eliastion
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Everything posted by eliastion
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I don't think Farragut is crappy - I just think it's not one of the game-changing DDs that require a DD to counter. Farragut is a good ship but it doesn't get out of hand just because there are no enemy DDs left to face him. There are DDs that benefit from such situation much more.
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Wargaming are you f*cking kidding me with the supercontainer?
eliastion replied to maestrod's topic in General Discussion
First supercontainer in... 2-3 months? And guess what, I got the "awesome" upgrade The most useless to me, even, since I have literally no ship with Surveillance Radar... -
I don't think a lone Farragut specifically is a real problem but I do somewhat agree that matches where one side has a DD and the other doesn't aren't a good idea. I wouldn't mind a rule that makes the other team have at least 1 DD if one team has one.
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Wargaming are you f*cking kidding me with the supercontainer?
eliastion replied to maestrod's topic in General Discussion
Unless it's the smoke module and you don't sail Perth, that is ;) -
Wargaming are you f*cking kidding me with the supercontainer?
eliastion replied to maestrod's topic in General Discussion
If they really have to include them AND push them into supercontainers, they should make them sellable for doublons. So that you could quickly convert them into 400-500 doublons apiece. -
It's worse than that - unless they changed something (and I don't think they did) the avg. XP as shown actually includes Premium bonus. Making the stat completely irrelevant even if comparing two people playing the same ship if one uses premium and the other doesn't.
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I laughed so hard as this line-up
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I agree, there need to be big changes to BB balance. I think nerfing their rudder shift so that it takes twice as long to start turning at high tiers would be a good start. PS: OP, your stats you're so proud of prove one thing: you're a dedicated BB player with no idea whatsoever how balance looks since you never bothered to actually learn how the game looks from non-BB perspective. It's frustrating for you that you can't delete cruisers as easily as you'd like, it's frustrating that you get fired upon from smoke and HE dealing any amount of damage to you and torps being able to hurt your mighty ship. You whine that some ships have tools capable of hurting you and making it possible for them to not be obliterated by your guns. But, guess what, that's what they got because - surprise surprise - these ships don't have BB armor or BB guns. OF COURSE they need to have some other things to make them a threat to BBs rather than just food for them, you know?. As it is, BBs are overpowered, even against their supposed counter in the form of DDs. No, they don't need any help, direct or indirect. In current state of the game it's the other classes that need help against BBs.
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The problem with Belfast isn't that it's exceptionally powerful (it is strong but not THAT strong). The problem is that Belfast's presence hurts the meta. Basically, t7 suffers from the situation where Radar is already present BUT only for premium ships - so even just having Radar makes ships overpowered through their utility. Belfast complements Radar with Hydro AND Smoke. This is an insane combo in Ranked, making Belfast capable of denying caps like no other ship, immensely contributing to the dreaded smoke meta while also being really hard to counter. Belfast is a must-have utility ship on t7 AND it's a premium. Other premium ships can be contested by non-premiums: non-premium DDs are capable of performing the DD role, Gneisenau might be arguably better than her premium sister, Nagato brings quite a lot to the table too and Hiryu is, in fact, pretty evenly matched with Saipan. But there's no non-premium t7 cruiser with Radar, and even among premiums Belfast is the only one who can use the dreaded consumable from smoke AND get an advance warning about torps with proper use of Hydro... The utility is just through the roof and in small-scale Ranked environment where people are more focused on winning (and in higher Ranks also just plain better at this game) than average... such utility is a game-changer.
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Want to complete the Valentine's mission, but you have no Division friends?
eliastion replied to MaxxyNL's topic in General Discussion
For the people forever alone on Valentines Day No, but seriously: nice tip, I thought you needed some actual division mates even in dynamic division for it to count.- 9 replies
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- valentine
- valentine mission
- (and 3 more)
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Remove snipping from smoke finally omg
eliastion replied to CZAirwolfOC's topic in General Discussion
Ignoring a thread does not express our belief that the idea is ridiculous and idiotic. Not making this opinion of ours known poses a risk (as small as it might be) of it being noticed by someone who might get the idea that what OP says reflects in any way, shape or form the general consensus among players rather than his own personal idea of balance where his ship should be impervious to any harm not coming from other ships of the same class. That's why these threads are NOT ignored and - instead - rightfully ridiculed. You might notice that ideas that are NOT as mind-boggingly stupid end up ridiculed much less and disputed much more - but there's just no point in starting a proper discussion with something who outright demands removal of shooting from smoke "finally omg" and as temporary balancing measure proposes something that affects people shooting from smoke severely but has no real effect on people shooting INTO smoke, since locking on is important mainly for shooting ships that move with considerable speed and/or big ships where you need to aim at superstructure - the difference when shooting at stationary or almost stationary small target is MUCH smaller. -
The New Modules - Testing and Super Containers?
