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pra3y

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Everything posted by pra3y

  1. Well at least now people can legitimately say that WG is rigging matches. If we're going to talk about using this clan season as a "test" won't it be better to include CVs to show how effective or ineffective a CV is in clan battles before renoving them? That way at least WG has some reasonable justification in excluding CVs. A straight out exclusion show that WG isn't even going to bother "testing" and presume that CVs are not suited for clan battles.
  2. pra3y

    Minotaur

    Well like I said I find that the Mino's DPM is fast enough without the reload mod already, so why not improve it's other aspect like range? On the other hand, for my Moskova, I use the reload module instead of the range module because I want to get a better DPS out of it and it's base range is decent enough already. Better DPM is good but what happen if you keep on ending up in situations where you can't use the better DPM all the time? Given the sometime campy game play at tier 10, radar ships and German hydro plus the upcoming change in the smoke detection mechanic, it's worth considering the range module. If you are gonna be detected at say 6km even while in smoke when firing won't it be better to have more range instead so that you have some extra leeway? Well in close range combat so far I've killed off a Des Moine who showed me broadside while I'm not in smoke from full health to 0. Guy only angled when he was left with about 1/3 health? Then a few days ago against an angled Henry IV with about 1/3 health and less than 8km from me (we were both heading towards each other and he was angled all the way) I still killed him before he could deal any serious damage to me so I would say the dps is fast enough for me at close range to throw shells non-stop into another CA and DD so fast they'll cry, DDs especially (without considering torps into the consideration since we're talking about guns here) You'll like the Neptune and Mino. Their dps is just so amazing sometimes. My first tier 10 is the Mino. Such a great ship. I'll go as far as to say that its the best tier 10 DD
  3. pra3y

    Minotaur

    Probably, but it gives you a bit more options. For example late game this BB with minimal health left is running away from you and you have to sink it to win. With range mod you can keep on shooting at it and chip away the BB's health. Without the range mod you have to try and catch up with the BB and then hope that you can sink it.
  4. pra3y

    Minotaur

    I use the gun range mod. While the Mino has moon arcs, if you lead well enough you can hit all the high tier BBs at range pretty easily, angled or otherwise. Plus you never know when you need the extra range and I find the reload already fast enough already.
  5. pra3y

    Complete Carrier Guide

    In my defense, the Bogue was actually a very good manual attack trainer, so I practice strafing and manual torping there. Any seals hurt in the process was ehhh unfortunate. I do have the Saipan my friend, both the Kaga and Saipan.
  6. pra3y

    Complete Carrier Guide

    Well I was playing on the PTS once in the Taiho, framerate when bonkers, lag was incredible so I autodropped a kiev/some russian DD from 3 different directions. Said DD did not live to tell the tale. Thanks =) Nah, he sailed straight ;) Well I can't prove it game mechanic wise but personal experience wise grouping the planes together, I've always lost very little planes vs ship base AA, especially against BBs. This is from one of my post on the Captains Cabin thread on why its better to stack. Plus like I said above, cross dropping waste too much effort on a single target. Don't forget also that we're currently discussing cross dropping without considering another ship triggering defensive aa nearby, float planes or enemy fighters. All this would affect cross dropping more than it would affect a stacked drop.
  7. pra3y

    Complete Carrier Guide

    I can't say for others but for me it's impossible. For me, I would have to be totally focused on just that one target while while ignoring whatever else is happening, in order to do a simultaneous cross drop. The thing is, why waste time and effort doing a cross drop when you can just adjust your squadrons while approaching the target and then perform the "Emperor's Hammer" on said target? The only times I miss my "Emperor's Hammer" is when defensive aa is on (but I still land torps) or I misjudge the distance but apart from that few BBs escape unscathed. On a side note, achievement unlocked, finally landed all 6 torps from a USN TB squad on a target
  8. pra3y

    Complete Carrier Guide

    You should never cross drop anything other than a DD unless the target has lost most of its AA or you're trying to do a guaranteed kill on a low health ship whose player knows what he's doing. When you waste time trying to do a cross drop on a BB that has tons of AA, you expose your planes to the AA and give the BB time to target all of then (well I would if you try pulling the stunt one me). Doing an alpha drop would keep your plane's exposure to said BB's AA to the minimal, giving your planes more survivability and do more damage. While a BB can turn, can any of the high tier BBs really turn that fast to dodge a well place manual drop? I rather do lesser damage at the start and do stacked alpha strikes and have more planes left mid to end game so that I can still do stuff rather than waste my planes trying to cross drop a BB for no reason.
  9. Izumo spawned at A, went on that exact route and finally decided to return back to where he spawned after the ships on the other side all died and ended up at B
  10. pra3y

    British CVs confirmed?

