Moonlazor
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Everything posted by Moonlazor
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Edit: I've joined ADRIA now so I'm not hurting for CB opportunities. This post should be considered inactive as my availability is sporadic at best. If you're really interested though you can still give it a go. Hey, Been playing casually since the open beta. Been good at it for about two years now. Preferred playstyle is aggressive destroyers, basically pushing caps and killing enemy destroyers (and I'm really good at that). I'm obviously also able to just scout if that's what you want. I'm in it for the steel so only winning matters to me. How we get there is up to you. You can contact me through the in game chat or through discord at Moonlazor#3712. stats: https://wows-numbers.com/player/529321572,Moonlazor/ Thank you for your consideration Moonlazor
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As a DD main I claim the game is unplayable right now
Moonlazor replied to Palachinka's topic in General Discussion
For me the biggest problem is the Mosky/Stalin/Nevsky radar.12km, 36 seconds with a radar mod. +2 km range while only trading 4 seconds and slot 2 compared to Americans. Putting that on a "light" cruiser like the Nevsky is pretty rough on DD's. Right now with the radiation hazard being particularly strong, destroyers that don't range beyond 12km (Basically all DD's except Russian, French, Gearing or Halland (20km shima lol)) are extremely frustrating to play. Radars also reload too quickly. Slap another 30 seconds on that It's basically the CV rework all over again. DD's will be extinct in high tiers until everyone gets tired of playing without handicaps. -
Today i played 11 random battles in the Ranger. I had previously tried the rework during the second round of public tests. I see the potential with the rework and prefer it to other options floated by the community like removing CV's altogether (which i feel would be a tragic mistake). In the current build my main issue is with the aiming of torpedo and dive bombers. Torpedo bombers can nominally be adjusted after the attack run is triggered, but even with small corrections the dispersion blooms to entirely unusable levels and takes millennia to refocus. Dive bombers are even worse. After the attack is triggered, the drop point is effectively fixed in place and very hard to correct if the initial point was off target. Both types require a very precise prediction about the future position of a ship. We do these predictions all the time with the other ship classes, but the difference is the amount of time the CV captain has to evaluate a target. For the planes to survive long enough to strike a target, the CV has to constantly avoid flak. Because of this, there is barely enough time to figure out where a ship is going to be with no time left for moving the reticle on target. Basically, torpedo bombers should have much faster (2-4x) focus on the aiming. Dive bombers could fly higher and begin the strike as soon as it's activated without the hop they do now. Also having a mouse aim similar to the other ships (move reticle, actual aim moves to it) even if it's a fairly small area in front of the squadron. I don't think it's a good idea to fiddle with the damage of the weapons as long as the main issue is hit rate. The DD permaspot issue could be resolved by either buffing the airspotting range, increasing the DOT AA damage of DD's or removing the planes ability to know when they are spotted by anything other then other planes. One of the issues with the old CV system was the high skill floor (newbies get shrecked before they can learn the mechanics). In it's current form, the rework massively increases the skill floor of CV play. Right now low tier CV's feel like they have 0 impact on the teams performance. Please do not remove CV's because some players are afraid of a little variety in potential threats. The rework can be balanced and I think is moving in the right direction.
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