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CapitanoAraym

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  1. CapitanoAraym

    0.8.11 - General feedback

  2. As the titles says: I experiencing, AGAIN, the old bug that, once a match is started, the client basically freezes at the loading map page. Reebooting the client does not change anything, because when the server fail to load properly your presence, it keeps to be frozen at the map loading screen. Obviously, achieving a nice "pink" status as soon the battle ends and the server is capable finally to load you in port. AFTER THE XMAS EVENTS AND THE CASH GRAB RELATED, BEFORE RELEASE COPY-PASTE SHIPS (the pan asia Izumo and Charles Martel) CAN WE HAVE SOME BUGS SORTED, WARGAMING??? Thank You (for nothing done up to now) in advance!
  3. CapitanoAraym

    Venezia che delusione

    Venezia + Sansonetti: MINKIA KHE FIGATA! ... detto tutto... Gli italiani sono "particolari" da usare. E sarà perchè son strano pure io, dal tier 7 in poi mi divertono da matti: hanno un gioco tutto diverso da qualunque altra classe di cruiser. Per quello: se usati come una qualunque altra linea cruiser, scoppiano male se uati in maniera "strana", non ortodossa, spesso il nemico non sa cosa fare e si finisce top-player del team A me capita, al 65/70% dei casi, la seconda. (actual range WR dei miei cruiser italiani sopra il t.7: se non perdo, mai sotto il terzo posto, con abbondanti primi)
  4. CapitanoAraym

    Zao e modulo leggendario ne vale la pena?

