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Everything posted by El2aZeR
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Us line CV looks promosing. I smell nerfs incoming
El2aZeR replied to anonym_RGvUdEcxWWvD's topic in General Discussion
Says more about the Emerald than it does about USN HE bombs tbh. Or in a picture: Seriously though, you'll never see HE bomb citadels again once you move to T8+. -
USS Lexington, vs USS Enterprise......
El2aZeR replied to Hopeless_Guppy's topic in General Discussion
Fighters pursue wings that bail via F, but not ones that bail via attack. So by just attacking open water I was preventing fighters from killing my planes. Accelerated bailout doesn't really work with RFs anyway because they decelerate way too fast. -
WTF Yamato! Help me with this ship please!
El2aZeR replied to hamed_pour's topic in General Discussion
Ironically like the grand majority of BBs Yamato AA outperforms that of the majority of cruisers if you just take the braindead catapult fighter. -
Us line CV looks promosing. I smell nerfs incoming
El2aZeR replied to anonym_RGvUdEcxWWvD's topic in General Discussion
Quite literally nothing. ¯\_(ツ)_/¯ Saipan at least gets the same torps as her USN T8 peers so they actually have the best alpha and flooding chance on T8. Getting them all to connect is a different story however. -
Us line CV looks promosing. I smell nerfs incoming
El2aZeR replied to anonym_RGvUdEcxWWvD's topic in General Discussion
USN torps are actually pretty good, become arguably the best in the game at T8 then fall off to meh with the Midway. This is because Midway torps are extremely sensitive to even slight aiming corrections, have disappointing alpha strike and flooding chance to supposedly balance out their volume of fire. If only WG would do away with the 2 torps per plane gimmick and give them Lex characteristics... -
Back after a couple of years - whats the best changes?
El2aZeR replied to TycBrum's topic in General Discussion
My waifu got added to the game. Literally. Dunno if that's any good to you tho. -
- block your teammate's radar - steal the DD kill for yourself These jokes practically write themselves!
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Should these kind of players get Insta perma ban?
El2aZeR replied to anonym_RGvUdEcxWWvD's topic in General Discussion
Send that replay to support or directly to one of the WG staff members here. Apparently they do actually deal with stuff like this. -
USS Lexington, vs USS Enterprise......
El2aZeR replied to Hopeless_Guppy's topic in General Discussion
Honestly if E's rockets had 33mm pen they'd be so unbelievably overpowered she'd probably pull ahead of Midway to become the best CV in the game. Even now they tear DDs and most cruisers apart like wet paper. Case and point: And it's not like that's the only mechanic she has which is literally best in class. Aside from her DBs' reliance on RNG Enterprise is a CV with no mechanical weaknesses. She's a jack of all trades, master of all. It's just that Midway is the same but better thanks to her topkek HE DBs. Doesn't mean Lexington is bad, Enterprise is just better. If you unlock her full potential that is. -
USS Lexington, vs USS Enterprise......
El2aZeR replied to Hopeless_Guppy's topic in General Discussion
You're comparing a stock ship to the 2nd best CV in the game. I think the question kinda answers itself. -
They did. CVs use BB earning formula now. Which means that Enterprise literally makes as much money as Missouri.
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Well, I am Chinese tho. Just living in EU. It's how I was able to buy the Enterprise over there (for like 25€ btw). You gotta have a CN bank account.
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- travel time back - recovery time - service time - launching time - travel time to target - attack Which for RTS CVs adds to about 3-4 minutes total reload. I've been on there since the rework hit. Been playing on and off. It's actually pretty good. The meta isn't nearly as ed and because a good chunk of the playerbase consists of bots the average player skill is actually surprisingly high compared to EU.
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Then had his TBs go on cd for 3 minutes. Now the CV kills you then can hit another DD/BB/cruiser in those 3 minutes. Much improvement. So nerf. Wow.
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Considering you're currently within mid range AA (aka 40mm range), yes. Overlapping AA auras is a thing of the past. Starting at 3,5km the DP guns of a Baltimore stop firing. Flak bursts are created by long and mid range AA. It doesn't matter whether these guns were capable of creating them irl.
