Gnirf
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Everything posted by Gnirf
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5 ships left is no unusual ending statistically even if you would have played with 12 bots aside. 1 vs 0 is absoltely not the common ending. For me when you are say up to 8-9 ships left vs 1 sinking or so it is then the catastrophe is. Many games are quite even but when the game through a few mistakes/good plays/random RNG/luck makes one side loing a few ships without compensation the game if the rest of game goes theoretically even it will produce a stomp easily, the more one team falls behind the more their side are likely to lose next ship.
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A three-ship well coordinated divsion will always have a huge opportunity to win, that is just to go on the stat sites, but it is impossible to do anything about. I suppose the interesting thing is their rank which you know afterwards. There are hardly that many three-man divs out there with R1. Besides would you have reacted if they would not have shown the rank? R is one of many things - i for one reacts more to familiar names from forum or well known clas like OMNI before game in the lineup. It is also a question of (even if there certainly is a correlation) how to value high ranks or good results in random, many do not play in ranked but are strong in random and some struggles in random but persisted in rank. How will you do a program among a fairly limited pool of players that balance this perfect? I would have likely as a company have spent more time if the fights where say 40 minutes -1 hour and with 250.000 players that with todays 20 minutes. I see your point but it is not easy to deal with presumably high skilled players whne they division against random players. It is like Magnus Carlsen in chess if he plays suddenly in a more open environment (which he had done a few times) when he faces players that never plays at the top, it is going most likely onesided. And it is not forbidden to have skill. But how would you program it . conidering todays playerpool quetimes etc. What is most important? Shiptiers, shiptypes, players in divisions w unicum/good/average/useless stats/ players playing solo of unicum/good/average/useless stats, stats in random stats in ranked, absolute rank etc. Stats for that player in the particular ship vs other ships&tiers/shiptypes/techtrees- It is just looking to my own stats to see how much they differ between ships both in tiers/types/techtrees esp. if you have a new captain vs a veteran highpoint captain i.e. your likely performance. Random battles ensure that regardless of variables some will be stomps and some will be pretty even but the snowballeffect that have been written of by countless of times is there anyway. When one side falls behind with afew ships the odds are getting far larger for that to continue rather than the other way around. I have been playing almost since the game was released more publicly in late 2015 and these things have happened all the time likewise posts like yours. I understand what you say but you share just an anecdote which somehow should support some sort of theory, not on how 1000s of games have turned out and if they are consistent with the theoretical distribution of fights. I am not qualified to do that but I do know some problems with randominess and law of distribution and it is not easy to make it work especially if we have few players. It is games that are 20 minutes long max, often over far earlier , it is not something I would imagine WG will put much effort in and I doubt that much of the playerbase will benefit from it. Put it like this - If you are good in a game -should you the be rewarded with worse teams? If you are progressing yourself vs the other players you will get better stats and it is you esp if you find others that wins you are also feeling that in the games you play. I prefer the latter one, though I naturally prefer good opponents also. But it is random . only common person in the games are you - that is your responsibilty. I agree that sometimes it feels hopeless but I have also concluded that I at the moment not thinking too much of percieved negative aspects of the game that is unlikely to change - if they change and solve your problem a little they will probably have other negative impact as well - it is a tradeoff. We are a nichegame and I am more concerned with other matters. F.e. I would have liked +/- 1MM all across the line far more than making some effort to inhibit unicum 3-player divsions. The latter can be frustrating in a single game - the 2MM is more frustrating when you play ships in T5 and 8 f.e. and are more often bottom tier facing superior T10 ships statistically say 6-7 games out of 10, and are top tier quite rarely.. Roffstomps are not so good but I know enough to realize that is a reality which are based on research and statistics which I have read so it can not be done anything against.
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No then you get pink, if they fire at you and are pink before, damage is automatically reflected.
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I have interpreted this subject as not the worst but ships that I really looked forward too but then fail to utilize or find boring. I hate to say it but the T10 Khaba and Shimakaze I would have hoped to find more entertaining and that I would really liked to play them more. I do not hate them, far from it but after I watched all youtubevideos etc I would have hoped that I would have felt more drive to play them more. Most high tier ships are in fact like that. Suppose that is about the overall high tier meta. Feels more fun to drive and play some of my mid tier ships. As a collector and the drive to finish the lines I have now 4 T10 Yamato, Shimakaze, Khaba and Des Moines+T8 Akizuki and have 4 soon 5 more T10 ready for buy. Zao, Montana, Hindenburg, Minotaur and Gearing but I can not say that I look much forward to play them as I did when I first reached Yamato. So the risk of being disappointed is far lower now with these 5.