    Posso solo parlare per quelli che ho/ho provato. Leggendario Zao: ... letale e chirurgico... Per alcuni perdere range è un "malus", a me tante volte avere troppo range non piace perchè ti rende visibile anche dalla luna, mentre con un range un po' ridotto magari una semplice isoletta ti nasconde dall'unico che ti potrebbe tenere spottato. Per i giocatori "selettivi" che usano in movimento tutta la mappa e sfruttano la conformazione di isole e simili per schermarsi da chi non ti deve vedere, e quelli che, al primo broadside, non dispiace regalare sette od otto cittadelle con una salvo. (Innumerevoli cruiser one-shottati ad AP) Ed in mare aperto scodinzola che è un piacere, nello schivare proiettili, prima che sparisco nel concealment. Mai più senza! Leggendario Yamato: ... letale e chirurgico n.°2... Abbinato a Yamamoto ed Expert Marksman potenziato, compensa la differenza del normale "modulo ricarica" (perchè è l'unico altro modulo sensato da mettere in quello slot), guadagnandoci in precisione. Perchè quindi non gustare una precisione migliore??? Mai più senza 2! Leggendario Des Moines: il Desmo è un cruiser letale sino a 15km... oltre quel range, per la parabola estremamente alta e la lentezza dei proiettili in volo, quasi anche le Bb possono schivare i suoi colpi. Non serve il range. Forse il normale upgrade per la ricarica potrebbe essere una alternativa, ma personalmente odiavo il malus della rotazione torrette: giocato aggrappato ad una isola, troppe volte perdere tempo a girare le torrette mi urtava psicologicamente, se era un DD a sfuggirmi. Il fastidio reale del leggendario è il malus alla durata radar... ... ma ad usare il modulo speciale (che si compera col carbone) che lo aumenta, tranquillamente compensabile. E ci si guadagna una accellerazione da dragster: troppe volte, per spostarsi da dietro un'isola, acchiappavo danni gratis. Adesso con un click va avanti ed indietro che è un piacere. Senza contare che, in caso di mare aperto, il Desmo non è una bestia a tankare: adesso spesso e volentieri mi diverto a baitare salvo andando ad 1\4 di velocità ed, appena le vedo partire, accellerare a tutta manetta, lasciando i proiettili sparati contro cadermi alle spalle. Mai più senza 3! Leggendario Hindenburg: ... per le giocate a trollare gli spammer HE... L'Hindy ha perso identità, col tempo. Col mio sono andato per la tangente: upgrade range (per compensare il malus al concealment ad usare il leggendario), IFHE per trollare male le BB russe (no... il vostro maledetto deck super corazzato non vi salva più dagli HE, che ora vi sparano 6k danni a salvo), praticamente ignifugo usando anche l'upgrade Damage Control Mod 2 (ulteriore diminuzione durata incendi) e la skill "Basic of Survivability" (ulteriore bonus riduzione durata incendi). Ogni incendio? 6-7 secondi e si spegne. Non mi preoccupo di usare il dmg control, a meno che non ne ho 3 o 4 tutt'assieme. È diventato una mini-BB, in prestazioni, se guardo il "danno potenziale": tre milioni se li fa comodi, con tutta la selva di cretini cruiser che spammano HE. Tutto a vantaggio della pressione che tolgo dalle BB. E considerandoche lo gioco con (uno dei) von Jutland, capitani speciali, assieme a Vigilance (bonus alla detection dei siluri potenziato) e SEMPRE con il consumabile hydro, la scorta ideale per le stesse BB, siccome spotto per loro siluri quando ancora il DD che potrebbe essere intorno a loro ha le torpedini ancora nei tubi di lancio :P E rimane sempre un Hindy, quando nel late game mi lancio, volendo, all'assalto ed al rush, pure contro le battleship, avendo i comodi siluri ed una tankosissima armatura se angolata. Mai più senza 4! Leggendario Gearing: NON USARLO È DA SCEMI! Best concealment a t.10, come uno Shimakaze, per qualche trade-off minimo. Detto tutto. Mai più senza 5! Leggendario Montana: ... l'ho montato... Sì... l'ha resa più agile e non mi dispiace... Sì... incendi che durano un po' meno possono essere utili... Ma devo ancora abituarmi al malus al concealment (cambiando modulo): devo ancora provarlo per un po' di più per scegliere se tercelo (e probabilmente cambiare anche altro, nella build) o meno. Non averlo non è un dramma. Forse il primo leggendario in mio possesso che non mi ha particolarmente appassionato e che potrebbe essere smontato. Degli altri t.10 che ho... A caccia di quello della Moskva (valido da provare) e, per curiosità, del Kurfurst (anche se non ottimale, giusto "for fun" ce l'ho a secondarie.... magari potrebbe piacermi) Se arrivo per tempo (prima di Febbraio, quando toglieranno le missioni) magari quello della Republique (sono all'Alsace... quindi è dietro l'angolo) potrebbe essere interessante. Il Daring non ce l'ha proprio... L'Harugumo neppure... (vedremo con la nuova versione dietro il Naval Training Center v.2???) Shimakaze? Non interested (malus troppo grosso alla rotazione torpedo launchers) YueYang? Qualcuno ancora usa lo YueYang???? Khabarosk? Ho la nave, ma la uso abbastanza poco... non credo arriverò mai a sbloccarlo Worcester? Naaaah... Henry IV? Potrebbe, ma nonostante tutto l'hipe che generò in CB come flanker, quasi mai una nave che uso (Gearing o Stalingrad/Moskva, con opzione Desmo, molto prima dell'HIV), ma alla fine è uno strano trade-off che non mi dice molto (e che non cambia la vita non averlo). ... mi manca il Minotaur (sono al Neptune) e lo z-52 (sono al Maass... ahahahah... i dd tedeschi non sono di famiglia :P) ma anche lì non è una serie di navi che uso particolarmente, quindi chissene del leggendario... Ne ho dimenticato qualcuno? Forse c'è quello del Grozovoi, se ne ha uno... boh... a parte il Khaba per ragioni di troll, l'altra linea russa mi sta languendo da secolo all'Ognevoi. Quindi niente Leggendario per il t.10 di sicuro (e sinceramente non me ne frega neppure, usandoli poco e niente)... forse ce n'è uno per la Conqueror? Boh... odio le BB britanniche, sono ferme alla Monarch da secoli ed avendo preso la Thunderer recentemente, non me ne frega neppure continuarla, che è tutto quello che potrebbe fare una Conqueror, solo "meglio"... :P
  5. Utile sulle BB tedesche (anche se principalmente solo dalla Bismarck/Tirpitz in poi) se le skilli a secondarie (quindi con la maggior parte delle skill su quel reparto, invece che sul tank); sulla Massachussets (t.8 Premium), che a secondarie è rischiosa quanto una bismarck-class, col vantaggio di main gun di calibro maggiore (406mm contro i 380mm tedeschi); eventualmente sulla Georgia (t.9 premium) se te la senti di andare in brawl con una nave che è praticamente una Massachussets più lunga (stesso schema armatura, praticamente stessi valori di spessore, solo, appunto, "più lunga/più HP") che ha dei cannoni più grossi e quindi uptiered per quello (potrebbe pagare di più una build tank e giocare "alla francese": movimento con lo speed boost, e schiaffoni con i 457mm); marginalmente utile sulla Ohio (la "Montana con le torrette fatte come quelle della Georgia, di calibro più grosso") visto che paga più starsene a distanza come una Montana, ed usare solo l'extra punch dei suoi 457mm; marginalmente utile sulle BB francesi (che hanno un possibile buon range di secondarie, ma lavorano in realtà meglio sulla medio-lunga distanza e sfruttando il movimento, grazie allo speed boost, con un gioco da battle-cruiser, più che da pura BB). Altre navi/nazioni? No, lascia perdere.
  6. CapitanoAraym

