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Everything posted by pra3y
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1) See that is perhaps my only actual problem with your statement. It is not impossible to avoid/minimize damage from a drop because the drop is locked onto that specific oval as the plane goes in so simply holding A or D as they come in on you will avoid/minimize the damage they can do. Sure a BB's rudder shift is slower than a CA or DD but we're not talking about a "oh God I need to hard left and turn to avoid those torps" kind of turn. That's the 1st part. The 2nd part is that even if the enemy CV player re-position his planes to get a better drop on you, they will be exposed to your AA. Additionally if you didn't know, planes have their own turning radius as well. They don't turn on a dime. So that gives your AA more time to shoot down more planes and thereby minimizing or even not take any damage at all if you shoot down all the planes. On the part about exposing yourself to other threats I'm just showing examples. Does that mean every time you turn your ship to avoid a BB shell or a DD torp and get hammered by something else as a result of exposing yourself that other ship is overpowered or the ship that cause you to turn is overpowered? It's part of the game. If someone forces you into a particular position then they're doing their job. Its got nothing to do about whether or not a class is too powerful. 2) I'm more of the push smartly type although I potato at times as well and overextend too much. But that is my fault though. Can't blame anyone for it. I mean would you push if you're the only ship on that flank and there are 5 or 6 enemy ships shooting you? 3)+4) Talking about RNG in this case it perhaps can really only be applied to the CV player doing the DB. TB relies on the skill of both player plus your semi RNG AA. DB on the other hand, even if the target is within the oval, you won't necessary get any bombs in. In both instance it is entirely possible for you as a target to avoid or minimize the damage you'll receive by a) maneuvering and b) the semi RNG AA. Similarly while the CV player can do his best to land his torps and bombs and you, the bomb aspect is entirely RNG for him no matter what he does. That is why I have issue with your statement about how being hit by a DB is RNG for you because it isn't. You can do something it about it so it isn't RNG. Shooting down those planes weren't exactly RNG As long as enemy planes are within my AA range I'll focus fire them. If an enemy CV sends attack planes after me I'll focus fire the closest one. After they drop I'll focus fire on the one that hasn't. All while maneuvering against the planes and enemy ship fire. So yes I have no issues shooting down planes in my BBs provided they're within my AA range. I can even show you a screenshot where my Nagato shot down 27 planes with its pretty weak AA.
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I'm sorry to say this but that is just a very lame excuse Don't forget you said I quote "...a BB can't do (practically) anything to avoid the RNG drop from a single AP bomber.." yet I've shown you that it is entirely possible to rely on your own skill to thwart a DB drop. 1)Your BB doesn't even need to be moving and turning fully like how you avoid torps. You simply need to just turn slightly/wiggle to avoid most part of your ship being in the drop area. 3)Don't forget planes have a turning radius as well so to maximize the most damage they'll have to make that huge turn in order to approach you from the front or back if you do start turning. So: i) If they don't turn and just drop, you take less damage since less bombs will hit your ship or ii) If they decide to adjust the attack angle while you turn and approach you from the front or back, you should be able to shoot down their planes and again minimizing the damage dealt to you. 2) Using other factors to say you can't turn is not the fault of the plane, it's yourself for putting yourself in that position where you're that exposed. I've played plenty of matches where I have no such issues. In fact I have a match in the Amagi where to avoid the torps and bombs from a Hakuryu who was also cross dropping me, I exposed my sides to tier 9 and 10 ships, including a Yamato. They were all shooting at me since I overextended, yet I escaped with only half my life lost. You might as well say: i) BB shells are OP because I turn into them to avoid torps from a DD ii) DD torps are OP because I turn into them to avoid those BB shells Oh btw even in a non-AA spec Amagi I can shoot down 33 planes. BBs have sooooooooo weak AA
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I think it may be a). I'll test it out and see what happens. Btw El2aZeR for that bug of yours does the fighter get stuck their the whole game? Can it still be destroyed or does it have its own "space" where nothing can affect it?
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Nope. I rarely meet bugs and the only 2 common one is that one where I cannot strafe out from a fighter lock (wondering if it is because more than 1 squadron is attacking me so while I am strafing out of the 1st the other is "locking" me in). The other one is when my planes take off they'll teleport back to the ship and take off again.
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Side tracking a bit but I just want to show how powerful the AA of a lone BB is in the current meta: Was sailing alone in Amagi with only BFT and AFT. No other module or perk that affects AA. Enemy Hiryu felt that I was obviously a juicy target so I made him work for it. Shot down more planes than everyone else combined for that matter And this is one of the higher tier BB that has pretty weak AA compared to its peers.
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2 CQB in an Amagi A loss though
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I need to make a slight correction here. Most of the time you see people talking about how to avoid torpedo bombers (TB) but the same applies for dive bombers (DB) as well. Since DBs drop their bombs within an oval shape drop zone, the more part of your ship is outside that zone the less bombs less on you. That is why you see DBs coming in from either directly in front or behind of a ship to maximize the number of bomb hits. Coming in from the side or at an angle will only hit around the middle part of the ship. Therefore as the DB comes in for you, abruptly turning your ship will cause most of the bombs to miss because the drop zone no longer encompasses the entire ship. See example below: Therefore avoiding DBs is only RNG for the CV player. On the other hand for the target you can minimize the amount of damage you can take or even avoid it, just like against TBs.
