Isoruku_Yamamoto
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Everything posted by Isoruku_Yamamoto
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Friesland: before you spend your FXP
Isoruku_Yamamoto replied to __Helmut_Kohl__'s topic in General Discussion
Nah, imo it doesnt need heal. Friesland is fine as it is, though it does require you to preserve your HP carefully. Giving it heal would make it OP, now its just a good dakka dakka ship, and if you dont dakka well enough its not very good. For me its one of the funniest ships i have & it surely belongs to the strongest ones i have as well -
Congratulations fine sir! I have recently, around my four year account birthday, completed the full japanese tech tree- at a certain point your account will start to snowball. And the snowballing is fun. Go for that Yamato, it is a great ship really :D
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submarines SUBMARINES - discussion, feedback, opinions
Isoruku_Yamamoto replied to WG_Lumberjack's topic in General Discussion
Not in for testing round 1 or 2, and no communication about whether i'll get in or not. They say i will, but when? Once it reaches PTS? -
Removing rewards for dieing too early
Isoruku_Yamamoto replied to DFens_666's topic in General Discussion
AFK people get 0 XP and credits, yes. But an AFKer who comes online after 10 minutes, drives half a mile and puts two salvos off does get credits and XP -
Removing rewards for dieing too early
Isoruku_Yamamoto replied to DFens_666's topic in General Discussion
Let me start with CBs: i am not off topic, as the OP starts about CB and only later mentions ranked and random. Please dont throw "please dont throw random arguments in here" at me when you're the one whos wrong about the topic. As for my example: i dobt care if that Zao gets credits. But you two suggest it as a magic solution to early dieing, while really, it wont solve a thing. You could do something in this direction, but it should then at least be focussed on enticing actual useful play (remember, an AFK will pass your three minutes, but is less useful than cannonfodder Zao) At least make it minimum XP required or whatever. Below 300=0. But this is arbitrary and useless -
Removing rewards for dieing too early
Isoruku_Yamamoto replied to DFens_666's topic in General Discussion
So you think i'll hold my shot in my Yamato because the enemy Zao is a potato? Not gonna happen. And that zao wont change his behaviour, hes bad at the game. And you wont correct that through economics. As for ship trading: in CBs a commander doesnt know what will happen, but he does have expectations, and a worst case and best case. You dont have a commander in randoms. In CBs sacrificing a DD to get the enemy DD out of the way is in our clan often a good trade, since we generally play with more DDs. So then you have a lead in destroyers, which will lead to more caps etc -
ST - Co-op matchmaking, 14 Ranked season and other improvements
Isoruku_Yamamoto replied to Tanatoy's topic in Development Blog
Wait what? No. CVs generally wont be #1 in XP, but if they are they deserve star saving just as bad as anyone else. CVs dont hinder other classes progression, since there are no 100% CV players. Its just moving from 7vs7 to 8vs8 that you need to worry about, not about CVs -
Removing rewards for dieing too early
Isoruku_Yamamoto replied to DFens_666's topic in General Discussion
Well no, since that also makes people who actually kill others in the first say 3 mins look kinda bad. Ive devstriked cruisers on their first detection in my yamato, and while surely thats dumb from them, such idea would only increase salt towards me. If you die in ranked or random so quickly youll have little XP and credits in general anyway. CBs is a team effort, not a solo effort. So commanders sometimes just trade ships for instance. Not the player to blame, and its not a bad thing either in CBs. -
Missouri: Million Credit Myth
Isoruku_Yamamoto replied to __Helmut_Kohl__'s topic in General Discussion
So yeah, this basically confirms what im saying right. The second game is not particularly less impressive than the former, but the base income is less than 2/3rds. You can tell me that the difference is in the game, but id struggle to believe you. -
Missouri: Million Credit Myth
Isoruku_Yamamoto replied to __Helmut_Kohl__'s topic in General Discussion
yeah true and thats important to keep in the back of your mind, but i tend to shoot at any target, not just BBs. So 130k damage would be mixed damage. Also this makes it difficult to compare, all im saying is im curious about those really high income games -
Missouri: Million Credit Myth
Isoruku_Yamamoto replied to __Helmut_Kohl__'s topic in General Discussion
Now look, this is what im asking for. im gonna correct you about the exact income though- since its 516k base, but thats still really good. Thanks! -
Missouri: Million Credit Myth
Isoruku_Yamamoto replied to __Helmut_Kohl__'s topic in General Discussion
All i'm saying is bring me some of those 800-900k base credit income games and i'll shut up again. But yesterday i had a game with wide over 2k XP and ~140k damage, stuck at 440k base income. Thats not the missouri i used to know -
Missouri: Million Credit Myth
Isoruku_Yamamoto replied to __Helmut_Kohl__'s topic in General Discussion
Yeah i decided to rake it up. I noticed the base income rate of the Missouri seems on the low end, with a roughly 400.000 average for 5 ~130k damage games, all very high PR games (2700ish). I understand that 400k doesnt sound low, it sounds insanely high, but it is nowhere near the 600k that it would be earlier for such battles. Which is why id like to find out if something actually changed, or if those 600-900k base income scores still are around -
Missouri: Million Credit Myth
Isoruku_Yamamoto replied to __Helmut_Kohl__'s topic in General Discussion