    HSF Harekaze best Commander skills

    It depends, mostly, by your usage: Harekaze is a damn, stealthy, little demon (skilled for concealment, it is, at 5.4km, the lowest value possible for ANY DD from ANY tier). You can go with a full torp-boat captain set up, focused on stealthyness, torpedo reload, Radio finding (to know where DO NOT go, if I suspect there are other DDs around that could stop my approach to a torp run): (this from my t,10 Shimakaze, the basic template for all the Japanese torp-based DD that I use) ... or, for example, sometime I use my Kitakaze or Harugumo captain, the two high tier Japanese Gun-boat destroyer that shares the SAME 100mm turrets (USE the HAREKAZE ONLY with those 100mm guns!!!), because it's extremely dangerous also: ... but lately I'm preparing a specific captain just for her, that will be an hybrid: basically it will be the same as the Kitakaze/Harugumo one, but probably swapping BFT for Torpedo Reload. The actual captain it lacks still Adr. Rush and Torp. Reload, but... well... IJN destroyers were my first love and the DD itself is pretty deadly, on expert hands: (a match of mine, saved on Twitch, with the actual 14 xp point captain still in training) (actually, it's at 15 points, but only 14 are already used)
  7. CapitanoAraym

    Traumatizzato dalle Battaglie Casuali (LOL XD)

    "Il P.R. è meglio del W.r."...... ... mah... alle volte... come alle volte no. Forse per una BB ed un cruiser è un valore che dice qualcosa... Gioca da DD, tieni spottato una marea di gente, magari sei anche quel pazzo che stende chilometri di fumo a coprire i tuoi cruiser ed a fargli farmare danno, e non il P.R. e neppure i base-XP ti premieranno. Ma per quelli che contano i successi su "quanto faccio vincere il mio team", sarà un successo (e -raro ma capita- quel mezzo chilo di complimenti a destra ed a manca)... I dati "che premiano" sono solo due, nel gioco: i tuoi base-xp, ed il Win Rate (perchè se vinci, ti aumentano i corrispettivi base-xp). Quanto vinci e quanto incassi. Piazzarsi fra i migliori del tuo team (parametro, non calcolato da nessuna parte, che anche nelle partite "del cavolo", con i peggiori blob di parassiti del gioco, se non altro ti da un'idea se "nel tuo" hai fatto la tua parte)... Imparare che si "incassa di più" come punti cercando di fare fuori più navi piccole (DD e cruiser), che sparare un'intera partita solo ad una battleship... Che "catturare una base" paga, ma NON se sei l'unico scemo del villaggio che ci prova nei primi 3 minuti e muore sotto il fuoco di 5-6 nemici... Poi, ovvio, altri dati statistici, creati da siti esterni, sono validi per quello che sono: statistica. Che ognuno legge come vuole, che ti può interessare solo per avere una vaga idea se, in geenrale, stai progredendo sulla buona strada. Se sei nuovo, e soprattutto se capisci l'inglese, due consigli "pratici", oltre il "guarda le tue statistiche": Un interessante serie di video della WarGaming stessa, che spiega le meccaniche di gioco (imparale... e con le patate in giro improvvisamente ti sentirai "un bullo"): https://www.youtube.com/playlist?list=PLVmXzlhZvJVSo3LA0O0ccjHRxxv-Qzchb Alcuni video di iChaseGaming, che subito dopo esserti studiato le "meccaniche del gioco", ti introducono ad alcuni dei loro usi un po' più "pratici", assieme a qualche consiglio su come settare per bene il gioco (e magari aggiungere anche alcune delle mod autorizzate che non migliorano di certo un incapace, ma che possono aiutare molto il giocatore "bravino" a diventare "meglio"): https://www.youtube.com/playlist?list=PLoRQa0D7yVpc4bTSbXYZ8uHw-CSKvhvbp (p.s.: le "mod": non sono necessarie, alcuni dei migliori giocatori non ne hanno bisogno, ma ti garantisco che fra "i normali" ed anche "i meno dotati", ed anzi ancor di più fra quest'ultimi, praticamente chiunque ne usa qualcuna, laddove ha bisogno di un aiuto... e ti garantisco anche che aiutano anche a "capire" perchè ad alcuni riescono "cose improbabili", all'occhio ingenuo di chi non le ha o non ne ha mai sentito parlare) VALIDISSIMO, inoltre, il consiglio di "giocare a basso tier": certo, la soddisfazione è alta ad usare il prima possibile una nave di tier più alto, ma va accompagnata a TANTA comprensione delle meccaniche di gioco, ed altrettanto impegno ad aver curato d'avere capitani con TANTI punti skill: fino a tier 4 (i tier "protetti" nelle battaglie random, che alla peggio vedono nemici di un solo tier superiore) potresti giocare ben anche con capitani con zero skill, ma già con i tier 5 il MINIMO indispensabile è averne uno a 10 (perchè alle volte beccherai anche i tier 7, e sono dolori). A tier 7 15-16 punti sono MINIMI per avere anche qualche skill in più sul capitano, specializzata per la classe/nazione di nave usata. Dal tier 8 in poi, i 19 punti sono FONDAMENTALI per spremere ogni nave per quello che può fare, senza i quali sarai "svantaggiato" di base, perchè 8, 9 e 10 sono i tier con cui capitano maggiormente ranked, tornei, clan battles, ed i giocatori buoni conservano una collezione di navi in tutti e tre i tier per tutte le necessarie occasionil, ognuno col suo bel capitano dedicato a MAX skill, quindi per te, nuovo del gioco, entrare a combattere a quei livelli senza pari requisiti significa andare contro gente che probabilmente ha un virtuale "+1 tier" di pericolosità, rispetto magari a te che hai la stessa nave ma, oltre che avere poca esperienza, hai anche un capitano imbarcato di livello MOLTO inferiore. Quindi fai pratica, e MOLTA, ai bassi tier. Passa oltre DI UN TIER ALLA VOLTA solo se e quando le partite che vinci stando nei primi 4 o 5 del tuo team sorpassano NON SOLO quelle perse, MA ANCHE quelle in cui sei vittorioso, ma nella parte bassa della classifica (sintomo probabilmente che sono stati gli altri a farti vincere). P.s. 2: - sicuramente sarà controverso - sino a che non ti senti bravo, considera TUTTI, anche i player del tuo team, come "carne da cannone": NESSUNO o quasi baderà mai se te sei nei guai, e NESSUNO, a meno in divisione con te, verrà in tuo aiuto... quindi... sii cinico: approfitta degli errori anche del tuo team, se permettono di passare inosservato: non devi salvare la nave di chi si caccia nei guai, ma PUOI - anzi alle volte DEVI - approfittare che in 3 o 4 nemici si stanno accanendo contro di lui, per essere quello che massacra, appunto, i nemici distratti dal fesso di turno del tuo team.
  8. CapitanoAraym