eliastion replied to Gojuadorai's topic in General Discussion
Yeah, if the upgrades were sellable for doublons, they wouldn't feel like being "cheated out" of a supercontainer. I mean, there's no rule that people are entitled to supercontainers, but when someone gets one, gets happy/excited... and boom, gets something so ridiculously underwhelming that a good combination of 12 useful signals would be a better option. -
Remove snipping from smoke finally omg
eliastion replied to CZAirwolfOC's topic in General Discussion
I have a better idea. Remove repair-flooding button! I line up a torping attack, hit the oblivious battleship and deal little to no flooding damage? Flooding shouldn't be affected by repair party! As a balancing factor it can become fully repairable like fire is. -
do atago useless compared to kutuzov after 6.0?
eliastion replied to Ecanduysak's topic in General Discussion
Perhaps I can give you an explanation. Average damage might be misleading. Kutuzov has great alpha DPM and is a flamethrower. Her primary targets are BBs that she sets on fire left and right. Atago can do that too but she's worse at that - her damage might be more shifted towards cruisers and DDs, making an apparent huge difference between damage dealt by great Kutuzov and great Atago players. At least that would be my guess. Basically, same reason currently CVs tend to have so much damage - their main DMG-suppliers are BBs: capable of tanking A LOT of damage while, at the same time, less capable in evasive maneuvers. -
It's simple: bad players. In case of DDs with their habit of - being in the front - being squishy AND - drawing fire from everyone and their mother the life of bad DD is often as short as it is eventful. Also, do note that this is the first Ranked Season where you get t7 ships regardless of Rank. Previously there was some filter (a really weak one, but still) where people played lower tiers (less torps and no Radar) on lower Ranks. Now they must jump in t7 they often don't feel comfortable in. Then they do their best: they know it's their job to cap points so they try to do just that, not aware that t7 is - due to specific meta - filled with ships that have Radar and can spot them, often from behind islands. It's also full of people who realize that a smoke is a good place to send torps into just in case something sits them trying to cap... Many DDs blowing up under concentrated fire or from blind torps are a result to be expected.
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There is an arming distance. It does matter. There's also little justification for ending without 1-2 km of enemy BB in a Belfast and - on top of that - getting torped by him rather than the other way 'round. It's not lack of torp arming distance or the distance being too short that killed you, OP, it was you getting outplayed BIG TIME by something with handling that makes your ship look like it can turn in place...
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Maybe you should read the notes again? The increased chance is for explicitly mentioned configurations: signal+signal+signal and signal+signal+base camo In the meantime a combination signal+signal+freeXP (and others with 2 signals and something that's not a camo as the third part) got either reduced chance of appearing or were completely eliminated. So no. There's nothing really suggesting that 2xsignals has a bigger chance now, it might be just the opposite. As you would probably notice if not for your valiant attempts at twisting WGs own words to make the nerf to "free" stuff seem smaller than it is. What's certain is that 3xflags is more common - but with reduced stacks it's most likely at best going to keep the signal influx at the old level.
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Ok, first of all - you don't need Premium to play on t7-8. T9+ can be tough but below that you should be able to easily get profit unless you insist on sailing with full complement of premium consumables and camos (they combined can be a heavy drain on your income). That being said, people here are expanding beyond what I could say so I'll just mention one ship - t5 Kongo as an option for a nice battleship. She's really fun to play. She's fast (compared to other BBs of similar tier - lightning fast even) and really fun to play. So, don't like 20 knots of Wyoming? 30 knots of Kongo could be just what you want. Be warned, however, she trades some raw power and durability for that; she's a bit of a BB-CA hybrid and while not nearly as easy to citadel as actual cruisers, she can't take as much of a beating as some of her peers; still, her speed makes up for that a bit, allowing her to get out of situation she doesn't want to be in. She's the only sub-t7 BB I come back to from time to time (well, I do play ARP clones but they're basically the same ship). German BBs might be an option for you too - they're not sllow (well, for BBs) and pretty fun to play. Although can be also considered a bit of an easy mode - they're might not be as skill-dependent as some ships (still, a good brawler needs too pick his fights while sailing a big, slow-turning piece of steel mountain called "a battleship" so good players obviously do much better than bad ones who either don't notice that at long range their guns don't hit sh*t OR who believe that brawling means jumping into the middle of enemy fleet and promptly getting focused down while flaming the team that didn't commit suicide along with them)..
