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LowSpeedHighDrag

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    [NSAF]

Everything posted by LowSpeedHighDrag

  1. LowSpeedHighDrag

    Bomb reticle jumping when losing planes

    I believe it is intended (until fixed). It is more pronounced the higher up the tiers you go. Or to be more accurate, when receiving more flak from heavy flak ships. My reticle always "shakes" to the left of the aiming vector when receiving flak. I always have to re-adjust, but sometimes there isn't enough time or planes left to re-adjust for the drop.
  2. LowSpeedHighDrag

    Do you actually read the chat?

    I'm older, and wiser now to determine which chat that I would ignore; and which chat to engage with. In game tactical communications, they get my attention the most. Followed by, humorous chats. Everything else, falls on deaf ears.
  3. LowSpeedHighDrag

    Minitaur (aka. daring) vs Minotaur

    Daring is a Destroyer (DD). Minotaur is a Cruiser (Light)/CL. By it's own fundamentals. The HP of the two given the seemingly similar offensive & defensive abilities. Why someone would choose a lesser HP ship, to me is a bad choice. Unless one is wholly dependent on using the detection game. I wonder if this question was geared more towards the upcoming Ranked, versus Random?
  4. LowSpeedHighDrag

    Stop blaming your mistakes on missing air support

    I agree whole heartedly. What's worse is that the Service Cost for the Carrier (CV) tier for tier is the highest by a mile from other classes. What is essentially happening is that. Indirectly, the CV player must dish out enough damage to cover his/her service cost per battle. The astute players know that damage isn't the only factor for credit earning. However, with a CV class capturing is nearly a once a month thing. Whilst decapping is possible. But the true underlying, consistent, and accessible factor (due to game design) is...you guessed it; damage. So, do players like you or me. Trying to help achieve the win (not kills). Sacrifice our own in-game credits per battle for the win? or intentionally throw ourselves in the negative each time we press "Battle" with CV loaded? This is where the true fault lies with the current design. After all, in-game credit is the real meta of the game. You may get over 1,000,000 damage in a great game, but when you're out of credits. Guess what? You can't press "Battle" until you do. Back to OP. The OP does have a point. I've witnessed one too many players that blame the lack of "air support" towards CV players. Keep a close eye on the minimap next time and look for it, in your next game. The usual suspects are the Destroyer class (DD) players in the first 4-5 mins of the game. Why? they have pushed fast & hard into caps (nothing wrong with that), but without any regard of the possibility of being spotted (whether it's RADAR/Hydro/Enemy DD/Air). Such players needs to really look at their own tactic and adjust, full stop. As a DD driver. Imagine, that there were no CV's in the match. How would you play it? if there were Radar Cruisers/Battleships; How would you play it? It is the same principle. You have adjusted to the RADAR from many patches ago. Let's just adjust to the current state as is. Or at least try it, give it your best to find a work around. No one said, that capping first guarantees a win.
  5. LowSpeedHighDrag

    Good CV players are the most valuable players now?

    I'll agree your statement about the BB class. But your latter statement, I cannot agree with. Whilst it may seem "easier" to play. It is harder to gain damage (credits) per salvo/drop than BBs higher the tier you go. After all is said and done. In game credit earning is the real meta. That is not counting the service cost of CVs. CV class has the highest service cost, when compared to other classes in same tier. Anyone who doesn't see this as a fact, is ignoring a huge data point. So more mistakes (losing planes) the CV captain makes, it is actually hurting the captain more per battle in the long run. So here is the dilemma. How can CV class be just a "spotter"/"fighter" (ergo, pure " team player" ) only when damage is one of the major factors that is calculated into gaining credits to offset the massive service cost? I would argue that the WG needs to look into the Service cost for Carriers (CV) and alter the changes for it. It seems that they wan't to promote CV class, yet their service cost is what is holding some percentage of the player base from playing them.
  6. LowSpeedHighDrag

    Good CV players are the most valuable players now?

