Jump to content
Forum Shutdown 28/7/2023 Read more... ×

Culiacan_Mexico

Players
  • Content Сount

    2,844
  • Joined

  • Last visited

  • Battles

    14993

Everything posted by Culiacan_Mexico

  1. Culiacan_Mexico

    CV's current state and population - an analysis

    Basically, you are pointing out that someone with only modest skill can dominate games in a CV.
  2. Culiacan_Mexico

    the "carry harder!" thread

    Tough to face. Games WR Damage Frags Yueyang 278 60.07% 89 168 1.56 Disparity in DD skill isn't as bad as that with CVs, but it could be headed that way... and with the same ramifications.
  3. Culiacan_Mexico

    CV's current state and population - an analysis

    When I first started play this game 2 vs 1 or even 1 vs 0 carrier games were allowed by MM, so I would suppose that WG thought that was fine for some reason, but not many would think that now. Cleveland was everyone friends, and at the start of the match coordination was important, but that didn't last long. CVs were buffed against sniping and some BBs got major AA increases, which lead to aircraft squadrons seeing no fly zones. Against some targets, CVs are very strong, yet against others they seem to get slaughtered, so how do you balance CVs in this environment? Some CV players seemed to have adopted the tactic of 'divisioning' with strong AA platforms to work the system, so that AA can in fact become beneficial to them. The high skill floor and the 1 vs 1 environment has created a large disparity in the CV player base skill; on a ship that can be called the most influential. All of this is not a receipt for success; and something... somethings need to change. Is WG plans, whatever they are, going to work? I don't know, but for me... confidences is not high. I would have thought a closer look at AA mechanics would have been a good place to start, but I don't make those calls.
  4. Culiacan_Mexico

    What is the point of the karma number?

    For me, I like to give positive Karma to players who have done something extraordinary for the team; and I hope they see that and take it as positive reinforcement. If I receive negative karma, I rarely know why, so it means nothing. If I receive positive karma for taking a particular action that helps an individual or the team (good scouting, spotting, smoking up a team member,etc), then my faith is restored that at least someone on my team understands what is going on in the game.
  5. Culiacan_Mexico

    When you solo push and get chat banned

    I cry for humanity.
  6. Culiacan_Mexico

    CV's current state and population - an analysis

    See there is the problem, it isn't working. CV game play has always been flawed and regardless of what minor/major changes WG tried, it stayed broken. Is the current WG plan the right move, I have no idea... but status quo wasn't the way to go.
  7. Culiacan_Mexico

    The Reason why people dont play CV

    For me, my interest in RTS is fairly limited, but since it seems like RTS CVs are going away. We will see.
  8. Culiacan_Mexico

    More and more frustrating....

    It effects all humans, is it possible that this is what is happening? --------------------------------------------------- Apophenia has come to imply a universal human tendency to seek patterns in random information. Patterns: The Need for Order By Jamie Hale, M.S. Humans have a tendency to see patterns everywhere. That’s important when making decisions and judgments and acquiring knowledge; we tend to be uneasy with chaos and chance (Gilovich, 1991). Unfortunately, that same tendency to see patterns in everything can lead to seeing things that don’t exist. Defining Patternicity Patternicity: Finding meaningful patterns in meaningless noise (Shermer, 2008)
  9. Culiacan_Mexico

    About winrate

    MM is luck, but your skill is not. If every battle was decided by the luck of the MM (50-50) , then shouldn't all players win rate be closer to 50%, especially the more games they play? Some math, others will know better than me if this is correct. ------------------------------ The standard deviation for 1000 flips is 1/2 square root of 1000, so a result with 600 heads is roughly 6 standard deviations from the mean or 99.99966% This follows The Binomial Distribution, hence: μ=np=12∗1000=500 and σ= square root of np∗(1−p) = square root of 1000∗0.5∗(1−0.5)=15.8 600 heads means you're looking at over 6 sigma! So to put it in perspective, with +3 sigma you're in the 99.7th percentile. ------------------------- To have a 60% win rate after 1000 battles, if MM luck is the only deciding factor... would be very rare. After 2000, 3000, 5000 battles? 60% solo win rate players should be as rare as unicorns, yet that is not the case. Thus logically, luck (MM) is not the dominating factor over a significant number of games.
  10. Culiacan_Mexico

    World of Warships lacks atmosphere

    So why do you stick around? I lost interest in EvE many years ago, so I just I walked away. Why do you stay with World of Warships?
  11. Culiacan_Mexico

