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RAYvenMP

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    [IDDQD]

Everything posted by RAYvenMP

  1. RAYvenMP

    FP or Extra Heal

    dont take CE. u will end up with 14.9km conceal what is coincidentally exactly when your RU BBs special dispersion kicks in. So you can either use Dead Eye over 15km, or super dead eye below 15km and keep all the tankiness /thread on all other nations, take FP, CE, DE and not the heal (obviously does not apply to brawlers)
  2. RAYvenMP

    Remove the star saved in ranked

    PR in ranked is based on ships stats in random, so it is expected to be lower in smaller scale battles. Yes playing DD or CA in ranked is harder and less rewarding than slinging HE from backline. Thats why only ppl who are confident enough should do it and thats OK. There will always be DDs and Radars in ranked no matter how unfavorable it is simply because radars and DDs win the games, HE spammer save the star but to progress you needs to WIN. Why would i bother to Thunderer to save stars when i can DD and win? all the ppl who CHOOSE to play "unfovarable" class just so they can cry about how easy it is to HE spam, team does not support them, and they are great cuz "muh spotting, but last place" should really just leave the DD job for someone who can hadle it. I play DD to win and be done, if i wanted to top the EXP charts i will play BB in ranked, but risk loosing more.
  3. RAYvenMP

    Deadpye skill, how to activate

    put 4 points into it and remove W from keyboard. Activated. for best results, use S to put yourself broadside.
  4. RAYvenMP

    Remove the star saved in ranked

    regardless of how flawed the BXP earnings are, they are still more "skill reflecting" than WR is, especially in sprints that take average of 20-40 games to complete if you somehow manage 20%WR but 2000PR in 10 games is very likely you are good player, the same can't be said for 100% WR but 100PR dudes. and WG will for sure not want to limit ranked in such way it is not really a problem that potatoes can play for 500 games to get 12-19 stars, problem is that "qualification" phase is broken and best rewards are for simple wins. There is no limitation, you can literally AFK your way to gold and since majority of the rewards are now tied to x wins per sprint, it is very viable tactics to just AFK that, he just needs x amount of wins to reap the steel/dubs and he does not even care about R1 anymore or 500 losses that comes along. order of importance of changes - - put certain limit in qualifications (whateer it is, just don't allow ppl to spam it) - lower rewards for "participation" and shift them to R1. You can AFK now for 11-20 wins per week and get 70% of the rewards that way. This wont stop spammers, but chances are much higher they fail to afk to R1 within a week -star saving can't be removed, but can be adjusted. Good start would be that last person on winning team wont get star, but 2 on loosing will save it. And yes, there are some rare scenarios where the last winning guy contributed to the win and gets shafted, but in overwhelming amount of cases the last guys really was just carried. I have seen so many DDs who yoloed the cap and died instantly claiming it was team failure, its crazy. They really do think that sailing into cap at the start of the game, smoke and sit there until death is some pro game or something. honestly, bigest mistery for me in this ranked rework is why WG would waste time/resources on 3 leagues when the bridge between them is non-existant. literally EVERYONE can reach top league whenever they want.
  5. RAYvenMP

    tips for cruisers in 10.0?

    teaching my 9 year old son there :) stand still and just shoots whats in range so far, one day i tell him about WASD. i played the first game to show him with 11 kills lol, but then he lost all after 90% of ppl there are seal clubbers, i think we will move to T2 or so i have like 10 games total in T1 and literally 9 ppl out of 10 will have 10k+ games just in T1 there. its crazy
  6. i can't carry in cruisers anymore. No matter what i do, any tips&tricks i maybe failed to figure out post 10.0? edit:
  7. RAYvenMP

    Mysore vs Perth

    spotter, HE and torps traded for heal, so go figure
  8. RAYvenMP

    New skills - will you use them?

    i liked to play ITA CAs that way. good conceal, follow my DD, stay at the edge of conceal and once red DD gets spotted, pop smoke get close, blap him , go dark, win the game I could go double-rudder and farm the crap from 20km, but its so [edited]boring and useless to sit back there with BBs. Now with TGG+heavy SAP, that long range build got stronger, getting close is not even an option for such build
  9. RAYvenMP

    New skills - will you use them?

