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Everything posted by El2aZeR
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
El2aZeR replied to Kancolle_Kongou's topic in Off-Topic
- starts off with what I believe is based on the (minor spoiler) - battle is (or seems) fully animated, no CGI - great choreography That's a pretty good start, actually. Have to watch the rest later. -
Discussion thread for "some interesting info around the world"
El2aZeR replied to Deamon93's topic in General Discussion
C'mon, we all knew it was just going to be a matter of time. It should hardly surprise anyone. -
Wait, so you want CVs to become more complex? That's a first. Considering how CVs right now are too complex for most people to play and people complaining about the huge skill gap between average and skilled CV players that's unlikely to ever happen, too. One of WGs goal of the CV rework is to simplify CV play, not making it more complicated. You're ofc right when saying that CV play in this game requires far less skill than say, StarCraft, but you fail to realize that it was never meant to rival actual RTS games in complexity. This was obviously done to appeal to a bigger audience rather than just dedicated RTS gamers (a dying breed, sadly) and should be kept that way.
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Graf Zeppelin is an insult to paying customers
El2aZeR replied to Ishiro32's topic in General Discussion
So basically GZ is good against anything that does not use WASD. What a surprise. -
Speaking as both a DD and a CV player I honestly wouldn't mind if WG removes the ability of planes to spot torps at this point regardless of how unrealistic it is. I would much prefer it if they simply removed hydro from BBs, however, but that'd require a nerf to BBs, which we all know is never going to happen.
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That's the thing, though, scouting IS their primary task. The damage they can deal is incredibly situational and just as easy to shut down. If no one decides to utilize their counters however then that's not a problem with CVs. If you want to I can post plenty of screenshots in which I wasn't able to do anything other than scout as a CV (and ofc shut down the enemy CV). Just requires a lot of digging, so be prepared to wait a while. :)
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Btw @Namolis, didn't you want CVs to brawl? Here you go: (against an FdG and Alabama. Ofc no secondary hits because lol Enterprise secondaries. Got my aft saved by my DDs, BBs in spawn ofc did nothing but run away.) :D
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Which is kinda the point of a CV. Scouting is the one thing they do that does not rely on the enemy being stupid. Smoking to give cover for an offense/defense, as merely an example, is such a thing. A DD 15km away from the team cannot smoke them up and in turn receives no support. A DD 5-7km in front of them can very much do. Whether or not he does it is a different thing entirely, but chances are he will considering he'll be unable to do anything else without the help of his teammates. (And if he goes off regardless he has horribly misplayed and deserves to be punished, which in turn means that the team is rightfully disadvantaged.) When it is an option, most people will simply not bother with it as proven by the current meta. When forced it becomes more often than not the only reasonable option they can take, which provides a higher chance that they'll actually do something useful for the team.
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As clearly demonstrated here. Or in the dozens of other games I can provide.
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Yet a CV can also give you such initiative by scouting ahead or eliminating key targets. There is no clear boundary here, CVs enable both sides of the spectrum. The tactics do not become less complex or fewer in number (as the tactics you can employ in terms of movement and positioning are few in the first place), you just need more ships to pull them off. Which in turn usually makes them more effective anyway. You can also time it with the long reload times a CV has to deal with or if he's off on the other side of the map if you truly desire doing some things alone or the situation demands it. On the other hand sticking together with some teammates enables the various strategies that are otherwise impossible alone. Thus even when talking about tactics and such sticking together is desirable.
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And yet it is still the basis of all teamplay in this game as previously explained. Thus, seeing a team with wide spacing between individual players is generally considered bad.
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So you're saying that when all players have 10km spacing between them they can play better as a team? Forcing players to be close to each other is the basis of all teamplay in this game. It enables you to use your various utility for someone other than yourself. Sure, it doesn't automatically mean that they will do so, but I don't see how that is a problem with CVs.
