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eliastion

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    [TOXIC]

Everything posted by eliastion

  1. False, both Harugumo and Khabarovsk have less hp
  2. "Heavy cruiser" doesn't mean "she beats light cruisers easily". Light cruisers tend to have (vastly) superior DPM and if you manage to get yourself into a DPM race with a light cruiser, woe for you. Also, recently Zao received a big buff in the form of 12km torpedoes - so that now you can reliably stealthtorp if need be. They don't make you into a DD but their usefulness went through the roof compared to the old 8km ones. Not really. So... you're saying that she's still doing the same things, with or without invisifiring? Doesn't seem obsolete in the slightest, though... Plenty fun and performing reasonably well. A buff would be nice, though... Why? Well, who doesn't want buffs to their favourite ships
  3. eliastion

    bleep

    ...somehow seemed relevant at this point
  4. eliastion

    Saving player settings

    I'm pretty sure OP knows how to set up the settings since - according to him - he needs to do it on a somewhat regular basis. He still finds it inconvenient (which isn't surprising, really) and your post contributes absolutely nothing. Most of the settings you need should be in a file preferences.xml in the main directory (so for the game instaled in E:\WOWS the file would be located directly in E:\WOWS\preferences.xml). Saving this file and then copying it into the new installation folder (good idea: making a backup of the original file before you overwrite it) should probably fix most if not all of your problems.
  5. eliastion

    Why the CV re-work is a wont-work.

    Nice try, we all know what you really want
  6. eliastion

    IJN Yamato Armour

    Tl/DR:
  7. Actually, Russian Refund became enough of a meme that googling "russian refund" (I wanted to write WG russian refund but this proved unnecessary) in videos gave me this as my first result
  8. eliastion

    Suggestions thread

    I don't really agree with that. AR is a great 2-point skill as it is, not often the first pick (DDs want LS first and BBs as well as lots of cruisers prefer EM) but for most ships it's THE second 2-point skill to pick. If anything, we could get ANOTHER skill like AR (as in, scaling from lost hp) focused on other things than damage. In fact, we could end up with a whole family of these things, imagine: - Adrenaline Rush (-0,2% reload on everything for every missing 1% hp) - Emergency Escape (+0,15% speed and acceleration for every missing 1% hp) - Desperate Effort (-0,1% reload on all consumables for every missing 1% hp) I came up with the values on the spot so that they're noticeable but not overpowered special mention here is about Desperate Effort. Notice how we have a -5% on all consumables skill - I don't think a skill that does the same but based on hp should have double the efficiency at 50% hp. Especially considering how many consumables become more and more precious as you have less hp - that DCP needs to be available when you don't have much hp left to burn (literally) and don't get me started on Repair Party that literally can't be used on full hp. I think that 5% buff at 50% is the absolute maximum a skill should give, especially since it can be stacked with signals, JoAT and - if I remember correctly - the special Jack Dunkirk's SI...
  9. eliastion

    3 detonation in a row now

    Yes. I've actually died like that once - killed by an enemy that hit me 0 times
  10. eliastion

    3 detonation in a row now

    Khabarovsk is naturally more vulnerable to detonations than Shima because it's getting shot at and hit much more. Shima generally tries to not be shot at and when she is - she dies quickly even without detonations. Khabarovsk can withstand much, much more - giving her a lot more rolls for being detonated
  11. eliastion

    What level ships does radar now start at?