    Season 10 Ranked Sprint, how fast did you rank out?

    51 matches, Tirpitz with a set up very similar to one proposed by Flamuu in one of his videos (I think he picks Expert Loader, but mine has Prev. Maintanance): - Priority Target, Prev. Maintenance - Adr. Rush - BFT - Man Sec., IFHE, Radio Finding. Upgrades: - Man Arm. Mod 1 (you want to reduce, with Prev. Maintenance, the chance to get main guns and torps damaged) - Dmg Contr. Mod 1 (anti-fire chance) - Sec. Battery Mod 1 (more precision on them, deadly against DDs: you have a built in atlanta that does 5k damage, sometime, at salvo, on them) - Dmg Control System Mod 2 (again, not having survivability skills on the captain, it helps to sustain being on fire by other secondaries/cruisers... and Tirpitz is pretty nimble to not need rudder mod/engine mod) - Concealment (not for the concealment itself, but the slight bonus on worse dispersion for the enemy, and a bit of relief in my general "flank manouver") Rarely went straight into the cap: I sailed toward the most open side, (Better in those map with some island that could hidden me) having the bonus of RPF giving in advance an idea where the enemy was going: mostly of the time I always had the best first salvo on a broadside, especially juicy against cruisers. I tried always to get the most favoreable position to "do damage", rather than worrying immediately for cap points. Killing them fast/have them in the worst possible position related to mine. Not a problem against DDs (you know always from where the torps will come with RPF, plus Pr. Target, when changes the number from "1" to nothing, tell you when the DD is switching to torps, giving the timing to change course-velocity and make them wasted): once spotted, they melted. Got only 2 matches against Cvs (both Enterprise): they won, but I really do not cared too much, because any other class was an easy mode. (Damn AP bombers: the really only problem against the german BBs)... Other Tirpitz were the only challenge, but I generally managed - for the same reasons alike DDs, using the hint of Priority Target - to made them waste torps. I had a couple of bad matches against Massachussets, because they could damage your guns at close distance (one of the cause I picked Prev. Maintenance and Main Arm. Mod 1: 406mm could hurt your turrets/torp launchers too easily without), and learnt to stay HEAVILY angled to rush for the torp run... BUT the big point of my matches (as already said) was generally "do not go in the cap". EVERYONE (CVs aside) went straight or mostlly toward the fastest route to the intersection between both to "cap faster". Using RPF to predict their movements (I have a point in my games, as DD player, to "predict" a ship position even not seeing it... up to the point that it's not unusual to me to torp unseen DDs :P), generally taking a route to get "on their side" (better if there are some islands) to surprise a good broadside as first salvo, against cruisers or battleships... or finding the DD hidden behind a rock, standing still (free first main gun HE salvo... plus probably a second, too, meanwhile they tried to turn to torp me).
  9. CapitanoAraym

