-
Content Сount
4,506 -
Joined
-
Last visited
-
Battles
15942 -
Clan
[UNICS]
Content Type
Profiles
Forums
Calendar
Everything posted by loppantorkel
-
How about lowering the arming threshold for heavy cruisers?
loppantorkel replied to Colonel_Boom's topic in General Discussion
There are no adjustments that can be done. no counters if you dictate the situation in the light cruiser. If you got one - pls tell me. -
How about lowering the arming threshold for heavy cruisers?
loppantorkel replied to Colonel_Boom's topic in General Discussion
You don't need to be as close as 4 km for AP on the broadside to be nearly useless. It's ofc difficult to know if it's the citadel that is overpenned or if the shells just pass through above. The result is the same - If 6km or closer you'd rather sit in the light cruiser. I think this is a bad mechanic. -
Solid rant but entirely misguided. Read OP and perhaps the rest of the thread again. I'll leave it at that and see what happens...
-
How about lowering the arming threshold for heavy cruisers?
loppantorkel replied to Colonel_Boom's topic in General Discussion
It's those close quarter scenarios when you encounter a broadside light cruiser and AP only overpens. SAP might work better here, in theory. -
How about lowering the arming threshold for heavy cruisers?
loppantorkel replied to Colonel_Boom's topic in General Discussion
I figured since you can citadel lightly/no armoured cruisers with HE, at times, it would be easier and more reliant with SAP. I haven't tested this though. -
How about lowering the arming threshold for heavy cruisers?
loppantorkel replied to Colonel_Boom's topic in General Discussion
I've asked for this or similar changes a long time. I'm guessing they're are trying SAP for a similar reason. -
I never said I thought it was. You're kind of putting words in my mouth over and over... I answered a question. Scroll back a bit if you want more info. Boring as in, sure it has radar but hardly anyone uses it in Random games. Probably not the intention. Black is often manageable. Orignial OP YY with a radar+smoke combo, sure.. I never asked for that. Just having radar in the current form is obviously not all that strong given its stats. Still not claiming this is the way to go, but maybe should be considered.
-
Well, the initial question I answered was whether Z-52 is a hard counter to the Daring. I'd say it's not. If both played by equally good players, I'd favour the Daring player, perhaps with the exception if they're both in divisions. Z-52 can be very good when in good divisions. I've never claimed I wanted a buff to Daring levels. I think giving Gearing the correct models a thereby buffing the survivability somewhat would be enough for starters. Z-52 needs some buff, but I don't know what. YY is in a pretty boring spot. The radar is there but rarely used. Smoke+radar might be too much in the current state, but I think it would be interesting to see it in action, maybe nerf some other aspect if proved too powerful. The thing to understand here is that if you buff these 3 dds by a small amount, Daring will be reduced in its effectiveness due to its primary role in killing other dds will be more difficult. There's no need or reason to buff any dd to Daring levels to achieve this. If this would be done there would probably be no reason to touch Daring either.
-
Things I wish I knew when I have started
loppantorkel replied to Episparh's topic in General Discussion
There's a small little white triangle next to the crosshair, I think right of it, that sometimes shows up. If it does, it means your shells will slam into the mountain between you and the ship you're aiming at. It took me over 10 000 games to figure that out. You're welcome -
new sheriff in town soon? edit: SAP + fuel smoke
loppantorkel replied to MrWastee's topic in General Discussion
Yea, well, I agree. I'm not overly fond of gimmicks and the more complex they are, the more issues they will bring. WG needs them to differentiate the lines and keep the gameplay evolving. It's a balance act. Imo the game is getting overly complex, but I know plenty of players here believe the game is getting dumbed down all the time. Not sure what WG will do a in a few years when the game is a huge jumble of ships, mechanics and gimmicks, but I wonder if the game wouldn't benefit from getting back to basics without IFHE, SAP, RL, capped AP damage or whatnot. Just a huge number of ships, simplified mechanics and start the balancing process all over. -
new sheriff in town soon? edit: SAP + fuel smoke
loppantorkel replied to MrWastee's topic in General Discussion
Fuel smoke seems to be an interesting, fairly decent new concept, imo. 3 smokes a game doesn't seem game breaking and it may motivate players to make aggressive moves without being penalised for it everytime. Too many aspects/mechanics of the game promotes static or defensive gameplay. This is a more dynamic smoke which encourages the player to keep moving (in contrast to stationary smoke spam), the player needs to make the decision on when and where to push in for maximum damage because of the limited number of smokes, and hopefully, the player will be able to punish broadsided cruisers and not only be rewarded with overpens. ..and to be clear, my thoughts of the Italian cruiser gamestyle was connected to the fuel smoke, which probably would be OP on some other lines, but from what I see, might fit the Italian cruisers pretty well without being OP. I believe @Exocet6951 wasn't too pleased with the SAP performance in testing though, so we'll see how successful it will be. -
Yup. rarely happens in Random games though. Agreed. It's a slow stubby. Not super fun vs cvs if you have to position yourself elsewhere. I still think that would be a mistake and which is why I made this thread. Buffing Gearing, YY and Z-52 somewhat would be better imo. These buffs would render Daring less effective and make these other dds more viable again.
