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dasCKD

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Everything posted by dasCKD

  1. No, das is just a [edited]that keeps mixing up the two. Fixing now.
  2. Quite frankly, they deserve to be insulted considering what they're doing to lower tiered carriers. I don't want this new harvest of carrier players. I don't want them ANYWHERE near my ship or my team. Though I guess I could change it to something a little less blatant.
  3. Yes, because a battleship never one shots a cruiser. Or another battleship. A non-carrier never gets their game wrecked by a more experienced statpadding player which puts them off a class. This is a carrier only problem. Obviously. That's like fixing the Imperator problem by removing AP shells from battleships until tier 5. It's a stupid thing to do. Players should learn as they advance up the tiers. They shouldn't have drastically different game mechanics thrust into their face out of the blue. Quite frankly, if a player can't manual drop then they shouldn't be playing carriers. It's like a battleship captain who doesn't know how to lead a target. Then why do we still have battleship AP? Have you seen what a Wyoming can do to a Caledon? Removing battleship AP is clearly the only option here as it keeps surface cruisers, that have pitiful armor, somewhat safer from sealclubbers in Nikolais, Izizuchis, and Arkansas. Oh, and if you can't dodge a torpedo in a Kaiser, you can't dodge a torpedo in a Kurfurst. This whole protectionist idea is moronic on the basic level of the game being a multiplayer one. You're a moron. As evidenced by complaints about RL which resulted in its removal. It's about as skilled as taking away torpedoes form destroyers, because the cretins haven't learned to WASD. No matter how nerfed a class is, the morons will always keep bleating, expecting the game to change instead of trying to get better. The Zao is perhaps the worst AA protected of the tier X cruisers with her poor AA complement and gigantic turning circles, yet I have not taken any more than 2 or 3 torpedoes a strike from even a Hakuryu operated by low unicums whilst I am being asked to feel sympathy for someone so brain dead that they struggle against the glacially slow planes of a tier IV and V carrier inside of a ship with a turning circle so tight that even destroyers would come to envy it. If those players don't learn at tier IV or V, then they will learn when they hit tier VI and get seal clubbed by tier VI carriers. They'll learn with slower ships, with less maneuverability. If you are so disconnected from reality that you think that you can't club seals with a tier VI carrier: Those cretins will come to the forums. Those cretins will bleat. Those cretins will still get their way. Your argument from consequence has long gone past the point of scaring anyone. War Gaming has proven again and again that their skulls are too thick for them to learn from subtle hints. Only whacking them over the head again and again will they listen. Only the kind of open riots as seen in the Christmas Convoy debacle will make them listen.
  4. Can't tell without the replay. Usually when a ship gets torpedoed by a friendly though, it's the torper's fault.
  5. dasCKD

    Premium Japanese Carrier: Kaga

    No arguments there. She'd be losing in range, not that it really matters that much with a ship with her accuracy. No arguments for these two. I disagree with this set. When they were first released, the Fujin and Kamikazes were inferior to the Minekaze. It's only through the game's advancement and War Gaming's refusal to nerf premium ships that the Kamikaze and Fujin became superior to the Minekaze. Whilst they are more powerful than their tech tree counterparts now, they were not released as OP premium ships. Whilst their refusal to nerf premium ships to keep the game balance is a problem in and of itself, this isn't the case of WG releasing an OP premium. I would argue that the Pensacola and the Flint are simply far too different for us to possibly legitimately compare. I prefer the Fiji. She's a better ship. The only thing the Belfast has going for her is her radar, which is broken on a game design level. She's not superior to the Hiryu. I find her to be far more comfortable in randoms with dozens of different holes in the enemy fleet for me to poke through, but in ranked or competitive her small plane complement makes her an extremely hard carrier to use to swing battles. These two are fair enough, though in the case of the Atago it's simply because the Mogami was a victim of fundamental changes in game mechanics. She used to be inferior to the Mogami just in terms of pure effectiveness alone. The Chappy has a very formidable radar suite coupled with excellent concelement. I think that she is more than enough of a competitive choice of ship. That one's fair enough.
  6. dasCKD

    0.6.3 Public Test Patchnotes

    With this new change to detection mechanics, what possible mechanic benefit would any non-SN destroyer or British cruiser get from upgrading their FCS?
  7. dasCKD