    T8 CVs are currently in a rather tricky MM, some can't drop T8s others (like the Graf Z.) can insta delete a T10 which is not intended (!), after the Graf Z. they'll release NO MORE CVs until the complete overhaul of the CVs is done. Currently design of the new mechanics , this will affect: Commander Skills, AA as it currently works, modules, takes so long because they are really really careful about the changes they're discussing/planning," (Transcript by Allied_Winter i believe) emphasis added by me. Dang i was wrong. But if the changes are going to be done in phases then I guess it'll be awhile before we see the British CV line. That or they can just introduce it anyway. The Enterprise and Graf are a testement to that.
  11. pra3y

    British CVs confirmed?

    I think during one of the interview with sub_octavian or someone else, they were saying the cv rework is an ongoing project and not a fixed one so they may well continue releasing CVs if any while doing the rework. edit: OT, i won't mind having the British CVs come in sooner. Always good to have some variations, especially in CV combat.
  12. pra3y

    Is This Game Rigged

    Yeah. I never understand why people have a dislike hatred for certain class in games when they don't attempt to even understand it or how its played.
  13. pra3y

    Is This Game Rigged

    Stats only matter to him when he's making an argument against CV, other than that they don't apply.
  14. pra3y

    Quite literally no point in aircraft carriers.

    The same options are the reason why IJN CVs truely perform way better than USN ones past tier 7. They have the perfect balance set up which for some reason is their strike setup that allows them to do everything a CV should do. Just be prepared that the USN CV line is a harder line to play compared to the IJN one.
  15. pra3y

    CV's need their own game

    Don't you see, a 47% potato in a CV sinking a 55% pro in a DD shows you how op CVs are. I mean how else could a potato sink a pro then, it's the ship! It make very logical sense to blame a class for all your trouble instead of actually learning how to deal with them so that you can make life simpler for yourself.
  16. pra3y

    The CV Captains Cabin

    Good hunting. Grind faster and we'll face off in Taihos ;)
  17. pra3y

    The CV Captains Cabin

    Well depends on what you want really. If you hate getting your attack planes shredded and can stand fighting the enemy CV with only 1 fighter then upgrade the plane first. If not then get the deck first for the extra fighter. Well potatoes exist on every tier. We all potato here and there.
  18. pra3y

    Mmmm, your thoughts please

    At least it's not raining
  19. pra3y

    Ranger

    No problem. Have fun with your Ranger
  20. pra3y

    Ranger

    No problem. Apologies. Well for Ranger it is still viable to go with the 1/1/1 as AA within the tier groups that you play is still ok so you can rely on 1 tb and 1 db to deal damage. With the Lexi though, you face more tier 9 and 10. Almost all the tier 10 ships (except for perhaps the Shima and Khaba I guess) would all have at least decent AA and will easily destroy your 1 tb or 1 db easily. Therefore it's either AS and try to provide AA and deal damage with the 2 DB or go strike and deal damage. I played 1/1/1 till Ranger and swap to strike for Lexi onward (Essex and Midway strike has the 1/1/3 config so you get 1 fighter). I may see how the balance 2/1/2 of the Midway goes first though. For Lexi even though you lack a fighter for strike, you have to remember almost every other ship on that tier has decent AA plus Lexi itself when upgraded has extremely powerful AA. How I play my stike Lexi can be summed up below: I think the only other thing I can add on for 1/1/1 Ranger is learn how to use strafe and consider having dogfighting expert if you don't have it. If you fight against a potato Saipan who only know how to click fight with his fighters then Ranger fighter can slaughter 1 squad pretty fast. Plus the skill gives you slightly more ammo to strafe, loiter around to provide AA for the team longer.
  21. pra3y

    Ranger

    What load out do you play with? AS? (Sorry I went to have a look and I'm assuming base on the low damage and high plane kill that you play AS). It really depend on what kind of load out you enjoy playing for USN CVs. If you want you can wait for WG to fixed the USN CV loadout which they claim they'll be doing although I don't think we have a date as to when it'll be done. If you enjoying playing AS, then at tier 9 & 10 you get a 3/0/2 load out which will really make people hate you alot (me included). The benefit that USN CVs have is that from tier 8 onward they have access to 1000 pd HE bomb, which can do substantially more damage than the normal 500 pd ones tier 7 and below have. Don't have much advice for playing AS but if its on playing 1/1/1 then see above.
  22. pra3y

