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Everything posted by El2aZeR
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Unless you want to div with at least one, preferably two competent players, nope. Had a game yesterday where my team was 12 to 7 ahead. Immediately everyone started pushing and suiciding, so we ended up losing 0 to 4. Matches like this are utterly unwinnable. Though really, in my experience the amount of ridiculous throws has dramatically increased with the CV rework. Could just be confirmation bias or sth else ofc tho.
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Clemson is love, Clemson is life.
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[Poll] AA sector reinforcement, are you using it efficiently?
El2aZeR replied to elblancogringo's topic in General Discussion
Always use it. I also use MAA on literally all surface ships I still play (which isn't a particularly large number btw). That skill is absolutely essential in my eyes. Switching sectors is a matter of prediction and timing, really. That's because while you're switching the side that was previously reinforced will stay that way until switching is complete. E.g. if you know where the enemy CV is you can already pre-switch to that area. If he goes for an attack, you need to start switching before aircraft fly over to the other side. And so forth and so on. -
It is actually just to make your opponent suffer. Not giving your opponent the option to retaliate is something often used and can even be considered skilled. And that doesn't apply to CVs? Moving with your teammates for AA cover is extremely accessible and quite frankly laughably easy, whether you use it is up to you. Likewise is choosing a ship with weak AA but other advantages, or a ship with strong AA but lacking in some regards. Now again I'll be the last one to call the rework, including its counterplay options, anything less than broken. I roll my eyes every time I see a squad still being able to make one attack on my full AA build DM with DFAA active, knowing that squad would've gotten wiped ages ago previously. But generally speaking CVs still have counterplay options, albeit nowhere near as good as before and necessarily so. The RTS iteration was much superior in this regard, but such a system is naturally incompatible with reworked CV play.
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Oh please. How exactly does it enrich the gameplay experience of a cruiser when he gets dev struck by a BB e.g.? Again, this is a PvP game. You are not supposed to have fun when being the target of a mechanic.
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If you were to deal as much damage as I with the Midway I'm sure the economy would give you roughly the same rewards. What you're implying has literally nothing to do with the economy of CVs.
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Planes are the only way for a CV to influence the battle and they are far easier lost compared to anything else. That CVs cannot be instakilled is easily offset by their counterplay being the easiest in the game along with always having to deal with opposition when attacking unlike any other class. That both classes got a rework is hilariously irrelevant and I'm very sure the goals weren't remotely the same. Only half of what you say is true as already addressed above. The other half is working as intended. As long as the CV is having fun, it doesn't matter that opponents are made miserable. Because sticking with others is oh, so difficult. Now to be fair reworked AA is heavily flawed as it allows little to no freedom for allies to operate. The general idea of teamplay being required however is more than fine considering this is supposed to be a team game. CVs have counterplay, that it is rarely used is of no concern as it is human error and should be treated as such. Besides, ships that do not have good AA DPS are compensated with other advantages. To demand good AA on top of that is laughable. As for AA being automated, that goes and can be seen both ways. Would I want to manually deal with aircraft when I have to deal with ships already? Imo just sitting around and watching my plane kills rise to ludicrous levels without any effort, knowing that the CV has no counterplay options, is quite comfortable at times. You have displayed nothing but general ignorance, spouting lies as truths and your own completely subjective and biased views. Here's the unpleasant truth: Mechanics do not need to enrich your game experience if you are not using them.
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Ironically can apply to all classes but CVs. AA always opposes air strikes automatically (unless you shut it off ofc but that's your problem). One is a somewhat static long range RNG fest. The other was a fairly simple arcade RTS at first and is now an action oriented active arcade flight sim. I fail to see how they occupy remotely similar niches. While it can be argued that artillery perhaps doesn't belong into a tank warfare game, naval aviation is intricately and inseparably linked to naval warfare at the time. Gameplay-wise this game is asymmetrically balanced anyway, so that doesn't matter at all. When looking at it from such a perspective you could alienate every single class from the game. Completely subjective and, most importantly, irrelevant. This is a PvP game, your direct goal is to ruin the fun of your opponent whether you like it or not. As such it is more than intended that CVs (and literally everything else used by your opposition) make your game experience worse as long as you are not playing them yourself. A mechanic has to be fun to use, not fun to play against. - complains about people having no arguments - parrots the same shallow whine and lies that have been repeated a thousand times You should win a comedy award, really.
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So basically that means feeding all strike planes in addition to all fighters to the enemy team. ....I have so many questions.
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Discussion thread for "some interesting info around the world"
El2aZeR replied to Deamon93's topic in General Discussion
Not really, would have to test that in the training room. Though I too can't imagine it being more than one tick. Two ticks at most. -
I'm well aware that WG was not listening to anything top players had to say about the RTS iteration. They literally told us that to the face. As for current feedback, really I've stopped caring where this rework goes, so don't you worry about that. :) Doesn't prevent me from contesting things I consider wrong or championing stuff I agree with however.