    Premium Japanese Carrier: Kaga

    I'm just going by what the art assets currently looks like inside of the game client. If she runs the exact same planes as the tier 6, I have no major objections with that. It might make her a bit hard to balance at tier 7 with just 1 fighter squad, but if I could make do with the Ranger I can make do with her as well. Hiryu probably still has my pick for competitive though. I don't like her. She looks like an ocean liner. From a post-apocalypse film.
  8. dasCKD

    Premium Japanese Carrier: Kaga

    The 7 planes on the front has one red dot and one stripe, which would correspond to the Aichi D3A1 tier 6 dive bomber. This is odd because the planes on the front are smaller than the other two sets, suggesting that they are instead fighters. This would either mean she might be getting fighters not available in the game right now, or War Gaming are screwing around with the art assets again. The 10 planes in the middle are almost certainly the Nakajima B5N2, the top torpedo bombers on both the Ryujo and the Hiryu. The 10 planes at the rear are a bit hard to identify. They have the same red dot and red band of the Aichi D3A1, but those planes has a red mark on the tail which the Aichi doesn't have. Apart from the torpedo bomber, Kaga might be getting entirely new planes with distinct stats for her loadout.
  9. dasCKD

    Custom flags for clans

    I don't really play world of tanks, so frankly I'm not sure what you're on about. What logos?
  10. I'll ignore historical accuracy because it's an argument that serves no one. Kamikaze squads are an inappropriate mechanic to implement to a premium however. It it was given to standard ships, it could be retracted if it proved to be too powerful of a mechanic. If it is given to a premium ship however, we are risking another Imperator/Gremmyashy debacle.
  11. Hardly. A larger reserve is a pleasant addition, and it would make the Kaga far more noob friendly than the Saipan is. The lower tiered planes aren't a large issue when it comes to balancing, as the Hiryu also has tier 6 torpedo bombers. Whilst I would very much like tier 7 planes on the Hiryu and the Kaga, I fully acknowledge that the Hiryu is more than competitive for what she is. When it comes to facing high tiered AA, it's not as if tier 7 planes fares much better against tier 9 AA. AA is broken as a mechanic, something that I intend to comment on in the future. Nevertheless, the larger reserves are unlikely to be overpowered as you would struggle to burn through a Hiryu's reserve in a regular match and would only matter in 1 or 2 games out of 20 where you'd have to carry extra hard. Squadron recovery is too long even with the Saipan's squad sizes IMO. When it comes to cruisers though, even a Saipan generally takes too long to recharge before she can strike again. Generally it's better to bait the consumable, then strike the moment it runs out. All her armor would realistically do is prevent citadel penetrations. HE of even destroyer caliber would still rip through that giant superstructure of hers. Even the Shokaku, a comparatively flatter carrier, is still chewed through by destroyer HE. I doubt that we'd see a carrier below a tier 9 ever have the armor to prevent cruiser HE penetration, even if the British are introduced.
  12. dasCKD

    Algérie, Henri IV and Duca d'Aosta preliminary stats

    13mm all over, apart from the turrets.
  13. dasCKD

    Algérie, Henri IV and Duca d'Aosta preliminary stats

    We are talking about a ship that is literally a floating citadel. This thing can be overmatched by the guns of destroyers at her tier. The IJN Hatsuharu is better armored than this thing.
  14. dasCKD

    the "carry harder!" thread

    I have it on good authority that our carrier captain was a certified window licker.
  15. dasCKD

    What really ruins ranked

    It's not necessarily more tactical, it's just more appropriate for a smaller number of ships. In randoms, the larger number of ships allows for a team to hold a larger number of points but it also allows for a turn around. With a smaller team, the condensed capping allows for the teams to quickly meet and fight. I've had matches with fewer ships in randoms. The first 10 or so minutes is just the destroyers and cruisers sailing from cap to cap with a ship rarely ever opening fire on another. The larger number of caps won't mean more tactics if the team adopts a tactical approach at all. They can either choose to sail as a blob in order to maintain volume of fire and to minimize the personal loss of health for each individual ship, break up and get picked off one by one by superior volume of firepower, or find that the enemy also adopted the every man for himself approach which would mean that every player would just end up fighting their own little skirmishes across the maps.
  16. dasCKD

    What really ruins ranked

    There's that as well. Personally in training battles, we've had a lot of success using the main fleet as the spearhead whilst we just sent the carriers to pick up the caps. Quite awkward when the carriers run into each other, it usually descends into a two minute long secondary duel.
  17. dasCKD