    Yoshino or Thunderer (Keep in mind I have both the Zao and the Conqueror)

    Thunderer first! I got both: Yoshino, by any means, is not "a bad ship", but it's also a ship that a lot of time incapable to turn the tide of a battle. Your role is to stay at range and put HE shells on a ship, put it on fire, switch to another and put that on fire, then another one... etc etc... You will make good damage numbers, but you are in the hands of your team performance, because if caught by enemy BBs and focused by them under 15km, it starts to take A LOT of damage. AP are also not stellar, at long range, so it's also difficoult (mixing her tendency to preferr a long range HE spamming gameplay) to have the possibility to exploit cruisers broadsides. Thunderer, on the contrary, is a SOLID damage dealer on the same role: HE is useful against heavy armored ships angled, BUT the 457mm are very accurate at any distances, so as soon you'll see a broadside by any ship, if you put an AP salvo in them, you'll see BIG damages. Not an "uber armor", but still a BB armor, also will allow you to survive A LOT better even closer range engagements, where those 457mm are SCARY for everyone. It's a Conqueror that do ANYTHING a Conqueror could do, but better. Does not have the same Conqueror's british repair consumable (the portable dry dock that rebuild half of your ship :P ) but it's not a big issue. Considering the HIGH "one salvo-one ship dead" AP capability from the accurate guns, more capable also to drive a match on your favor, rather than simply farm damage but relaying on the overall team performance to win or loose.
  10. CapitanoAraym

    Make Fire Duration Scale with Shell Caliber.

    This will be for me an "half vote". Fire damage should be "a proportion of HP" of the actual HP available on that ship. Explanation: I'll let the fire timer and related mechanics as they are now. But rather leaving "each fire" burning a "xxx fixed amount of HP" if not being damaged-con (each ship havin its own), it should be transformed in "xxx% of HP actually present on the ship". Any fire-starting ship will do the same amount of "fires" (as "act to put another ship on flames"), but actually get the max possible amount of HP when the ship itself is near "full HP"... the lower HP the target, the less a fire damge will do (being then a "percentage", and not an "absolute value"). This could be a "buff" for every class (the less HP actual available, the less dangerous is let burn a fire, because, basically, the ship itself has already loss enough ship integrity to have very less "burning material" available), the need for "HE SPAMMING ONLY PLAYER BECAUSE I ENJOY JUST TO PUT FLAMES ON AND NOT ACTUALLY DESTROY THE SHIP" an incentive to actual DO DAMAGE (using AP??? aiming at the actual damage dealt by an HE shell, and not only from starting a fire???) with accurate aim, and not simply land a single lucky shell and let the game kill your opponent. THAT could be the "simple implementantion" (an overall % of the actual HP available to the ship at the moment of catching fire)... THEN, with more coding, it could become even more "detailed": only a sub-HP pool could be set on fire, alike the previous one as "percentage value": burning material (the wood deck, for example, on the surface of the ship... or in case of a HE shell big enough to penetrate inside the ship, for each hitbox a prescribed amount of burnable internal material) that the more catches fire, the less is available to BE PUT on fire, up eventually to a sort of "saturation" (alike the overall already present saturation of a section caused to damage) that could even bring that part to NEVER catch fire again, just because it has nothing left to burn (leaving only ACTIVE damage to afflict it, alike AP or the raw damage that HE shells are capable, if positive to do so, without any more the meaning to do damage). This could be more "realistic" (coff coff... in an arcade game ;) ) but also, maybe, too difficoult to be implemented. Then probably the simpler version is more suited to "balance" the problems related to the HE spam for the sake only of fire-chance: it auto-balance the feature for all classes (dangerous at the start of a match... just an annoyance on the end) it auto-balance the feature also for those nations that have not any HE (british light cruisers and italian-SAP-equipped cruisers), because it could be useful at the start of a match, to lower down a (near to) full HP ship, but then, near the end of it, it will need ACTUAL DAMAGE to kill it it will balance, also, the difference for classes about the HP-recovering consumable: anyone that have it could, if not dying, potentially recover the damage dealth by fire, but smaller ships (cruisers/DDs), having actually a less good consumable, could use it more usefully than now, because the amount possible to repair, the longer the game it will be, could OVERCOME the actual damage dealt by later fire (being each time less bigger, meanwhile the potential HP recovered being the same). A feature, actually, sensible only by the BB, that have the "stronger" consumable it could make the IFHE rework planned by WG more rounded: the act to put something on fire, as said, will be useful only to (near to) full HP ships, but basically negligible for a low HP target: IFHE could be then useful to deal the ACTUAL damage needed to kill a ship, splitting the users of IFHE to be useful again in the later game (even if loosing almost all of their fire-starting chances), when those not using it more useful at the start, to drop the HP under a reasonable level no ship using mostly only HE could have "always" an edge: if aiming to start fires, it will loose something at the end game... if aiming to deal damage (maybe with IFHE), it will do proportionally a bit less over the previous one, at the start, but it could become MORE NEEDED, when ship have less HP pool and "catching fire" became a negligible change on an low HP target it will make RNG factor (the check to actually catch fire) only a factor, but no more a killing move: you have to PUT A LOT MORE fires OVER TIME on a depleted ship = it more useful actually get your aiming right and kill it by actual damage, rather than the RNG possibility to put it on fire, but then leaving a dangerous enemy alive that could kill someone needed in your team in the end, it will kill in any case anyone, because burning enough even at low HP could bring you to "zero", but it will let any player HE spammed less in the perception that an HE spammer ship is just "exploiting a mechaninc", rather than actually dealing damage because he is good at aiming/hit the ship it will open a change to ship build for HE using ships, trading a feature for another (and not, like now, trading a negligible malus, for the bonus of penetration, but, in case of rapid fire/low caliber ships -Smolensk... 100mm IJN DD spammers-, actually submerging the enemy with shells that will do the almost the same as fire chance, but enjoying ALSO the pen bonus): more useful at the start or at the end??? Pure damage dealt on a single ship, by multiple, well aimed, salvoes, or need to have more target on sight to exploit the fire-chance earlier, because later it will be negligible??? Boost on penetration, with IFHE, useful to actual deal the death blow, or lower pen but more fire chance, but leaving then the kill to someone else???
  11. CapitanoAraym