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Impossible play with DD after this CV rework
El2aZeR replied to Mydgard's topic in General Discussion
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Impossible play with DD after this CV rework
El2aZeR replied to Mydgard's topic in General Discussion
Ofc not. Never implied it. I did however like the squad mentality that RTS CVs brought where a single AA ship could shut down all air operations within their vicinity, allowing small packs to move around unchallenged from air power (aside from issues such as balans AP bombs, it being a fairly unrewarding job and requiring a stupid amount of investment in captain skills/upgrades ofc). What I meant is that the game in general is shifting from its previous core concept of punishing alpha strike, positioning and teamplay to just braindead incremental damage farming and self-sufficiency. Aka the game is becoming way more casual. E.g. Flamu says that broadsides are punished by citadels. Is that really the case with a good chunk of ships nowadays tho? -
Impossible play with DD after this CV rework
El2aZeR replied to Mydgard's topic in General Discussion
Funny thing is that Flamu completely disregards that this is (supposed to be) a team game as well. Not that an extra AA cruiser for escort will save you nowadays, but at least it makes him a more appetizing target than you. Seriously tho, the fundamentals of this game haven't been applied to it for a while now, first ever utterly trashed when KM BBs were introduced ~2 years ago. -
Same where it was before the rework. In port.
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Meh, if I wanted a challenge I'd play this instead:
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Eh, nah. Why play a T10 when you can play a T8 that easily outperforms it in pretty much every relevant way?
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Afaik no, DP guns will never turn to fire at aircraft. Unless you take the Manual Secondaries skill secondary guns are automatically activated as soon as a target is spotted, in range and within their angle of fire.
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If they are DP, yes. If they are not, no.
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If you turn off "animate small objects" in settings none of your AA guns will ever turn to fire at aircraft. Doesn't mean they don't. Animation is irrelevant.
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Note that I'm unsure if these are actually exploits or working as intended. I'll leave that for you to decide. The first one is very simple. It is the so called "DB exploit" that allows much better accuracy by waiting on your drop as long as possible while boosting. I'm very certain that this isn't a bug but has to do with how DBs are designed. For those that do not know, the DB reticle does not represent the actual dispersion of your bombs. The actual dispersion of bombs is a cone projected from the aircraft itself independent of your reticle. While at the end stages of a boosted dive the bomber starts to pull up, meaning that your bombs will only be able to hit in roughly the forward half of your reticle. In addition to that because bombers approach at an angle you'll get a very high potential target area if you approach from the side. To illustrate this, glorious paint skills: This is useful for AP bombs as well as it allows you to attack the belt armor of cruisers. IJN AP DBs are nowhere near as reliable though, but it can help in a pinch. Also keep in mind that aircraft speed affects penetration power of AP bombs. Against thinner targets it may be preferable to slow down instead. Quick demonstration: (Note that this exploit has been fixed, hence why it is crossed out.) Next in line, lets talk about our favorite plane type (), rockets! Anyone remember when I said Enterprise has the best RFs in the game? Well... Simply put, Enterprise doesn't suffer any penalty to maneuverability and her reticle will still narrow down (albeit slowly) when maneuvering while preparing an attack. So unless you miscalculate your attack run completely the enemy DD has no chance to escape damage barring some serious divine intervention making gaps appear in E's exceptional rocket dispersion. Wanna know what else doesn't give a about maneuvering tho? Her DBs. Next up, I'm not sure how many people realize this but all ships actually have a zone right above them where AA won't fire. This is shown in the AA range where the minimum range is 0.1km, aka within that you won't take damage. Lone cruisers actually become highly desirable targets for DBs if you can get close. On some ships this is way larger than others. Republique has an entire 1km around it where AA simply stops firing. Naturally this means you can bail inside that zone as well without taking any casualties. (This has been changed with the 0.8.7 AA adjustments.) And finally, remember that your planes are completely immune to damage shortly after both initiating and finishing an attack? Turns out this immunity time extends to bailing out. Doesn't stop there though, planes are artificially accelerated away from their target when finishing up an attack. This is because during testing aircraft could almost immediately turn around and reengage which made DBs especially powerful. But by bailing immediately you can use that speed to make planes reach their immunity altitude faster especially if you use boost, basically replicating the F spam exploit (although it isn't nearly as effective since AA power has dramatically increased since then). Note that the immunity altitude is an altitude, not time. You can also use higher islands to reach it pretty much instantly. The middle islands on two brothers would be an extreme example of this, but pretty much all but the lowest islands will at least help you reach immunity altitude faster. Alright, that's it for now. Praised be the CV rework.