    I won't single out one "Most Valuable Player (MVP)" type but I will name what kind of players help win the game from my experience. Battleships that take damage for their team (i.e. not camping from rear) Destroyers that actually contest Capture points. Or other ships. Carriers that spot rather than farm damage if possible, playing for the long tactic (cluster of AA ships are very hard to attack and live). Cruisers that help Destroyers near the capture points/or provides Radar/Hydro/AA on request/when needed. If they all start with these 4 suggestions, the game will be far more "enjoyable" in terms to gaining that win vs losses.
  7. Loading others custom flags, would make your installation file fat. It will need to download every players custom flags locally to to work properly.
  8. LowSpeedHighDrag

    Searchlights

    I'd really like to see some night battles. Proper night battles, where the visibility is reduced due to the lack of natural light. Instead of Cyclones during day battles, we can have the same concept during the night. Except your ships lights etc would be seen from X amount of distance, then everything else would fall in to place with the game mechanic.
  9. LowSpeedHighDrag

    Shima captain

    Is this for ranked? The basic 10 points for DD. Then RPF, TAE. Rest up to you.
  10. LowSpeedHighDrag

    Hakuryu's alternative torpedo bombers

    Those during testing, was deemed fine. Now, we are told that they will be outright taken away. I just understand it. The ones that effectively, utilise those torps (using them within it's limits) are few and far between. As it stands, Midway has far more damage factor than any other CVs out there. Not that I'm encouraging any changes, just pointing out the experiences with them.
  11. LowSpeedHighDrag

    How can a DD escape from air rocket attack?

    Watch the planes, closely. As the rocket planes are approaching you, figure out which CV its. Every CV rocket planes have different aiming circle. Or optimal spread radius. Know which it is. That is 1st clue. Following that, look at the vector it is coming from and it's speed/turn (adjustment) limits. Granted you'll know this first hand by playing them yourself. But with enough practice, you'll understand the characteristics in time. You are the fastest turning ship in all ships in game. Use speed boost to rapidly slow down, or play with your rudders more. Use your AA smartly. Pre-empt your use of AA sector, then maximise it. Know your DDs AA effective ranges/detection. "Do you press your P key at start, or when not detected?" Don't stray too far away from your fleet. Sadly, the old ways (when CV's were not as common) you were able to "flank" undetected and use your 16km+ torps. Now, the meta has changed. Adjust to it for your own sake. If you're a decent AA cruiser, help the DDs. Do not expect the DD to turn and come to you, when the enemy planes have already started their attack vector on your friendly DDs. Be proactive, and help them. I noticed too many AA spec cruisers hugging the islands and only playing the selfish game. You too have rudders and better reaction time versus Battleships.
  12. LowSpeedHighDrag

    Hakuryu's alternative torpedo bombers

    Here's a funny thing. I've tried many times to take advantage of the "stealth" aspect of the said torpedoes. The term "stealth" is a misnomer. These torps have an arming range of over 1000m (1182m to be precise), with a speed of 40kts. Once they are dropped into water, they are seen from another map. What is the stealth of these torpedoes? The planes themselves? that is not the deciding factor. Any planes can use same tactics to drop torpedoes, while being "detected". What really is annoying is that the 2 torpedo drop of Type 91 mod. 7 is just that. Two torpedoes. That is not taking into consideration that the plane HP out of all CVs out there are lower. You may argue that "Hak has AP bombs vs HE for citadel damage". However, AP bombs suffer more from RNG and while it suffers from the handicap of not being able to incur damage towards DDs vs using HE bombs. It also suffers from RNG for other types of ships. You'd have to be a super unicum to continuously get 2+ Citadel hits per drop, or have really good RNG. While other CVs with HE bombs get more bombs per drops (upgraded). As well as having the advantage of being a multi-use type arsenal (able to be used against, destroyers, cruisers, battleships). I don't see the reasoning behind this particular decision. I'd like to know what particular factor that convinced the WG staff that these planes are breaking their data curve. Instead of giving us a generic explanation. I'd like to know the justification of the changes to be made clear. The "why", and "what" are once again, not clear.
  13. LowSpeedHighDrag