    Suggestions thread

    Another +1 "Fighters" (of all kind, launched by any ship or as consumable from another CV squadron) should care only to fight planes and NEVER spot. To not be a feature for those ships unable to user actual SPOTTER planes, neither to be exploited by carriers as "extra squadrons" above surface ships, meanwhile the CV itself goes to enjoy spotting/attacking something else with the active squadron! (ANOTHER "broken mechanic" enjoyed by CV players)
  12. Last I know, RPF was removed to work FOR THE CV's PLANES (... it was even an easier radar than the actual topic about "free advice of DD presence")... ... NOT for the "ship itself". Yes: I know: CV players are used, mostly, to consider their ship an accessory, just to spawn planes (their actual flying "active ship"). But in between, if the skill is equipped, it can point the direction of the "nearest ship", so in the "feared end game scenario of a DD inbound to kill the carrier" have an indication BEFORE launching planes. About the "then we should have something to compensate": there is already something. The whole team playing with the carrier in front of it. Again in the "feared end game scenario", everything will be THE SAME fore EVERY OTHER CLASS: sweep ALL THE MAP, if NEEDED, to find the last DD (easier for planes than for any surface ship, because velocity and risking NOTHING doing so); stay on the move in a not predictable route/direction, to avoid to be torped; have as a warning ONLY the "ship is spotted" (alike ANY OTHER CLASS), and THEN RECALL/LAUNCH PLANES to patrol the immediate area around the ship (much faster for planes than actually have to get in the DD surface spotting range by ANY other class); have RPF on the ship to know where the lurking DD should be, AND THEN scramble planes in that direction: find the DD once, the carrier can spawn squadrons after sq1uadrons, alike they do now, to keep ANY DD at bay; Aside that: sorry if I get your post as an example of "CV mentality": I was not aiming to you, as yourself described as a "cruiser player", but to the idea that a CV then has to have something in return for this (eventual) change in game mecahnics. NO! They should not. THEY ALREADY ENJOYING an "low risk/high return" scenario, generally always well back in the fight; already other broken mechanics ("SLIGSHOT DROPS" with squadrons to avoid to take anti-air damage); The BIG advantage of a CV is that is not the ship at risk (most of the time) because it used the planes to do all the job at range. With the downside to relay on surface ship for close-combat and protection. IF a DD reach, unspotted, the ship in the most rear position of all (and the "IF" is BIG AS THE WHOLE PLANET EARTH, considering dodging actual armed ships wit RPF, radars, other destroyers and such)... well... YES: The DD WILL KILL THE CV. Alike ANY ship with GUNS against a SHIP WITHOUT. FAULT OF THE WHOLE TEAM THAT WILL LOOSE SUCH AN IMPORTANT ASSET! It not unusual for me to drop "advantageous situation" where, in the short term, I could "farm damage", to run, for example, far back to the spawn and intercept/kill that lone DD that is risking to get my carrier. Because saving my carrier could be probably save the victory of my team. If a team fails about it, it looses. END OF THE GAME. GO IN PORT AND START ANOTHER MATCH! No compensation needed. CV already are reaping MORE than they should.
  13. CapitanoAraym

    Remove Spotted Indicator for Planes.

