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Everything posted by Gojuadorai
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Imperator Nickolai - time for some changes
Gojuadorai replied to cherry2blost's topic in General Discussion
so you want to balance a ship by frustrating owners into playing it less? your idea is so great wouldnt wonder if you get an job offer from WG -
ok got your point (also i thought you were talking about the fiji not needing its torps!?) but that doesnt change my point, that is the fiji torps are mostly good against cruisers that rush you not the bb's
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radar is such a mighty tool it more than compensates for not having the heal, and he is more than compensation for not having torps. i have both ships and both are strong, but they play quite diffrently. and if you dont own the belfast belive me it is the way stronger ship (even if fiji is already borderline op). nonsense, you cant do crapabout a decent cruiser that is angling against you till you kill him with dmg on his SS he will have coverd the distance to your smoke twice. while you can oneshot cruisers, you can do so only if they are stupid.
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with that title everything is TL;DR either clueless noob or bad troll...... either way dont visit the forums again please.
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?% chance for getting super-container
Gojuadorai replied to Hades_warrior's topic in General Discussion
if there only still were flag containers..... -
Super Container Loot Thread [ topics merged ]
Gojuadorai replied to ThePurpleSmurf's topic in General Discussion
what if i told you that is the intention of the modules? i suspect with economy rework+ missions + SC's + sellable flags they "overbuffed" credit gain to a point they needed to nerf something without a "major" outcry/s***storm -
i'm at a point where i decided to not read the weeklys any more and dont give a * about them. the only thing that now bothers me is people who care about them doing stupid thing.
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Discussion thread for "some interesting info around the world"
Gojuadorai replied to Deamon93's topic in General Discussion
count me in (unless ist going to be utter trash) -
I just passed 1.000 games without getting a supercontainer
Gojuadorai replied to Stugga's topic in General Discussion
well like i mentioned in other topics i averaged ~2.5 containers (TYL) a day and havnt got one since mid december.... and now i fear if i get one it will be a uber useless one -
hi, im looking for any information on what will happen to the XP on the udaloi when line is split. -is it moved? -is it doubbled and moved? -does it remain on the khab branch? i got enough to research the kab but i if it is "doubbled" i would regret reasearching the kab now... but i dont want to grind the tash again ...so i dont want to "risk it" any clues? any official word on it [yet] ?
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Is powercreep to be expected in a 'free to play' game?
Gojuadorai replied to loppantorkel's topic in General Discussion
imho the only thing that was seriously hit by powercreep is usn CA's and im pretty confident they will be propperly rebalanced with the linesplit (not verry soon tm) [cvs are broken right now but rebalance is promised] -
First of all i would like to thank WG for its various trys and successfull improvements to the game! secondly the idea of upgrades to ship capabilities is a nice one. but the current implementation is bad. verry bad. the new modules would be nice if they went into a seperate "upgrade slot" 1x per ship. but seemingly none of the designers plays this game or has any clue what the concept of oppotunity costs is. what brings me to the following set of questions: - how many of your internal /external testers thought the modules were somewhat worthwhile to use? - why you think it would be a nice substitution for actual ship improvments (aka flags) in supercontainers and ranked rewards? - assuming the modules are worthwhile to use (which they are not) who thought it to be a good idea to make the availability only luck dependant? - why are the sell prices proportional to their usefullness?
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The New Modules - Testing and Super Containers?
Gojuadorai replied to Gojuadorai's topic in General Discussion
yeah maybe but i was more thinking about team/clan matches. and im under the impression at that level the ones win that sit longer in smoke without eating massive torp dmg. in ranked battles i feel its even more useless because the degree of coordination needed wont be reached (or rarely even at high ranks). most of the time is set a good smoke and hope people use it (ofc whitgh indication in chat). then again i played more the recieving end (BB not DD). guess better players than me will show if its any good, but arguing about one module may have a niche use pretty much tells the storry.... a bit oftopic anyway i started this topic because i was curious why they made it onto live server in this state. it might be *tinfoilhat* but i think they gave players more resources than intended after containers + economie buff and wanted a sneaky way to ofset it.... -
theres an neat little helper for learning how to shoot in wows. its called the Z key. shoot press z look where youre hitting -> learn -> repeat. it can also be used - to look behind islands (ofc ships need to be spotted) - to better figure out the position and course of enemy ships.
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The New Modules - Testing and Super Containers?
Gojuadorai replied to Gojuadorai's topic in General Discussion
creamgravy, on 13 February 2017 - 06:17 PM, said: Smoke Generator modification 1. Awesome, Perth can spend over 2 minutes in sneaky smoke now! A high tier US DD with this equipped would also be great at setting huge corridors. Fun. well ofc for the perth its super nice. but wel thats a rather small subset of players/ships. on the dd.... maybe in division. the thing i doubt why it might not be good in "competetive" play is that the usn dd's are favored because their smoke lasts the longest. reducing that somekind defeats itself. -
Wargaming are you f*cking kidding me with the supercontainer?
Gojuadorai replied to maestrod's topic in General Discussion
sry have to ask did they really ? i know the game there is "diffrent" but i cant imagine they find those usefull PS:: shameless link to my own topic about it -
this is not a con 4 x 4 is a good layout. and even if you dont "like" the 4x4 colorado has verry nice firing angles at its back turrets which makes anglinfg easy and efficient. Negativvv, on 12 February 2017 - 01:47 AM, said: I don't see why Flamu says Nagato is good, I tried using her and had to go German. Naga is too slow and armour is too bad, Ranked meta doesn't suit 32s reload guns either and the ranges you fight at she over pens everything to hell. well its a really good BB having played her to rank 1 last time so i agree on that part. problem i see currently it takes massive dmg from ifhe and rn ap (same goes for colo). germans too but they have a bit better armor to deflect tohose appart from the superstructure.
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well this ship and minotaur are evidence we prob should brace oureselves for a hefty buff of plane surviavability or the rework is deleting cvs from the game
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this but i still gave it a try what i noticed: you have a verry good WTR but only a sigtly above 50% WR my conclusion from this is you try to do large amounts of dmg (and scucced) but you do not focus on the strategic part e.g. fullfiling objectives to win like strategic positions/caps kill off important enemys (all not reflected in the WTR)
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What type of containers will you now choose with upcoming WoWs 0.6.1 ?
Gojuadorai replied to Leo_Apollo11's topic in General Discussion
TYL still hoping to get the gremi i have enouch silver camos and flags for now.... -
Are american ships better than others?
Gojuadorai replied to Legend1466's topic in General Discussion
Skybuckflying is that you ??????? -
So how many credits did you earn from selling modules?
Gojuadorai replied to ilhilh's topic in General Discussion
about 25 mill from stock modules and about 9 mill from flags i dont use -
the nerf of flags is probably the most annoying. maybe the new modules have a sell worth of 20mill per module
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point is not that we dont like hard missions but that missions s*** if you have to rely heavily on luck to get the circumstances needed to fullfill them. e.g. you easily can have a 300k dmg game and not fullfill it cause you never had the chance to damage a dd. also do we dislike missions that promote stupid play to fullfil a objective. while i wont report any player for thinking about himself doing stupid stuff cause hes close at fullfilling, i am blaming the mission and its designers. just do a mission thats equaly hard like 250k dmg with no class restrictions. that still would promote bad decisions like shooting a bb to farm dmg but in a way less ridicolus way
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guys please shift any discussion here: http://forum.worldofwarships.eu/index.php?/topic/56433-discussion-thread-for-some-interesting-info-from-ru