    1. Dead-Eye - all except the KM BBs (won't attempt to turn them into snipers no matter how viable it could be). This is going to be major $$ sink for CXP for many players (as intended i assume) 2. Super Heavy AP shells (BB) - not a chance. 30% more burning is ridiculous trade-off. worse noob trap than SE ever was 3. Super heavy HE and SAP shells (multiple choice) - goes well with Top Grade gunner on some ships like Hinden and HIV its very viable. on IT CAs depends on playstye i guess 4. Heavy AP shells (Cruisers) - solid on BCs, especailly with improved AP angles inc CAs. Will take with some leftover points 5. Outnumbered - nope, way too situational for 4pts. You want to avoid situation that triggers the skill not create it 6. Top Grade Gunner - solid on everything with big conceal like BCs or on CAs when you take Heavy HE and skip CE. Took it also on US CAs with low conceal for some aggresive plays, but only as leftover points 7. Dazzle - dont wanna play around RNG. Could be interesting (OP) for open water gunboats without the 15s duration maybe. Not terrible, but i feel there are better options how to spend 4 pts 8. Fearless Brawler (multiple choice) - .very imited use, possibly Kaba only. Conceal is good even on stuff like Tashkent (stealth torps if crap goes wrong) or FR DDs to ambush. Depends on playstyle 9. Swift in Silence - many torp boat players will take this. I can already hear the screams of ecstasy of all the IJN DD mains. Now they can get to the map border faster and guns are just decoration anyway. I would not trade it for RPF presonally. big no on gunboats or even hybrids, and i like my guns even on IJN torp botes, so probably not for me 10. Extra-Heavy AP shells (DD) - nope since BBs and DDs will have cookie-cutter builds (diversity yay), they will be starved for points and offer little experimentation CA/CLs can build in various ways as previously, most notably TGG + heavy HE with crazy high conceal is quite popular already, but i don't really enjoy that playstyle (and try to set something on fire in CA when there is 4 UK BBs on your side already). Why would i want to Henry when i can Thunderer minus all the stress and WASD
  10. its funny, cuz i could live without it in randoms, but everyone take it for tourneys or CBs, presumably vs best players
  11. yea, so the builds ppl used before now take twice the amount of CXP mainly thanks to changes to PT, AR and SI (BBs) where is the diversity announced? making the strongest skills cost more? I will still take AR for 3pts on all ships, so i get the same for 500k CXP more and running same build BFT nerfed by 50% and removed from CAs, cost the same points. AFT removed from CAs (Flint is much fun now, try it) They have just bloated the 4pts skill line with useless trash skills and one OP skill (dead eye) there is literally nothing positive for players in this "rework" execpt the fact that you can now run special commanders on all your premiums (aka buy more premiums to make it count) there removed some noob traps like SE on BBs, but introducted this awesome "5% AP for 30% longer fires" or "10% more HE for 15% conceal", or maybe DPM trade for concealment on DDs? just wow
  12. this. if ppl wanna trade RPF for SI and 3kts faster torps, so be it (then they get ambushed and can die with 4 smoke charges :) turret traverse if kinda personal preff. I would prob take it on yamamoto, but flooding just feels more 'right" choice there is a difference between assuming location by triangulating and knowing the location. Lets also assume the enemy even understands what the icon is and what triangulation is, let alone the fact that what are the chances that enemy DD will sail around his friendly cruisers so the RPF will keep switching right? RPF allows me to catch the sneaky flankers, keep my guns turned always on expected target or drop RPF torps when no CV/radar is around, how do you triangulate that?
  13. i don't know how, but i do know when. After the free respec is over
  14. RAYvenMP

    Smolensk is dead, in front of the dead eye

    why so negative? for some ppl it takes year+ to farm ~250k coal. And range mod Smolensk was very viable build, especially when playing solo of course for someone with 20k battles that amount of coal is nothing and since all your Smolensk games were in division you could afford to run reload mod one with a friends spottng/smoking and covering you this changes and removalls of content that ppl wasted ages to farm is very shitty design by WG. They wan't to make a major change to special ships, they should offer refund Imagine ppl who spent 30k steel for the Flint/Neutra/Black, and now they are coal ships. Its YEARs of grind even for average active players. big [edited]you from WG
  15. RAYvenMP

    Smolensk is dead, in front of the dead eye

    Smolensk is your only T10 ship (you got Thunderer recently) How do you expect to learn the game when the only ships you "enjoy" playing are the ones considered OP? but yea, if a ship takes a year to grind to get and it gets drastically changed in a patch like Flint or Smolensk, WG should at least offer to refund it back for original resource they did bother to fix $20 Atlanta cuz "premium" but others got fucked up hard. I dont even get why to remove AFT from cruisers, there were many ships who used it PS: Atlanta with IFHE from my snowflake run yday not a chance Flint will do that
  16. RAYvenMP

    Smolensk is dead, in front of the dead eye

    all CLs have a hard time now, since nothing comes into gun range, so you either have to wait for mid-late game or risk it. In both cases the average dmg goes to hell Smolensk was removed. And Dead Eye might get a nerf
  17. RAYvenMP

