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Everything posted by El2aZeR
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Nope, with MAA it apparently deals approx 40% of current squad health.
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Precisely. CV rework is totally success camrade!
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Yup. Latest snapshot shows 1104 players in high tiers and 1240 players in low tiers. Compared to a year ago 1101 players in high tiers and 1362 players in low tiers. You can also compare it to the last snapshot of the RTS iteration which shows 992 players in high tiers and 1228 players in low tiers, making the rework marginally more popular. To be fair though the recent snapshot shows a bit of an improvement in CV numbers compared to last week with ~100 more players in high tiers and ~200 more in low tiers. Last week numbers were actually below even the last RTS snapshot in total players. With the upcoming changes I don't expect these numbers to improve either for obvious reasons.
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My last post.The plain truth about this game
El2aZeR replied to Grumpy_Shark's topic in General Discussion
Good riddance I'd say. -
Actually @Saiyko and I recently put some research into this. Soviet Navy apparently had a bunch of CVs designed and planned before and during WWII ranging from small escort to fleet carriers. So I have no doubts RU CVs will happen someday. Except WG never seems to want to face the obvious especially when it comes to CVs. So it's a coin toss imo. We're already slightly below RTS level tho?
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
New KC event will be set in Europe. PANIC.jpg Meanwhile in AL, got Birmingham which concludes the event for me. -
WG Statement pls | Changes to Adrenalin Rush and Torpedo Bomber heal
El2aZeR replied to Nocturnal_Scream's topic in General Discussion
Again, because it made your reengagement radius bigger, exposing your planes to more AA as well as giving your enemy more time to react. That was my primary gripe with the skill. Not something you have to deal with if you're not reengaging however I suppose. -
"Giulio Cesare is overpowered."
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WG Statement pls | Changes to Adrenalin Rush and Torpedo Bomber heal
El2aZeR replied to Nocturnal_Scream's topic in General Discussion
I did it all the time tbh. I suppose it's just a difference in philosophy of use then. Indeed. Been spending more and more time on the CN server. It's hilarious how the very same game from over a year ago manages a far better game experience than it does now. -
WG Statement pls | Changes to Adrenalin Rush and Torpedo Bomber heal
El2aZeR replied to Nocturnal_Scream's topic in General Discussion
Enlarging your turning and reengagement radius while attacking is not helpful in any way, shape or form with any kind of strike plane. It made anything from crossdropping with torps to attacking again with DBs more difficult in addition to allowing your enemy more time to react. Not to mention even a slight acceleration increases the chance of eating invis flak tremendously and with a faster reengagement time without AR your planes would ironically spend LESS time inside AA, enhancing survivability. Accel bailed planes reach immunity extremely fast anyway and retain that speed while returning, a couple kn faster made little difference. Likewise bailing attack wings were mostly doomed due to the pre-0.8.5 nature of AA. If you were going to use all attacks then not many, if any would return, AR or not. I've done quite extensive testing with AR during TST. Even in the era of 360kn planes during which it was most efficient its flaws far outweighed its utility in my experience. If you found it more useful however then by all means, don't let me tell you what's right or wrong. As it stands though I highly doubt its implementation with plane speed can be fixed what with the new AA mechanics and all, as such the effect on planes should either be taken in a new direction or be removed outright. On a different note, haven't seen anyone complain about Last Gasp, another skill with previously suspect utility, being completely useless now too. -
What Were Your Greatest Gaming Achievements Today ?
El2aZeR replied to Hanszeehock's topic in General Discussion
Perfectly balanced. As all things should be. -
WG Statement pls | Changes to Adrenalin Rush and Torpedo Bomber heal
El2aZeR replied to Nocturnal_Scream's topic in General Discussion
AR was a mostly worthless skill. In an attack it would actually hinder you while using it to run away is far more inefficient than just using accel bail. And if you went for a recommended build you never had points for it anyway. Now it just went from mostly worthless to completely worthless. -
WG Statement pls | Changes to Adrenalin Rush and Torpedo Bomber heal
El2aZeR replied to Nocturnal_Scream's topic in General Discussion
You're joking, right? -
They aren't.
