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El2aZeR

Beta Tester
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    [TORAZ]

Everything posted by El2aZeR

  1. El2aZeR

    General CV related discussions.

    That's actually a pretty good question. I'll ask in the official discord and report back with the answer if I get one. Also FDR might currently be the 2nd worst T10 CV after the German one. Gonna guess buffs will be incoming.
  2. Doesn't matter when you're only 300 meters away from the sub. The only "counter" against this I found is instead of sailing to the submarine, you need to sail in a wide circle around it and just whittle the sub down with repeated depth charge attacks from range over several minutes. While you're spotted the entire time. Obviously not a very great prospect in a DD. Having ships sail to the submarine as "counterplay" is just fundamentally flawed in every single way.
  3. The trick is to just do it unguided from 5.9m depth at practically point blank range. If you time it right evading doesn't seem possible.
  4. You received very little exp and thus very little income. Your performance may look (kinda) impressive but it's really not in terms of the economy. Income in this game is based on percentage HP damage dealt. This means dealing 20k damage to a DD, representing 100% of its health, is rewarded much more than dealing 20k damage to a BB, representing ~20% of it's health. How much damage you dealt is thus less important than what ship you dealt it to.
  5. Again, no. As explained the ONLY thing that makes DDs and CLs capable of killing subs currently is the PTS environment. Put this into live and any attempt to kill a sub will just be suicide.
  6. Alright, here's why current subs are objectively terrible: - Sub vs sub gameplay is practically non-existent. Even homing torps are far too easy to dodge. Subs can duel indefinitely without one winning due to that. It is therefore far more efficient to just ignore the enemy sub and kill surface ships. - Subs have no real counterplay. The very idea of a cruiser or DD exposing themselves to enemy fire, rushing towards the entire enemy flank just to do damage to and sink a sub while being spotted the entire way is utterly ludicrous and will never work in a live environment. Subs can also just attack and kill a ship rushing towards them at point blank range which, given that DDs and CLs are among the most fragile ships in this game, is very likely to succeed. - Subs provide far too much intelligence. You thought RTS CVs were bad? Well, subs are that but worse because there actually were ships that could deny CV spotting. By virtue of being the most stealthy class in game while also being an incredibly safe one subs can just loiter on a flank indefinitely, spotting and throwing torps at everything. Matches on PTS basically have the whole map lit up for the entire duration of the match. Subs are thus a griefing class just like CVs, though they're lacking far behind in match impact in comparison. Can you imagine how this is supposed to go down in a live environment where players actually do not ignore DDs presenting themselves to them on a silver platter? Where you simply park a sub in front of a cap and now it has become an instant no-DD zone? Are we even supposed to still play objectives with subs in the game or should we just relegate that to subs dueling it out for 20 minutes inside the caps while taking potshots at enemy ships that are occasionally spotted? Not to mention the implications this has for any other class. E.g. every sub on your team is less AA and HP against the enemy CV. Every CV, BB and CA more on your team is a ship that provides no utility against subs. Etc. etc. etc. And quite frankly there is nothing that can be really done about this as subs overlap with DDs in their roles. Any attempt at distinction will thus just make subs better or worse than DDs. If they're given literally the same capabilities then subs would not only be extremely ahistorical, there'd be no point in implementing them. Thus subs should at best be implemented for use in operations. There's no way to make them work without reworking practically the entire game.
  7. So... I've found that a SS can just point blank torp and kill any ship that comes charging towards them. After all DDs and CLs are among the most fragile ships in the game, a torp or two and they're dead. Did it 3x against actual player DDs trying to kill me so far. So much for counterplay against subs.
  8. CV play is a lot more dynamic due to their ability to "reposition" to and attack quickly anywhere on the map. Subs are basically just waiting and camping in one spot. If nothing happens to be there it takes you what feels like years to reposition. Both are ofc broken but CVs are at least fun to play.
  9. Honestly subs are about the most boring thing I've ever played. You just sit in a single position, throw out pings/torps without any worry of retaliation and if someone tries to push you, he dies to your spotting. If your flank dies, no biggy, enemy will either move on and allow you to torp them or they spend an absurd amount of time trying to kill you. Also can we please have automated depth charges back? Clearly the average player is too stupid to use them. Have had an instance in which 3 DDs were swarming a single sub all trying to shoot it.
  10. Lets face it, there are CV related things out there that are completely worthless (*cough* AA skills *cough*). This post aims to give ideas as to what can be done with them. First up, some existing mechanics changes: Skill changes: Upgrade changes: Thoughts?
  11. El2aZeR

    Recommended Premium tier 6 - 7 - 8 ship

    Don't pick any T6 or T7 premium ships. They get incredibly shafted by being bottom tier A LOT due to how MM works currently.
  12. El2aZeR

