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Everything posted by pra3y
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Discussion thread for "some interesting info around the world"
pra3y replied to Deamon93's topic in General Discussion
Same can be said for BBs. They end up with AA that can counter CVs, guns that counter everything including DDs and the whole range of utility abilities like hydro, radar, defensive aa that they should not be having in the first place. They end up countering every single class as well even though they shouldn't. Also CVs were meant to counter large surface ships. That's what WG has stated in game. So DDs aren't the only counter to a BB. -
No problem. I've checked and researching the turret upgrade will increase the rotatiom speed plus take expert marksman i guess would help with your turret rotation problem.
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Eh if i remembered correctly when fully upgraded the turrets also rotate slightly faster? I use to think concealment wasn't that important for my CA. I just played with IFA and dodged shots/minimize using the excellent rudder shift of my CAs. The great thing about concealment however is if you get into a pinch, you just have to stop shooting and reposition. Good concealment also means if your range is lousy it gives you more leeway at the start of a game to find a nice position and let it rip. In the past Pensacolas can die right at the start of the game just because a DD or some other ship spotted them at the start. Now you can actually get into position and use your guns before dying. Trust me concealment is important the higher you advance as a CA. Given the fact that you're grinding the USN line, DM one of the lowest range among the tier 10 CAs, its better to learn how to play yr CAs with concealment. Ps: Perhaps you should amend your post abit cause quite a few of us have thought that you're referring the the ship being sluggish instead of the turrets.
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It has a 5.6s level rudder shift after you upgrade the hull and use the rudder shift mod. If you call that sluggish then I dunno how you feel about any BB's rudder shift. Moreover they buffed the concealment of the Pensacola so that it is easier to play it now, unlike when I was playing through it when people spot you halfway across the map. Sure a stock Pensacola is bad but once it is fully upgraded, its a pretty good ship. I enjoyed the grind to NO, well after fully upgrading my Pensacola.
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Anyone else who can't do the stupid "shoot 10 planes down" mission because there are no lovely carriers in the games ?
pra3y replied to AlwaysBadLuckWithTeams's topic in General Discussion
Didn't get the flag cause I didn't do 50,000 damage with main battery, even though I shot down more planes than all those other AA ships and CVs -
Anyone here plays WOWs both EU and SEA server?
pra3y replied to PYO_is_a_NOOB's topic in Clan Recruitment
Look for Singaporeans. Our first language is English. -
You know there is a difference between dual purpose gun and duel cannons right. Edit: Maybe bad translation. I can't read German in any case.
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Ok for the last time this is not a major nerf to USN CV, it is a buff. While the striking power of the Lexington and Essex is slightly nerfed as a result of losing that 3rd DB, it improves the overall situation of the USN CV line. Shokaku only has 6 squadrons of planes, so 1 fighter squadron from the Lexington played well enough can actually take it on. The problem is that with the 1/1/1 Lexi, it's striking power is negligible given high tier AA. With a 1/1/2 loadout, it can stack the 2 DB to get through an enemy's AA and bomb it. The problem with Taiho is that with only 1 fighter squadron it is difficult to deal with 7 squadron of planes now, especially when the planes are faster. So a 2/1/2 Essex, while able to deal decent strikes on enemy ships unlike the old 2/1/1 stock Essex, can also stop enemy Taihos now. That is why presumably WG gave it lower tier fighters so that IJN CV players will not cry that much when now they suddenly have to deal with an Essex that can both strike targets and provide good air cover. And I believe I don't have to elaborate much on a 2/2/2 Midway. While at first glance having 2 TB squad comes off as overpowered, those 2 TB squad are actually pretty balanced. If you play well those 2 TB squad will reward you. If you foolishly think that you can now charge into a bunch of enemy AA and then land a devastating strike , you'll have to think again. In the context of being balanced against the Haku, it gives more striking power while retaining 2 fighter squad. So I really don't see how high tier IJN CVs will eat them for lunch. In fact if anything at tier 9 a 2/1/2 Essex will now eat Taihos for lunch and you may see more Taihos play 3/2/2 because they can't deal with 2 USN fighter squad along with its 3 strike squadron. Edit: PS: IJN do not need any rework apart from perhaps removing the IJN AS deck like what return33 has said. Thinking about it, I'll say just for Haku since it's AS deck has 4 fighter squad and it retains a decent strike package of 2 TB and 2 DB. AS decks below the Taiho are balanced against having weak striking power and Taiho will probably need it when all those poor IJN captains who can't deal with the change have to play AS Taiho . In any case, IJN decks have all along been very "balanced" with their supposed "strike" deck being the all purpose balance loadout. Let it be noted that i foresee some people complaining that Taihos have become unplayable against an Essex once the patch hits
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1000 pd HE bombs solve the problem of having down tiered TBs El2aZeR by blowing up all those AA . A slight nerf in damage from losing that extra DB squad but at least overall the Essex is now more or less balanced against the Taiho where you can deal damage to enemy ships as well as not having to fear being unable to stop the Taiho's fighters or strike planes.