    The CV Captains Cabin

    Well I guess I would play it like this: 1) What Recap375 has said, first, look at the loading screen and see what ships you are up against, including the enemy CV. Know what ships have some AA, which has good AA and which has excellent AA. At the same time, look at what ships on your own team have the same AA criteria I listed above. Base on all that you adjust your play style. 2) So you hit play and realize almost every other enemy ship has good to excellent AA. You cry, then you continue playing and not commit suicide like those scumbag potato CV players. 3) What you have to remember is that as a CV, it is not doing damage that is important but doing where the damage is needed. Since every other enemy ship has good to excellent AA, just scout at the start with your fighters. Don't be overly aggressive when scouting at the start if you know that there is a Neptune or Mino on the any team, your planes will melt before you see them. If say you're in a domination game, scout the caps at the start and send your Tbs towards the cap. Don't go beyond the cap if you can help it and you'll definitely spot every other ship (including that Hindi you mention) near your fighters except the a) DDs b) Neptune and Mino. If enemy DD is spotted in the cap, F3 on them to try get everyone to shoot at the poor sod and at the same time, torp and bomb him if possible. Why possible? Because there is an enemy CV in the game as well. 2 possible scenarios may occur: a) Enemy CV is not a potato and does the same thing as you, scouting and providing AA. We'll examine this abit more later. b) You don't see any enemy CV planes. If you don't see any enemy CV attack planes in the first 1+ to 2 min of the game, you better start preping for a CV snipe and send your fighters to scout the borders. But not too far in case the enemy CV is not a border potato and is just holding the planes back (how people have that much patience I wonder. Once had a strike Ranger hold his planes back for 10 min of the game and not doing anything with them) Remember you don't have to be on the map border to spot planes on the map border. 3 squares away from the map border is sufficient for a quick peek and back to scouting and providing AA. Now on a), remember 1) where I mention seeing what ships on your team has what level of AA? Use those ships when fighting the enemy planes, bait them near and then start dogfighting. At no point in time at the start should you attack any ship that is near a source of good/excellent AA, like those DDs near the Hindi. Remember everyone can bait everyone ;) 4) So now you have a clearer picture after doing some scouting and the battle has begun, ships moving here and there. You can either: a) Continue providing scouting and AA while hunting DDs or b) Find an enemy ship that has some AA and attack it. I would say go for BBs first in this order: IJN, German and finally USN. USN BB AA speaks for itself so i won't elaborate. German AA is ok but with the corresponding captain skills and flag is very powerful. IJN BB AA are seemingly weak, but that's only an assumption since my Amagi has shot down all of a Saipan's TB before they drop with only bft and aft. However among the 3 they are the weakest. The Monarch I'm not that sure but I think both Lion and Conqurer would fall into the good to excellent category. 5) Mid to late game pick off the low health targets or weaken high health target if your team is losing in points so that your team can help finish off the high health target easier. Edit: By stacking I mean something like this: I feel that it help in a way. If the target select individual squads to focus on with AA, it's harder cause from the target's pov, they're so close to each other and it is hard to continuously pick squadrons to target as they close in. Additionally, even if they wipe out 1 squad, the other squad will still be able to do a drop with all its plane since all the planes are coming in at the same time. This is versus sending in 1 plane at a time or doing a cross drop where the target will have all the time in the world to focus on your individual squad and thereby easily able to wipe out your planes. Once I sent a stacked 3 squad Lexi 1000pd DB to drop on an Atlanta with defensive AA on. I loss 2 planes from 1 squad going in and 3 more from the same squad going out. Even though I didn't do much damage on the Atlanta I think it shows just how survivable stacked squads can be, although I can't prove it game mechanic wise , well it's just what I've observed from my experience. The Atlanta went "Oh" cause he barely shot down any planes while I went "Oh" cause I barely damaged him. Don't ask why I decided to do it in the first place. Edit 2: Even though I talk about stacking, don't make that an absolute. Use your own judgement. For example say its end game and you have an enemy Hindi with a silver of a health left on one side of the map and an enemy Mino if similar health on the other side of the map. Your teammates are unable to hit them or they're all dead and killing both will win your team the game. In that case, the best solution would be to split the TBs up and strike both of them instead of wasting time stacking and then doing a strike. The downside of stacking is that it waste time grouping the squad together before a strike so make your choice wisely ;)
  23. pra3y

    The CV Captains Cabin

    Hahahaha i went full strike with lexi. I suggested AS only cause the 2 DB squad can be stacked to survive and do damage on higher tier ships. The 1/1/1 Lexi just doesn't work at that tier level. Even a 2/1/1 is kinda meh but a 1/1/2 I feel would be the best. Lexi with the upgraded hull is especially useful for strike loadout cause if the other side doesnt know you can bait his planes over to your Lexi and wreck them even without defensive AA. Probably only another strike Lexi can take it out.
  24. pra3y

    The CV Captains Cabin

    How are you playing it? What do you do at the start of the game? For example, if you feel that there is too many AA heavy ships in the game, then go after the enemy DDs first while providing spotting and AA cover. Alternatively, you can stack your attack planes and use your DB to take out some of the enemy AA first and then follow up with a torp drop.
  25. pra3y

    Please don't be true. PA DDs with radar?

    Fair enough, but I doubt alot of people enjoy DD game play that much though. Not that there isn't but the masses want to play an easy class. If the grind is easy they'll probably go for it but if the grind is tough (well I feel grinding DD lines are pretty tough compared to other classes) then only the really dedicated ones will go for it. That's why you have a BB overpopulation, cause it's more forgiving and can do damage easier than in a DD, where you can die pretty fast if you make a wrong move.
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