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Discussion thread for "some interesting info around the world"
El2aZeR replied to Deamon93's topic in General Discussion
- like the concept - believe it can work "Oh boy, better go try something else first!" -
The Forum Tavern - Off Topic Thread - Bring Your Own Beer !
El2aZeR replied to bazdaris's topic in Off-Topic
Just swatted one of these small flies out of the air. Thought to myself "Good AA fire control!" I think I've been too much into warships lately. -
While bashing scrubs for what they are is thoroughly fun and legitimate, lets actually examine the proposed solution. I'm not going to type out several pages as to why exactly (it's late/early after all), but if one thinks logically about it limiting CVs to one per side means a less stressful environment for both CV players as well as everyone else. Two CVs per side on the other hand not only has the opposite effect, it's a balancing hazard. Because - even groups become unable to deny strikes, making the required amount of AA shoot into ridiculous territory and defeating the purpose of CVs. - AA cruisers lose much of their utility since two CVs will be able to strike through their AA, with DFAA being the only saving grace that may also not always be available if there are multiple consecutive waves. - having another two CVs in the match limits the amount of opposition, which may not sound much but exacerbates the problems above. Thus, while the first post is full of things OP deserves to be ridiculed for, limiting CVs to one per side across all tiers is actually a great idea for the benefit of all. Also solves the problem of T5 CVs without alt attacks getting paired with T6 ones.
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Discussion thread for "some interesting info around the world"
El2aZeR replied to Deamon93's topic in General Discussion
Well, T6 & 7 are right now the harshest tiers for CVs anyway, making it a bit harsher will barely bother veterans while being another kick to the sensitive parts of new players. #justWGthings I suppose ¯\_(ツ)_/¯ -
Discussion thread for "some interesting info around the world"
El2aZeR replied to Deamon93's topic in General Discussion
Rating is irrelevant, what counts are the raw stats. Aside from her DP guns, which are pretty good, everything has a sub 3km base range. That'll make her unable to outright deny strikes but will potentially make them very costly. She's at a tier where you're now supposed to learn to hunt DDs as a CV anyway so it shouldn't bother people too much. Especially considering having loads of AA concentrated on a small surface as QE does means that she's gonna lose a good chunk with every HE volley. -
Did you just suggest nerfing a premium ship? You must not be afraid to go to gulag.
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Makes me think you haven't listened very closely or skipped ahead. - When surfaced, they're dead, so much is true. - When submerged, aka in their primary attack mode, they cannot attack anything because every ship literally outruns them. At 1/2 ahead. Now, contrast that to CVs. - When caught, they're pretty much dead without assistance. - When not caught, they can actually contribute to the match. See the difference? Now, there are a couple of ways around the speed limitations. You could e.g. either ignore them completely or give subs favorable spawns. But that still requires a long design and balancing process that WG seems to be unwilling to commit to at this point. Which should be understandable considering all the problems that are plaguing this game.
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The penalty is too harsh? Don't make me laugh. Aside from team damage being reflected while pink literally nothing happens. If anything the penalty should be a lot harsher.
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Difference is that with Fletcher you can take a lot of these fights if conditions favor you. In an IJN DD conditions basically never favor you unless you can kill the enemy in two volleys max. And you get more torp power. AND you get far better utility. Why anyone would want to play high tier IJN DDs nowadays is beyond me.
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- best torpboat (making the entire high tier IJN line obsolete) - good self-defense guns - best utility It's pretty much the swiss knife of DDs. Will lose to some dedicated same/higher tier gunboats even in a knife fight, though, aka Gearing, Khaba & Grozo. Udaloi is also dangerous to engage more often than not. Dunno about Tashkent.
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Apparently the 457mm shells have lolpen angles capable of overcoming auto-bounce and getting pen damage against deck armor even at mid-ranges according to some. Wouldn't trust too much into it considering the "bad" USN arcs can't even do that at long range, but we'll see. I'd give them a try for the accuracy alone. Having more guns isn't necessarily an advantage if you cannot get most of the shells on target.
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The fact that you even managed a draw in this day and age alone astounds me, really.
