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Everything posted by lup3s
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The F(U) gimmick is overkill, most Supershits are already stronger than their predecessor.
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Yes I'm familiar with disappointment
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Not sure how you're able to fall in a trap that's visible from the moon.
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^ this Sub gets spotted and you see no or limited ASW going in; often because (too) many players have a very limited situational awareness. And then DK kicks in: as they fail to see their own shortcomings, they're being convinced the fault doesn't lie with them but with the enemy (player or ship).
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> be the bounty > play submarine
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Wargaming: What is the average winrate of all players not games?
lup3s replied to TheNubination's topic in General Discussion
Only when all the players have the same amount of games played. e.g. assume a set of 10 players, with 1v1 battles; player 1 plays against all other players and wins every battle. 9 battles were played, and every battle resulted in a winner and a loser. With player 1 having 100% winrate (over 9 battles) and all other players having 0% winrate (over 1 battle), the average winrate of the players is 10% ((9*0% + 1*100%) / 10). -
I thought SAP would be better vs (slightly) angled targets but most of the time the difference in damage output feels negligent and you're better of firing AP. I found SAP only really useful vs very angled targets or targets that you would overpen with AP. I've played the San Diego quite a lot, be it in Operations and not much in Randoms.
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San Diego ain't bad but the combination SAP/AP on those low caliber guns is kind of meh. The AP deals more damage and has better pen than the SAP (*) ... apart from some angled targets SAP is quite useless imo. (*) SAP pens 37mm while AP still has about 49mm pen at 20km (San Diego max range is 14.8km)
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Khaba cries in a corner. Ship definitely needed some nerfs but as usual WG just nerfed everything
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[AI Bug] AI ships from northwest will attack LIBERTY ships in Aegis battle
lup3s replied to wrlu's topic in General Discussion
The issue is when the second wave are able to reach the vanguard's location with 2-3 ships (which, sadly, happens too often). This often results in the escorting CAs reaching the 7-8 line - sometimes even the map border all the way South. It feels like this Operation goes too fast; with a team of randoms(*) there's not enough time to sink the vanguard ánd the second wave ánd the escorting CAs in time. (*) unless you're in the right ship to deal with the second wave, e.g. Edinburgh, Kutuzov, Harbin, Anchorage ...; then you let the rest deal with the vanguard so you at least have a chance to sink the second wave fast enough. -
[AI Bug] AI ships from northwest will attack LIBERTY ships in Aegis battle
lup3s replied to wrlu's topic in General Discussion
The secondaries do. And, nowadays, most of the times the second wave reaches the transport ships and sails between them. The average Ops player feels a lot worse than the average Random player ... Though it's not just the players; sometimes the AI pathing gets all wonky and they beach or turn into the transport ships too soon. Also it feels like the timings are off in this Operation (and some others). Also the escort Cruisers just sail full speed now, easily outrunning the transports. When playing solo and not in a proper smoke cruiser, Aegis is usually lost. Potatoes just sail along the 6-line, which makes them unable to shoot enemy bots for some time; or they don't focus the Kitakazes of the first spawn and die to their 100mm HE spam. Or they have a smoke cruiser themselves but don't bother to intercept the second wave ... -
The Sub could have done a lot more damage / capping / spotting than the Rooke, resulting in higher XP. As the posted screenshot (alone) is not proof that Subs have an XP boost, I think your view on it may be quite biased.
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I get the idea; still a Myoko should have no issue (out)damaging the Serov - that ship has no armour to speak of.
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AEGIS is almost unplayable since it was reworked
lup3s replied to RenamedUser_92906789's topic in General Discussion
^ this Watching how Aegis plays out the majority of the times, it's clear WG never (properly) tested the current implementation of Ops. That, or the testers themselves are so shite at the game that they can't provide any valuable feedback at all. -
you got a special Myoko
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didn't realise the necro :D
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AEGIS is almost unplayable since it was reworked
lup3s replied to RenamedUser_92906789's topic in General Discussion
the type of ships in the team also help in how easy / difficult Aegis will (/can) be if there are any DDs or CA/CLs with a smoke screen, the Operation becomes so much easier - IF those ships know how to play the Operation ... just put a smokescreen South/South-West of the second wave and it's citadel galore of course this requires your teammates to have any brains - something most seem to be lacking, sadly -
if you go full range build, why even bother with concealment ? wouldn't Fearless Brawler be better then ?
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AEGIS is almost unplayable since it was reworked
lup3s replied to RenamedUser_92906789's topic in General Discussion
with the Edinburgh you can basically solo the entire 2nd wave -
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Agree, gone with Supershits !
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I play my Groningen from time to time, and I have little issues with torpedoes. 1. Groningen can still sit angled in smoke and fire both guns. 2. True, so you make sure the Smoke and Hydro consumables are in sync if there's a torpedo DD on your flank (and you want to smoke up). Or you get into positions where you can farm from smoke but are least vulnerable to torps. 3. Groningen is crap at spotting sneaky DDs in open water; so don't try to do that. Don't play for your weakness, play for your strengths. Groningen can have more roles than just "sit in smoke and farm"; support allies with AA, support allies with your Hydro, provide smoke screens, provide spotting, contest caps ... 4. The Hydro should give ample time to manoeuver to dodge the incoming torpedoes. You say you fail frequently to dodge enemy torps, but I don't ... this makes me think your playstyle with the Groningen might not be optimal ?
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Submarine players ...
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Would you play different (/equally bad) on a map with fewer or no islands ? I had a battle on the map Ocean yesterday, nearly all ships just slung shells at each other from max range. None could get close since there were no islands to cover behind. That looked so much fun and engaging it was basically a snorefest until the score counter hit 1000.
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It doesn't make a lot of sense though. (see quoted post below) > "Groningen is not manoeuvrable at all" - "you will die to torps in your smokescreen" > "play Kitakaze instead" @neDomce If you die to torps in your smokescreen in a Hydro DD, how do you expect to fare in an equally sluggish DD without Hydro ???
