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Admiral_Jellicoe

Beta Tester
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    34
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    9532
  • Clan

    [NOFUN]

About Admiral_Jellicoe

  1. Admiral_Jellicoe

    Public Test 0.6.0 Feedback - New Skill System

    I really don't think that this game needs a RPF skill, it removes all necessities of keeping alert for ambushed and will be a big nerf to dd's in general. No more sneeking up undetected for dd's. Other than that i quite like the update, though CV's are off worse with this skill tree. No really new skills for CV that's is worth it and BB's and CA's will have it much easier to take AFT+Manual AA, while even keeping the CE skill. In the past you had to choose 2 out of these 3 skills, now you can take all.
  2. Admiral_Jellicoe

    800000 free exp for the Missouri?!

    I am having 385 K free XP stockpiled at the moment. Hope it'll be no more than 500 k
  3. Admiral_Jellicoe

    How to make the RN CL's more fun to play

    You're right. Actually i don't have that much fun anymore deleting another RN CL in a BB. I just think: 'just another poor RN CL sunk'.
  4. Admiral_Jellicoe

    How to make the RN CL's more fun to play

    What you say is good for T5 and below. T6 onwards people will be good enough to just delete you if you don't use smoke and island to hide your ship. From T8 onwards the RN CL's get a good heal that can repair a good deal of even hard damage.
  5. Admiral_Jellicoe

    How to make the RN CL's more fun to play

    Why would that make them fun? It would just allow to spam better from within your smoke. No Better arcs alone would make the ships OP, not fun. Together with removing smoke, better arcs could indeed be a good thing.
  6. Admiral_Jellicoe

    How to make the RN CL's more fun to play

    I think the RN CL playstyle is very boring and unexciting in comparison to other cruiser lines. For survivability they have to sit still in smoke or behind island and hence they have a very slow playstyle. I feel like the whole design is not very consistent and there are a lot of contradicting design choices. e.g.: light cruisers should be very mobile, but like they are now you have to sit still. They turn very good, but their guns turn quite slow. They accelerate very fast, but they stop very slow. I know this last was done so you can't panic smoke at full speed, but combined with its excellent accelaration is feels very artificial and not right. Imo, what they should do to RN ships in order to make them more fun: Suvivability remove smoke from the cruisers Make their decelaration as good as their accelaration one or a combination of the following (has to be tested in order to balance them) reduce their citadel size and completely below waterline reduce the citadel damage they take Remove their citadels (because of their weak armor, they take already heavy damage from both normal AP penetrations AND HE) keep the heals on them as they are (maybe slight buff on the lower tier ships) Gun systems Give them HE shells too (weak damage, 3 to 5% fire chance) Increase their muzzle velocity slightly (better than US cruisers, worse than RU cruisers, probably somewhere in the range of 880 - 920) Increase the gun traverse speed, together with expert marksman they should have someting between 15-20 i think. This is needed because they have to turn very much to dodge incoming shells. Consumables Same as now, but just remove smoke on all of them (radar from T7 onwards) This would be the true spirit of a light cruiser line. For survivability they have to rely on dodging incoming shells with their good mobility and agility. With this slightly increased gun velocity they can reliable hit enemy dd's and ca's at 10+ km (with good aim), with accurate but weak damaging guns. Weak HE so to not make them helpless vs angled ships. At the moment their design is so incoherent: they have good mobility and agility, but in order to survive they have to sit still in smoke. How does that combine with light cruisers? Light cruisers should constantly sail around the seas and plug the weak sides of the team with their low damage but fast and accurate gun fire. That would be in the true spirit of a CL line. I think with the above mentioned changes you would get a unique and fun cruiser line. Off course with so many changes they have to go back in testing phase. For that i would temporarily remove all RN cruisers from the game.
  7. Admiral_Jellicoe

    A random thought - RN AP and demolition expert

    Are you sure about that? It doesn't say so specifically in the description. It just says '+3% chance on fire for main caliber shell'. this does seem to suggest it works for both HE and AP.
  8. Admiral_Jellicoe

    Royal Navy CLs fix poll

    Imo, what they should do to RN ships in order to make them more fun: Suvivability remove smoke from the cruisers one or a combination of the following (has to be tested in order to balance them) reduce their citadel size reduce the citadel damage they take Remove their citadels (because of their weak armor, they take already heavy damage from both normal AP penetrations AND HE) Give them the heal like Warspite has (heal more of medium and heavy damage taken) Gun systems Give them HE shells too (weak damage, 3 to 5% fire chance) Increase their muzzle velocity slightly (better than US cruisers, worse than RU cruisers, probably somewhere in the range of 880 - 920) Consumables Same as now, but just remove smoke on all of them (radar from T7 onwards) This would be the true spirit of a light cruiser line. For survivability they have to rely on dodging incoming shells with their good mobility and agility. With this slightly increased gun velocity they can reliable hit enemy dd's and ca's at 10+ km (with good aim), with accurate but weak damaging guns. Weak HE so to not make them helpless vs angled ships. At the moment their design is so incoherent: they have good mobility and agility, but in order to survive they have to sit still in smoke. How does that combine with light cruisers? Light cruisers should constantly sail around the seas and plug the weak sides of the team with their low damage but fast and accurate gun fire. That would be in the true spirit of a CL line. I think with the above mentioned changes you would get a unique and fun cruiser line. Off course with so many changes they have to go back in testing phase. For that i would temporarily remove all RN cruisers from the game.
  9. Admiral_Jellicoe