-
It's not as OP as YY was, but it's probably a bit stronger than most other tier 10 dds, at least according to the stats whenever I see them. Torps are easy to dodge with the hydro and manouverability. The excellent acc helps too. Good concealment and excellent firepower means you'll be able to take down most enemy dds in pure close range gunfights. Heal and the quick, numerous smokes helps your survivability a huge deal. If you encounter a Z-52 without good support, you can just yolo into his smoke and gun him down. It can backfire, but is usually successful, so Z-52 isn't the counter one could expect. Main weakness is its slowness. The whole point of this thread is that I don't want Daring nerfed, but some other dds buffed. I believe it would be better for the game. So, you actually agree to all I wrote in OP..? it's very powerful against other dds, but it could be a mistake to nerf if and it would be better to buff the other dds and leave Daring as is? Have you actually read the OP now and have understood that there was not a single whine about Daring being OP, but an argument to buff some other dds that may be a bit UP?
-
new sheriff in town soon? edit: SAP + fuel smoke
loppantorkel replied to MrWastee's topic in General Discussion
But is this a kiting ship? Slow reload and no HE. As I take it, this ship is supposed to move in, get a good strike and get away. It got 3 smokes with long cd. It got a huge citadel with poor armour. This smoke is supposed to let you move in without getting instantly blapped. It doesn't seem very concerning or game breaking. If it doesn't work like this or the smoke is too strong, it will be easy to nerf it. No, I don't see much issues with the smoke. SAP is more concerning just because of the increased complexity and balancing issues it will bring. -
new sheriff in town soon? edit: SAP + fuel smoke
loppantorkel replied to MrWastee's topic in General Discussion
I don't see the new type of smoke causing much issues. They'll be able to adjust it if necessary. SAP introduces another level of complexity to the game, just like IFHE did when introduced. I think that WG will getting into more and more issues when balancing the game with each newly introduced mechanic. Players will have trouble keeping up with all mechanics and quick fixes to rebalance the game, and the game as a whole will just keep getting harder for new players to get into. I know WG is accused for dumbing the game down, but there's another side to this. They need to keep the game intuitive for it to stay alive. -
Have you specced your FDG into secondaries or survival? If you've got an issue with fires, I'd respec her into full survival and try that for a bit.
- 67 replies
-
- 1
-
-
- he
- high explosive
- (and 4 more)
-
Only played Guépard for a small number of games so far, but it seems like a good addition to the dd class. Plays differently and seems quite strong, but not OP so far. I noticed it being more resilient than the usual dds and learnt of the different 'damage model', seems to be working as intended.
-
ehh what? If you don't understand, there's really no reason for you to keep posting this kind of crap.
-
Please show me the whine and quit the knee-jerking.
-
lol... what would I be posting about Kleber? I haven't suggested a nerf to Daring.. and what about me ltp? Such a cocky guy. Have I offended you at some point? Your stats really don't back up that overconfidence of yours. You do know that Daring is somewhat overperforming..? I suggest you try a bit harder when attempting to understand subjects and arguments. You've got some progress to make.
-
So, did you not read the OP or is it your ability to comprehend things that fail you?
-
Care to elaborate?
-
It probably would be the dd of choice again, but there's always one that's better than the rest in CBs. They'd unlikely to cause much disturbance to the current CB meta, just replace the current dd. Making these dds more viable/versatile and differentiated in Random games is more important, imo. How often do you encounter a radar YY in Random games now? edit: Although, I'm not arguing this should be done.. merely a suggestion how to make the YY more interesting again, and ofc test it first. edit2: what's it got - three 7.5km radars per game..? I don't remember the duration. I know Black has some good stats, but unless the player is good, it doesn't appear to be too strong. I could be wrong here though.
-
Tips, hints on how to improve as a DD player
loppantorkel replied to Molly_Delaney's topic in General Discussion
A YY nerf was badly needed long before WG did it, just like Kremlin needs a nerf now and probably will get one in 6 months, but the nerf of YY was overdone. I'm not arguing that these dds can't do their job well, they're just not often as good at it as the other dds. These dds are versatile, good at most things, but great at none. The dds that are more specialised are likely to dictate the engagements when played well. Z-52 can be a dangerous opponent, but only when backed up by other ships, imo. Which is my point about these dds. They are more reliant upon their team and teammates than most other dds. -
Tips, hints on how to improve as a DD player
loppantorkel replied to Molly_Delaney's topic in General Discussion
I'm not saying they're unplayable. Most times you'll be able to perform better than the enemy dd regardless of sort. I'm arguing you can do more - "Problem is you dont do much, but spotting capping smoking etc." than this in most other dds. I think even shima, generally is more useful nowadays if played as well compared to Gearing/YY/Z-52. The issue about these dds is exactly what you state - you don't do much, which means you have to rely on your team more. Imo, they're too reliant on teams atm. edit: lets see if you reconsider when you've played some games in Daring, which imo is more versatile.