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If you understand how USN CVs play and how the changes actually affect USN CV gameplay, WG is in fact buffing USN CVs to match IJN CVs by making their loadout more balance, which is one of the reason why USN CVs have such poorer overall statistics compared to IJN CVs. Thinking that its a huge nerf is frankly amusing and you're definitely missing the point on this one.
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Game Choice, Planes, Invisibility, Historicity
pra3y replied to deBanfield's topic in General Discussion
How do you play without understanding what dispersion is? As much as the camo providing some dispersion to your shots (4%), if you can't hit a stationary BB, then the problem is you miscalculating your aim, not the camo.- 24 replies
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Game Choice, Planes, Invisibility, Historicity
pra3y replied to deBanfield's topic in General Discussion
Camo, the camo throws his aim off. How can it be his fault when the camo is so bad he just randomly point in the general direction of the enemy ship and let loose those big BB guns of his At least his gun accuracy is historically accurate enough.- 24 replies
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Game Choice, Planes, Invisibility, Historicity
pra3y replied to deBanfield's topic in General Discussion
I can say with some guarantee that it is not the camouflage but you not aiming well enough.- 24 replies
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Well like what the other posters have said above, you'll have to learn which ships have good AA and which ship doesn't. Everything you've described is part and parcel of a CV player's game life. Its not just focusing on doing damage but scouting and providing air cover, knowing how CV mechanics work like strafing etc. There is alot of depth to it.
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Dude wrong section, Mino is the tier 10 British DD not CA
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Facing a mixture is always good. Also, rudeness applies to everyone, regardless of whether or not they're a super unicrum or a potato. That's there personality, which is separate from their skill level, well somewhat. Its easier for IJN to perform CV roles than a USN one, that's why. Hunting down DDs is just part of it.
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^^^^ What El2aZeR said. If you can't deal with fighters then you shouldn't even be playing CVs. CV gameplay doesn't revolves around you just purely doing damage to enemy ships. If that's what you think its about then its really no wonder you find the changes bad. Because you can't freely do damage now, so to you it's not fun. But what about your targets? Is it fun for them? No doubt AA can be excessive at times, but it should take some effort on your part as well. Do you scout? Do you provide air cover for your teammate? Do you pick targets to hit that will help your team?
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I hope they don't leave, I need to de-stress sometimes after playing against a good CV player
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Still a fine balance between control and brute force. 2/1/1 gives you better control but severely hinders your brute force/damage capability. That's why the proposed 2/1/2 loadout would be a good balance. They must have had alot of fun with each other. It's like a Saipan meeting Saipan match, see who is better at strafing and avoiding strafes.
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In that case i insist Midway gets the 2000lb bomb as it's HE bomb loadout Anyone knows if the next round of pt is taking place? We may get to see the 1600lb bombs since they mentioned it but did not put it in for the previous test.
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Tbh Kaga is actually the more noob friendly CV whereas Saipan requires you to know how to use manual attacks well in order to fully utilize it. I'll say go for it, but you'll have to learn how to deal with strafes and how to strafe given the other same tier CVs as well as if you intend to progress down the line.
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I've been detonated a few times in my BBs by DD torps. My bad though lol cause when I turn in to try and avoid them, 1 torp hits my bow gun magazine and poof, detonated. Sometimes I wonder if I'm just asking for it
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Tbh, stat wise and part gameplay wise he's definitely an excellent CV player. But I'll have to agree with chase here that it was a poor use of his fighters at the start, as well as his teammate asking why would he hit a Moskva right at the start of the game. Also remember the teammate that was pinging on the map about the DD? Could have used his fighters to spot. The thing is his style of CV play in this game was for his benefit. Do alot of damage and hope through that the team may or may not win. You noticed the other CV tried to snipe him? If he had scouted abit instead of focusing on dealing raw damage he probably wouldn't have got hit. No scouting at the start, no air cover for teammates throughout the game. You realize in this game unless the enemy planes are coming after him or his planes he did not actively do anything to cover his teammates? There was an overall lack of teamplay on his part that partly contributed to the lost. You asked before how to have a good winrate right. This style of play is an example of how not to play to win. Relying too much on dealing pure damage while ignoring other aspects of the game just makes it harder for your team to win. Your aim should be to tip the balance in your team's favor, not just pure damage.
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psa Please remember to feed your server hamsters
pra3y replied to Aotearas's topic in General Discussion
Ah didn't realize this was happening.
