GulvkluderGuld
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Everything posted by GulvkluderGuld
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More details on changes of Unique Upgrades
GulvkluderGuld replied to Tanatoy's topic in Development Blog
Can you comment on the future of CV legendary modules? (Will they have one/why not remove them?) Missions are still in the game to earn them afterall. -
The Slava concept is so fundamentally flawed and complete it does not deserve further comments. Keep that concept of abomination out of the game (and the seeekrit P2W plan Smolensk styled ship with infinite Harpoon missiles too)
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Top ranked battle players sucking at random?
GulvkluderGuld replied to AlphaBaboon's topic in General Discussion
I find ranked quite enjoyable so long as CVs arent a part of them. Agreed. Less than 200-250 games is more realistic and corresponds to a winrate around 55% Have you ever played Albermarle, midtier italians or Crispy Creme? Not to mention you cannot kill opponents faster than 11 glorious teammates can outdo each other at suiciding in new and dumber ways. -
Skåne (and öland) are both useless pieces of junk for stopping anything that isn't a DD. I land as many or more torpedoes per game with Shiratsuyu as with Skåne, since the former has almost twice the torpedo output (longer reload). Result is obvious - Shira is far far more effective at carrying games and also outspots the Skåne. BBs using wasd.hax can simply ignore PanEU DDs as landing torps is notoriously unreliable against non-vegetable opponents. They only have 2 x 3 sets and the alpha is around 5k after torpedo belt reduction per torpedo. SinOP simply laughs. The ONLY way they pose any sort of serious danger to a BB is if it eats a flooding, and you can pretty much guarantee that you dontby using wasd.hax and minimap.hax. If you have to grind those shitty DDs then focus on killing enemy DDs that push too far. The torps are a pointless joke unless you come across bowtanking BB and island-hugging cruisers that can't move because of other threats. Here's basically the reason they're crap at carrying (sorry if I derail original purpose of this post) 1. you dont get more hits, because they have less launchers in the first place 2. rarely do you ever get more than 1 chance to torp a target - he will run. alpha is more reliable/important than DoT 3 one-shots due to low alpha not possible is terrible since the DD literally have no stopping power. I'm praying Halland might be different with 2x5 launchers, but so far Ikea DDs are just inferior IJN lolibotes. Might be they have slightly better guns, but a properly played lolibote using its guns have so many ways to exploit their lack of smoke and concealment that engagements can easily go either way.
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Dont know about the top league yet, but I find 10-5 being the stupid zone and while preserving stars isn't a problem, earning new ones decidedly is. 26 games so far with 53% wr and I lost a star exactly 4 times. It's just mindless lemmingtrain after lemmingtrain of BBs going one way to get torped by enemy dd and DDs heading the other way to get exploded by a single enemy DD with radar support. I literally cannot kill red guys fast enough to keep up. "deathball is the meta" is what i'm told when I suggest he team split for crossfire, if there is even a reply.
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- 90% of damage to lower tier BBs, two thirds tier 8 - only relevant damage is to Hindi (40kish) and halland 1,5k - 2 caps 2k base sounds about right.
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havn't played Kamikaze again after i got Benham
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Ranked Battles: the Sixteenth Season, general discussion
GulvkluderGuld replied to Ocsimano18's topic in General Discussion
Before you blame the saving a star mechanic, ask yourself if it would really change the behaviour of the players in a good way? My observation is players in the higher leagues will generally look for a win as long as there is a chance. Players in the lower leagues dont care / are so clueless it does not matter. Rank 10 and below generally lemmingtrain and hump the border no matter what kind of incentive WG provides. Going through your examples: 1. 95% lost unless the enemy team go full potato. That cruiser is a monster player and deserves to keep his star. If no star saving mechanic was around, result would be the same except more frustration. 2. 95% lost since team is full potato and deserves to lose. Should improve before attempting ranked again but likely beyond help. No change if star saving wasn't around, they would still misposition horribly and die. 3. This is what happened before star saving was introduced, except whole team suicided/afk'ed. Honestly I even disagree with you about what kind of behaviour the star saving mechanic promotes. It's rarely aggressive plays of your examples. Much more often I see a. players pick ships good at farming damage from long range (conqueror, BBs in general) b. running away + kiting playstyles. It all depends how early in the ranked season you play. First few days / week and generally you get good players trying to win, but progression is slow since other team is also good. Late in season, players are potato and winning is very unstable - usually lots of monster games but sometimes teams just throw stupidly hard. Ship picks and playstyles reflect the general skill level of the players. No system is perfect. If that BB oneshots a cruiser every game, he deserves to save a star. If not, he will not save the star very often. Seems fair to me. -
Ranked Battles: the Sixteenth Season, general discussion
GulvkluderGuld replied to Ocsimano18's topic in General Discussion
If someone trades 1 for 2 then their team is at an advantage. Even trading 1 for 1 can be an advantage, depeding on the positions and type of vessels traded. Honestly I like saving star. It gives me a reason to keep playing instead of just suiciding if the game looks lost and moving on to next game. The yoloing for kills can sometimes produce unexpected victories, because players play for their stars instead of just afk/suiciding. -
So we have two team hiding in the back unable to fire at each other, each hunted by subs wolkillerpacks. CV sunk minute 5...at least Smith to rejoice over!
