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d3nn1us

Beta Tester
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About d3nn1us

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    Able Seaman
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  1. It seems to be that neither the opponents nor the supporters of the spotting mechanic change are entirely clear on what they're talking about. 1. There is still stealth firing in the game. Every ship with a smoke generator can do it, a category whose numbers are actually increasing (we went from one to two DD lineups for IJN and Soviets, and from two cruisers with smoke to an entire lineup). I don't really see the difference between a Gearing or a Fletcher raining down highly inaccurate HE spam from 13km undetected or said ships doing exactly the same from 10km inside a smoke screen. Yes, smoke is limited in the number of uses, but any decent DD captain can make do with premium consumable + superintendent for an entire match. Using smoke has actually gotten easier with the countdown timer. 2. Abolishing SF was in effect a detection range increase for any ship that previously had a "buffer zone" between maximum gun range and minimum concealment (aka detection range after firing guns). If I were to propose a fix, it would be that only the ship targeted can see whoever is shooting at it, if the attacker is at a distance greater than his minimum concealment. In that case, the position of the attacking ship would not be broadcast to the entire enemy team. For example: DD has a detection range of 5km, which increases to 10km after firing the guns. Maximum range of the guns is 13km. DD engages a target at 12km with no other ships closer than 10km to him: only the target sees the DD. DD engages a target at 12km with other ships closer than 10km: whole team can see him, as it is today.
  2. d3nn1us

    [IJN DDs] I'm done.

    Oh no worries, I even manage to have fun in the Hatsuharu occasionally ;-) Just pointing out that the examples given by Glig69 for "fun" Japanese DDs aren't really representative. And yes, it's an absolute shame that so many BB players have learned those WASD hacks by now, although it makes the occasional "maximum range with slow torps" devastating strike all the more satisfying...
  3. d3nn1us

    [IJN DDs] I'm done.

    - Kamikaze ® - single most OP ship in the game, hardly difficult to have fun with that (if one has a taste for clubbing, that is) - Shiratsuyu - agreed, it's fun - Shimakaze - launch wall of skill -> wait 2 minutes - > repeat. Not exactly what I'd consider fun. Try the Hatsuharu these days, or the Akizuki after the detection range change...
  4. d3nn1us

    0.6.3 micropatch issues 31st March

    Have the same issues, always after the first game... - can't go "Back to Port" after match ends - no reload indication - no crosshairs (!) - turrets in ship symbol don't show where they're pointing - TAB key doesn't show team list, presents cursor instead (like ctrl) - can't select different ship in the port It definitely wasn't 0.6.3, as the game worked fine for extensive play sessions yesterday. Must be the overnight "hotfix". It sucks, as I wanted to use my 48hrs premium time for participating in the 0.6.2. public test...
  5. d3nn1us

    Matchmaking as it currently stands

    Again, it depends largely on the ship class. A tier 6 CV in a mostly tier 8 game is next to useless, while a Farragut or even a Mutsuki can still do alright. Cruisers suffer heavily as well - someone who knows how to use the guns on a Nagato can delete things like a Nürnberg or a Königsberg in a single salvo.
  6. d3nn1us

    Matchmaking as it currently stands

    For IJN DDs, it really doesn't make any difference - whether you stealth-torp an enemy New York or a Colorado is pretty much the same But yeah, I also have a Warspite, and apart from the other nerfs it seems to have gotten (these days I can't seem to be able to citadel anything more armored than a cruiser), the almost constant uptiers mean that I hardly play the thing anymore. It's just that it doesn't make any sense: we now have more players in Tier VII+ than, for example, 8 months ago, so it should actually be less likely to be dragged into high tier matches because the MM has an easier time filling up teams.
  7. d3nn1us

    Matchmaking as it currently stands

    OK, this might be a bit of a rant now, but after half a dozen very frustrating games just now, I need to get it out of my system. A couple of disclaimers: I am talking about mid-tier games, V, VI, and VII. This rant is not influenced by the fact that my team lost 5 of the 6 games in question, because the breathtaking incompetence of some teams is another topic. And although I did play most of these games in the Ryujo, this is not about CV gameplay. Anyway: as stated above, I played six or seven games shortly after one another this afternoon. In all but one, I got a maximum uptier - to Tier VIII and VII respectively. This is on a Sunday afternoon during an anniversary weekend, where you'd expect more than enough people to be online to fill matches at basically any tier, without having to do significant uptiers. However, this is not an isolated incident. Ever since 0.5.10, you can basically throw Tiers V - VII into one, because in 8/10 cases when playing tier V, you will be uptiered. In a DD, I don't mind that much, but cruisers, battleships and especially aircraft carriers suffer. Take the Ryujo: I like it, but it's simply not competitive against Tier VIII BBs and CAs. So I'm left with trying to snipe the enemy CV - which has to be the same tier as me, if there's only one - and then I can spend the rest of the time spotting DDs or throwing my planes away. I basically stopped playing the New York - never liked it much in the first place, but against Nagatos and Gneisenaus, you're little more than an XP pinata. Note that I'm fully aware that it will never be possible to give us even, same-tier match-ups every single round. Statistics would indicate that for a given number of games with a two tier spread, you would eventually end up in one third each of games where you're top, middle and bottom tier. This is definitely not the case, at least not since 0.5.10 went live. I've played Tier V (regular and premium ships) for a while before the latest patches, and it has never been this bad. Does anyone else share this experience? Can anyone point me to a statement by the devs that they're aware of this? Do people who play higher tiers know whether it gets better? From my limited experience with the Pensacole, at doesn't seem to be as bad, but that's just a few games...
  8. d3nn1us

