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Everything posted by Jagdpants_666
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Having grown up on flight sims and FPSs, I found the lack of invertable Y axis a bit annoying at first, but I actually adapted to it pretty quickly(say, 5-10 battles or something), and don't really miss it anymore I think the overall slower pace of the game compared to most shooters and the fact that most of your aiming/reacting is done horizontally helps a lot. Still, surely it can't be a huge programming task to include an option for axis inversion? it's a standard feature in just about every game in existence, WG's other games included.
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I don't follow the forum very closely, but that's what I thought. And yeah, I think I remember seeing some rather opinionated discussions concerning the (lacking) Royal Navy. Now, it is a sort of odd decision to omit the Royal Navy as of the default trees, after all it was for the longest time the navy against which all others were measured, until America and Imperial Japan went into full overdrive. But yeah, I don't really see any reason to whine and rant about it. I'm not a Brit though, that might help in that regard.
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Wasn't the Russian tree supposed to be launched in between those two?
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What determines how much coin you make from a match?
Jagdpants_666 replied to fletch67's topic in Newcomers' Section
I feel they should at least give you a little extra. Fire and flooding will(often) force the target to use their repair party, meaning they will now be in a much worse position than if you'd only caused them the same amount of plain HP damage. I think we've all been on the receiving end of the "problem solved, Si.... oh look, more torpedoes...." treatment. -
What determines how much coin you make from a match?
Jagdpants_666 replied to fletch67's topic in Newcomers' Section
How about causing flooding and setting fires(as compared to citadel penetrations, in particular)? They do after all force your target to use their repair party, inconveniencing and making them more vulnerable than "regular" HP damage. -
Oh damn, I've already had a minor heart attack when I thought I had accidentally sacked my best trained US cruiser captain - as it turned out I hadn't, I had simply loaded up the wrong ship - stock Omaha & Phoenix do look far too similar... And he was only level 6, I believe. Losing a 15th level commander is a heck of a lot of XP down the drain.
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That'd just be a question of changing how the reward mechanics work - like you only get XP for spotting any individual ship once or whatever, so that you can't simply fly over the same ship 10 times and farm points. I think CVs should get some kind of reward for their planes' spotting, since it's a pretty vital contribution to a battle. Having a couple of DDs on the frontlines is all well and good, but without the planes, a team is sort of blind.
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How so?
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Most definitely, you should always try to know your enemy, and there's no better way to know your enemy than being your enemy. Sail destroyers and learn to do all the things that drives battleship captains absolutely livid - it'll improve your BB play as well. I think ideally, one should try out all classes. You don't even have to like them, just learn what makes them tick. I haven't gotten around to carriers yet, though.
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Probably goes for any torpedo-armed ship, not just DDs. But yeah, can confirm, have team-killed on a few(2 or 3) occasions. I'm always extremely wary of where and when I fire torps, but in the end, it's a game where the whole team is not in verbal communication with one another, realistically it's inevitable that someone will sail into an allied torpedo spread occasionally. I've been on the receiving end more than once, it's obviously not fun, but I don't see any reason to get mad about it, since I know all too well that sometimes it's practically impossible to predict what/where everyone is doing/going at all times. Once the torps are in the water there's not really a lot you can do other than panic-typing a warning, pray they're paying attention and when necessary apologise to the victim. Makes sense, as the damage of any given attack can vary so widely - ranging from a slight singe from one HE shell to a full broadside of torpedos, it's still one attack - whether it was an accident or done out of genuine malice. The deciding factor should be how often you do it, not the raw amount of damage done. If it only measured your friendly fire against a set HP threshold, you'd probably see purple DDs in just about every battle, while the gun cruisers could herp-a-derp around popping shots at allies left and right for ages without any repercussions.
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My overall performance I'd probably call "mediocre" at best, I just don't see any point in placing blame left and right. If my torps miss it's not because the game's broken, it's because I haven't learned to use them or the guy I'm shooting at has learned how to avoid them. And if there's an island in the way of your target it's because he's learned how to use that island and you have not. It was there all along, what more do you need? A huge sign on top of it reading "NOTICE: NON-PENETRABLE ISLAND"? Of course I have my "WTF game/player, seriously?" moments as well, I'll imagine everyone does. Still, one doesn't always have to spam every little gripe over chats and forums that are already soaked in general moaning and bickering. Two skills that sadly won't win you any points in the game is "admitting that sometimes you're wrong" and "letting it f***ing go" - still, they're good skills to practice.
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Just as a disclaimer, I don't have the ship myself - but the general concensus seems to be that it's better approached as an oversized (US)destroyer than a full cruiser. Maneuver like a crazy person, (ab)use any and all available cover, try to be that "oh crap, where the f*** did he come from?" guy, fire all the things, circle back into cover. Good on you for focusing on AA escort though - I can't count how many battles I wished someone would be nearby to shoot down some of those damned planes - but doing only that sort of feels like wasting the ship's full potential. She's definitely one of her class' "glass cannons" - so you have to figure out how/when to hurt them without getting hurt too much in return.
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I am myself hardly a good player in any class, but I don't usually try to blame my shortcomings on anyone and anything but myself. When I fail spectacularly it's usually down to eiher a) me being stupid/brave/inattentive, b) the enemy simply being better, or c) a combination of the above, with a bit of blind luck thrown into the mix. In any case, the amount of islands/land masses on most maps is fine as the way it is. I have a newfound obsession with US destroyers, so for me, there could very well be more islands and cover to sneak around, but that's just not how the world works.
