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Capra76

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Everything posted by Capra76

  1. Do you enjoy those games? Personally I prefer the hard fought knife edge games that go the distance, a steamroll victory, IMO, is almost as bad as a steamroll loss.
  2. Capra76

    Emerald

    It is a shame because IRL it was a very nice and well regarded ship so to have her as a steaming pile of dog in game is a bit of an insult really.
  3. I have a suspicion that the about face on including subs in the game might be linked to the CV rework fiasco. It feels to me like someone should've been fired over the CV rework but has somehow managed to keep his job and is now desparate to prove his worth by shoe-horning subs into the game. This can only end badly.
  4. Capra76

    Thanks WG for making Air great again !

    What's with all this now
  5. Capra76

    Thanks WG for making Air great again !

    So, 6 months or so into the live server testing and WG still have no idea how to balance CV, sounds like there could be a fundamental unsolvable issue that could not possibly have been detected during the beta test apart from all the fundamental unsolvable issues that players who took part in the beta test reported and were ignored by WG. Still nevermind, subs are next and I'm sure WG will get the total game re-write correct this time
  6. Capra76

    CV Rework Discussion

    Maybe you didn't, maybe it was the right move for you to tank the damage whilst other ships maneouvered. In any event it doesn't matter, if he's sinking in 60% of games then someone on your team is getting the benefit of him being there even if you aren't. Ranger at T6 is still 70%+ survival, even Langley at T4 is mid 60%. Nerf Langley armour please WG
  7. Capra76

    CV Rework Discussion

    If the Wiki is correct 1,600 per plane but did you know that 460mm shells cost 400 each so with Yamato that's 3,600 going down range every 30 seconds and not all of them hit either. Used to be 40 planes IIRC but if you have a source for that 10 claim I'd be interested to see it, according to the Wiki it's based on "plane damage" although how much that gives is not clear, I suspect little compared to lost potential XP from further damage. In any event I play the game to fight and sink ships, not watch animations of planes falling from the sky whilst I sail in circles trying to avoid torpedo drops every 20 seconds.
  8. Capra76

    CV Rework Discussion

    Then he's playing well and you're playing poorly, and if the stars don't align for him or he makes a mistake then he explodes nicely into a cloud of citadels. And that is the difference between HE and air strikes, HE spam is a bargain between victim and spammer, I lose HP from it but gain XP/credits from the damage I do back, and the 40% survival rate indicates that it works out in my favour more often than not. What is the bargain between CV and surface ships? An 80% survival rate indicates that they're not usually giving anything back in terms of dmg/kills/XP/credits and I'd wager that much of the 20% that do lose their ships do so late game to other CV. It doesn't seem like much of a bargain to me.
  9. Capra76

    CV Rework Discussion

    You've evaded the point again so lets use server averages, based on WoWs numbers the survival rates for the ships are: Worcester: 39.2% Midway: 81.0% Do you see the difference between HE spam and air strikes yet?
  10. Capra76

    CV Rework Discussion

    Avoidance of question noted, so would you say that you're an expert in CV? Either way the point is that getting HE spammed is annoying, but if the spammer is getting killed in about 75% of his games then at least someone on your team is benefiting from it, when the survival rate jumps from 25% to 80%+ then no-one on the other side benefits from that ships inclusion in the game.
  11. What? No DD left? Erm............... whine on forum until all CV/subs are gone and the BB masterace are gods again.
  12. Capra76

    Question for Benson Captains.

    Higher tiers you generally want Alpha over DPM, even the stupidest BB players tend to find their WSAD keys once they see half their health go from a "wall of skill". Plus, IIRC, the Alpha increase is ~ 50% for the mod.3's wheras the reload is only about 10% worse, so overall both an alpha and DPM boost.
  13. Are they even out of Alpha yet? Why worry about details like that at this stage. Subs won't work, if they make it into the game it'll be a train wreck with the train carrying 100,000 gallons of napalm and radioactive waste that'll make the CV work fiasco look like genius game design, but this is WG so It'll probably happen and I'll worry about details closer to the time.
  14. Capra76