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Just a heads up, from tier 4 to 6 it is pretty hard to play IJN. Its only at tier 7 when you get the 2/2/2 loadout does IJN starts to shine. At low tier USN CVs will usually eat you unless you know what you're doing. On the issue of checking stats before the match I find it kinda unreliable. I tried it a few times and gave up since its somewhat unreflective of the other CV player's abilities. I find it more accurate seeing what the guy does in the first few minutes of the game. Edit: Also what do people here feel about the AP bombs? If implemented at this current stage base on what we see would you find it balanced or imbalanced?
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Saipan has 2 squadrons of 4 fighters usually with air sup (AS). You have 2 squadrons of 5 fighters with AS. A Ranger has 1 squadron of 7 fighters. Then you have a skill called dogfighting expert that you can take which gives u 20% better combat performance against tier 9 planes in yr tier 7 one and increase fighter ammo by 10%. I literally shred Saipan planes with it. Its so effective even a clan leader reported me for "cheat" causing his Saipan cant do anything to a 1/1/1 Ranger of all things. Saipan gonna strafe you? Break the engagement and strafe out then. Its an attrition game. You already start off with more fighters than the Saipan and even if you don't have the AS skill you will have more planes in reserve. As long as you make him lose more planes you win and if his fighter is fighting your fighter than that means you got more time to strike a target somewhere else with those TBs and DBs while he only has 6 TBs to do any damage. There is alot of things you can do if you're creative enough with how you use yr planes.
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Notser isn't that bad plus he himself has said before he's a DD guy Aerroon, Strangers and Flamu? There are more but these are the few that I watch.
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Why so triggered? No harm talking about it right?
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Lies my Gremy can no longer stealth fire and did not escape the stealth fire nerf like how Saipan escaped the "Iose a plane when strafing out of a lock"
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We barely even know what the gameplay is like and already the naysayers come out. Even if Ubisoft is the one making it do you even know which of Ubisoft's studio is doing it? Its the Singapore studio, the ones that designed the ocean and naval aspect of Assassin Creed's Black Flag. At least they have the balls to try something new and improve on what they've learn unlike a troll like you who just dismisses the game before its even out.
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http://www.nydailynews.com/news/world/video-gamer-hunts-stabs-man-killed-online-counter-strike-character-article-1.447608 Quite a while back but yeah such things can happen.
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I'm not sure if it works this way but because its a HE and not AP bomb? It's just like how a 220 mm shell would do more damage compared to a 155 mm shell I guess. So while the 1000 lb bomb does more damage than a 500 lb one, it is still restricted because of its lack of penetration.
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I actually find them fairly accurate to be honest. 2nd game in a tier 10 game I got 26 bomb hits and 10 fires. 3rd game got 20 hits and 8 fires. 1st game I died early lol. Dive bombing is RNG sure but when you take 21 dive bombers and then dump their bombs on a target you're bound to hit something Plus on larger BBs like GF and Yamato your manual drop is within the shape of the ship so it is pretty accurate when you DB them.
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Just got the Lexington and am loving those 1000 lb bombs. They really hit very hard
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USS ENTERPRISE (BIG E) - DO NOT MESS IT UP WG
pra3y replied to TheStreetProfessa's topic in General Discussion
I think he meant the amount of planes they have. Both Taiho and Kaga can drop 12 torpedos so they have equal striking power in that sense. Oh yah I dropped on 2 different full health Bismarks yesterday. 10 planes is exageration, I'll say about 4~5 would be more accurate. -
Yeah I agree its still early to say. Personally I think the loadout is fine and its more or less ok. Only problem are those planes.
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Well i use to feel that the Yorck was bad (cause of the guns) until i got some advice from Mtm on the forum, the same Trainspite has given, which is to just use HE. Apart from that weak AP velocity it is a pretty good ship. Even the armour can be a troll at times and it has good range. Sure you can argue that Schores has good range as well but in the Yorck you're smacking ships with 203mm guns not 155mm so u deal more consistent damage as well.
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Would be interesting though don't you think. They want to rework CVs (If they're still thinking about it) and the drop spread would be a different/new approach. If the 2 Midway TBs had that W spread I'm pretty sure people will feel that it is not that OP.
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Well I guess it depends on the player and the ship. Missouri is a USN BB that has radar that has 9.45km radar range and 9.1km secondaries (when maxed). For me I like to push when it is possible i.e when they are not alot of enemy ships around. Even if I know a DD is there I'll still push. If the DD decides to sit in smoke within radar range, the radar+secondaries will flush the DD out and deal damage. If the DD comes in within 9.1km and is spotted then the secondaries will make him consider his decision. Don't forget most people know and expect German BBs, the Izumo and Yamato to have long range secondaries but not USN ones. So if a DD decides to: a) Brave it or doesn't know, my secondaries can do damage to him and scare him while I put my OP AP shells into him b) Knows about the secondaries and stay further away to torp I get more time to avoid the torps For cruisers and BBs the secondaries just given additional damage plus they light the target on fire so that's a plus as well. CAs will attempt to run off as well since they're getting hammered by the pew pew guns and the Missouri's main guns. All in all for the Missouri after 242 games in it I've never regretted the decision to go secondaries Plus the Iowa/Missouri only real weakness are their sides so they make surprisingly decent brawlers (not when everyone is focused on you off course), especially when you add adrenaline rush. So yes they're somewhat effective and fun Although in OP's case I would say no for the Iowa, just because of the lack of radar. PS:
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Well it really still depend on how you play and the skill of the Saipan player. I was playing in my 1/1/1 Ranger the other day and kept on shredding this Saipan's planes. His fighters loss 1v1 engagements with me. He got so frustrated that I got a report as well as a ticket for using "illegal mods"
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Just to show how amusing and somewhat effective it is to have a secondaries built Missouri:
