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Ace42X

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About Ace42X

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    Chief Petty Officer
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  1. Ace42X

    Lexington - how to kill DDs?

    Got three High Calibers today, nearly got a few Krakens too; now I've got Midway unlocked. I've slotted +plane speed on her just because I had a spare one sitting around already - although I'm thinking +HP might've been better, even though US planes are slow and probably need all the speed they can, just because having dive-bombers survive longer in the hotzone is the difference between alpha and no alpha. ** update ** First game in Midway (stock), got a Kraken.
  2. Ace42X

    Lexington - how to kill DDs?

    I've got Hak on my main account, it's pretty much a "straight up better" Shokaku. Shokaku I have to remember which T10s can't be cit'd; not so much with Hak. Midway I've played on the PTR, I found it to be "fine, I guess" - mainly because of the extra torps - but I've not really spent a lot of time on it. I suspect the experience I'm getting on Lex will improve my Midway performance too. 76% here, but not a lot of battles played in it for some reason - I must've found a load of freeXP from somewhere <shrug>.
  3. Ace42X

    Lexington - how to kill DDs?

    I checked my stats; my average damage, spotting, etc, etc is almost identical to Shokaku - so in that respect the Lex isn't underperforming on paper. I'd be tempted to say "not all damage is equal, fires can be healed up completely given time and resources - and pretty much everyone, including DDs now, get healing by the T8-10 battlegroup", but going through the stats very little of the damage I'm applying is fires sticking. However, as I'm wanting to hit bigger targets as much as possible (getting 3x Torp hits on anything nimble is less reliable than getting 2-4 Shokaku torp hits on the same targets; HE bombs will bracket smaller ships even under ideal circumstances, the HVAR recticule and TiT dispersions are massive), that damage is far less valuable than getting consistent hits on DDs for less damage, and less valuable than getting krakens and removing threats from the game altogether. My winrate's recovering a bit, probably assisted by me finally getting Survival Expert skilled in; but it's still half-a-dozen wins off going positive again, and I can't help but think if it were as good at nuking DDs as Shokaku I'd be in the mid-60% winrate just like I am with her. My PTR account just got an incoming patch, so next round of testing I'll probably use the free PTR resources to test with / without acceleration & module and see what that gains me.
  4. Ace42X

    Lexington - how to kill DDs?

    Still not having much joy. An Osterland just chewed through 13 of my attack planes and four of my dive-bombers in exchange for me landing just 12 rocket hits and two bomb hits for 11k damage total (4.7k damage from two bombs, which would be fine if RNG gave me two bomb hits regularly, but at 2.3k per bomb that's still weaksauce compared to 4k Shokaku rocket strikes). Yeah I stopped him capping epicentre, and that probably won us the game ultimately, but if we hadn't won quickly I'd've been deplaned by the time I was trying to strike the bunched up Georgia + Iowa. If he's not got AA on, then I fly past him before I can even fire (let alone aim) the rockets; if he does have AA on then I'm losing at least three planes minimum (and a load of flight time) just to deal a piffling 4k hit. As for Divebombing: One bomb hit on Akizuki... 1.5k damage... Is it just the case that Lexington's just not build for dealing with DDs, and should be farming damage on BBs? Because its one superiority to Shokaku that I can discern is the ability to light fires with its bombs - which is somewhat redundant in a battlegroup which sees Smolensks and Harugumos and Henris and Conquerors, and so on and so on constantly lighting stuff on fire anyway. Which leads me to two other questions: Torpedo Acceleration & Torpedo speed mod - yay or nay? I figured it was a no-brainer at first, especially how indispensible I found it to be on Ranger; but I'm starting to second guess the choice. Being obliged to drop further from the enemy means you have less time (distance) for your aim to recover if you have to make adjustments to account for last-minute evasions - and the aim-time and jitter on the torps is atrocious anyway. The faster torps can out-run enemies they are chasing, giving you insufficient time to cross-drop. Which +HP module is best? I started off with +HP on rockets because that struck me as a way to make using the rocket planes against cruisers (optimal target for HVARs?) safer. After reading this thread, I switched to +HP on bombers, because their lengthy aiming time and lack of mobility means they have to sit over their targets eating AA damage for ages. Now I'm rethinking it again - as, as much as I dislike the torps, I'm finding I'm dealing significantly more damage with them than the alternatives.
  5. Ace42X

    Lexington - how to kill DDs?

