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Culiacan_Mexico

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Everything posted by Culiacan_Mexico

  1. Culiacan_Mexico

    BB Bias, TX Powercreep and RNG Rig are ruining the game

    Probably a WG balancing choice. I remember Ognevoi originally had two turret that fell apart just looking at them (exaggeration), but there were game when both turrets were destroyed... not fun. I think WG made the same choice with regards to torpedoes. Flooding effects just aren't fun, so they have restricted them, although I feel they are still not fun.
  2. Culiacan_Mexico

    All New Things (smoke nerf)

    During the last two rank seasons there were lots of player base complaints about the smoke meta; and change was requested. I doubt that is why WG is making these changes, but I could be wrong. As for the coming smoke changes from WG, I am not certain it is what I would have proposed.
  3. Culiacan_Mexico

    BB Bias, TX Powercreep and RNG Rig are ruining the game

    Shouldn't this also apply to HE damage against the superstructure? I guess the question is what effect would you propose?
  4. Culiacan_Mexico

    BB Bias, TX Powercreep and RNG Rig are ruining the game

    I am uncertain here what you are actually proposing. If it is "I want that AP hits have an impact other than instantly killing you.", then are you suggesting lowering the chance of BB instantly deleting cruisers but increasing the chance for module damage?
  5. Culiacan_Mexico

    BB Bias, TX Powercreep and RNG Rig are ruining the game

    I thought AP could do this? Didn't Flamu post a video recently showing how to use this effect? This was the video "GKUR - Battleship AP on DDs is Broken" at about the 14 minute mark he explains that first you damage a turret (temp) then hit it again it will break permanently. I really don't play BBs, so destroying turrets isn't something I pay attention to. So, is what he saying not correct or did I miss understand?
  6. Culiacan_Mexico

    BB Bias, TX Powercreep and RNG Rig are ruining the game

    I did. You seem to want BB AP to do more damage than it does now. WG want to reduce that value.
  7. Culiacan_Mexico

    BB Bias, TX Powercreep and RNG Rig are ruining the game

    Minneapolis took two torpedo hits, one on the port bow, the other in her number two fireroom, causing loss of power and severe damage; her bow collapsing back to the chain pipes, her port side badly ruptured, and two firerooms open to the sea.
  8. Culiacan_Mexico

    BB Bias, TX Powercreep and RNG Rig are ruining the game

    Location, location, location. Two soldier get hit by a 7.62 round, one takes it through the leg while missing bone and arteries, while the other takes it to the head. APs round that passes through bow stern superstructure, etc without exploding or hitting something vital such as a magazine, turret,etc would not be devastating.
  9. Culiacan_Mexico

    Incomming smoke nerf?

    Most DD captains would enjoy this change... as it would be a massive buff.
  10. Culiacan_Mexico

    Incomming smoke nerf?

    DDs ability to support their team mates, with smoke, will change after this. That might be good or that might be bad.
  11. Culiacan_Mexico

    One Sided Destroyer Number Advantage

    Some DDs can delaying a flank, but how well depends a lot on the opposing team. As for pushing, a DD can be the tip of the spear, but with out the Cruisers and Battleships pushing behind them... nothing happens. Cruisers that fear "moving forward and taking risk of being sunk first" by a DD... are not good players... they are passive risk adverse.
  12. Culiacan_Mexico

    One Sided Destroyer Number Advantage

    Taking a cap early is nice, as long as the cost isn't too high. One on one against a competent DD player, baring bad luck, is usually going to cost too much and lead to a fight to the death. Really not worth it. The same holds for a one vs two scenario. Or one vs three. Often the deciding factor in a battle between good DD players for a cap is who gets support.
  13. Culiacan_Mexico

    One Sided Destroyer Number Advantage

    This might be why an extra DD on one or the other team seems to have no effect on win percentage. One DD can grab the cap almost as well as two, but when it comes time to hold it... the team with two DD vs one is now at a disadvantage in holding it: as they are down a CA/CL or a BB. It might be even out in the end.
  14. Culiacan_Mexico

    One Sided Destroyer Number Advantage

    My opinion. DDs in themselves are generally too weak to carry games on a constant basis. To be successful in DDs constantly, you have to be an enabler... enhancing the game play of your team mates. Scouting, spotting, smoke, etc will improve the game for your team mates and give you a better chance to win, but it depends on your team mates. A DD supporting team mates gives advantages, but two DDs in the same area doesn't have double the effect. Sometimes DD is the same area interfere with each other. They lack synergy.
  15. Culiacan_Mexico

    One Sided Destroyer Number Advantage

    I am neither agreeing or disagreeing with your statement, but the question is, in your opinion how? Just pulling out some number here. DD Tier 8 - Kagero Average Damage per game 30,474 BB Tier 8 - Bismark Hit Points 64500 CA Tier 8 - Admiral Hipper Hit Points 37,300 The average DD player is unable to do enough damage on a regular basis to sink a cruiser of the same tier, yet alone a BB. On average it will take three Kagero to inflict enough damage onto a Bismarck that is able to use heals. DDs on average can not carry games by just inflicting damage. So how are they so powerful at carrying games? Because they cap? DDs on average, because they lack damage output and health, can not hold caps. They might take one temporarily, but a determine opponent will simply take it away from them. So how can they carry games?
  16. Culiacan_Mexico

    Deep Water Torpedoes

    No worries, I won't respond to anything you post.
  17. Culiacan_Mexico

    Deep Water Torpedoes

  18. Culiacan_Mexico

    Deep Water Torpedoes

    I am a DD main, but I don't like flooding. While that may seem odd, I don't think someone sitting in their BB and having an uncontrollable flood bleed them dry is fun.
  19. Culiacan_Mexico

    Deep Water Torpedoes

    Sorry, I thought it was obvious that it was WG suggest. My apologies.
  20. Culiacan_Mexico

    Deep Water Torpedoes

    For me, I can not see this as a good choice on any DD.
  21. Culiacan_Mexico

    Deep Water Torpedoes

    Too true, Japanese DD torpedoes are part of the defensive package against the opposing teams DDs. If Japanese DD got the full Pan Asian Deep Water torpedoes (anti-cruiser), I still think their are only two Japanese DD that could/should take them. Both have or can use 100 mm guns.
  22. Culiacan_Mexico

    The reason why BBs hug the map border

    S_O stated that +40% of Shime torpedo damage is to the opposing teams DDs. So are DD justified in setting at 20Km?
  23. Culiacan_Mexico

    Deep Water Torpedoes

    This would leave Japanese DDs without an ability to defend themselves against Cruisers. A poor trade off in my opinion.
  24. Culiacan_Mexico

    Deep Water Torpedoes

    Deep water torpedoes on Pan Asian DDs will also hit cruisers, so basically you are just giving up your ability to kill DDs with your torpedoes. I believe the Pan Asian line will have a Benson or Fletcher clone, so let just theorize with the US line of DDs: Benson and Fletcher. You trade your ability to hit DDs with torpedoes for and increased chance to hit cruisers (4.5-5.0 seconds reaction time). Don't Benson and Fletcher mostly depend on guns to kill the opposing team DDs anyway? Doesn't the gain in cruiser damage out weight the loss of DD damage?
  25. Culiacan_Mexico

    run, forest, run

    So capping as a DD may not be the best individual choice.
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