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NicramDuel

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About NicramDuel

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  1. NicramDuel

    What Were Your Greatest Gaming Achievements Today ?

    Her. I love the Moskva. Spreadsheet says I'll have fun.
  2. NicramDuel

    What do you enjoy most in WoWs?

    Most enjoyable part of WoWs nowadays? Logging out, usually...
  3. NicramDuel

    Are you having fun, WG? Are you laughing about us now?

    The only difference between the two of us is that this same revelation hit me much later: August. I still collected most of the anniversary stuff available for me during september, and have hardly played since. I havn't even hit the 1-hour-per-day-mark in october. Usually, I was done with the 20 daily missions by the 10th of each month - now I barely finished on the 31st, last thursday. Having an IRL life again seems so abstract, yet unbelievably comforting. I am actually thankful - without any sarcasm - for WG having screwed up this game (as well besides WoWP a few years ago) in 2019 to the extent that they actually managed to cure my 15+ year-old addiction to online games as a whole.
  4. NicramDuel

    How is this possible

    Why some people would resort to co-ops? Here are my stats - approximately half of my total games are from co-ops: - When WG's last anniversary hinted that all that you get rewarded for is quantity, - When WG took nearly all of the entertaining and fun operations, - When you simply can't stand MM's rng and the general braindead state of the playerbase, - When WG bombards random battles non-stop with reworks, new mechanics, and ever-worsening maps, - Just don't feel like experiencing the toxicity of game in general... ...you somehow might end up in co-ops for a longer period. I did. I'm mostly done now - I only take the 3 T8 CV's each for a quick ramming session each day. Yes, it was a different kind of "thrill" (yes, boring) compared to other modes... but oh, what a peaceful 12 months I had.
  5. NicramDuel

    Funniest replays you have

    Short story (edited edition): Why pushing into a cap with an approximately 10-man-train behind you isn't always a good idea. Lots and lots of begging for help can be expected! https://replayswows.com/replay/64568#stats Well, good thing I just got the Smolensk... need to let out a bit of steam after this one... :D
  6. NicramDuel

    Latest Ranked Sprint..

    The last t6 ranked took me 41 games to rank out, this time it took 25. Two valuable lessons had to be learned during the last sprint in my case: 1. Don't even THINK of playing a sprint in the first 3-5 days. Just don't. Everyone's doing it, and only rng will tell if the superunics are on your team or not.And as much as RNG hates some of us, you'll usually see them red. If you know that you are a player that CAN carry a game, but is not a superpro, wait a few days until the very good players have mostly ranked out already. Time is working in your favor during sprints: eventually you'll be the wolf among sheep, and will be able to carry many games, and save stars where applicable. I learned this the hard way. This was the first or second day of the t6 ranked (8 battles, 7 losses): 2. Whenever you find yourself in a stalemate, seemingly unable to progress, just get the job done with an op-as-hell ship. In t6 I Izmailraged my way from 3 to 1 in 5 straight wins, this time it was Lyon. Lyon is a good pick this season despite so many enemy BB's (especially the Sinop). All those belfasts, atlantas and flints get a real serious case of manhandling from Lyon. And DD's are surprisingly easy to blap in a Lyon. Lazo... if you have it from a few events back...now's the time for it to shine. It has a unique spotter plane, which is in the air virtually non-stop. Tremendous range, accurate salvos, nice fire chance... and it can get up close and personal quite often, too. It was the clear choice of a number of good players - I also recieved the tip from one of them. It worked out nicely for me too.
  7. NicramDuel

    Can ship be cursed? I think I got one.

    In my case it's the Yama. 8 games, 0 wins, and apart from a single exceptional case, I never managed to bring Her back safely to port, either. No matter what I did, it somehow wasn't enough to work for me. Strangely, Musashi is a nerfed-enough version of the mighty Yama to actually work for me: I'm sure my Yama is jinxed...
  8. NicramDuel

    Roon and Hindy. Worth continuing?