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Well I see that you like DDs. perhaps a change to cruisers will be challenging RN cruisers perhaps smoke and AP only? Not too diverser from your play and with your stats a suitable challenge though tier 1-5 are bad, but you soon pass them. Higher tier play is not the fun from me most challenging perhaps. Leander is good according to most and Fiji very good, Edinburgh OK , Neptune good. Perhaps not so large carry potential but challenging. I personally enjoy the RU cruiser line also at least up to T8. BBs I like the US BBs, Wyo, Az, NM Have 11K+ battles, T10 in IJN BB, DD US CA, RU DD Khaba, T9 IJN CA, US BB,DD, RU DD2line,CA , DE CA, BB T8 FR CA, IJN DD2 Akizuki T7 DE DD do not play CVs much? lots of premiums
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Restrict multiple clan divisions in random and reporting system
Gnirf replied to BIG6969's topic in General Discussion
It is a difference between complaining and observing. I know that my gameplay suffers statwise as I play solo, and it is more difficult to coordinate. It is a fact and I accept it. Will I join a clan/division in the future? Not so likely but not impossible. Without voicecomm it seems rather meaningless. If the WGs clan or other gamefeatures change that makes it more or less mandatory to be in a clan or division I might change my mind. But I do think that mechanisms that limits the effectiveness of divisions is necessary, like we have today. F.e. I like that 3-man div is max It may also be necessary to limit the max no of players per team in divisions, so far I think I have seen 7. Two clans on same side, has happened but very very rare. Is there any stats how many players there are in div/battle. Right now I do not see it as a serious problem, maybe a nuisance a single battle now and then but a battle is short. I probably get more frustrated when the division has some great idea to try a tactic that is the opposite of teamplay, f.e. chasing CV in a 2-man DD div (the only ones in the team) in a domination game. Maybe my frustration levels go through the roof or like a threeship div goes throug mid in Two brothers at the start - 3 ships down Yes..... But thats another side of divsions not related to MM and it is more odd anecdotes that is frustrating when they do happen. I think the situation is rather Ok at the moment. -
No but you do not need to rush too fast. you have 266 battles under your belt, you have a lot played with Kongo and Fuso but the damagefigures etc. are on the low side. Do not know if you visit the statistical sites: http://wows-numbers.com/player/524586316,Ionise/ One thing is that you seem to be progressing a little fast, easy to do when you focusing mainly on one line. Remember do not feel bad taht you are lower than average, several players have played the game a long time and have learned both to angle the ship against incoming fire, better target selection, aiming map positioning. They may have 10-50 times more games, they know both their ships and opponents better. Better captain, upgraded ships , flags etc. All this combined makes you struggle with your experience at the moment. But you have every opportunity to improve. Many things come with experience, one thing is to play a little more techtrees up to say T5-6 at least so you know what the ships are capable of, at least DDs, BBs and cruisers. I do not recommend you to proceed further beyond T7 at the moment- T8 will be even harder for you. Try to analyze your games in Nagato so far: Is there any special types of ships you have difficult to hit? Do you aim to far in front often or too far back? Do you wait for the aim lock? Less dispersion if you do. Are you good at not firing? I.e. let us say that you see a cruiser at 10 km range in front of you bow in and starts to turn and exposing the broadside , do you wait and hold fire to the right moment? At least sometimes or just firing as soon as you can? Do you get tunnelvisioned easily or do you switch targets, do you follow what is happening on the minimap Lots of this comes with experience: Ichase has a lot of guides, pick a few here that might suit you Remember that a stock ship many times is really horrifying to play and it is far better upgraded
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The Hipper is an unmitigated disaster and needs huge buffs
Gnirf replied to Pocktio's topic in Cruisers
Roon is my favorite so far in the German line (dresden is fun also). Will soon buy T10, have grinded through Roon now and I like her a lot, the reversed turret arrangement (2 back) is actually quite good as a fleeing /kiting cruiser. Hipper is just boring. The only good feature is that she existed, which T7, 9-10 did not do. -
The Hipper is an unmitigated disaster and needs huge buffs
Gnirf replied to Pocktio's topic in Cruisers
Needs huge buffs? Problem is that veteran players always have the buff argument, always bottom tier struggles against T10, yes a valid argument but seldom realizes the implications downwards. You seldom hear the argument, please nerf the T8 cruisers they are objectively very superior to the T6 cruisers. Hipper has around 40-50% more health than most T6 cruisers and better in most/all points. So the difficulty is always when the "buff" arguments comes with stats etc is that the cruisers must not be too strong against lower tiers. So my point is that the powercreep can be equally solved with nerfs of the various ships. -
It took me ages to adapt to RN smoke it felt and sometimes I still press it to early when I overextend and get focused. But its getting better. Now and then even good. As I switch a lot between ships it is easy f.e. when you go from Fletcher to Neptune to suddenly take on some sort of brainfailure/overheat. And I feel so idiotic afterwards. I try to do more as you if I know I am closing in on enemy or waiting for the correct smoke moment, I think it is reasonable tactic if one is prone to miss the smoke area. Thought I might drive a little faster.