    CV Rework Discussion

    Go and compare your survival rate in your Worcester to that of your Midway and see if you can work out what the difference between HE spam and air attack is.
  15. Just one other thought, has anyone thought about subs relative strength at different phases in the game, are they going to be weak or dominant early, mid or late in the game. What I hate most about CV is that they take close games where you as a DD/CA/BB can make a difference to the outcome and turn it into a constant nightmare of rockets, torpedoes and bombs, where you almost literally can't move. Are subs going to do the same, or are they going to determine the outcome of the game in the first 3-5 minutes.
  16. Buoyancy. Or, being a little more serious, the game is still (somewhat) balanced around the 3 surface class interaction with CV as an unwelcome outsider, to add a 5th class when WG seemingly can't balance even 3 let alone 4 is not going to end well The spotting mechanics are not the same as DD, smoke is a limited use consumable that provides concealment rather than cover (i.e. unlike submersion it doesn't stop gunfire) and cannot be turned on and off at will, you mention that subs are immune to radar, how they inteact with the cap circles is unclear, torpedoes unless the sub is surfaced again seem to be excluded from the equation. There are no ASW mechanics in the game at the moment so to add any requires either a fundamental re-design or RNG depth charges similar to AA flak. Subs AFAIK can have no effective gun armament so they're wholly reliant upon torpedoes, but the whole drift of the game for the last 2 or 3 years has been away from stealthy torpedo based play so are WG really going to be able to add a class that does nothing but spam torpedoes and how will they react when the BB players start whining about another round of torpedo soup. None of which is to say that subs couldn't be intergrated into the game with sufficient work but to trust that WG are able to deliver such after the CV fiasco is optomistic to say the least.
  17. Nope, same basic problem as CV, they ignore most of the fundamental in-game balancing mechanics and introduce their own unique mechanics that will inevitably end up being balanced by RNG or something else that can only ruin the gameplay of other players without any real interaction with them,. There's a reason why WG said subs would never come to the game from day one, now they're thinking about it, this will not end well.
  18. Can't see how any of this can possibly work, CV re-work was a car crash, now WG seem to have got the car back, fueled the car up with Nitromethane and themselves with a mix of vodka and crystal meth and are promising us a high speed tour around the Nurburgring that can only end in explosions and fire. CV have always (subject to discussion) been unbalancable in this game, now WG seems to want to add a second unbalancable class, I can't undestand why. What was wrong with the game we used to have?
  19. Capra76

    Is Cleveland still playable?

    My 2p is that a lot of the basic in-game physics are built around making 6" guns work at mid tiers but not higher ones, the moment you start trying to fit them into T8-10 ships you start to conflict with fundamental design decisions made 4+ years ago and have the mother of all balancing problems to solve.
  20. Capra76

    Tips, hints on how to improve as a DD player

    I wrote this guide to DD play a couple of years ago as part of a challenge, it's still pretty good:
  21. Capra76

    Tips, hints on how to improve as a DD player

    Don't play IJN. Play lower tiers (T4) until you're good. USN probably still the best line overall and best for learning how to play.
  22. Capra76

    CV Rework Discussion

    It's the basic problem with the rework, the gameplay is so shallow and simple there's only two ways the game can go: CV on everything, in which case there's no point playing anything else; CV don't on everything, in which case there's no point playing CV.
  23. Capra76

    CV Rework Discussion

    Hello chaps, haven't played in a long time so I thought I'd take a couple of DD out for a spin on the PT server and see if it's as bad as I thought it would be (TLDR: it is). Here's the gem that was my first game: Tried to get as far away from green Sinop (with AA off obviously) but got spotted anyway then literally couldn't get out of spawn, only managed to do anything at all in the game thanks to smoke and enemies yoloing our spawn (probably a sound tactic in the circumstances). MM is of course a PT aberration but imagine this is a close 12 v 12 battle and you see what the problem is, at this stage nobody has any meaningful AA defence so CV can strike at will and what might've been a fantastic game where you make the difference becomes a hellish ordeal of dodging endless RF attacks until CV wins. Next up (sorry no screenshot), Fletcher and guess what: it's a double T10 CV game and again there's literally nothing I can do thanks to air threat and need to stay within AA cover, think I managed one cap assist and about 3,000 dmg. Now I'm not the best DD player in the game but I'm probably better than most and if the required skill level for DD is better than me then what chance does the average player have?
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