    As an also-aspiring Hinding player (she's a very fresh addition in the dock), it was nice to read the comments here - you guys gave me a good idea on what to expect. Thank you!
  9. I would be very happy, and very proud of our community if this were true. However, I am uncertain. To the extent that actually, the introduction of a silver line is currently one of the greatest profit-making schemes WarGam(bl)ing has created so far. As of this monday, Kléber is now available via regular play - and the french DD line is officially, completely ingame. One of many. Yet, ever since the Hobo Wars event in summer, WG had I-don't-know-how-many updates, involving massive irl cash and gambling to unlock the new boats. All perfectly timed with the perfect paywalls and the perfect strength to "make them worth it" for the player. (take a look at Mogador - a very nicely performing ship in ranked battles (wow, what a convenient coincidence T9 ranked was). I dare not even think of how many pre-release Mogadors were floating up-and-down in that ranked season, but they probably were in the hundreds. At a potential average price of 15k doubloons. Before the French DD's, the very same thing happened with the russian BB line. Before that it was Harugumo, and the british CV's. On each occasion WG "finetuned" profits more and more. With each line offering the sensation of powercreep, and e-pennies (Childfilter mode engaged), our community jumps onto these new lines with open wallets like a school of guppies raid a heap of snot. Led by our gambling addicts and whales, introducing newer and newer lines may be what will keep WG well-fed for quite some time. 1. create new line with new stronk selling features 2. introduce them in 3 patches, 3 months, and 3 directive-events, littered with gambling and paywalls 3. eventually make all of the line available through normal gameplay 4.a. wait 3-4 months until a lot of the player base has them, then nerf accordingly to the tier standards 4.b. hint at at least 2 new lines coming up, and have one of them in supertester hands, stirring up interest of the public. 5. rinse and repeat.
  10. NicramDuel

    Why is there no Hard Mode Co-Op?

    I fully support the idea. However, there will never be an "improved reward" co-op mode, as WG is doing all in its power to reduce any other gamemode's feasibility, let alone their rewards, other than the two competitive modes (ranked, CB) and the mainstream mode: random. Although this does not apply to the general public, a few co-op players already net in at least 500+ base exp in a 5-8 minute coop run. This is often over 600, and on a better map, vs higher tier ships and a lucky enemy AI-lemmingtrain, you can breach the 900+ base exp line. If you learn how to efficiently play coop, type,- and ship-specifically, coop already generates the highest "base exp / input time" - ratio ingame. Combine this with levelling up multiple branches simultaneously, you'll already be playing without having to wait for a single ship to come back to port. If it weren't for the still-low-per-game exp compared to other modes (thus, few players spend consumable camo's or flags for a round in this mode), much more people would be farming already. I'd personally love to see even more exp for coops, but it is just not going to happen. P.S.: There actually IS a hardmode already designed by wg, and it is used quite often on the PTR to avoid farming of any sort. The current AI is already spot-on in terms of aiming and knowing where you are, in fact, they're great at focusing, too. And delaying their shot after cooldown until you show broadside or are about to launch your torps with a DD. And let's not even get started on how well they avoid torps in the first place. All that's missing are two things. Firstly, human anticipation and mindgaming (will the 15-km-away Zao turn into me or away as soon as I fire, will he break his turn, etc). This can be simulated, at the expense of proper aiming each time (randomly, with a 10-20% chance, make the bot fire to a highly feasible, yet anticipated location of the targeted human ship instead of firing at the calculated current path of the ship for 80-90% of the salvos). The second thing would be that the bots do NOT charge into battle, but assume edit* methods for playing. Such as turning 90 degrees away from the initial cap they're at, afk'ing at max shooting range, forming a random lemmingtrain while leaving the other 1-2 caps free (and thus giving many players of that game 0 targets to shoot at or practice)... all those things that would annoy a human in coop (and both teams even in other gamemodes, hence the expression Edit* ). Although we already see these to smaller extents in coop currently, too, the PTR is horrible. There are actually cases of PTR co-ops "timing out" after 20 minutes have passed! The only thing that deviates co-op from randoms there is that ALL bots SIMULTANEOUSLY do the things we consider noobish on the live server, while they're still accurate. In short, the only way to make it more challenging as it is would be to either "superbuff" or uptier the bots (that would be truly feasible, I think), or have them act as they do on PTR. This is a dangerous area to let WG delve into - they'd probably make the worst out of it, like with CV's, operations, the winning mentality of starsaving on ranked, etc. I fully support the idea. However, there will never be an "improved reward" co-op mode, as WG is doing all in its power to reduce any other gamemode's feasibility, let alone their rewards, other than the two competitive modes (ranked, CB) and the mainstream mode: random. Although this does not apply to the general public, a few co-op players already net in at least 500+ base exp in a 5-8 minute coop run. This is often over 600, and on a better map, vs higher tier ships and a lucky enemy AI-lemmingtrain, you can breach the 900+ base exp line. If you learn how to efficiently play coop, type,- and ship-specifically, coop already generates the highest "base exp / input time" - ratio ingame. Combine this with levelling up multiple branches simultaneously, you'll already be playing without having to wait for a single ship to come back to port. If it weren't for the still-low-per-game exp compared to other modes (thus, few players spend consumable camo's or flags for a round in this mode), much more people would be farming already. I'd personally love to see even more exp for coops, but it is just not going to happen. P.S.: There actually IS a hardmode already designed by wg, and it is used quite often on the PTR to avoid farming of any sort. The current AI is already spot-on in terms of aiming and knowing where you are, in fact, they're great at focusing, too. And delaying their shot after cooldown until you show broadside or are about to launch your torps with a DD. And let's not even get started on how well they avoid torps in the first place. All that's missing are two things. Firstly, human anticipation and mindgaming (will the 15-km-away Zao turn into me or away as soon as I fire, will he break his turn, etc). This can be simulated, at the expense of proper aiming each time (randomly, with a 10-20% chance, make the bot fire to a highly feasible, yet anticipated location of the targeted human ship instead of firing at the calculated current path of the ship for 80-90% of the salvos). The second thing would be that the bots do NOT charge into battle, but assume Edit* methods for playing. Such as turning 90 degrees away from the initial cap they're at, afk'ing at max shooting range, forming a random lemmingtrain while leaving the other 1-2 caps free (and thus giving many players of that game 0 targets to shoot at or practice)... all those things that would annoy a human in coop (and both teams even in other gamemodes, hence the expression Edit*). Although we already see these to smaller extents in coop currently, too, the PTR is horrible. There are actually cases of PTR co-ops "timing out" after 20 minutes have passed! The only thing that deviates co-op from randoms there is that ALL bots SIMULTANEOUSLY do the things we consider noobish on the live server, while they're still accurate. In short, the only way to make it more challenging as it is would be to either "superbuff" or uptier the bots (that would be truly feasible, I think), or have them act as they do on PTR. This is a dangerous area to let WG delve into - they'd probably make the worst out of it, like with CV's, operations, the winning mentality of starsaving on ranked, etc. Edit: No it is not a fun expression, please watch the language!
  11. I found it! Europe isn't even on the globe for WG - that's why there are still no french tokens distributed / no one listens to us / etc! All's understood now, woohoo!
  12. NicramDuel

