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Everything posted by El2aZeR
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Contrary to popular belief it is straight up impossible to protect teammates against every single strike if the enemy CV is any good. Fighters have a lot of jobs, be it scouting, passive or active air denial and fighting against enemy fighters for air superiority. They have limited ammo and are few in both squads and reserves. They cannot be everywhere, especially if the team splits up in every direction. If you want to be safe from air strikes, either play an AA cruiser with DFAA and some basic AA skills equipped (AFT + AA range upgrade is usually enough) or stick with teammates.
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Mouse Makes More Medals (from shipcomrade.com)
El2aZeR replied to wilkatis_LV's topic in General Discussion
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You honestly believe that? o_ô
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
Congrats, but! More than one waifu ruins your laifu. Just sayin'. -
Funny and sad game situations shown with map screenshots.
El2aZeR replied to albinbino's topic in General Discussion
- after another... "eventful" day in randoms with @Saiyko, take waifu Enterprise out solo to make sure I'm in the next Hall of Fame as well - almost full on T10 battle - enemy CV is in div with Cleve and a Kutuzov - nottodissushittoagain.jpg - oh, well, at least it's a GZ, farming time! - ~5 mins into the match, spot the Cleve - planes aren't getting shot at even when very close - lolwut? - drop a target near the Cleve for experimental purposes - no DFAA - eh? - try target near Kutuzov, no DFAA either - Wat. - GZ (using 2/0/3) flies his DBs along map border, first strike 12 mins into the match, almost oneshots a Hinden because AP DBs are balans - I am so confused - enemy team just folds in on itself and runs away all game, my team surprisingly does not throw - rage at the end of the match because I didn't get cap ribbon (standard battle) despite being in cap for the last few seconds T_T It's not the weirdest I've ever seen in this game, but it's definitely up there. -
Sometimes, I wish the whole team were just destroyers.
El2aZeR replied to Migantium_Mashum's topic in General Discussion
Just had a match in which I spotted a 1k HP YueYang with my AP DBs (which are obviously ineffective) for - a Z-52 in smoke 5km away - a Mogami about 10km away - a Hindenburg 15km away all of which refused to engage him. In fact the Z-52 got killed by said YueYang as his smoke ran out while the Hinden and the Mogami just spammed some BB at max range. Unsurprisingly we lost despite a 700 to 300 point lead. -
Angle of fall for Yama shells at 15km is a mere 11°, which gets normalized against you if you hit the bow and not the deck armor.
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If you're alone and the Mino knows what he's doing you're pretty much dead.
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Funny and sad game situations shown with map screenshots.
El2aZeR replied to albinbino's topic in General Discussion
When you outscore the enemy team but still lose because only braindead BBs who insist on camping behind the CV are on your team as usual. -
Once had a Katori (back then the T1 IJN ship) divisioning with two Yamatos in my team. Battle took place on Ocean of all maps in standard battle mode. He won us the game via cap because he was the only dude in it who wasn't getting shot at. It was the single most hilarious thing I've seen in this game to this date. :D
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next WG objective: Zero players in Operations
El2aZeR replied to OOAndreasOO's topic in General Discussion
I mean, there was supposed to be a hard mode. (Yes, what we're currently playing is easy modo.) Where that has gone we will probably never know. -
next WG objective: Zero players in Operations
El2aZeR replied to OOAndreasOO's topic in General Discussion
So basically impossible to win for the average player. I'm not even joking. -
I hope you realize that this is precisely what the CV rework will most likely look like. GZ is accessible, noob friendly and a pure damage dealer. No scouting, no fighter micro, no skill needed. This is what a CV that everyone can play looks like. This is what everyone wanted when they complained about the skill gap. And now people are whining about how easy it is for a GZ to kill them. Who could've guessed?
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Lately? Have you not been playing for the past couple of months?
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And? Tell me, what ranges are T10 battles usually fought at?