Lets address your mod issue first: this is good, cause otherwise id have started a new thread. Now im re-using an old one, which in part provides examples of old credit income. As for the credits: im talking base income rate, not net income or even gross income since both depend on camos and signals, and premium acc, and net even on servicing and stuff. I noted however that the Missouri for me doesnt really go above 400k base anymore, whereas that used to be a walk in the park. Will update with own old screenshots ifi can find them, and new ones, trying to find comparable results. Btw ill also update it when i find that i CAN get huge credit scores, not so much to boast about it but for some clarity -
Missouri: Million Credit Myth
Isoruku_Yamamoto replied to __Helmut_Kohl__'s topic in General Discussion
Lets rake up this topic though. I am the proud owner of a Missouri, yet while i used to be able to get such scores, i now have to settle for a mediocre 300-400k base earnings for good battles. Talking 130k victories then. Why was the credit income of the missouri halved? Grtz I_Y -
Yeah, but the direct damage of four ships using their sector prioritization alone is nearly enough to kill half a squad, and thats excluding any flak or continuous AA. And you can do that multiple times in a double pass (at least twice, even for BBs)
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ooh wow, thats quite amazing actually. Dunno how that would happen XD. would have to see it to understand, but lets say i wouldnt take my aircraft near such a group. But it would be interesting to study that replay a bit, see which AA actually engages him and stuff. Cause some CV players can work magic with dodging AA really
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Well, while i really dislike rocket aircraft, i will dare to believe that the Smolenks, Richelieu and Alsace all mistimed or did not use their air sector prioritization. Otherwise the squad could not have attacked you. Also, if you are so near allied ships it should be possible to have those aircraft be shot down before you even get spotted by aircraft. Aaaand... hit twice as in by two rockets or by two separate wing strikes?
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submarines SUBMARINES - discussion, feedback, opinions
Isoruku_Yamamoto replied to WG_Lumberjack's topic in General Discussion
hard counter to BB and CV inherently since they are torpedo ships. But they can attack cruisers and DDs too obviously, and other subs presumably -
No, grouping up with 12 players (or 11, not the CV) is not the way to go. But a lone german battleship out in the open can expect to be a major target for a CV- and yet they tend to be quite unhappy when you focus them down, even though a DD could make short work of them equally. Bunching up is not what should happen, but much rather escorting, setting up AA zones etc. Now this sounds complicated but its actually fairly simple: if you are within 6km of the next ship, you already have quite some AA support. If there is 10km between you and the next enemy ship, youre an easy target unless youre a minotaur, worcester or DM basically, or some DDs. Well, and tbh russian AA isnt too funny either
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In my experience, as a CV player but obviously surface main (roughly 82% surface vs 18% CV) AA is definitely on the strong side at the moment, it is not at all weak. Initially AA was weak, but now there are complete no-fly zones again, there are even single ships that you cannot engage at all- i got a HuangHe two days ago and most tier 8 carriers don't get near it, while it doesnt have that great AA- but AA is in a good spot now. It is such that a lone BB , low AA cruiser or DD can easily be hurt by a CV with little losses, although even the weakest destroyers will still take aircraft down. But it is also such that if you think about AA as a surface ship player you can easily go the entire battle without taking any significant damage whatsoever.
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Well the myth is still out there that surface ships can't do anything against CVs. They can group up, play with their AA focus, whether to turn it on at all, use def AA on some ships, dodge and everything, but people think its unfair that you should have to play against a CV while you generally can't see the CV ship itself in battle. They kind of forget that the aircraft are basically the ship for the CV player. The ship is just an extra mechanic of taking the player out, but when you shoot down a squad of aircraft, that squad won't deal any damage anymore. Of course you can then deploy a new squad, but that ends at some point. Problem is that most people don't realise that you can actually run out of aircraft. And basically thats why some people hate CVs. Edit: okay, some people seem to not like that i say this, yet i truly find that i hardly ever struggle with playing AGAINST CVs and i am definitely a surface ship main. But please, elaborate what your problems are with CVs then, am i completely wrong or whats up with you guys?
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A heavy cruiser linevwith only hydro & repairs. That wont do well. It seems most similar to DM, with a tremendously long reload , less stealth and a consumable less
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Would be nice if the warnings "enemy *class* spotted" would just ALWAYS be wrong. Or if you could set that as a personalisation option. Otherwise we'll have to make a mod out of it
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Welll... Quote: I didn't get access to the ship until after she had been put up for sale, which is why this is being published now instead of prior to release as I would prefer. so it wouldve been released that way then right?