    Are you for real, or are you just trolling at this point? Once again. Skilled player notices the position of an enemy ship as it gets spotted (and appears on the minimap). Unskilled player doesn't notice the ship when it gets spotted, but rather a full couple seconds later (when it's fully rendered). See the difference? The skilled player gets a couple extra second to react (maybe pre-aim guns, maybe start turning away - whatever might be appropriate for the situation). The potato that doesn't get this early warning. I've gained tangible advantage in game-deciding gun duels thanks to this rendering delay alone. To give a proper example: last t8 Ranked I've been sailing my Akizuki with double-digit hp left. The enemy Kagero outspotted me handily and was low hp but certainly ahead of me - and yet I needed him dead. I got spotted first, of course. Had he been able to start aiming at me once I appeared on his minimap, I'd have been dead. Had I rendered immediately (no render delay), I'd have been dead. But the rendering delay was present and my opponent got severely affected by it. I rendered probably about the same moment I saw him on my minimap. We started aiming at each other at the same moment - and that gave me the chance of killing him. I won. Just because I used the rendering delay time to aim at him while he didn't realize where I was until I appeared. He was affected by rendering delay (didn't know where his enemy was). I was affected to much lesser extent (I couldn't lock on him and open fire). My ability (or his inability, if you will) to handle the rendering delay literally won me that match. Understand now? I certainly hope you do, because now I really need to stop answering - if you still don't get it, even with a practical example, then you're a lost case anyway
  12. This I can answer you with certainty - no, they won't. Perhaps it will be possible to get some doublons. More likely there will be some options for swapping premium CVs for premiums of other classes. But I wouldn't hold any hope for literal refunds in the form of real-world money. And even if they did offer refunds like these, they wouldn't be available to people who've clocked well over a hundred battles in each affected premium they'd like refunded...
  13. eliastion

    Shima hit me with a volley of 13k+ HE

    Do you have a replay or some result screenshots to show? Shimakaze doesn't carry this kind of firepower. The possibilities are: 1. There was some other source of damage than Shima's HE or 2. You actually did suffer a detonation. Let me remind you here - as this might be important - the "detonation" achievement can only be obtained in Ranked and Randoms. If you happened to play coop, the detonation is very easy to miss because the only difference (other than the abnormal damage, of course) is the symbol that briefly appears in bottom-right corner (it shows the kill report with an explosion symbol instead of shell or torpedo that would be there in case of a normal kill).
  14. eliastion

    My feedback as a CV player ( cv rework )

    Well, it just seems interesting and it's far enough removed from current CVs that it's treated as something completely different rather than just a mutilated CV gameplay Also, it looks better than it sounded when we heard "you only control a single squadron" so the relatively warm reception isn't really that much of a surprise. I only hope WG manages to pull it off and balance it somehow. I'm a bit worried especially about the idea of removing all restrictions on CV participation, including divisioning restriction. Two cooperating CVs with torpedo bombers seem like an insane force multiplier for each other.
  15. eliastion

    [PSA] Looking for a laugh?

    There's a big difference between information being obtainable from third party sources on the Internet and properly delivered within the game. Sure, it's not super hard to find out how HE penetration works etc. but the game gives you nothing on that. The game doesn't inform you about the effects of attaching a plane to an enemy attack squadrons and then there are alt-attacks and AA consumable, not to mention ATROCIOUS presentation of AA fire - a CV player might not even know why his planes died suddenly unless he actively seeks out information outside the game. This is not a good system.
  16. eliastion

    The new IJN gunboats

    They are both DPM gunboats but Khabarovsk is an open water kiter while Harugumo is a smoke/island camper. Khaba survives because her armor reduces damage she takes and her speed makes her hard to hit while she attacks from around her maximum range. Harugumo survives because she hides in smoke or behind an island. Khabarovsk drives the enemy team mad and draws (largely ineffective) return fire, scoring 7-digit potential damage values on regular basis. Harugumo has significant hp pool but she's too big, too clumsy and (by comparison) much too slow to tank this way, not to mention her lack of heal and armor. Also her firepower is much less effective at evasion-tanking ranges where Khaba's guns still shine. To encroach on each other's niche, the ships would need to offer similar gameplay. They just don't do that. They play very differently.
  17. eliastion

    The new IJN gunboats

    No. Harugumo struggles to hit maneuvering cruisers, nevermind DDs, near the max range. It's only "a matter of getting used to" if the enemies are going at constant speed, without touching A and D keys. And shatters from cruisers and other DDs, and ability to actually bounce BB shells. Yes, it IS very advantageous. In the end these two ships are very different, their niche is different. They don't really encroach on each other's territory.
  18. eliastion

    CV Rework Discussion

    5k+ viewers. This must be the most popular WoWs stream ever
  19. eliastion

    CV Rework Discussion

    Almost 4k watchers on the Twitch channel And we don't hear Sub Octavian
  20. eliastion

    [PSA] Looking for a laugh?

