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Everything posted by El2aZeR
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First strike always goes through unless enemy CV is dumb enough to fly through flak. To deny a first strike via DPS only you need something ridiculous like 3 full AA Minos right next to each other.
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Hotfix #3 - a consumer view - Shokaku (VIII)
El2aZeR replied to Yaskaraxx's topic in General Discussion
Don't bother mentioning me around this guy. According to him I am one of the worst players in the game. -
impact bad CV player versus good CV player changed?
El2aZeR replied to RamboCras's topic in General Discussion
You must be delusional to actually believe that regardless of what WG stated. -
Fighters don't stop chasing down planes across the map
El2aZeR replied to Reniwn's topic in General Discussion
Yup. I can tell however that it is about, if not the same size as the normal CV consumable ones by judging the distance required for the AA icon to change into the fighter warning. Note that the circle of my own fighters is oversized in the screenshot due to me playing Enterprise. Enterprise fighters have a larger patrol area and 6 fighters per squad, which makes them somewhat more viable at air denial but more importantly much better scouts. No arguing there but personally I'd guess that this is intended to be so. In testing fighters were much more aggressive and powerful. -
Fighters don't stop chasing down planes across the map
El2aZeR replied to Reniwn's topic in General Discussion
Fighter lock is also time dependent. I think you need to stay like ~8 seconds in the circle. Note that catapult/CV fighters also have a circle although it is not shown on the minimap. Catapult/CV fighters also stay active even after their parent ship has been sunk. -
Any tips on how to play tier 8 DD:s in the perm spotted meta
El2aZeR replied to Ronchabale's topic in General Discussion
It's actually a lot worse all things considered. -
The concept of using your main guns as AA guns on capital ships wasn't entirely unique to the IJN, it's just that they developed special shells for it. The USN just took their HE shells and put time/VT fuzes into them according to navweaps. A few examples: http://www.navweaps.com/Weapons/WNUS_16-50_mk7.php http://www.navweaps.com/Weapons/WNUS_8-55_mk16.php http://www.navweaps.com/Weapons/WNUS_6-47_mk16.php No idea whether these were actually used in combat or if they were any effective tho. Regardless introduction into the game of such weapons would make for a funny April Fools' mode at best.
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Any tips on how to play tier 8 DD:s in the perm spotted meta
El2aZeR replied to Ronchabale's topic in General Discussion
Made a DD ragequit recently via a 12k damage DB attack. My fastest DD kill on the live server is ~2 minutes into the match. So yeah. Don't play DDs. -
1. Description Bombs can fall outside of the aiming circle regardless of approach or plane losses. 2. Reproduction steps Unknown. Probably best if you just 1. Start a battle in a CV. 2. Attack with Dive Bombers. 3. Repeat until bug shows itself. 3. Result Bombs fall outside of the aiming circle. 4. Expected result Bombs should fall inside the aiming circle. 5. Technical details Video here:
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Fighters don't stop chasing down planes across the map
El2aZeR replied to Reniwn's topic in General Discussion
Fighters chase for 30 seconds afaik. Distance doesn't matter. -
impact bad CV player versus good CV player changed?
El2aZeR replied to RamboCras's topic in General Discussion
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impact bad CV player versus good CV player changed?
El2aZeR replied to RamboCras's topic in General Discussion
This is actually untrue because unless you don't realize it you can suppress me equally well. The thing about RTS CVs was that you could ALWAYS force a stalemate between yourself and your enemy regardless of how good the enemy CV is by playing defensively with your fighters and scout via empty DBs. I would not have the option to deny your scouting as my fighters have to keep your TBs in check and likewise I would not be able to push a strike through without sacrificing fighters and letting you get your own strike in. Whether one of us wins or not is thus entirely up to the respective teams and how careful they play around my or your presence. E.g. if one of my DDs yolos into AA range of a Minotaur of yours, I'd have to sacrifice my fighters to provide air cover if you go for a strike. You always stood a reasonable chance to win if your CV was meh but overall your team was better. THAT is no longer the case. A unicum CV nowadays easily outclasses an enemy goodish CV along with the majority of the enemy team combined. Whether their team now loses or not is then entirely dependent on whether they throw. And that's in an environment where everyone who has half a brain runs an AA build whereas previously they wouldn't due to the scarcity of CVs. I can assure you I would not be able to push even remotely the same numbers in an RTS CV as I do in reworked CVs in the current meta. To put this into perspective, I recorded 867 matches prior to the rework. The cause for the vast majority of stomps were DDs and camping, matches in which my CVs died early or were completely useless actually turned out in my favor more often than not. Likewise the majority of encounters with unicum CV + AA divs were actually won even if I was not playing CV myself. Thus that a better pre-rework CV would give you an almost guaranteed win against competent surface ship players is, quite frankly, a myth. Meanwhile reworked CVs push the same numbers as pre-rework CVs despite a far more hostile meta, implying that reworked CVs are actually more powerful than their predecessors could ever hope to be. -
impact bad CV player versus good CV player changed?