    I dont like the Moskva

    As long as you're a stathider, there is nothing I can, or want to do for you. If your stats would be visible, we could at least give personalized tips. Generally (without any refernece to OP), the Moskva is an awesome ship in the right hands, and I would even go as far as to say it is versatile for multiple roles. Best of all, it is the perfect candidate among T10 ships to teach a player situational awareness (you have the luxury of a safe shooting range, an insanely good armor layout to practice aiming, deciding who to focus on, when to push and when to hold a position). Plus, constant observation of how the battle changes and who's doing what on both teams. Players with good irl potential can improve their ingame skills considerably while on this ship. And once getting the hang of it, they can do wonders in a Moskva. It's not the right choice though for the generic braindead player.
  13. NicramDuel

    mogador- basic estetic

    Changing an existing permacamo is nigh-impossible. It's very hard to get your permacamo suggestions implemented into the game. I know - I tried, yet haven't even made it into the finals with my Blyskawica camo. No matter how hard I tried:
  14. NicramDuel

    Funniest replays you have

    As for me, while watching the replay, the planes brought back memories of the good old days of World of Warplanes, before Wargaming (Or Perscha Studios, whoever was in charge at that point) hit the final nail in the coffin with update 2.0. Although a truly funny game here in WoWS has still yet to come for me, in WoWP I once had a particularly good candidate for a similarly named thread. The situation was a typical one. We got slammed in the first few minutes of the game by the enemy team, leaving 2 of us versus 8 of them (I guess as captains here we can all relate to that feeling). By the time I got above the enemy fleet I had to swiftly dump whatever available ordnance I could on any available target, as the enemy team was already coming back finish us off. (A possible parallel similarity here in WoWS would be when you happily stroll into a cap, then get radared, only to further realize that somehow you got cornered from all sides of the cap with nowhere to run anymore and no allies to back you up. So all you have time for is something otherwise stupid - a last-ditch effort of any sort). Having had quite a few flights by then, I was mostly familiar with that particular map, and thought that this would be a good time to explore that one single peculiar island that no one really ever even glanced at. What ensued after this was perhaps one of the most glorious few minutes of my career with WG games. Luckily, the unfolding events are quite digestible even to eyes completely unfamiliar with WoWP - which has been attempted to be further enhanced (simplified) by adding the Benny Hill theme. Although the only evident commonality between the video and WoWS would be flying around in nigh-static circles while gradually losing hp, I hope the replay can stay, and that it still provides some entertainment.
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