    Typically 4k+ per release on average with "meh" releases (7 hits); how many releases I get per squadron is very circumstantial - but even in adverse conditions 3 is often manageable because the angles are forgiving and the plane manouvreability means you don't really lose proximity spotting on the DD. Contrast that to Lex where you lose sight of the target for what feels like an eternity while you come around for a second run. In practice room, HVARs are giving me 4k per release (11 hits) under good conditions (immobile broadside targets )on average. 7k broadsides are very rare given RNG and small target sizes, even under perfect conditions. In a battle I'm expecting more 2k whiffs than 4k and 7k hits, whereas I am disappointed if I don't get a 4k release in Shokaku. I did get a weird flukey head-on hit where pretty much all the rockets hit somehow for decent damage, will practice more and see if there's a knack to getting value out of bow-to-stern approaches (given that's what DDs will present you with). Tiny Tims are giving me less than 1k per hit, which means I'd need to get perfect strikes with them to get comparable value to Shokaku, and the RNG was typically giving me just one hit under perfect conditions, sometimes two. Once or twice I got 4 hits in a release, but those were equally as frequent as getting no hits at all. TBH I'm having a hard time reconciling the idea of winning games and not focussing DDs to the exclusion of all else: Denying the ability of the enemy to stealth-cap CPs; blinding them; granting your team the security to position without the risk of being hit by swarms of torpedoes - any one of those would strike me as a game-winning advantage. I can't see what value dealing damage adds that makes up for losing those advantages: It's not like anyone else on the team tries shooting at DDs if they can farm damage off something easier to hit, let alone positions so as to shut the DD down themselves. I got two the other day, in quick succession. Shokaku's just got good alpha to achieve that, AP bombs + reliable rockets + fast hard-hitting torps that you can double-drop, it's consistent enough that securing kills is just a matter of circumstance rather than the coincidence of whose fire was lit first / whether RNG gives you 7k damage or 3.
  6. Ace42X

    Lexington - how to kill DDs?

    Case in point here today, a notable forumite just called me a "moron" for some reason. Not sure if it's because he wanted me to return squadrons with full ordinance just so I could beat the fighter-plane consumable's cooldown (I'd already scared rocket planes away from him once) - in which case, does no-one else on the team deserve baby-sitting or fighter-plane scouts? Or if he wanted me to scout for him and him alone - in which case, what was the far left flank supposed to do, given that the friendly DD who was supposed to be there instead joined the forumite in mid? Surely wasting time sitting above smoke while my planes get whittled down by invisible AA isn't the most valuable use of my time. Or if he thought it was obvious that he couldn't win a 3vs1 against a lone DD a tier below his, what with having a friendly DD and Cruiser nearby that should've been able to give him some assistance, and as such I should ignore the rest of the map and wait for the opportunity to divebomb someone lurking in smoke on his behalf. We've established her that my Lex play is nowhere near where I'd like it to be, but I'm not going to get any better if - instead of practising my divebombing against human targets - I'm parked over smoke babysitting the sole human player out of a dozen that presumably requires my assistance. My best guess is I got chewed out because he was irate that he got out-played by a division a tier below him. Common sense would suggest that even if I did babysit him, the enemy Lex would've still just seen my planes and picked on players at another CP (the enemy Lex player ended up with a Kraken, so I'm thinking that is likely), and I'd've got called a moron by them instead. TBH I should've ignored entire team and just stuck to torping down battleships - we won even with me stinking up the place, and I would've rather had the XP from dealing more damage than been stressed out trying to help ingrates. Ugh, I got told the opposite. And I find the rockets to just be terrible against DDs. With Shokaku I can comfortably get 5k strikes again and again and again from any angle; with Tiny Tims I routinely have them bracket the enemy for 0 damage, and seldom have the time to make multiple strikes - when they do hit the damage is comparable to an average shokaku salvo - I suspect some lucky hits could be more devastating, but RNG doesn't seem to want to bless me with those. With HVARs the damage is all over the place, but for only marginally better damage (7k broadside salvoes) the aiming situations are just way too circumstantial - how many DDs let you broadside them? Head-on I've had salvoes deal less than 1k damage! I was hoping that, having hit the practice room, I'd be able to dive-bomb consistently enough to use them as an alternative - but I'm also finding them to be a massive liability too. With Shokaku I feel like I can go in, get the job done, and get out. With Lexington it feels like it takes forever to get to the enemy, then it's circumstantial as to whether the DD uses the lengthy attack-run to reorinetate against you, then it's a fluke if you get good hits or not; and then it's another fluke as to whether the good hits translate into good damage. ** From the game I just played **: 8 Tiny Tim hits - 6k damage. 3 Tiny Tim hits - 4.5k damage 1 Tiny Tim hit - 540hp damage Total of 12 rocket hits - 11316 damage. That weaksauce damage just doesn't cut it for me, not when I can be dealing 15k per squadron in my Shokaku's rocket planes. I can work on my aim - maybe overwhelm the modules to hopefully up the damage (assuming saturation doesn't just negate that) - but I don't see the value - especially when I can be dealing 25k torpedo damage + floods per squadron torpedo damage against BBs which strikes me as more valuable.
  7. Ace42X

    Lexington - how to kill DDs?