El2aZeR replied to RamboCras's topic in General Discussion
Actually no. I would be able to suppress ONE cap with RTS CVs before I have to go back and rearm for ~3 minutes in addition to the ~2 initial minutes that it takes me to get up my planes and fly them to a cap in the first place. In the meantime my fighters will likely be too busy to spot or will get pushed away by enemy AA sitting behind islands near said caps. And for my initial strike to succeed I need enemy fighters cleared out or baited away and a DD dumb enough to yolo into a cap. This is no longer the case. Fighter interference is practically nonexistent. Likewise AA cover cannot be provided anymore unless said AA ships expose themselves to fire from my teammates. If they do actually camp islands I can also just clear them out myself fairly easily (I can confirm the existence of a safe spot directly above an enemy ship btw which makes DBs hilariously devastating against island camping ships). DD AA (aka Grozovoi) which previously posed a significant threat is likewise no longer capable of shutting out strikes. In addition to that I can be over any cap to deny it in ~30 seconds regardless of circumstances. And while I no longer have any fighters to shut down the enemy CV, it can be an incredibly liberating experience because, well, I no longer have to divide my attention and deal with that (gone are the days of "OMG CV FIGHTERS PLS!" "They are currently reloading." "OMG NOOB WORST CV EVER UNINSTALL!". And yes, that happened plenty). I can just focus on ing over surface ships which I will always do far more effectively than the average-goodish player. Essentially this means that unless the enemy CV is of roughly equal skill level my team gets a practically game winning advantage as I will push so far ahead of an average CV player to the point where it becomes impossible for them to catch up while enemy surface ships actually have less counterplay options than they had previously. Literally all losses I've taken so far have been horrendous throws on part of my team, the kind that could easily happen with pre-rework CVs. That means the issue of the skill gap hasn't changed. It doesn't matter whether the average player can do something in a match when matched against me because I will be miles ahead of them the entire time. Just because you yourself are playing well doesn't mean it's an improvement when the entire team is evaporating around you as was often the case in losses I suffered in RTS CVs. The average player will also eventually suffer enough attrition on his own to the point where they become irrelevant in the lategame whereas my lategame influence will be undiminished. What has actually changed is that I have even more superiority over DDs AND a viable way to destroy ships that are supposed to hard counter me by denying their inherent playstyle and punishing them if they do attempt it. So basically it is only in unicum vs unicum duels that what you're saying actually applies and then it becomes a pure damage race whereas previously it was more of a fighter duel which, believe it or not, was usually decided by the team rather than the CV players. Yes, goodish players are no longer shut down by the enemy unicum CV, but that is way offset by how many advantages a unicum CV got handed via the rework. You have to keep in mind that I'm currently achieving numbers comparable to pre-rework CVs DESPITE being in a far more CV hostile meta. That should speak volumes. Give me the meta that RTS CVs were in and I would be able to push beyond 95% WR easily. Meanwhile if I were in the current meta with pre-rework CVs I'd be surprised if I can keep a consistent 70%. -
impact bad CV player versus good CV player changed?
El2aZeR replied to RamboCras's topic in General Discussion
Well, with all my stupid BBs camping behind me, who do you think has to get the caps? -
impact bad CV player versus good CV player changed?
El2aZeR replied to RamboCras's topic in General Discussion
I would actually argue that the impact of a CV has increased a little given the fact I can completely lock all enemy DDs out of caps within less than a minute by my sheer presence. If they don't respect my ability to do that they die. -
Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
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*cough* AP bombs *cough*
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It's been this way since forever. Don't expect it to change.
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impact bad CV player versus good CV player changed?
El2aZeR replied to RamboCras's topic in General Discussion
No, because again it is not the primary reason. The primary reason is very simple, really. Pre-rework CVs had a small active population, thus the potential revenue for making any premium CVs was very low. I mean, is it any surprise that CVs get thrown completely on the head only awhile after WG has deemed CVs "fixed" enough to release new premium CVs? Sales must have been below expectations despite their historical significance. And the backlash from the GZ debacle proved that despite CVs being a unpopular class, releasing a bad premium one will generate huge amounts of (rightful) complaints. -
impact bad CV player versus good CV player changed?
El2aZeR replied to RamboCras's topic in General Discussion
They would've had to rethink CVs on consoles anyway as RTS isn't the most popular genre on consoles to say the least. This lets them cut down on development time. I don't think this is the primary reason for the rework but I won't believe it didn't play a big part in it regardless of whether WG admits it or not either. -
AP DBs have become fairly complicated, yes. Angle of drop along with speed of the plane both affect penetration and arming. GZ is even more special in that regard tho because it seems WG intends for hers to go for the broadside instead of the deck unlike all other AP DBs. However IJN AP DBs are very meh from what I've seen. They attack from a very high altitude which both means a long attack prep time and some difficulty in target movement prediction. And ofc if the bombs don't happen to land on the citadel area, that's a strike more or less wasted. AND they're rather squishy. Generally speaking that makes IJN AP DBs a highly unrewarding weapon to use. GZ can get away with it due to the nature of her attack and a more accurate circular drop pattern. Enterprise is also more effective via sheer target saturation and a twice as high theoretical alpha strike than Haku despite being overall less accurate. Personally I would make AP DBs more accurate and give DBs in general more health.
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Aaaand another one. BBs literally sitting in front of a free cap, refusing to take it because of one enemy Monarch.
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Funny and sad game situations shown with map screenshots.
El2aZeR replied to albinbino's topic in General Discussion
Ah, yes. CV has to go forward, take caps and tank damage while BBs hide in the back. Just like the devs intended. -
Looks like the hotfix attracted every ing BB once again. Literally 4 matches in a row where BBs just run away and refuse to engage anything. And ofc my CV had a more forward position than them. WG should seriously just remove BBs instead and make CVs the primary damage dealers. The latter are easier to counter, too.