    Interesting... ... And I went there to add my thoughts about the "arguments"... That I'll add here too: ---- Nope. Not immunity. But even NOT "I get everything for free" that already CVs are enjoying. You will get the warning (as every ship) if a DD spot YOUR SHIP. So you have enough warning to "move your as-"..ehm... you precious vessel generally hidden behind an island, or you will be spanked. How can a cruiser, a battleship, another destroyer, found a lurking DDs?? - by noticing the direction of incoming torpedoes - judging, by the last known position (a feature that is possible to be activated in your map), the possible ACTUAL direction in which a DD could have gone - by SPENDING 4 points skills, for "Radio Finding" None simply because, if spotted, can travel 200knots against a ship that (french aside) goes 35-40, and thus look at a couple of map squares in seconds, as your planes, not risking either to fall pray of the weapond/defense of such class: the torps (nope... no DD has already anti-air missiles, but generally even pitiful anti-air) You can have "Radio Finding" for your carrier too: in an end game, if I have to hunt DDs, I'm pretty good, in the ship of mine with the skill, to pin point where they are. When I'm in a DD, being a DD-player and starting to read the map and the other DD-players behaviour, I'm even starting to torp and kill them even before ANYTHING has spotted them, by judging RF indication, map's/islands' configuration and such. In an "end game scenario" (your feared EXCUSE), before launching your next squadron, if YOU have "Radio Finding", you can judge the direction where a lurking DD could be, and with your 200knots planes should EVEN EASIER get him: when I get a "torp prediction" (a SKILL AS A PLAYER that I HAD to ENHANCE by MYSELF, and not by a FREE EXPLOITED GAME MECHANIC), I should figure possible route, direction and generally torp with some leading... in a plane, considering their ability to travel A LOT FASTER than even my fastest torpedo (with torp accelleration, in some DDs, they could go around at max around 71knots) you will find it basically immediately in the square sector of map that RF was pointed (because it signals the center of a map's square, so A LOT of them could removed by the search if not "centered")... ... it will require skills. But I get that that is HARD TO OBTAIN, as a "player". FAR MORE EASY BE A CARRIER AND EXPLOIT GAME MECHANICS! (ALIKE THE "SLINGSHOT" THAT AVOID PLANES TO ACTUAL FALL UNDER ANTI-AIR) For me is the same skill that a BB will need (for example) to not fail pray, A LOT BEFORE YOUR CARRIER, of such lurking DDs, working together with other allied DDs and cruisers searching the map, simply because CARRIERS ARE THE MOST HIDDEN, SECURE, LEAST REACHABLE ship of an entire game, having THE WHOLE TEAM IN FRONT OF THEM SCREANING THE MAP, generally in any case finding the 0.00001% of those DDs that are trying to travel, not being spotted, 2\3 of map just scraping the borders to get you and only your Carrier. Welcome to the game everyone else is playing, in which YOU HAVE TO HAVE A GOOD TEAM PLAYING ALSO FOR YOUR SAFETY, and not the "god mode in which I can do ALL the other ship can do (spotting, damage, and even have a radar advice) for free" that ANY CV PLAYER IS ALREADY ENJOYING. You have ALREADY the tools to "protect" your ship, alike ANY other class (RF being one, for example, to know the direction from where the lurking DD will reach your ship)... But CV players are ENJOYING mechanics that are precluded to ANY OTHER CLASS, having planes basically a "radar feature for free" that can IMMEDIATELY tell you of a DD presence and rough position, because ANY OTHER CLASS is visible LONG BEFORE to your planes, then "narrowing" what ship class could be closer to your planes. If a DD reach your carrier, 99.9% of the time, even with a 20km Asashio's torps, is generally only the case of your team crumbling... ... in the rare case when that is not occurring, then you SHOULD RISK. ALIKE "a lone BB" tring to find "the lone Asashio" in the enemy team, to grasp the victory. OR ANY OTHER CLASS SHOULD HAVE, FOR FREE, RADIO FINDING SKILLS, ALIKE CV'S PLANES THAT, ONCE SPOTTED, HAVE NO RISK IN PATROL 2 or 3 (at max) SQUARE OF MAPS!!! BECAUSE YOU ARE EXPLOITING A MECHANIC THAT AVOID TO SPEND 4 CAPTAIN POINT SKILLS, WITH YOUR PLANES!!! I LIKE TO HAVE THE SAME IN MY DESTROYER, CRUISER AND BATTLESHIP FOR FREE TOO!!!