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WG Statement pls | Changes to Adrenalin Rush and Torpedo Bomber heal
El2aZeR replied to Nocturnal_Scream's topic in General Discussion
And the OFFICIAL answer on reddit is that both are fine. S_O is an actual developer, Conway is a community manager who just says what he gets told. Basically he reasoned that both skills are fine because damage from flak will still let you benefit from heal and AR. Then they tacked on the usual bull about that they'll monitor the situation and stuff which at this point is WG jargon for "we don't give a ". -
WG Statement pls | Changes to Adrenalin Rush and Torpedo Bomber heal
El2aZeR replied to Nocturnal_Scream's topic in General Discussion
Official stance as answered by S_O on reddit is that both are fine and you should just deal with it. Since S_O is an actual developer his word kinda trumps Conway's. -
- Note how these CV players Zoup is playing against are horrendously terrible. Most big damage splashes you see aren't from the new AA key, they're from flak. And they miss a ton of drops - There's a Ryujo mixed in there which we can immediately disregard (since Ryujo doesn't get to meet T10 ships), so it's more like 2 CVs vs 1 ship - Slingshot grants immunity to AA key LOL - For the opening few minutes the CVs didn't even try to attack, making any deductions about DM survival time worthless - They could've probably just spammed rockets to kill Zao faster So basically potatoes will struggle even harder with 0.8.7 AA as flak deals more damage and will instawipe squads with DFAA active. The AA key is a terrible change as expected in so far that it is a terrible mechanic. Just because a mechanic has no counterplay doesn't mean it's okay to implement another mechanic without counterplay to soften the formers impact. The correct course of action would be to remove said mechanic, not build more bull around it. @1MajorKoenig it's too bad you didn't take me up on that bet.
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Considering we focus DDs in general I don't think that's very effective tbh.
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You should've seen some of his earlier posts crying about how CVs are unplayable after nerfs and that they were perfectly balanced before. (Although that would require you to go through several hundred pages, so yeah...) And once you check stats it kinda becomes apparent why. Yes, but it more than proves that WG was lying to our faces when they told us "CVs are totally ready for release guys!" when testers vehemently disagreed (at least everywhere I could see). And I have no doubt it was an executive decision based solely on greed rather than a development one considering how the rework has played out so far.
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Actually he's being sarcastic in an attempt to discredit anyone who says CVs aren't unplayable now. Failing quite hard at it obviously but hey, at least he's funny. :) While this can be debated, I believe the common point is that mechanical changes are what is sorely needed, not outright buffs and nerfs. So while CVs may or may not be overpowered, I think we can agree on that CVs are broken and will remain that way until said changes are made. Aka regardless the rework needs a rework as predicted from the very beginning. If it had been anywhere near a release worthy state we wouldn't be into our 7th month of constant core gameplay changes. In fact WG is about to practically reset all balancing work they've made so far which is either sad or hilarious depending on your point of view.
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It won't, but it won't save you from getting struck either. Grozo is one of the more sluggish DDs out there, you need to turn well in advance. A few seconds is not even enough to put her rudder full over. No it isn't due to the attack angle of rockets. Simply put, against RFs with a vertical spread it doesn't matter how you try to dodge, you will always present a perfect target. Considering you - believe that a single match in Saipan yields representative data - don't understand that average damage alone is in fact worthless as proven by even WG not using it as balancing data - try to point towards stats which are severely outdated (what, you thought no one would notice you haven't played a representative amount of matches with the CVs in question in months?) - and your other CV stats falling quite a bit ever since they've gotten closer to being balanced it is more than proven that you do not understand even the fundamentals of statistics in this game at the very least.
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
- trying to kill D3 boss with IJN fleet (Nakaga, Takao, Mogami, Jintsuu): entire frontline almost wiped out before kill - trying to kill D3 boss with USN CVs (Enty, Essex, Sara, Saint Louis, Nb1, Montpelier): boss almost wiped out with opening air strike PRAISED BE FREEDOM. Also only missing Birmingham now. -
Scouting is in fact rewarded. And active scouting in current CV play is boring as all out, hence why many will never do it even if rewards were increased. The CV rework is simply a failure all around.
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Oh boy.... Incoming planes typically come from direction of the enemy team. Meaning that by turning towards them full speed you are isolating yourself from your own team while moving closer to the enemy team which increases the risk of getting shelled. This naturally works in the CV's favor. Reengagement time is very short and Grozo DFAA alone is not substantial enough to prevent two strikes even if you miss your first pass (unless you use the incredibly fragile Haku RFs). However if you want to prevent plane losses, just accel bail after the first one and come back. DFAA will have run out by then. This is incorrect. A DD turning away or towards you is giving the best target profile. Aside from US FFAR/HVAR rockets all RFs use a vertical spread. Please at least get your basic facts straight. One could assume that you know nothing about CV play otherwise.
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Make the Map Border behave the same way as an Island.
El2aZeR replied to Sunleader's topic in General Discussion
We actually had a thread for this stuff.