    Custom flags for clans

    Flags for ranked battles are entirely different. Thanks to the way that the game client has been rearranged to help with server load, the flags are part of the client and the server calls up the file from the client every time a player has a flag. Something as simple as $_Ra03 would probably be enough information for the client to pull up the correct flag. With an image file for a flag however, the flag either has to be implemented into the client which would allow for infinite expansion of the client size and therefore isn't an option or would need to load images from the server into the client, increasing the amount of the render period before all of the clients have finished preparing the data. Considering that currently there are already major issues with less powerful rigs loading the game instance, I would say that this is just going to put unnecessary load in the game. We also don't know what type of file War Gaming uses for their flags. Files of .gif,, .png, .jpeg are easy enough to implement. But War gaming might be using bitmap which most people don't even have access to software capable of rendering or even vector images in order to help with in game scaling to prevent pixelation with extreme zoom, which causes issues for a similar reason to the one stated above. It's unnecessarily complicated for something that a player could have just manually modded into their own client.
  18. dasCKD

    Are cyclones too prevalent?

    Cyclones are not too prevalent. I think that the way they are implemented makes for less enjoyable games, but their prevalence is not the primary issue.
  19. dasCKD

    What really ruins ranked

    It would make matches less focused. Competitive play is quite static as players group to defend each other. With just 7 players, the victor basically comes down to who can get the best positioning in the first few minutes, an unfair arrangement considering spawns can vary quite a fair bit.
  20. I never understood why, if they were going to give the French the biggest guns that underperforms not just the Moskva but also a fair number of the other tier 10 cruisers, they wouldn't just give the tier 10 the 203s.
  21. Which would mean that the victory or defeat of a team basically hinges on the survival of one ship on the team. Might be an interesting hisotircal game mode, but it has no place within a semi-competitive tactical arena shooter. Something that could be done if AA values were adjusted in such a way that an AA cruiser was necessary instead of turning a tricky and skill intensive class to one that can faceroll an entire enemy fleet. Ultimately though, a game where everyone is just going after or attempting to defend one target isn't fun. It's not fun for the chasers, who are just basically pawns. It's not fun for the chased, who spends most of their time just trying not to die now that everyone and their dog is gunning for them. Speaking as someone who has some experience in CV sniping both as the sniper and the sniped, basically the tactic of every match can be "run into the map border with the entire fleet to mass AA until enemy CV is dead, then faceroll enemy team. The only reason I don't currently do that is that the enemy CV's raison d'etre doesn't tend to be to kill me, so I move to a place which is most beneficial to the team. Whilst a massive overhaul would likely be needed to make CVs a mechanic that actually allows for a smooth progression whilst providing a viable danger to the enemy team, I don't think that being able to field what is basically an unstoppable and homing pure burst alpha wave is really the answer.
  22. (-_-) /(-_-)/ _I__I_ Why would this be a good thing? If BBs weren't so effective at killing cruisers, then they would be around and the battleships can focus on shooting whilst the cruisers can focus on support. Why is allowing the ship of the ENEMY a chance to sail peacefully good exactly? Either the AI drop would be completely useless like it is right now and it would take the literally brainless to actually get hit, or it gets buffed to the extend where anyone playing against a carrier will effectively be playing against Pape, because there's no chance for a player to fake out or bait a drop from an AI plane squad. Combined with -> Will result in players facing a rush of 80 torpedo bombers per run from a double Hakuryu game. Even auto drops being as useless as it is and even with defensive fire, the pure volume and staggered angles that the bombers are coming in from will destroy the ability of ANY ship to dodge the incoming torpedoes. The lack of strafes also means that no one has any means to deal with a large massed attack wave of planes and the diminished AA means that the bombers can return to their home carrier almost unscathed. This means that even with full air support, 3-4 ships will be dead before they first catch sight of an enemy ship. This was with autodrops, without the player skill, with the current overpowered AA, with mostly unupgraded planes, without the plane health mod, and with a coordinated strike team. 6 Hakuryus and 6 Midways total fields about 108 torpedo bombers. EVERY game under this new system will go like this match did. Convention isn't necessarily evil. There's a reason no one has ever constructed a rocket out of toffee.
  23. dasCKD

    Custom flags for clans

    Manually? For every single clan that gets created? It's relatively manageable now, but what about when the game grows further? What about images of penises or other politically contentious symbols? This kind of thing seems to unnecessarily complicate the game.
  24. dasCKD

    Custom flags for clans

    It would cause issues especially with certain national legal jurisdictions e.g. the National Socialist flag as a clan flag if one of that match's clients were positioned in Germany.
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