    Closed testing

    While your suggestions have merit. The impact of your proposed idea isn't optimal still. What will the Cruisers, Battleships do with their 15km-20+ ranges to do? It cancels the need for any distance firing weapon systems. Unless WG decides to alter the all ships gun ranges (dramatically to fit your needs), this idea will not work. People may say, "So what, you need to close the gap", etc. But what really happens in practice is barely applied. I believe that the majority of the DDs that have issues with CVs, are not utiltising their detection to their advantage. The detection range for DDs are already very small as it is now.
  14. LowSpeedHighDrag

    Hakuryu's alternative torpedo bombers

    Excuse my ignorance, but by taking away the "J5N Tenrai Type 91 mod. 8". What will be replaced? Or will there be only 1 type of Torpedo bombers for this carrier?
  15. LowSpeedHighDrag

    Missing signal flags for achievements

    I've used the ticket system to get in touch with them. But I was told that I received the "in game good" (Naval Container), that I did not. How do I know? Nothing showed up in my Container section, but it showed that I earned it from the Directives. Game (edit) Gave them screen shots but they rejected any & adamant about their "data". I asked for possible solutions or something missing that could be bugged, no joy. By the way, I was mature enough to write it in neutral and helpful way. If anyone is wondering if my "tone" was out of line during ticket submissions.
  16. LowSpeedHighDrag

    Worst thing about the game is still the MM

    What you should’ve wrote from the start...
  17. LowSpeedHighDrag

    Yamato - Tactics Plagued with Low Damage per Hit

    I think you will do far better if you think her as a Bismarck (medium range BB). Dont stay super far away for “cool” shots. She will do better (and miss less) at -16km. Forget the rear turret is there. Don’t rely too much on bow on tanking. Spec. Concealment to max.
  18. LowSpeedHighDrag

    Montana appreciation topic

    Until you see Conq healing and made a new ship. Escaping death while being fat and trolly.
  19. LowSpeedHighDrag

    what build should i use on daring

    Guns, more guns, and IFHE. Also, SE. More smoke for more dakka. AFT for the lols.
  20. LowSpeedHighDrag

    Good DD players - Asashio - yes or no?

    Those doubloons could be used better, imho. DWTs are limiting already. The main tool for a DD being torpedoes. With 0.8.2+ there are more CVs per battle more than before. Good luck avoiding Tier 6/8/10 Rocket planes.
  21. LowSpeedHighDrag

    Missing signal flags for achievements

    If in doubt. Use your ticket submissions to ask them. WG have all the records. However, I’ve noticed that it may show on their end that certain flag/camo/other ingame goods was given (according to their data). But there were times that I didn’t get it, clientside. So now I keep every possible screen shot after each game to have proof.
  22. LowSpeedHighDrag

    Worst thing about the game is still the MM

    How does this help anyone? How about get taller?
  23. LowSpeedHighDrag

    Worst thing about the game is still the MM

    Thoughts that come into mind when reading about Match Making (MM), balancing, etc in World of Warships. The ships determining assessment is based on the "average" [below 50% WinRate (WR)] players not the (super) unicums/high WR players. MM is not going to change (although it ideally should). This is a game of rock, paper, scissors. It is a cycle of which is used to negate another. Works better with teamplay, horribly alone.
  24. LowSpeedHighDrag

    Victory campaign - what is the logic?

    I think what the OP was referring to was that the formatted wall of texts that WG wrote, was not clear and concise to the point. I agree, brevity has never been their PR departments strong suit.
  25. LowSpeedHighDrag

    CV, sug. limited attack sorties/no spotting

    Fact of the matter is, end of the day. We do not have any odd numbered CV's anymore. Worse yet, you either get uptiered CV or CV get's stuck in T8 MM (the best MM there is for a Tier 8) <-sarcasm. IF the match making was -1/+1. Even the most ardently voiced DD's wouldn't be having such issues. Have you played your USN/IJN/KM DD vs T8 CV? it's a joke of 'send me planes all day please'. CV isn't the problem itself. It is the mismatched match making that makes it far worse than it seems. Those that just say "CV is cancer" or similar, already had their blinders on pre re-work days anyways. I just ignore their gibberish.
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