch any planes. Why not take the very-occasionally-useful skill when there's really nothing better to take? That being said, I don't really see much point in Kamikaze skill for CVs...
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I'm not in a clan. I don't take any kinder to tinfoil concepts about clans rigging games UNLESS there's some solid proof for that. And any additional rules for MM increase wait times at best and can be harmful at worst. As was already mentioned: 1. As dasCKD explained - if clanmates are prevented from facing each other, this gives additional advantage to members of competitive clans AND can be exploited for more gain through cross-clan divisions 2. Preventing teammates from facing each other would naturally lead to them often being shoved into one team (especially in case of syncdrop at lower population time). If you get, say, 8 people with teamspeak on one team and a random bunch of players on the other, the advantage held by the former is HUGE. Basically, the attempt at preventing hypothetical game rigging leads to screwing solo players over because a mighty blob of de-facto 8-player division is pretty much a guaranteed victory even if these 8 players' individual skill was nothing special at all.
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Not really about your proposals (most of them are bad, though, and the one that's not-that-bad is a complete change as to what "Premium time" is supposed to be). But, back to what I wanted to say. As for #3 - this season there's no "lower tier" option on low ranks. All the Ranks play with t7, no matter how low you are. The only exception is the Superleague (after you reach Rank 1) that plays with t5 against other 1-Rankers.
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[Discussion] Some rules for next Ranked season
eliastion replied to Boris_MNE's topic in General Discussion
Another retarded proposal. What you propose would only hurt the good players at top ranks, making defeats even more frustrating, ESPECIALLY for the players who are willing to compromise their own score for the sake of the team (for example a DD who smokes his team and spots rather than putting all effort into beating other friendly DDs to cap and farming damage later on). Tired of bad players? Want to meet better ones? EARN YOUR F*CKING HIGHER RANK. It's that simple. -
Matchmaking, Ranked and Stats - WG .. seriously?
eliastion replied to xsmilingbanditx's topic in Archive
Yeah, sure. -
[Discussion] Some rules for next Ranked season
eliastion replied to Boris_MNE's topic in General Discussion
And how does that even concern Ranked? People who take premium ships above their silver tier will simply never advance past Rank 15, there's only so much you can hope for in Rankeds with 40% winrate. Maybe with some amazing streak of pure luck someone might be able to climb up to the last Irrevocable (Rank 12). Or someone will play for him to get him there. Either way, lack of skill will thoroughly prevent him from polluting the upper two brackets (2-5, 6-10) so what's the problem? People who keep encountering bad players after weeks of Ranked are either latecomers (who'll breeze through the Ranks and reach R10 in no time) or just people who belong among these baddies, regardless of how much experience they have... -
Matchmaking, Ranked and Stats - WG .. seriously?
eliastion replied to xsmilingbanditx's topic in Archive
Detonations are a pain but that's what signals are for, after all. And now, having commented on the only sensible thing you said... It's really, REALLY easy to progress through low tiers. At this point - save for some special cases of people who don't really care and decided they just want to play a couple Ranked games - the lower Ranks are just wiped clean of good players. That's how Ranked works, basically: good players advance, bad players are stuck in lower Ranks. It's been quite some time since the season started - are you really surprised that playing low ranks you keep meeting bad players? Sure, sometimes you're going to get a potato team while enemy's team is less potato-ish. Everybody sometimes gets a good game (lost) or dies like a noob only to learn that the match was actually won (that's how I reached Rank 5 ). But it's 7v7. MOST games are to large extent dependent on you. About half my defeats are of the "damn, had I done X, we would've probably won" variety. And the lower average skill, the more personal performance of the one under-Ranked player matters! Not to mention that if your problem is a full potato team then surely you shouldn't have a problem with grabbing the consolation prize of 1st loser to retain your stars? -
The games can look... strange when two fleets of Shiratsuyu first meet each other and - as is the case not that rarely - fire ALL their torps into general direction of the enemy at more or less the same time... I wouldn't say "torpedo soup" because it takes them so long to do that again, but the initial wave of torps can get ridiculous. ...and I STILL encounter (and sometimes sink) people sitting broadside-on in smokes. I mean, seriously, if this meta can't teach people that that's a bad Idea, I don't know what could
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1. That's blatantly false. People play Randoms solely for the joy of playing and for grind. Rankeds are played to advance in Ranks. People need victories and get punished for defeats AND every single ship is more important since it's only a 7v7. 2. If it doesn't happen consistently then your friend would be one of the biggest beneficients of the system since it would save him some lost stars due to defeats caused by inaction. Being slightly late (1 minute is a lot of time) would just change nothing. 3. Then just don't play Ranked where people want to advance in Ranks. If you don't care about your Rank then Ranked is just not for you. You either want your team to win (then it's good for you that the system prevents your loading problems from affecting the team OR you just want to have fun at the expense of your team trying hard to win in Ranked mode... and that makes you a borderline griefer. And I say: f*ck griefers. So... 4. People who sometimes have problems with loading but honestly want to play Ranked would benefit. People who have severe problems would find themselves dropped a lot but would benefit even more. People, however, who would actually prefer to load in 2-3 minutes late rather than suffer the inconvenience of having to queue again? These should actually be banned from Ranked. Their "fun" is at the expense of other people in a game mode that's CLEARLY not meant for them since they don't care for the central aspect of it: advancing in Ranks.