    The Lexington, which is the ship in the thread title ;)
  8. Ace42X

    Lexington - how to kill DDs?

    I was talking about dive-bombing specifically.
  9. Ace42X

    Lexington - how to kill DDs?

    On manouvreing targets in the practice room (had a Gearing bot that must've had broken steering gear because he was doing some tight circles) I was reliably getting hits in, averaging two - but consistently getting at least one and often getting three. Also, because of the orientation and thus bomb placement, I got several detonations with this technique, which is nice. I need to do some more practice working out how to accomodate different approach angles, and it's a very real possibility that a human player juking will throw it off to the point of it being useless, but against less mobile targets it already opens up a lot more options for approaching from behind cover / away from supporting AA bubbles. This is what I thought, but actually I'm having far more successes in the practice room approaching from the broadside and then doing a 90 degree turn so I'm directly above and aligned with the target on release - I'm still managing to get the aim-bloom to 0 on the bots. At present I'm considering the possibility that even against a manouvreing target, requiring jerkier movements to keep aligned and thus potentially worse bloom, what I lose in perfect-but-RNG-thwarted accuracy, I gain in having the elipses perfectly cover my target. Is there a way to tell which side is being reinforced as a priority sector? Also, I struggle to tell when Def-AA is on, I was told that flak bursts have orange firey centres when DFAA is on - but even ships with no DFAA seem to be throwing up firey flak bursts with my graphical settings =/
  10. Ace42X

    Lexington - how to kill DDs?

    I'm only averaging 3k per drop against angled (broadside) targets, even against immobile DDs in the practice room going lengthways with fully aimed spot-on drops I have the bombs scatter both left and right of the ship for 0 damage on occasion =/ Also having ships like Friesland churn through enough planes to limit me to less than two full squadrons getting to drop. I just don't get it - 3 bomb hits against a kitakaze, 5.7k damage... 14 HVAR ocket hits, 7k damage. How are you getting 10k hits when *perfect drops on immobile targets can land 0 hits*?!? ** been practising realigning with the targets riiiiiight before releasing, getting far more consistent results now in the practice room. How easy it will be to transfer those manouvres to a game will be the next big question **
  11. Ace42X

    Lexington - how to kill DDs?

    Just the job, thanks! Do IJN divebombers have an incompatible drop pattern? Or would this apply to kaga too?
  12. So I managed to grind out Hakuryu, ending up with a 62% winrate on the Shokaku and feeling relatively confident in it. Moved on to Lexington - which I've always had a poor winrate in - and I'm just sucking so bad. Main issue is killing DDs. In the Shokaku the rocket groupings are tight enough to land solid hits on enemy DDs no matter how they angle and the planes nimble enough to get the recticle on the enemy strike after strike. In the Lex, the enemy can just go head-on and instead of a 5k strike that I'd expect from Shokaku, I'm getting 1-2k strikes with HVARs. Even if I get a broadside on a DD and landing a dozen or so rockets, I'm still looking at 3-4k - presumably due to modules absorbing all the damage and / or damage saturation. Tiny Tims are a bit better in terms of the hits actually counting for something, but frequently bracket the target to deal 0 damage, and even a little adjusting to react to last minute evasions makes the recticle bloom. A compounding issue is the slow speed of the planes - even battleships have all day and all night to evade incoming (accelerated, no less) torps due to how slow the attack runs are; against the rocket planes and dive bombers ships can counter-orientate against me because of how long it takes to close to target, travel through the attack run, wait for the aimtime to debloom, and then finally strike. I'm hoping things will improve when I get a few more captain skillpoints (currently at 10, so lacking Survival Expert; and torpedo acceleration is robbing the skillpoints that would otherwise be in Improved Engines), but I can't help but feel I'm missing something about the play style.
  13. I'm halfway through nailing that personal assignment now - will I need to repeat this in those two revisions? Or can I knock it out quickly now and be done with it?
  14. Just to clarify, to qualify for the T6 Premium container you need to complete the "PT Spring Season" 'Personal Assignment' (Play 20 games, kill 30 ships, get 30k base XP, in T8+ ships)? Or is that just the first of a load of tasks you need to complete?
  15. Perhaps if the start times were advertised as prominently and clearly as the rewards, this wouldn't be an issue. It's not like the first post in the thread couldn't be updated with when it's scheduled to go active in each of the EU region's timezones.
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