    Easy fixes for RN CL line

    Imo, what they should do to RN ships in order to make them more fun: Suvivability remove smoke from the cruisers one or a combination of the following (has to be tested in order to balance them) reduce their citadel size reduce the citadel damage they take Remove their citadels (because of their weak armor, they take already heavy damage from both normal AP penetrations AND HE) keep the heals on them as they are (maybe slight buff on the lower tier ships) Gun systems Give them HE shells too (weak damage, 3 to 5% fire chance) Increase their muzzle velocity slightly (better than US cruisers, worse than RU cruisers, probably somewhere in the range of 880 - 920) Increase the gun traverse speed, together with expert marksman they should have someting between 15-20 i think. This is needed because they have to turn very much to dodge incoming shells. Consumables Same as now, but just remove smoke on all of them (radar from T7 onwards) This would be the true spirit of a light cruiser line. For survivability they have to rely on dodging incoming shells with their good mobility and agility. With this slightly increased gun velocity they can reliable hit enemy dd's and ca's at 10+ km (with good aim), with accurate but weak damaging guns. Weak HE so to not make them helpless vs angled ships. At the moment their design is so incoherent: they have good mobility and agility, but in order to survive they have to sit still in smoke. How does that combine with light cruisers? Light cruisers should constantly sail around the seas and plug the weak sides of the team with their low damage but fast and accurate gun fire. That would be in the true spirit of a CL line. I think with the above mentioned changes you would get a unique and fun cruiser line. Off course with so many changes they have to go back in testing phase. For that i would temporarily remove all RN cruisers from the game.
  10. Admiral_Jellicoe

    Royal Navy CLs fix poll

    I would say: scrap the line and start over. Especially they having to rely on smoke is something that bothers me heavily (come on what was WG thinking, no armor + huge citadels??). As WG, i would: Remove their smoke Balance their survivability with following options: reduce the size of their citadels, put citadels completely below waterline, make their heal repair more medium and heavy damage, giving them better arcs so they can shoot from range and dodge incoming shells by their manoeuvrability,... Probably give them some weak HE with very low fire chance (that you don't feel useless when ships angle against you) ... I was really thinking that their heal would be something special, like the Warspite. And yes, they do have heals way before the other cruisers get them and they can potentially repair a lot of damage, but i feel like the pool of repairable damage doesn't add up. mostly i can not use all the heals at all.
  11. Admiral_Jellicoe

    RN Cruisers...

    It's not that these ships are overpowered are underpowered on general: in some situatiosn they are seriously overpowered and in some situations they are helpless. What worries me more is their boring gameplay: smoke-spam shells-run while waiting on smoke timer-smoke-spam shells-... Also the overal WoW meta didn't need more ships with smoke at all. WG has to remove smoke from these cruisers and then start balancing them. They could e.g. give them tiny citadels, citadels all below waterline, heal which can repair more of medium and heavy damage,... so much they could do to balance these ships. giving them smoke was just the easiest way but not the most enjoyable.
  12. Admiral_Jellicoe

    Royal Navy Cruisers Feedback

    I don't like that the RN cruisers rely so heavily on smoke, i don't like that meta at all. Now with these cruisers and all the DD's there is so much smoke on the seas, and it is frustrating to get shot all the time by things you can not see. And they have to rely so heavily on smoke because they have basically no armor with huge citadels. Come on what were they thinking. I would like to see that they balance these ships without smoke, like giving them very small citadels, all citadel below the waterline, better heal on medium and heavy hits (like warspite),... Smoke was just the easy solution to give them more suvivability, not the most enjoyable one. I am sure other and WG can come up with more ideas to balance their survivability without having to rely on smoke only. Btw, they not only take huge damage from AP, but because of their low armor and big superstructure they also take huge damage from HE shells. Also these ships can do basically nothing when ships angle bow in to these ships, with their AP only. I really think they should have given them weak HE, with a low fire chance, like 5% or even less. But then on the other hand, if you remove their smoke it wouldn't be that bad that they had good HE. People get frustrated by ships spamming fire from out of smoke without being able to return fire. If i can see who's setting me on fire, it's fine, i can return fire. It's so boring to sail from smoke to smoke and not really move around the field. I was really looking forward to these RN CL line, but i am disappointed now. I really really hope that these RN CL's will get a complete overhaul. I am really a cruiser player, but these i can not really enjoy.
  13. Admiral_Jellicoe

    Season 5 - Show off your High Scores

    Benson ftw: http://imgur.com/a/RlsGJ
  14. Admiral_Jellicoe

    0.5.12 Update - Economy Changes Explained

    I don't think this change is good at all. In the past you could have games where you took not much damage because of good angling and dodging shots and then you didn't have a high repair bill. I feel like they changed it from 'sometimes you have a very high repair bill' to 'you always have a high repair bill'. Especially for the good players this economy update means that on average they earn less credits.
  15. Admiral_Jellicoe

    economy change is the best thing WG has done

    I am sorry, this change is totally crap. I might be good for the BB's who can tank a lot of damage, but it is total crap for dd's, CV's and CA's.
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