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Everything posted by El2aZeR
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And that's just it, isn't it? CVs aren't only played during prime time, making this argument moot. 52.8k vs 56.1k when comparing weekly data from 2019/09/28 and 2019/01/26. Last I checked that's not a 20% difference. Given that monthly data is likely inaccurate due to the severe changes to CVs we've experienced up until recently weekly data can be considered more accurate. Except you forget one thing. Low tier RTS CVs also still had 4 CV matches without restrictions, so that makes a more comparable dataset which does not apply to high tiers. And my point about CVs just dealing the damage themselves just gets ignored since it doesn't fit your narrative I suppose. As usual. In fact we have comparable datasets that would support this. Being the highest ranking Enterprise player in both the rework and the RTS iteration we can see the following stats: - comparable WR (RW 88 to RTS 93, far fewer matches played in RTS) - rework deals significantly higher damage (RW 106k to RTS 93k) - rework scores significantly higher KPM (RW 2.43 to RTS 2.13, although this has been one of my weaker weeks as far as the rework is concerned. Go back another week and I was scoring 2.7) - RTS spots significantly more (RW 57k to RTS 97k) On the other hand there is also data that shows high ranking CV players being equal in spotting in both iterations. This may be down to individual playstyle. Regardless though, either reworked CVs spot just as much as RTS ones, or alternatively reworked CVs spot less but it has no impact on the spotting situation at all since they deal what would be spotting damage themselves instead. Pick your poison.
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
Hiryuu was actually one of my first CVs. Got her when I was progressing through the story. She's pretty easy to farm (relatively speaking) since she and her sister can drop from every fight on 3-1. Was actually planning on replacing Akagi and Kaga with them but the thought of having to level them to 120 was... painful. -
It's a soft cap. 4 CV matches can still occur. I do still get them on a fairly frequent basis. And again, the difference is minuscule. Besides, it's also highly probable that CVs now simply deal that damage themselves rather than rely on spotting. In RTS low squad numbers with slow speed = bad spotting potential. Meanwhile faster planes with faster cycling and long loiter time = high spotting potential. It's not that hard.
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
Finally. That's the event done for me. -
How do you greet enemies or/and the friends at the start of the battle?
El2aZeR replied to seXikanac's topic in General Discussion
Rockets. Lots of rockets. -
Or you just shorten your squad and attack ships on the edge of the blob. Since, you know, WG has murdered the concept of AA cover by putting the focus of AA DPS on mid-close range mounts.
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Here OP, allow me to post something that makes more sense than you:
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Such a minuscule difference can easily be explained via instances of multiple CVs per side being possible.
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@MrConway @Crysantos @Tanatoy If I may ask, are there any plans on WG's part to do something for the old girl? Perhaps a repeat of the previous fundraiser sale?
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Indeed. It does however prove his point about "bad CV players will just die to flak" wrong. Not to mention Gearing AA is actually pathetic, being equivalent to some T6 ships.
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Except a CV will spot and deal unavoidable crippling damage at the same time. A DD may spot but it's easy to avoid their damage capabilities aka torps. And if they fire their guns they risk return fire. Besides, DDs tend to be very busy fighting each other as well. Also radar and hydro exist and are effective. There is counterplay to DDs unlike CVs. Also flak stops spawning at 3.5km. All RFs only need 3km to make an attack run. If you're trying to hide with your AA shut off and enable it only once planes get close enough, as so many people advocate, that means flak will engage precisely... never.
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What Tier and Nation are the Subs branching from?
El2aZeR replied to Sir_Sinksalot's topic in General Discussion
Inb4 they branch from CVs in an attempt to boost CV numbers to make the rework look less of a failure. -
And herein lies the issue. Reworked CVs cannot be effective and fun to play without being gamebreakingly overpowered as recently proven. And why, pray tell, does that matter? You don't judge a ship's potential by looking how the weakest players perform in them. Also yes, damage mirigation. In a game where damage avoidance is paramount. This does nothing but prove our point. There is no counterplay to CVs. You either take damage or take more damage.
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Try to imagine the dumb gimmicks alt CV lines would have to get just so they don't immediately shaft their team by being placed against a normal damage dealing one. Just extinguishing fires or laying smoke won't be enough to offset less damage dealing capabilities which you already have to sacrifice by performing such actions. It's better to let the concept die. And it has likely died as WG already stated no work is being done nor planned on being done on the alt CV lines. Unsurprising when you consider what a failure the rework is.
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Why WoWS creates toxic players and fix
El2aZeR replied to G01ngToxicCommand0's topic in General Discussion
WG makes money off of creating a toxic environment, thus they'll never do anything to change that. -
Until T10 where CVs get armored flight decks which will outright bounce all BB AP at long range, making it a waste of time to even attempt shooting them.