    Well, whoever wrote that, isn't THAT far off - it literally is a magic button and the lowest tier it appears on is on a premium ship afaik ...wait for that guy to reach t6 CVs and experience strafing... Less funny: this shows how much information a typical new player gets and how much he lacks. Here we don't see that much of this because people either don't reach the Forum or - those who do - get promptly educated one way or another... there they are in their own group and ignorance can develop naturally without much meddling from the less ignorant. Showing how opaque the rules really are for someone who just starts off.
  21. eliastion

    Stats

    You miss a very important aspect of the situation. Most times when people bring up stats, what they really bring up is winrate (or solo winrate to avoid the effects of divisioning). Unlike in WoT, all the other stats are treated as supplementary at best. You see, the problem is - these metrics (PR, WTR) focus on damage and kills... and these in WoWs don't reflect the actual contribution well. There is a couple reasons for that: 1. Damage is determined by your playstyle and preferred targets. In WoT various classes of tanks have different hp pools, but the differences aren't nearly as big as in WoWs. This means that a ship that can specialize in hunting various prey get vastly different results. Take Kitakaze. There are two base focuses for building and playing her - a DD hunter; you make use of your reasonable concealment to surprise enemy DDs at close range with maxed-out DPM build - a mini-Harugumo; you burn things down with HE alpha and the amount of fires that your literal rain of supposedly low-firechance shells sets with DE Depending on your focus, your main job is sneaking around and ambishing DDs OR farming damage on BBs and cruisers. Regardless of which playstyle is actually more influential, it's obvious which one is going to give you better damage values (and, therefore, WTR) 2. Kills are, to an extent, farmable. And damn, have I seen players making bad choices just to farm kills. My personal favourite is CVs performing a full drop on 15%hp BB that heavily overextended and is going down under focused fire to the point that torps reaching their target shorten the poor sucker's life by maybe five seconds. The drop is basically wasted - but the CV just got a kill... 3. MANY important activities don't even get into WTR. In WoWs capping is extremely important. Tactical use of Radar, spotting etc - these things win battles but aren't easy to quantify (even spotting - in theory we have spotting damage; in practice a spotted ship often opens fire and suddenly becomes spotted by EVERYTHING, not just the original spotter...) In the end the one stat that really tells you something is winrate. And that takes a lot of matches to be to any extent reliable, but ultimately that's what lets you make a guess about whether the player in question is usually a liability or an asset to their team. The other stats can tell you something about player's playstyle, they are nice for checking if the WR from relatively few battles seems to be a fluke or not... but, in the end, only WR% really amounts to anything. PS: The one stat that could actually give one a bit better understanding of players' performance - the average XP - is actually THE most useless because for whatever reason it includes the bonus from Premium time
  22. eliastion

    What level ships does radar now start at?

    Ok, I said I won't respond to arguments but I'll pretend to have left myself a loophole when it's explaining a small thing. Skilled player: even if engaged with other enemies, realizes that there's a ship about to be rendered and pre-aims to open fire whenever it appears (or starts reacting in another way - turning away, angling or whatever might be appropriate). Unskilled player: only notices the existence of the enemy ship when it's rendered (reaction slower by a couple seconds compared to one from above). VERY unskilled player: only realizes the existence of the ship after getting fired upon (if even then) PS: Pick one of these if it needs to be a video game to warrant a comparison https://en.wikipedia.org/wiki/Comparison_of_chess_video_games
  23. eliastion

    What level ships does radar now start at?

