_Flyto_
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Everything posted by _Flyto_
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Ah, I must have misremembered AR. Both would indeed be scary, but also expensive...
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I might be missing something here, but surely Adrenaline Rush is guaranteed worse than BFT for small guns? AIUI it will exactly match BFT (10% buff) at the moment when you die (100% health loss), and be worse up until then?
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I'm not quite getting the point of this skill - and I'm sure that's because I'm missing something, not due to any flaw in it. It sounds as though it will allow HE, in some situations, to penetrate what the same calibre AP already would. Where's the gain?
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No. One of the nice things about destroyers in this game - especially IJN ones, and also a few stealthy cruisers - was the ability to operate alone and contribute to the team with some careful thought rather than "who can aim better". Playing one of these ships in any role other than "sit at the front of your fleet and spam torps" is about controlling information... and this is a MASSIVE change to that. Maybe one that breaks that playstyle, maybe not - but it isn't something that "only prevents YOLO".
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TBH the Type 93 in game has little in common with the historical one anyway, so I wouldn't worry about it :-)
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Seems to me that in some IJN DDs, even if you do run for the hills the gunboat or cruiser can chase you down... they're faster, and if they know where to look for you....
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I "only" have about 300... I'm using them on ships that don't really need camo at all... mostly battleships where I'm not fussed about concealment. (yeah, so they'll get hit a little more. I never said it was ideal!)
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The problem you are facing is not the Furutaka per se, but the current matchmaker, which usually puts T5 as bottom tier. As others have said, you can try to use islands intelligently to mitigate the range difference. Also remember that you're quite stealthy, and often if you stop firing you can become undetected. At Tier 5 you are the only cruiser with 8" guns; you can make use of this with AP to punch massive holes in most T5 and T6 cruisers if they show their sides. Against T6/7 play defensively, stay angled, and mostly concentrate on using your also-great HE to start fires. Apart from range, you keep the same guns from here right up to T9, so get used to them :-)
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Remember that WG use the word "artillery" simply to mean "guns". I assume it's a translation-from-Russian thing. So I wouldn't read too much into it, except that the new line is to be gun-heavy rather than torp-heavy, which was a given anyway given what's on it. I suspect we may see Ognevoi's concealment improved - because she isn't a huge ship, unlike the destroyer leaders that follow her, and I'm guessing that she had an artificially poor concealment at T6 for balance against the firepower, and to prepare people for what followed. Plus, even if they don't change anything, T8 gets the concealment module.
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I think a lot of people are playing more than usual at present because of the Santa's Convoys missions, and meaning the usual weekend standard of play is spread throughout the week (and feels worse too)
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ARRRRRRRRRRRGH. That is all.
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Stock Fuso as well :-)
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I actually like Epicentre, from time to time. It was horrible to start with, but now that at least some players have figured out how it works, there can be some good, intense matches.
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so WG you dont give a f. about Belfast smoke problem ?
_Flyto_ replied to Fizzy_Odin's topic in Archive
If this is working as intended, the intention is moronic. There's no "high skill ceiling" here; while I suspect that it is, strictly, deterministic, I don't think it works in a way that even a skilled player can predict. The only comparable thing does seem to be the SA fracas... I can only conclude one of, (a) Supertesters didn't notice it; (b) Supertesters noticed it but the bug report wasn't understood (c.f. all the people on this thread who think that it's just people whining about RN smoke having a short release time); or ©, perhaps most likely, it was working fine during supertest and then the RN smoke was changed just before release. It seems likely that this is an edge case of something that applies to all smoke, but doesn't matter much when you have 20 secs of release. So if the 7-sec thing was a nerf just before release, perhaps it never got much QA attention. -
Oh, that's encouraging! Just a shame their support reps don't know about current bugs, and nobody has seen fit to tell us on the forum...
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so WG you dont give a f. about Belfast smoke problem ?
_Flyto_ replied to Fizzy_Odin's topic in Archive
Thank goodness - perhaps with somebody as high-profile as Flamu shouting about it, this might get some attention... -
You're using a speed control, not a throttle. i.e. you set the speed that you want, and then the "ship's computer" gets you to that speed as fast as possible. So if you reduce from full ahead to half ahead, you can assume that the engine is actually running astern until the desired speed is reached. Not totally realistic, but not totally silly either. For evidence of this, try stopping when your engine has been knocked out :-) Now if you want something really bizzare and aphysical, look at the rocket-boosted acceleration on RN cruisers. In particular, note how if you're going astern and set your desired speed to full ahead, your backwards speed drops ever-so-slowly until it reaches zero, and then suddenly your engines get many times more powerful and you surge forwards.
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I think that all the Danae needs to work fine at T4 is smoke. I guess that's probably considered to be too many consumables at T4, but frankly I'd take it instead of the repair.
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Yeah, I fear this is the only real answer, unless you consider the importance of getting to somebody to 15 points to be greater than, say, having Demolition Expert on Belfast. I have a Belfast captain, and another one, and when the other one needs to retrain for a new ship, Belfast goes without DE for a while.
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*snigger* :-)
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That's a good point, actually. I appreciate that the credits reward needs to be worth a little less than the others, as otherwise there would be no reason to get anything but credits, but at the moment it's a dramatic difference. 50,000 credits, or a stack of 3 premium consumables that are worth 22,500 each? (having said that, premium spotter planes don't really benefit anybody... at least with the credits you don't get useless stuff ;-))
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What third row skill should I pick on Shiratsuyu
_Flyto_ replied to aleksandrov2's topic in Destroyers
I don't have Shiratsuyu yet, so this is a slightly generic answer, but: If you're not going to use premium consumables, you probably need Superintendent. If you do use premium consumables (or if you plan to), then ask yourself: Do you die or become ineffective more often because you've run out of smoke charges, or because of not having time to react to torps? That should inform your choice between Superintendent and Vigilance. Torp acceleration is interesting, but I don't know whether the ship is stealthy and agile enough to make it safe to use - can't comment on that without having played it :-) -
We need a harsher high tier-Noob/Bot punishing economy.
_Flyto_ replied to havaduck's topic in General Discussion
Erm... you do realise that roughly half of players will have a win rate under 50%? If you remove the worst players, then slightly better players will have win rates of under 45% - because they will be, on average, facing better players. Your approach would progressively remove the worst players each month (or whatever time period), until eventually there would be only 1 player left in PVP :-) EDIT: Actually, that's probably not true, it depends on the distribution of skill level. Eventually you'd reach a point that everybody left in PvP was sufficiently similar in skill that nobody went below 45%. But you'd have only a group of the top players left.
