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About El2aZeR

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  1. El2aZeR

    Uncover the truth mission

  2. El2aZeR

    Realistic Mode

    I doubt many will have fun waiting for well over 10 seconds for a shell to hit at <10km ranges.
  3. El2aZeR

    Uncover the truth mission

    Amount of credits rewarded will likely result in a code or sth. Better keep track of them.
  4. El2aZeR

    CV Rework Beta Test - Feedback thread

    Huh, that's weird. It worked fine for me. Didn't mean to sound patronizing, sorry about that. Yeah, IJN CVs require hilariously long drop distances for their torps to arm (another reason why I believe Haku is vastly inferior to Midway). To do a cross drop with those you're probably going to need a lot of boost saved up to speed away, turn and then speed back.
  5. El2aZeR

    CV Rework Beta Test - Feedback thread

    Hold right click to free look just like in surface ships. I don't think many people realized that tho.
  6. El2aZeR

    CV Rework Beta Test - Feedback thread

    Meh, imo if you need large turns to adjust your attack you've already failed your approach anyway.
  7. El2aZeR

    Looking for a good T7 CL/CA and DD

    On the other hand Shchors can spam at fairly long range while Helena has no choice but to get up close and personal. Though really, if you play either situation perfectly it more or less comes down to how many goats the enemy has sacrificed to RNGesus. In my opinion Helena has displaced Fiji as the best T7 silver cruiser, though not by much. The match impact you can have is hilariously devastating because you simply don't give a about anything. BBs will curse your name as you bathe them in fire, cruisers just wither away in a hail of HE shells and both CVs and DDs better learn to avoid you quickly or suffer the consequences. The only thing that you cannot really deal with are top tier aircraft, but then again no T7 ship, not even Atlanta, does well against T9 planes and you at least always have DFAA to fall back onto. She requires a far more thorough investment in both captain and player skill tho.
  8. El2aZeR

    Looking for a good T7 CL/CA and DD

    If you like the Helena you're probably gonna like the Atlanta as well. Both have very similar requirements and playstyles but Atlanta is much more extreme in that regard.
  9. El2aZeR

    Superstitions and Ships / Loadouts?

    My superstition is that the moment my team has more Shimas I've pretty much lost by default. Could be true, could be false. I don't think anyone can really say that she performs well both on paper and in battle.
  10. El2aZeR

    Superstitions and Ships / Loadouts?

    Shimakaze. She is just plain useless in literally every situation. The guns are bad, the torps are bad, speed, maneuverability and concealment are very meh, utility offers nothing special and AA is bad. There is literally nothing this ship does that other DDs cannot do better. Want gun power? Every other line has you covered. Torpedoes? Fletcher and Gearing say hi. Utility? Again the USN line has her beat hard. Speed and maneuverability? If you wanna go fast, go for the Russians, don't actually know which DD line is the most maneuverable currently. AA? Grozovoi will make CVs cry. Whenever I see a match in which my team has a lot of Shimas while the enemy team has stuff like Z-52s, Gearings, Grozos and Harus, I pretty much assume we've lost by default.
  11. El2aZeR


  12. El2aZeR

    CV Rework Beta Test - Feedback thread

    Honestly that'd depend on the speed of the fighters. I was thinking that they have the same speed as attack planes which can reach well over 200kn with boost, that'd make such a delay necessary. If they're quite a bit slower then the delay can be far lower or completely removed as well.
  13. El2aZeR

    Favorite shipgirl (Kancolle) and arpeggio of blue steel too

    Again, PoW and Atago will both get added to regular construction eventually. I'd start saving cubes now. Washington has an excellent statline (among the highest firepower and survivability, highest AA along with her sister + SoDaks) and the barrage will tear apart when it procs at the right time (do note that you should put her as flagship to maximize the target area like Hood). She's a must have imo. NoCar has the same stats but more situational skills (decrease air damage for backline, buff own FP with AA stat). Not bad either tho, she's worth using if you have a free slot or need that extra survivability against aircraft.
  14. El2aZeR

    CV Rework Beta Test - Feedback thread

    - make some tutorials to help the community - test literally ends soon after Are you guys trolling me? :D By the way, may I ask why the test servers needed to be restarted so often? I've been wondering about that. And thank you for providing me the opportunity to participate. The issue with replay-ability is something that ties into the fundamentals of the rework and thus cannot really be changed. I believe it was the goal to make CV play more simple anyway? In that you've definitely succeeded at the cost of depth and complexity. Not a bad thing necessarily but that also means it can get repetitive quickly. I'd say it's a necessary evil. Personally I was eager to play CVs pretty much every day but couldn't sustain more than a few games unlike with the current RTS CVs which I can play dozens of games consecutively without getting bored, though that may be partially because I didn't want to grind surface ships just for the credits. Still, the rework was enjoyable to play and that's what counts I believe. As for CV vs CV interaction, a few ideas: Make a soft and a hard cap for aircraft. For example your CV will "regenerate" reserves up to 6, but returning aircraft can increase your reserves to 12. This will punish plane losses harder and make fighters more valuable, but at the same time prevent a CV from being deplaned completely. CVs themselves should have a permanent CAP to prevent sniping. Said CAP should consist at most of 6 fighters which will need to rearm for, say one and a half minutes once all ammo has been expended. This will make CV sniping more difficult but not impossible. The fighter consumable should be removed from the planes and be given to the CV instead. The CV will be able to tell fighters where to go on the minimap or on the tactical map like in the current RTS mode, once arriving at said location the fighters will project a bubble (which should be visible on the minimap) in which all enemy planes will be engaged like in the current iteration of the rework. To make it so that you have to place fighters based on prediction instead of reaction, fighters should need around 10 seconds to become "active" after arriving. Current rules for shooting down planes are fine but perhaps squad size should be increased to 5 or 6 as well on T10. This ofc means that you'll need manual control of the hull while flying, which you have hopefully already noticed is a much requested and desired feature.