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Let me spell this for you. With old containers the standard reward contained 10 signals. Now you have higher chance for 3xsignals. That 3xsignals means 12. That 2xsignals that was - and still is - more common is 8 camos now and 10 camos then. Now, for simplicity let's assume that there were no 1-signal and no 3-signal crates in the past AND that there won't be any 1-signal crates now. The former balanced themselves out and the latter are supposed to be pretty rare now, so it's not that big of a ctretch. So in such simplified scenario... Old reward: 10 camos + something (often freeXP, sometimes consumable or credits) New reward: 8 camos + something (almost always 2-5 basic camos) OR 12 camos Unless the chance for 3 signals is the same or bigger than 2 signals (and it doesn't seem to be the case) THE NEW SIGNAL CRATES GIVE LESS SIGNALS. Not to mention less additional rewards. They do give more base camos if you want them - the worst, by far, kind of reward that falls out of these crates due to being readily available for credits, cheap and coming in such pitiful quantities.
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No you don't. I usually were still getting 2x flags. Now I'm usually getting 2x flags. Only then it meant 10, now 8. And the other non-flag thing was much better than 2-5 non-premium camos.
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So, this time they don't have any justification whatsoever?
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First impression: containers got nerfed severely. What was a not-overwhelming-but-nice 10 signals+500xp (that seemed to be the most common drop from signal containers) became a 8 signals+2-5 non-premium camos. Truly you must be joking. Not to mention HEAVY superconatiner nerf. Nice to see the abysmal chance of getting them buffed (but it's still well below the original chance, isn't it? interesting to see how the reduction in chance of getting them didn't even make it to any patch notes) but was it really big enough to outweigh the fact that you removed a potentially very useful option (250 signals) replacing it with a "have a blatantly useless upgrade as a spit in the face from us" instead? Supercontainers giving what amounts to a couple hundred credits for selling the junk hardly deserve the "super" in their name. In fact a lucky draw on OLD Signal container - giving, say, 5 Papa Papa, 5 Equal Charlie London and 500 freeXP is a significantly better reward than this new kind of "supercontainer"... Also, Ranked rewards for higher Ranks are equally bad, for similar reason. Last season I played partially to get these rewards, now? The lowe Ranks might be actually better rewarded (I'm not 100% sure) but after getting into the top 10? There are just no rewards worth mentioning. Unless you hit the #1, then yes, you are rewarded. But this kind of reward for climbing through 10 "empty" ranks? Seems pretty underwhelming, really. Now, the inventory, on the other hand, is a nice addition. Unfortunately, it lacks the crucial option of stocking up on consumables/camos in advance (when some discount hits).
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Before I seemed to most often get 10 signals + 500 freeXP. But then WG "listended to people" and now the most common seems to be 8 signals and 2-5 camos. They're spoiling me. Waiting for the first supercontainer in 3 months, probably going to get one of the awesome new modules, who wouldn't want to get them. They're so not obviously worse than standard ones.
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The New Modules - Testing and Super Containers?
eliastion replied to Gojuadorai's topic in General Discussion
So, the new modules are not only mostly useless (there's maybe one I'd consider) but their sale price is laughable too? I thought they perhaps sell for a couple million each (making the upgrade supercontainer less disappointing by providing a cash influx that some people seem to be needing). -
High tier CV disbalance - WG you need to do something
eliastion replied to Fizzy_Odin's topic in General Discussion
Yes and no. We're specifically talking about Ranked in this aspect so let's look at Hiryu's AS set-up: 3 F, 1 TB, 2 DB She has has 3 fighters to spot and protect the fleet, 2 DB that can be used for spotting without watering down air cover and 1 TB to still deal some damage in the late game. She won't be killing much BUT she can spot DDs and - given some time - win the air battle against similarly skilled opponent, making spotting even easier (and risk-free). What's more important - she can protect her allies' ship-blob from the front, scaring enemy strike planes of, spotting in advance any torpedoes and preventing the enemy from spotting effectively. Unlike in Randoms she CAN keep her fleet mostly safe (by adding that extra bit to already difficult to approach blob) and secure spotting advantage that's much more important in Rankeds than Randoms.