    Detonations

    The day before yesterday, I killed the first enemy ship in at least half a year by detonating it. Start of the match, me playing the Farragut, running into a full health enemy DD... First salvo, he goes boom. But as I said, that was the first time in six months or more. Either all my opponents fly the detonation flag, or RNG hates me, or detonations simply aren't that big of an issue. Another indicator for the latter: I've actually used up my detonation flags a while ago, most of which I hadn't gotten from detonations in the first place, but by playing ranked... Atm, I'm actually waiting to suffer a detonation at some time - preferably not in a high tier match, you hear me, RNGesus?!? - so that I have some flags again Haven't played a lot in 0.5.10, though, so I can't say anything whether it's gotten worse.
  9. d3nn1us

    Starting the German Cruiser line. Any tips?

    German cruiser gameplay styles make a sharp turn after Tier IV. Up to the Karlsruhe, you are basically driving a somewhat weaker St. Louis; lots of guns on both sides, but far less HP of course. You also won't outrange many of your opponents, so I found it best to hang back a bit, hug islands and close for the killing blows once the enemy team's ships are whittled down. Tier V and up is a different matter entirely - from then on, range becomes your best friend. For the Königsberg for example, I found it to be a very viable tactic to charge forward (a bit), turn around to bring both rear turrets to bear, and happily fire away at enemies almost with impunity. During 0.5.8 (I think) the Königsberg got me the Kraken award in this fashion quite a few times. Right now, I'm stuck with the Nürnberg, which can (and will) face up to tier XIII, where it really starts to struggle. Also, the long range of Russian/Soviet cruisers has of course countered the biggest advantage quite effectively. I only know Tier VII - X from the test server, and found them to be a very hit-or-miss bunch. Your performance very much depends on the map, the enemy lineup and RNG - I've had Yamato shells bounce off my (test account) Hindenburg, only to get citadeled from the front by something like an Atago a game later. For higher tiers, you can generally go with either an AA lineup - modules and captain skills - or an increase of firing range and accuracy. Both, however, are more for support players staying back with the BBs and CVs than for people wanting to lead the charge. (Yes, I know BBs aren't supposed to just hang back, but let's face it: 80% of players play them that way.)
  10. d3nn1us

    Detonations

    I think that Myogi just rage quit. It's what I'd have done... And what lup3s says is definitely plausible, if you follow the battle notifications a bit, you'll often see the "Detonation" remark appear next to a player in a CA or BB. Usually, that's a torp hit. DDs aren't that badly affected, except the Russian/Soviet ones. I actually kept my Derzki for a while longer just to farm detonation flags
  11. d3nn1us

    Detonations

    Absolutely possible. CVs get it a lot when torping cruisers or even BBs; I once detonated a Myogi with the opening salvo of my Kongo. Couldn't stop laughing for a minute or so. Frankly, I don't mind detonations that much, although I usually fly the flag on my US and USSR DDs - after all, why not? If you run out, play a few games, and you're bound to have them again. (Which, if we're honest, kind of defeats the purpose of the game mechanic: essentially, detonations right now are a superfluos nuisance which only affects people who didn't suffer from them for so long they ran out of the respective flag.) What I'm really waiting for though: fireworks. The whole map should get a spectacular sight when a ship blows up outright!
  12. d3nn1us

    US Tier III - the first major obstacle

    I actually routinely do better in the Tenryu than in the St. Louis.
  13. d3nn1us

    US Tier III - the first major obstacle

    Would you be so kind as to tell us how you play it in order to come to that conculsion?
  14. d3nn1us

    US Tier III - the first major obstacle

    Well, the St. Louis' MM has improved greatly since CBT, probably thanks to more people playing now - I used to get into tier V matches 80% of the time back then. Loved the Phoenix back then, and the Clemson (as opposed to the Wickes) at least gets torps with a somewhat decent damage output. As for the Wyoming... At least it's got a s#!t ton of guns! And they shoot further! And it's got a HP pool actually allowing you to take a few hits... Compared to tier III, there's a downhill slope after that (btw: is the New York still as good as it was in CBT? Loved that ship.). Edit: And I never said the St. Louis was bad. But it has its shortcomings, especially when getting into higher tier matches.
  15. d3nn1us

    US Tier III - the first major obstacle

    Hmm, maybe it is a question of playstyle... Don't get me wrong, apart from the South Carolina (which is just bad) I don't mind playing the other two at tier III. They just seem a lot more difficult to do well in than their Japanese counterparts. Which, assuming that the CBT players are by now probably a minority, does pose quite an obstacle for new players. If I didn't know how really, really good some of the later US ships (dat cruiser lineup!) are, I'd probably have stopped playing them by now.
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