    MM sucks balls

    A tale of two players. (both are me) +2 years ago Games Win Rate Damage Kills MBH TH Hatsuharu 7 DD 130 49.23% 25,204 0.6 36% 7% +1 Year ago Hatsuharu 6 DD 251 64.94% 46,542 1.2 48% 10% The Hatsuharu was changed awhile back, but was it changed that drastically? If MM was trying to keep my win rate at 50% two years ago, why did it fail last year? The truth is...I am not the same player I was two years ago, I have improved. As for losing streaks, I thought I could actually take my win rate in the Hatsuharu to 70%, but then I hit my worse losing streak ever. Over 150 games with a below 50% win rate. Everything else seemed to stay the same: damage, kills, caps... everything. Now I am sure, during that streak my level of play deteriorate, but the real reason for the slide was just bad luck. Win rate consists of two parts skill + luck; and both vary each game. You can not control luck, but improving your skill is in your hands.
  12. Interesting question. I feel like I win more battles when it is 1:0, 2:1, or 3:2; than I do when it is 4:3, 5:4. Feel doesn't actually mean anything. I would be interested in that answer also.
  13. Culiacan_Mexico

    Limited ammo

    If damage per ships type is kept zero-sum, IJN DDs will rule. Hatsuharu does about 23.5K Damage on average. About six salvos are launched per ship during a game. which 36 torpedoes with a 7% hit rate or roughly 2.5 hits per game. Reducing the max possible torpedo salvos to only two would require a corresponding hit rate increase to +20%. To achieve that number, all option, would need to be considered: a massive decrease in torpedo detection, a torpedo speed increase, the elimination of torpedo spotters such aircraft and hydro. The beneficiaries of this would be the good DD players. The would now have a weapon that was lightning fast and undetectable, which they would use logically and strategically to dominate.
  14. Culiacan_Mexico

    Limited ammo

    With any change, damage must be zero-sum and if we are talking about destroyer torpedoes, then... I am all for it. Japanese DDs with only two loads of torpedoes, and American with only one!!! This would be absolutely great for me, some what less so for game play. BB and cruiser players (good and bad) would flood the forum in anger... rightfully so. Do you understand why?
  15. Culiacan_Mexico

    can we get rid of the tier 4+1?

    Tier 4 has no effect on tier 10 MM.
  16. I could be wrong, but I don't want to see a scenario like we have with CV where they arguable have both too much influence and the difference between the good players and the bad players is so dramatic. Overall game play suffers for almost everyone.
  17. Culiacan_Mexico

    Wargaming permits teamkilling

    That is not good. If you launch torpedoes you should be responsible... regardless of distance.
  18. The issue I see or feel, is that fewer DDs in a game= fewer active DD counters. In mid-tier games, there seems to be fewer DDs being played (this might just be my perception), which allows me greater freedom of action, plus the ability to have a greater influence on the game. Fairly often you see people start threads about how influential DDs are to the outcome of the game, yet reducing DDs doesn't lessen that influence, but instead increases the influence of good DD players. Yet me point out again, I am all for reducing the number of DDs in a game; and I think many other dedicated DD players feel the same way. That should raise some flags. Reducing active DD counters in game... this is a DD buff for good players; and will increase the skill spread between good and bad DD players. Now four DDs per side will have little effect at mid tier, but at high tier isn't this a rather modest cruiser nerf? Won't more tier 8 cruisers get pulled into tier 10 now that it will only have 4 DDs vs the previous 5DD? MM will need to bottom tier a cruiser to make up for the change. It will most likely be modest. As for BB players getting torpedoed from all sides... bad players will always find a way.
  19. Mahan suffers from poor concealment, which make cap contesting... interesting.
  20. Culiacan_Mexico

    Did WG changed code for MM?

    If WG goal is to alter MM so 'youtubers' game look noticeably easier, then it stands to reason, their win rates should be spiking hard. Check their win rates.
  21. Culiacan_Mexico

    Tell me what's wrong with this screenshot

    Your CV player screwed up and actually shot down a single plane. He was so close to being perfect.
  22. Culiacan_Mexico

    Mission tier requirements make NO GOD DAMN SENSE!

    Never have... never will.
  23. Culiacan_Mexico

    Invisible ships

  24. Four DD limit. This is not a strict restriction, and if there are destroyers waiting in the queue for too long – this restriction will be discarded. But in the total mass of battles with 5+ DD will be much less. -------------------------------------------------------------------- I guess this means the soft cap for DDs is reduced to 4. I am all for it, although a soft cap of 2 or less would be better for me personally.
×