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Then why play a DD? There is quite literally nothing a DD does that a reworked CV does not do better. While technically true, it requires ludicrous amounts of AA to deny strikes in the rework. Just a few days ago I slapped a Minotaur around despite it being covered by a Smolensk and a Benham. In a Shokaku. As such this statement is intellectually dishonest to the extreme. Just because you yourself are incapable of such feats doesn't mean it applies to CVs in general.
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I don't actually. Since, you know, I haven't died to a DD snipe attempt a single time since the rework. And I once had to fight 3vs1 against a div of sniping DDs. They got slaughtered, I walked away laughing with over half my health still intact. Again, DD sniping is suicide against a skilled CV. You know that alert when you get detected? CVs get that too. So the moment you spot a CV you're basically dead since they immediately know you're close. I've seen some CV teammates get sniped, sure. That practically never had an impact on the match in favor of the enemy team. Likewise I've seen a lot of matches thrown because a DD teammate went CV sniping. There is nothing "maybe" about attempting to snipe a CV in a DD. It either ends in failure or even bigger failure.
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There is nothing maybe about it. A CV player that lets themselves get sniped is not a CV player worth sniping. Meanwhile against an actually skilled CV a DD is practically committing suicide. CVs can easily outtrade multiple DDs in a direct fight. Honestly? Don't bother. The difference in plane kills is minuscule (tends to be +1 on stronger AA ships and no difference at all on mediocre/low ones) when it comes to using or not using the AA button. It doesn't prevent any more attack runs either. That's right, it's a placebo system.
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Reworked DFAA in a nutshell.
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What Were Your Greatest Gaming Achievements Today ?
El2aZeR replied to Hanszeehock's topic in General Discussion
When some enemies try to push a flank but completely ignore your Helena for some reason. -
T10: Hakuryu RFs for overall strike effectiveness, Midway TiTs if you're lucky, Audacious RFs in terms of damage per volley T8: Enterprise RFs, Shokaku RFs come second T6: Ranger RFs probably T4: currently Hosho TBs
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Flak always spawns in fixed intervals (about every 2 seconds) at a fixed time to impact and direction relative to your current speed and direction. That means the time it takes for you to hit a flak wall always remains the same no matter how fast or slow you go. With this you can control the distance at which flak spawns. Speed also controls how wide a flak wall can possibly be. The faster you go, the wider it is going to be. If the flak concentration isn't high enough this can cause gaps to appear which you can exploit. Regardless though the maximum width isn't big enough to compensate for your maneuverability, so even a max saturated flak wall remains dodgeable. Flak also compensates for turns and, if necessary, altitude. However, again, it does so at a fixed interval and only checks your direction (and speed) the moment it spawns. It won't continuously compensate for the entirety of its lifespan. You can abuse this by actively misdirecting flak into spawning where you don't actually want to go. And keep in mind that flak of a ship stops spawning once you're 3.5km or closer to it. On single or tight groups of ships this enables you to concentrate completely on your attack run once you're close. You can also dodge flak via attacking exactly once as it changes the altitude of your planes. Flak however can still hit you if you're within an attack run, but it will target your reserve planes and not your attacking ones. Alright, here's where it gets weird. The damage zone of flak is server side, while the actual flak animation (aka the part you see) is client side. Due to the slight delay in communication between your client and the server this means flak will always spawn with a delay. How heavy that delay is is dependent on your connection and RNG. There will be times when it will not spawn at all, leading to this: Flak has a lifespan of 3 seconds. It is always tuned in a way that you're hitting it towards the end of its lifespan depending on your current speed and direction. This lifespan is determined by the server, NOT the client. The animation has a delay of at least half a second. And because flak always spawns in a way so you take the same time to hit it regardless of your speed, that means you can effectively fly through flak unharmed if you go fast, let flak spawn far away from you then slow down. Tends to work better with IJN and RN planes since they bleed speed a lot faster than USN ones. This is also demonstrated in the video above at about 0:05. On the other hand it means speeding up while flak can still spawn is a very bad idea as you'll hit the damage zone before the animation renders. EDIT 2021: It would appear that WG fixed the speed exploit by simply lengthening the lifespan of flak. It is now roughly 5-6 seconds, as such speed juking as described above is not as reliable as before but can still be done. Likewise ofc with the boost adjustments awhile back almost all planes now have the same acceleration and deceleration so national differences between planes no longer apply.
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Not entirely sure tbh as I haven't played her. Likely 3rd best T8 CV after Shokaku and Enterprise, but lacking decent anti-cruiser options unless she can catch them with torps. Rocket planes are also very meh at best. Her primary issue seems to be that her slow planes can make her feel boring to play. Her potential though is at least as good as her contemporaries, if not better than some of them as far as I've seen.
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Pretty good for a T5 cruiser at roughly 200 total DPS. Self-defense only due to lack of long range guns. Gets a fighter as well. You'd be a fool to think that's gonna save you tho. Her anti-noob capabilities are also severely hampered by having no flak whatsoever.