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Yep, sounds like "wait, I thought I was gonna be invincible?" BB(Battleship Butthurt) to me. Frankly, I'm rubbish at battleships myself, but that's no fault of the maps - most of the time it's just me either not paying enough attention or sailing myself into bad spots. If you know there's a destroyer or torpedo-armed cruiser in the area, why do you squeeze yourself in between islands/through a strait where you cannot possibly make evasive maneuvers? And yeah, everyone's biased. That's just a part of being human. Everyone has their own idea about how the game should play - if WG were to pander to every request/complaint, the end result would be a game where you get to control one out of two rubber ducks in a bucket and land yourself a one-year ban if you happen to bump into one another.
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My proposal: 30 seconds after you cross over the map border, you start taking damage much like you were on fire, and can't see or shoot at enemy vessels(or launch/recover planes for CVs) until you return. You also count as "dead", so if the game should end, i.e. if the rest of the team dies while you're away, it's a loss.
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Exploit or not, my main gripe with the border sliding is that it simply looks retarded and breaks game immersion.
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[Suggestion] More informative/exhaustive stats on module mouseovers?
Jagdpants_666 posted a topic in Archive
I've noticed a couple of times it's not really clear exactly what you get with any given upgrade. Case in point, the stock vs. upgraded 102mm guns on the USS Clemson. Hovering over the modules, the stats are the exact same - same traverse, same ROF, same damage for both shell types. All you learn from the pop-up is that getting the MK14 guns will give you a rather vague +1 to the ship's overall "artillery" rating/score. Obviously, something about them is better, but I'm sure I'm not the only person who likes to know what I'm buying - when I get look at a module really would like to know what makes them better. I have of course figured out that the upgrade means that the Clemson's guns become double turrets(and have already unlocked and mounted the upgrade), but really, shouldn't obviously vital stats like range, accuracy, number of barrels etc. be included in the preview mouseover? -
I'm still fairly rubbish at this game, and still like to play Co-ops when I'm feeling lazy and just want to blast stuff out of the water without too much risk. So yeah, they definitely shouldn't earn anywhere near the same XP as randoms. I think of co-op battles like a dynamic tutorial mode more than anything.
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If you like guns more than anything: USN. If you prefer to have a mix of gun and torpedo armament: IJN. Granted, a few of the US cruisers(Phoenix and Omaha, as well as the premium Atlanta) do carry torpedoes, but like with US destroyers they're pretty short ranged and honestly just not very good. They're more a backup/ nasty surprise you spring when/if the opportunity presents itself. The Yanks are really all about the guns.
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The rewards for knocking out aircraft/saving teammates should perhaps be higher, but to me it sounds like you're playing the ship a bit too defensively. The Atlanta is an excellent AA escort, but that's not all she can do. She's basically bristling with quick-firing, quick-turning guns, not only for killing aircraft. XP is a risk/reward thing - if you always try to stay out of harm's way, you can't expect the same returns as those who regularly risk their butts.
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USS Omaha: What makes the gun upgrade worth 3000XP?
Jagdpants_666 replied to Jagdpants_666's topic in Cruisers
I guess it's a combination of me being a cheap bastard and also still a bit miffed about taking a main battery nerf, particularly concerning the range, by upgrading to the Omaha from the Phoenix, and was hoping for some hidden stat to be buffed along with the ROF. Anyway, you're all correct, 3K xp isn't a lot. Although I'm still a bit s*** at this game, so to me it's not really a pittance either, but yeah, 3-5 battles should recover the XP expense. As for tactics, I usually try to stay at near-max range and whittle down enemy ships' HP while ducking and weaving as much as possible, which is why I don't really dig the idea of slower traverse. But yeah, I'll just install the upgraded guns and see what works better. Thanks guys. -
It just seems to me you don't really get a lot for your money, or more importantly, XP. All the upgrade seems to do is to make them fire slightly faster while turning a bit slower. No more range, no more damage. The turret traverse speed on the Omaha is good, but not so good that I feel that the increased ROF is really worth the trade-off, the Omaha's guns are already quite fast-firing. Are there any secondary stats that make them worthwhile? Accuracy, module HP, better AP penetration?
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In this situation it's often due to them being able to see you and not your team-mate, it all depends on your respective ships. If he's in a destroyer and you're in a cruiser or battleship, they'll see you and not your ally, even if he's significantly closer to the enemy.
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Probably not hard to implement, but agree with the guy above - it's just a cosmetic tweak, WG at this point should still funnel all their resources into getting the game itself as complete and mechanically optimised as possible before our personal swag screens.
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Suggestions for improvement - The Borders...
Jagdpants_666 replied to Benedictus_de_Suede's topic in Archive
Not sure I agree with a running XP or commander penalty. Why not simply make it so that once a ship crosses the border it goes effectively "dead"? I was thinking about a number of penalties/restrictions that could apply. While off-map; - out-map, all you can do is steer, period. You can't see or shoot at enemies, but can be seen and shot at from inside the map - you also can't use any consumables, and if you'e a carrier you can't launch or recover planes. You'll also see no ships(friend or foe) on the minimap until you return, meaning you're cut off from following all tactical development happening on-map - an indicator on the minimap border will clearly show to all that your ship is off-map, its class, and in which direction, largely negating the obvious exploit of using the out-map ocean to sneak around the map borders undetected - you simply don't count as part of the team until you return - so if the rest of your team dies while you're off the map, they win - if the game concludes while you're off-map, you get NO XP whatsoever