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Except apparently it is considering the last dozen nerfs were all aimed at top players, causing average CV players to either become masochists or abandon the class. Yes, I and the other top players will probably continue to do well unless the class gets nuked, but to tell me that we don't matter is hilarious considering the history of both pre- and post-rework CVs. I never said playing CVs is particularly easy, but the principles are easy enough to understand if you're not part of the braindead majority playing this game. To apply them takes time and experience however.
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@MrConway @Crysantos Can we get an official statement on the refund duration please? As it stands I believe many players do not know whether a CV is worth keeping at this stage of the rework which I believe is more than reasonable as upcoming and future changes will inevitably have huge impact on their viability and play. In my opinion it would be more than fair to extend the refund period at least two weeks past 0.8.2. And if possible all the way to 0.8.4.
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Considering the rework has about the same population you could ask the same for it. Also the RTS iteration was infinitely more balanced than the rework even in its neglected state. No, it was to pad the population numbers. Having only even tier CVs makes balance even harder because it exacerbates tiering issues.
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I can describe it if it helps. - shorten squad (drop onto open ocean until you have only 1 or 2 attack wings left depending on the size and AA of the blob as well as surrounding cover) - save boost until you're almost in AA range - boost into range and attack You're inevitably going to lose all planes, but the attack usually gets through and you can stretch your reserves pretty far with this.
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Discussion thread for "some interesting info around the world"
El2aZeR replied to Deamon93's topic in General Discussion
Yes they will. That was in the initial round 1 PTS patchnotes I believe. -
Is it worth keeping T8 premium carriers ?
El2aZeR replied to StalkerSoC's topic in Aircraft Carriers
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Is it worth keeping T8 premium carriers ?
El2aZeR replied to StalkerSoC's topic in Aircraft Carriers
Who says I'm not? -
What Were Your Greatest Gaming Achievements Today ?
El2aZeR replied to Hanszeehock's topic in General Discussion
When there are people around that try to make you believe CV economy is weak. Enterprise literally makes as much cash as Missouri. -
Discussion thread for "some interesting info around the world"
El2aZeR replied to Deamon93's topic in General Discussion
I mean, imo this wouldn't be much of a problem if they had gotten AA right in the first place. As it stands most high tier BBs can shred entire squadrons alone, as such this doesn't really impact the issue. It's a nice addition against BBs and cruisers with mediocre AA though I suppose. And ofc DDs kinda get ed with this but they should be used to it at this point. 10% seems a bit too low to me, I would've started out with 15% at least. Still, I can understand why they're not going full ham on it. While I'm certainly not going to start playing T4 CVs because of this, it's nice for those who have to still grind. -
There are a couple of significant CV changes that have made it into the 0.8.2 PTS 2nd round. Thought I'd highlight them. - Permanent AA damage from several ships added up, which lead to excessive efficiency of any group of ships. To solve this problem, we have implemented a nonlinear system of permanent damage. Overlapping air defense zones will still be effective, but the squadron will have more chances to preserve aircraft. The permanent air defense damage of two or more ships operating in unison will still be greater than that of a single ship, allowing for faster removal of the threat from the air, even though the individual contribution of each ship in the group will be slightly reduced. Later, after the mechanics are balanced, we will publish detailed information about how it works regarding the addition of permanent damage. - Along with the change in the mechanics of overlapping air defense zones, we will reduce the invulnerability ceiling for aircraft that have carried out an attack, but the squadron that a player returns using F-Key will still return at a higher altitude. This separation will alleviate the damage taken by out-of-battle attack aircraft, but will still counter the tactics of 'F-spam'. Currently, the height value for returning aircraft will be 10% lower, which will reduce their losses. Both changes will have a positive impact on the combat effectiveness of aircraft carriers and the exact values will be adjusted according to the test results. - To improve the comfort of the game, the cruising speed of aircraft on tier IV carriers has been increased by 10%. Source: https://worldofwarships.eu/en/news/public-test/public-test-082/
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Is it worth keeping T8 premium carriers ?
El2aZeR replied to StalkerSoC's topic in Aircraft Carriers
Enterprise is the most powerful T8 CV by far. If given more durable planes she could even give Midway a run for her money. -
Idea for potential coal or free XP destroyer at Tier V
El2aZeR replied to hgbn_dk's topic in General Discussion
Except Mutsuki actually has decent speed. Sammy B can get run down by some BBs. -
I mean, regardless this topic is about the refund period. And it is objectively too short considering WG wants to keep making adjustments all the way to 0.8.4, three full versions from now and god knows how many hotfixes. What they should do is to extend the period all the way to 0.8.4 at least along with offering free respecs. I mean, they are also saying that premium CV balance is fine now. ¯\_(ツ)_/¯ Or remember when they told us to just git gud when literally no one could make the release version of the GZ work because it was garbage?