    Priority Target

    on DDs is redundant, take PM instead (exception could open water gunboats, but you should not be gunboating in situation where multiple ships can get accurate salvos on you anyway) on CA/CL is vital skill, it tells you what you can or can't do. Remember that not all ships that have you targetted are spotted. You can bait a salvo from the BB u are angled with, but if it says that 5 got you targeted and 4 you dont even see, turn will be suicide, so it will be better to let them all fire when you are angled, you then have 20-30s to run.You can't do that w/o PT. on BBs it works kinda the same, just not so crucial (esp. now in current HE snipe meta). bonus on BBs is that PT can idicate when the DD whos hunting you released his torp and make a turn etc the closer you play in BB the more valueble it gets as more ships can fire at you outside your vision (over islands etc). I also kinda got used to PT on BBs so its a shame it cost 2 pts now and BBs have to sacrifice something more important to get it
  18. RAYvenMP

    Priority Target

    only issue with PT right now is that i can't fit it into my BBs builds anymore
  19. this is the core build for every CV in the game. Take Engine boost last. You can switch torp protection redution for secondaries on KM CVs for the lulz on US and UK last 3 to pick are DE>Flak>engine boost for IJN switch DE for 7.5% aim speed KM CVs take the AP skill instead of DE and secondaries instead of torp reduction or flak (dont take secondaries on T4 and T6, its useless) (if u wanna share lets say Lutjens on MvR and GZ, take torp redution instead of AP ammo, GZ will be happy and MVR won't loose much, or take both instead of Flak if you are pro) if you think you are pro, replace Flak with Aim on US and UK (but pro's should not need 7.5% aim, just sayin) i wish rest of the classes had it this easy. Edit: special notes use the IJN build on Enterprise obviously (who does ot have 2 Ovechkins anyway) for GZ use IJN build and take secondaries for either flak or aim speed + boost duration
  20. RAYvenMP

    Massachusetts RIP

    most of T8s work well in T6 games what makes Massa OP is the heal CD. You can simply outheal everything when spearheadding the push (push, not yolo into 3 DDs)
  21. few observations : - Squad speed 2.5% is better than 10% torp arming distance. And its active all the time for all squads - Flak reduction skill - now i understand that general consensus here is that "no one hits the flaK, only potatoes do" but it is [edited]. Everyone hit the flaks, even the best players do sometimes because its either they have to attack grouped ships at various distances causing flaks to pop during drop phase or simply the flaks can kill your squad before it reaches invul altitute after drop. It is not great skill but it is better than 7.5% aim you traded it for. - torp protection reduction on KM CVs is trash. You mentioned terrible TB alpha, why would u spend 4 pts to "buff" terrible by 10%? Good opportunity to grab the anti Flak skill or heals + some fighter skills for support instead of it. especialy average players should not fall into the "flak is harmless" propaganda and focus of defensive skills before offensive ones first to ensure presense in the mid-late game. rework wise, CV did not loose anything important and gained some, mainly the torp belt reduction skill is awesome on most ships. Too bad the CE skill is either bugged or designed terribly, it WG will fix it CE will become very solid option especially for KM CVs or IJN, on US or UK the 50% penalty can be felt due to slow planes and they won't be able to get that much closer to mitigate it with bad base concealmet
  22. yea, we had no caps, down ~300 pts and 5v3 with me at 50% and zao with 7k , when your full thunderer and GK charged the cap with benham and petro was on my broadside. well, petro was spamming HE to my broadside, benham got spotted by Zao and shot in smoke and zao also crippled the GK, got perma flood on him and broken rudder. Thunderer panicked and just sit the in my secondaries range bow tanking and shooting AP that all bounced on me
  23. yes, thats what i settled with for Massa/Georgia and Ohio
  24. sneaky WG really made this one "hidden" menace, because not only your planes are suppose to come home 50% slower, they most likely won't come home at all as the 50% penalty applies from the moment you finish your attack, hence it takes them twice longer to reach "invulnerability" altitude. In most scenarios this means heavy or fatal loses of planes. just a heads up. its a shame as i was looking forward for bit more aggressive gameplay especially for KM CVs . anyway, most ridiculous thing about the rework are still all those secondary specced BB players with no survivability skills trying to reach out those Dead Eye Thunderers farming them from 25km
  25. i can live w/o BoS, but with just 4 heals, you can burn though that in 5mins i would maybe take 5 heals skill instead of one secondary one, but can't decide if CQC or Secondary Aiming would be better
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