    This CB season's gotta be the worst one ever

    It's kinda boring tbh. People try to stick together for AA, people get hit for massive damage regardless, people die to planes despite "teamplay". Feels little different from randoms except I know I can throw even more planes away because the amount of ships I need to kill is way lower than in randoms. E.g. I usually just throw my first full squad of TBs away just for the initial spot and some damage. Hasn't impeded me yet at all.
  13. Kek. Which is why I could easily make this attack and kill the enemy Halland. Oh yeah, I killed the other 2 that were in this match as well, losing a grand total of ~15 planes to them. I also ended that match with full squads across the board, so I wasn't crippled for doing this in the long term at all. Grouping for AA fundamentally no longer works. This is because long range AA is utterly pathetic in its damage output across the board, to group for effective AA ships therefore not only need to mass in groups that automatically loses them the match via loss of map control, they need to all be within 1-2km of each other as well to ensure effective coverage of at least their mid-range AA.
  14. Bots literally do not dodge flak, as such TopTier's video is in fact completely meaningless. Also I don't think flak hits with literally every attack qualifies as "not many". Kaga in the 2nd video is a new player with less than 500 battles total, 37% WR in Kaga. Effectively the same as an afk player. PEU DD AA is nothing worth talking about, especially in the context of how much damage these things take from CV ordinance. 7-10k hits are the norm, they'll go down easily in as few as 4 attacks. AA skills generally equals a single plane more shot down, if even that. https://forum.worldofwarships.eu/topic/129081-why-aa-skills-are-worthless/ The results as such do not justify any investment whatsoever. Des Moines is no longer an AA ship, having roughly equal DPS output as Cleveland and only a better range distribution, meaning she is extremely vulnerable to even T8 CVs.
  15. El2aZeR

    Manual AA on Azuma?

    MAA as with all AA skills is generally worthless nowadays.
  16. El2aZeR

    Turrets seeming to be incap a lot more frequently

    Yuo see camrade, you can't have turrets incapacitated if you have NO turrets! Seriously tho, I played about a dozen (rather unsuccessful) Worcester matches yesterday and in only one did I have my turrets incapacitated a couple of times by DM AP at medium-close range which I would label as a rather expected outcome. Didn't even lose them completely.
  17. El2aZeR

    Rudder arrow bug

    Been quite a while since I had that one tbh. However I also don't remember ever reading patchnotes on it getting fixed. Then again I suppose you don't get rudder problems if you have no rudder.
  18. El2aZeR

    CV JAPAN

    Hold your attack longer to increase the angle at which bombs fall, thus increasing the effective armor they have to penetrate and giving them a higher chance to arm. At higher tiers cruiser armor becomes so "good" that this is largely unnecessary.
  19. El2aZeR

    Fighter from nowhere?

    Fighters have a very low air spotting range, as such you'll see them only once you approach.
  20. El2aZeR

    General CV related discussions.

    @OVanBruce your complaints about no skill-based counterplay against AA are rather ironic given that there is no skill-based counterplay against CVs. Regardless PEU DD isn't nearly as powerful as you describe. In fact even in tandem PEU DDs are incredibly easy to take out as they lack any options against CVs. Just maintain situational awareness to avoid getting caught off guard and attack as usual.
  21. El2aZeR

    AA Ranges - Actual range and Wiki differ - why?

    Wiki is run by the community, not WG. Some of the AA range values displayed there are still from RTS and thus have not been updated (yet).
  22. You mean as a dedicated class or just as an alt tech tree to BBs? As a dedicated class BCs don't really make much sense in terms of game mechanics. As an alt tech tree line, sure. In fact I'm actually surprised this hasn't been done yet.
  23. While it may appear that way at first, most of the CV buffs are fairly inconsequential. E.g. 12% faster aiming speed on TBs equates to 0.6s reduction on a 5s timer. About the biggest buff is the unification of the slot 6 upgrades which gives you somewhere between 8-10kn faster speed. Even with all 26 Haku TBs lost, the AR reserve option would only give you roughly ~9s of faster regen on your first plane from 70s to 61s. The AA boosts meanwhile are much more substantial as can be seen below. Certainly. Current full AA build: -20% sector cd +25% DPS +30% flak damage If MAA is taken, 6% of current squad HP instant damage instead of 3.5% at the cost of losing sector DPS boost. A 24k HP squad with 2k HP per plane would thus take 1440 HP instant damage. This is not enough to kill even a single aircraft. DFAA adds 50% DPS while making flak basically instakill. Proposed full AA build: -20% sector cd +30% DPS +30% flak damage +35% sector DPS bonus, giving 70% to DDs/BBs and 85% to cruisers If MAA is taken, +15% additional sector DPS bonus, permanent allocation of sector allows aircraft to be kept inside it at all times with some timing resulting in a permanent 85/100% sector DPS boost for DDs/BBs and cruisers respectively with a full AA build DFAA adds 50% DPS while making flak basically instakill. Also reduces sector cd and prep time to 0, giving you constantly active sector reinforcement. All in all a proposed full AA build would have a theoretical 55% DPS over current full AA builds while also being in effect all the time. High tier AA is currently very weak and incapable of causing significant losses to a halfway skilled CV. PEU DD AA is way overrated and they can be easily dispatched by any CV player with half a brain as they take massive damage from CV ordinance while having no options whatsoever against it.
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