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Random teammates: Hold my beer!
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That would replace a good mechanic with a terrible mechanic. We had that back in season ### and it was an utter nightmare. If anything WG should remove ALL secure leagues, it really is the only way to keep the glue sniffers at bay.
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Ranked Battles: the Sixteenth Season, general discussion
GulvkluderGuld replied to Ocsimano18's topic in General Discussion
Disagree. If you want to discuss bad design, Irrevocable ranks is the worst. -
Ranked Battles: the Sixteenth Season, general discussion
GulvkluderGuld replied to Ocsimano18's topic in General Discussion
The save a star mechanic was added at request from the player base. FYI. -
PSA: How to keep your UBoats alive!
GulvkluderGuld replied to Jethro_Grey's topic in General Discussion
Usual pot plants on my team go 1a. Turn and run if [insert ship] is spotted < 15 km away. OR 1b. turn and run if <5 friendly teammates in front of them 2. Once safe, they ping "need intellinge data" while hugging waifu/blue line -
They're decent gunboats but struggle against anything that isn't a DD. They rely on the team to do damage since they can't do it themselves with torps or guns. Kitakaze, Jutland, Benham, Mogador...even yugumo are stronger DDs for carrying random battle games. With good teams, that changes, but with the usualt random potatoes....frustrating ships to play. Oland is the only tier DD in the game I have lower than 50% wr on since reaching my first tier X ship.
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Ranked Battles: the Sixteenth Season, general discussion
GulvkluderGuld replied to Ocsimano18's topic in General Discussion
Ranked isn't competitve according to WG. If we are to exclude Belfast for this reason, then WG should make the same rules as CB, eg disable special captain perks too. Kutznetzov is dumb and totally skews the BB line up in favour of russian ships. Also I dont think Belfast should be banned. People paid real money for that ship. It's not their fault WG dont care about game balance.... More than one Belfast at least very 5-10 games. Also a Fiji counters a Belfast easily. -
Why don't allow team up at Rank?
GulvkluderGuld replied to Estrellaqiao's topic in General Discussion
Nothing wrong with different rewards for different game modes. Solo players can't get the special clan war paint jobs either, so it's fair to everyone. As for rank in teams, it's true other games do that, but so do WoWs (ranked Sprint). I like diversity. Duoing would mean more waiting time, potatoes getting boosted by unicums and putting solo players at a disadvantage, not to mention CV AA division abuse. Since the lack of waiting time is a main attraction and the fact it does not put one at a disadvantage to play solo, I really like the mode. Also, about half of the populations are introverts and dont view forced social interaction as an unconditionally good thing (Yes, I'm one of them, and since I work with people all day, I prtefer to regenerate my energy playing WoWs - alone!) -
Why don't allow team up at Rank?
GulvkluderGuld replied to Estrellaqiao's topic in General Discussion
Because there already are three game modes for that? - Random battle - Clan Battle - Ranked Sprint Every game has a game mode for solo players which you can play alone, without waiting for friends. If you don't like it, fine. Play something else. But please respect other players might have different preferences. -
*plays Borderlands 3* Clan havn't been able to field 7 players for two weeks now after we started out reaching Gale. I feel kind of bad, not playing, but there is next to no potentiel to reach Storm.
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Any point playing Battleships anymore
GulvkluderGuld replied to woppy101's topic in General Discussion
Sounds like Battleships are too good if everyone are that affraid of BB guns. Also BBs have the most range, so following your reasoning there would be no point playing other classes than BBs (and CVs) I've recenltly started playing more BBs, not less. Too many COVID19 permaweekend glue sniffers around. Need a class that can push against inferior numbers with high firepower and live through it. JB and Bourgogne can do that. Not much else. Too much stuff around that kills DDs too fast. Cruisers bar DM / Salem have too little impact. -
points gained from your first soviet containers
GulvkluderGuld replied to anonym_WHY4JO92xZKJ's topic in General Discussion
Directives minimum 55+65+75+85 = 280 tokens Daily containers just barely enough to scrape by 300 total. Thank you WG for making it easy to quit and play other games instead. Today was no surprise ofc: -
Zara - the worst T7 paper ship! (in my opinion)
GulvkluderGuld replied to Nick_Borse's topic in General Discussion
Midtier Italian CAs are MM dependent and dealing damage to non-DD targets is a chore. I hated my tier 5-7. Amalfi got a bit better, Brinidisi and Venezia are beasts. Heavy DD games= good carry potential Heavy BB games = terrible carry potential -
points gained from your first soviet containers
GulvkluderGuld replied to anonym_WHY4JO92xZKJ's topic in General Discussion
65 tokens from first directive and missions. Not sure how many crates that is. Opened all in one since I dont care about the event when there is zero chance of obtaining anything worthwhile. I'm guessing the cant all have been 5 tokens, but it must have been close. -
Will Benham ever get released?
GulvkluderGuld replied to OldschoolGaming_YouTube's topic in General Discussion
Get a Kitakaze, its even more broken (from a top 50-75 in Benham) Hard to get winrate of non-CV non-gunboat DD over 60%. I used to have 70%+ in top 10, but while you can get the same dmg and kill solo as in div, getting the winrate is harder.