  14. Nope. Not immunity. But even NOT "I get everything for free" that already CVs are enjoying. You will get the warning (as every ship) if a DD spot YOUR SHIP. So you have enough warning to "move your as-"..ehm... you precious vessel generally hidden behind an island, or you will be spanked. How can a cruiser, a battleship, another destroyer, found a lurking DDs?? - by noticing the direction of incoming torpedoes - judging, by the last known position (a feature that is possible to be activated in your map), the possible ACTUAL direction in which a DD could have gone - by SPENDING 4 points skills, for "Radio Finding" None simply because, if spotted, can travel 200knots against a ship that (french aside) goes 35-40, and thus look at a couple of map squares in seconds, as your planes, not risking either to fall pray of the weapond/defense of such class: the torps (nope... no DD has already anti-air missiles, but generally even pitiful anti-air) You can have "Radio Finding" for your carrier too: in an end game, if I have to hunt DDs, I'm pretty good, in the ship of mine with the skill, to pin point where they are. When I'm in a DD, being a DD-player and starting to read the map and the other DD-players behaviour, I'm even starting to torp and kill them even before ANYTHING has spotted them, by judging RF indication, map's/islands' configuration and such. In an "end game scenario" (your feared EXCUSE), before launching your next squadron, if YOU have "Radio Finding", you can judge the direction where a lurking DD could be, and with your 200knots planes should EVEN EASIER get him: when I get a "torp prediction" (a SKILL AS A PLAYER that I HAD to ENHANCE by MYSELF, and not by a FREE EXPLOITED GAME MECHANIC), I should figure possible route, direction and generally torp with some leading... in a plane, considering their ability to travel A LOT FASTER than even my fastest torpedo (with torp accelleration, in some DDs, they could go around at max around 71knots) you will find it basically immediately in the square sector of map that RF was pointed (because it signals the center of a map's square, so A LOT of them could removed by the search if not "centered")... ... it will require skills. But I get that that is HARD TO OBTAIN, as a "player". FAR MORE EASY BE A CARRIER AND EXPLOIT GAME MECHANICS! (ALIKE THE "SLINGSHOT" THAT AVOID PLANES TO ACTUAL FALL UNDER ANTI-AIR) For me is the same skill that a BB will need (for example) to not fail pray, A LOT BEFORE YOUR CARRIER, of such lurking DDs, working together with other allied DDs and cruisers searching the map, simply because CARRIERS ARE THE MOST HIDDEN, SECURE, LEAST REACHABLE ship of an entire game, having THE WHOLE TEAM IN FRONT OF THEM SCREANING THE MAP, generally in any case finding the 0.00001% of those DDs that are trying to travel, not being spotted, 2\3 of map just scraping the borders to get you and only your Carrier. Welcome to the game everyone else is playing, in which YOU HAVE TO HAVE A GOOD TEAM PLAYING ALSO FOR YOUR SAFETY, and not the "god mode in which I can do ALL the other ship can do (spotting, damage, and even have a radar advice) for free" that ANY CV PLAYER IS ALREADY ENJOYING. You have ALREADY the tools to "protect" your ship, alike ANY other class (RF being one, for example, to know the direction from where the lurking DD will reach your ship)... But CV players are ENJOYING mechanics that are precluded to ANY OTHER CLASS, having planes basically a "radar feature for free" that can IMMEDIATELY tell you of a DD presence and rough position, because ANY OTHER CLASS is visible LONG BEFORE to your planes, then "narrowing" what ship class could be closer to your planes. If a DD reach your carrier, 99.9% of the time, even with a 20km Asashio's torps, is generally only the case of your team crumbling... ... in the rare case when that is not occurring, then you SHOULD RISK. ALIKE "a lone BB" tring to find "the lone Asashio" in the enemy team, to grasp the victory. OR ANY OTHER CLASS SHOULD HAVE, FOR FREE, RADIO FINDING SKILLS, ALIKE CV'S PLANES THAT, ONCE SPOTTED, HAVE NO RISK IN PATROL 2 or 3 (at max) SQUARE OF MAPS!!! BECAUSE YOU ARE EXPLOITING A MECHANIC THAT AVOID TO SPEND 4 CAPTAIN POINT SKILLS, WITH YOUR PLANES!!! I LIKE TO HAVE THE SAME IN MY DESTROYER, CRUISER AND BATTLESHIP FOR FREE TOO!!!
  15. CapitanoAraym

    Remove Spotted Indicator for Planes.

    TOTALLY THIS!!! +1 vote by me!!! No planes should give the warning, because it will be 99.99% of the cases a DD, the class already most hurt by CV rework!!! Planes are no more risking "sudden attack by ship anti-air", because it was already removed/changed by WG the fact that ship's anti-air range = ship's spotting range by air for any class. So if they are willing/capable, they can avoid anti-air. ASIDE DDs (because they fall too muchy prey of CVs). But leaving such of a "warning" is basically exploiting the system by CVs to know that they have found a DD because they are not seeing it. Also considering that, aside the map "Ocean", in the "180° degrees forward" there are, probably, some island, it even easier to narrow the possible position of such DD in range. REMOVE THE "SPOTTED BY SHIP" WARNING TO PLANES!!! DDs' gameplay matters!!!
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