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Ah, yes, I failed to realize that AA reaches out to 15km. A safe area for bombers doesn't mean jack if they cannot attack. Support for fighters doesn't mean jack if you simply never engage and play defensive. Unless your team is actively pushing into the AA ship at close range (at which point either said team or said AA ship is likely ed regardless) there is ironically nothing an AA ship does to support a CV aside from freeing up his fighters. And freeing up fighters doesn't mean anything if the enemy CV is playing defensive as he should. Such a great understanding about CV play truly.
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Even with an AA ship there is nothing the enemy can do about fighter interception. Sending an AA ship on each flank guarantees you have a stalemate in the air, nothing more. There is nothing to be done against surface targets. Unless he's stupid (at which point it doesn't matter anymore anyway), no, a CV cannot be everywhere. Good CVs are predictable to the extreme. So yeah, essentially you've said that a normal div can inherently ruin one flank while a CV div can ruin none. A great demonstration of understanding about CV play as always.
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And how exactly is this supposed to impact CV play? Unless a flank gets overrun both CVs are in a stalemate and cannot do anything thanks to a little something called "fighters". Also a CV can be everywhere lol. How about using the minimap, the clock and some common sense to determine where the enemy is most likely going to be? Is that too hard for you Mr. "CVs are OP because they punish me when I'm camping"? Does your team and in extension you deserve to win when they fail to do so?
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Discussion thread for "some interesting info around the world"
El2aZeR replied to Deamon93's topic in General Discussion
There are apparently a couple of people here that eschew everything Facebook and have it blocked or sth. Besides, post was already there, may as well make it useful ^^ -
Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
In celebration of her carrying me to the June Hall of Fame, have best waifu: -
Camping (like a coward) is more rewarding
El2aZeR replied to NothingButTheRain's topic in General Discussion
Gotta give at least that to WG. They never fail to amuse. -
Well, I guess you want a ~3% hitrate as well because it is realistic?
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Which ship upgrades (modifications) are worth it in Arsenal ?
El2aZeR replied to anonym_FDOLXpxOfXXq's topic in General Discussion
Here's my experience: If an IJN CV is positioning well running premium DFAA and manually cancelling it will give you JUST enough time for it to come off cd right as the next wave hits. With USN CVs it doesn't matter as much due to their horrible turnaround times. Still, it's a good habit to practice regardless and may save your aft if he's closer than you expected. -
EDIT: Whoops, was already posted. Nevermind this. Brain.exe does not operate well in the morning >_<. Though in the interest of those that can't see FB posts, let me transcribe the post above to at least make this a little bit useful: ST, French destroyer Le Terrible, tier VIII Hit points – 18600. Plating - 19 mm. Main battery - 5x1 139 mm. Firing range - 11.2 km. Maximum HE shell damage – 2000. Chance to cause fire – 10%. Maximum AP shell damage - 2700. Reload time - 7.0 s. 180 degree turn time - 25.7 s. Maximum dispersion - 99 м. HE initial velocity - 840 m/s. AP initial velocity - 800 m/s. Sigma – 2.0. Torpedo tubes - 3x3 550 mm. Maximum damage - 14833. Range - 9.0 km. Speed - 60 kt. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. AA defense: 2x2 37.0 mm, range - 3.0 km, damage per second - 5. 1x1 37.0 mm, range - 3.0 km, damage per second - 2. 2x2 13.2 mm, range - 1.2 km, damage per second - 7. 2x1 13.2 mm, range - 1.2 km, damage per second - 5. Maximum speed - 43 kt. Turning circle radius - 690 m. Rudder shift time – 4.3 s. Surface detectability – 9.1 km. Air detectability – 4.6 km. Detectability after firing main guns in smoke – 3.7 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Slot 3 - Engine Boost Slot 4 - Main Gun Reload Booster Reload Time of the Main Caliber -75%; Duration 10 s; Cooldown 90 s and 60 s for Main Gun Reload Booster II; Charges 3 and 4 for Main Gun Reload Booster II; All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary.