    Oh, the lack of distinction between Radar and Sonar, not to speak of detection icons overriding each other, can also deny timely information that could be communicated to allies or acted upon (both being things that a skilled player could do but a potato not really) without the extra time needed to confirm the nature of consumable used (to just mention methods you yourself brought up: repositioning outside suspected Hydro range, not to speak of sticking to cover to outlast supposed Radar, takes quite some time). What's more, when I think of it now, being able to quickly determine the source in less-than-obvious situations s of very limited use. In fact, the more I think about it, the more convinced I am that actually getting this information right away would benefit skilled players more because they are the ones that could make immediate use of this timely provided information So yes, you're right, these two cases aren't similar. Render delay sometimes benefits the unskilled and very often benefits those that have the skill. This mess with detection icons once a blue moon benefits the skilled and more often is disadvantageous for them. Only this realization makes your position even less convincing. Anyway, since it's pretty clear that we're getting further and further away from anything resembling topic of this thread. I'm sad to see that a pretty good player like you likes this f*cked up UI and considers its faults a feature. Hopefully these problems will one day be fixed despite opinions like yours. Because no, faulty UI is not and should not be treated as a feature - even if there are people who feel that they personally somehow benefit from it. And as a final note... You completely miss the point of competitive PvP games. Let me just point towards a pretty extreme example: chess. It's a pretty simple game, in fact. It doesn't take great coordination and all information is readily available at any given moment. It's literally a game that a small kid can play. And yet... I dare say that people that use some cells in their brains hold quite a bit of an advantage. Despite the fact that you can literally look at the board and see any single piece. There aren't even any consumable durations to remember and the whole set of pieces has like six kinds of them. Reliable, easily accessible information doesn't make a game less competitive. And if some information is withheld, it should serve a purpose, not be a consequence of ambiguous UI. Spotting sources overriding each other and Radar/Hydro sharing an icon just don't serve any purpose. It's not something that can be actually used in a reasonable way by the users of these consumables. It's just a useless, frustrating ambiguity of UI that hurts those who learned all the Radar ranges and durations slightly less - because in ideal conditions they can get a guess more accurate than "I'm right next to Z-52 so it's her hydro". Once a blue moon this might even make an actual practical difference. But usually it doesn't - usually it's just annoying. The game would be a little bit better - and probably actually more rather than less competitive - without this "feature". It's a bit disappointing that you believe otherwise but, fortunately, you don't call the shots for this game and what aspects WG is going to be fixing (or breaking) in foreseeable future. Of course (less fortunately from my perspective) I'm no different - my voice doesn't exactly reach WG's ears either. Considering these circumstances, I'll take my leave from this conversation. I'm absolutely sure that I made no progress in convincing you and as for myself... if anything, I'm more convinced than when we started and the whole thing with how detection icons work is deeply flawed and should be sorted out to provide clearer and less ambiguous information. So... let's agree to disagree, I'll read but I'll refrain from responding to any further arguments you might be bringing up here. Take care and happy sailing
  24. eliastion

    What level ships does radar now start at?

    But it's an "annoying feature" that gives the advantage to the skilled over those who lack skill. So - according to your logic when it comes to the "spotted" icons, it's an annoying feature that makes the game better. Only, it doesn't (unless the alternative is players with worse computers seeing enemies later than those who have good hardware; a forced delay would certainly be preferable). Thing is, "annoying features" of the game like render delay and spotted icons that override each other and show the same result for two different methods of spotting - they are, well, annoying. They don't really bring anything into the game. All they are is a piece of worthless artificial difficulty. And, yes, of course such additional difficulty favors these that can deal with it better to perform better than those who lack this skill. Still, it's hardly a strong argument for keeping such "features" in game.
  25. eliastion

    What level ships does radar now start at?

    But being attentive you notice the ship before it appears and can pre-aim your guns, giving you effective spotting advantage over an enemy with the same or even better concealment. Also, no, "checking the minimap" won't tell you if you're hydroed or radared if you happen to be in range of two ships with respective consumables. And that's assuming you know to be in range of these two. This is not necessarily a given as Radar ships like to use cover and remain concealed even while using their consumable and some Hydro platforms are relatively stealthy and can easily be - still unspotted - just on the other side of an island you're taking cover behind... So, no matter how good you are, you have to get out of range of any theoretically possible Hydro/Radar to tell with certainty that it was the other option that spotted you.
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