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Well it is an interesting point, but I think I will play Minotaur w Smoke also as the RN forte is smoke. Radar I have in DM. As I plan to have all cruiser lines at T10 I want variation and Hindenburg, Minotaur, Zao just wait for a upgrade sale to be bought (where are they when I need them). Considering I soon have 5 T10 to buy (Montana, Gearing also) + full upgrades I have decided to wait until sale. The ships are never on discounts but the upgrades are.
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No it was not a success but I wanted to give it a experimental try after Fiji, Leander and Emerald. As I played NO before. On Neptune I have only played with smoke. But some games in Edinburgh were rewarding as enemy do not expect radar. But its lack of range in radar makes it difficult. I can not recommend it as you say she is squishy. So instead I tried to improve my play with smoke.
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I am at T10 in US have got through T9 in German,IJN and RN are in T9 with RU and T8 with French, I have grinded through all ships. I think most post give a good summary,I think all lines have good and bad ships. But one thing for me and I am sure that is certainly that I may not play the lines fully to advantage is that the French line is relatively forgiving and easy to get ok stats in but I found them difficult for the average player to do more than just ShinGetsu says. Kiting and firing long range HE building up damage (perhaps with the exception of T4 which I feel is very strong). I have noticed that I have decent damage at least in my T8 far above my Edinburg or NO but in those (which I played both with radar) I thought that I could influence the match more, sure I was deleted early but my avg dmg stats does not show that I probably got a larger portion of damage against DDs as I helped/supported capping far more , when I kite BBs on long distance firing sure the damagenumbers stacks up some times but it feels like I am completely out of infuence if we win or lose the match. I do my 35-70 K in my Martel thats it. In my Edinburgh /No my success/failure in my cap support was more linked to the outcome of the game. Now I am comparing my T8, Chappa also I felt of infuence as I may have been overaggressive and got oeleted but there you also felt you had a choice on how to play, German Hipper was a little like the French but AP instead. Sure it is a lot of confirmation bias but besides stats to have a feeling of infuencing the battle is important in my opinion. My favourites in the lines: (those I have played) Techtree ships only IJN: T2 Chikuma (T1-9) Germany: T2 Dresden T9 Roon (T1-9) French: T4 D-T, (T1-8) Russian : T3 Bogatyr T4 Svetlana T6 Budyonny T8 Chapayev (T1-9) US: T3 St Louis T4 Phoenix T10 DM RN: T7 Fiji T9 Neptune (T1-9) , not necessary the ones I play best in but enjoy
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https://worldofwarships.eu/en/news/premshop/collectors-gems-preorders/ Bought it last year when they had a short combined offer of Yubari and Sims between 25th of June to 4th of July. These are quite rare ships. Do not recall if I have seen them on sale since then. Played it very little until the Midway mission a few weeks ago and this weekend of course with US DDs base XP mission - need to get a 10 p future Geraing captain. Yubari I also played very little until I raeched the 19 p Chikuma captain - then she is excellent to gain elitexp on and her guns are the finest for its tier in game IMO, not damagewise but those laserguns wow - no ship is near in my fleet. Highly recommended also if you like diving into low tiers. Fragile but fun. Prepare for aimbot accusations........
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How many 19 points captains do you have?
Gnirf replied to Leo_Apollo11's topic in General Discussion
Yest it is interesting and perhaps a poll that should be redone in 6 months or so. It would also have been interesting to see the average players status - have a feeling that the person in here that participates in the poll are higher up on the ladders. If you are new to the game even if you are active you also might be less inclined to vote. Average captain per tier/tech tree would have been interesting to know - not a poll but the actual figures. The US/IJN has mature lines etc and the newer probably less developed captains. For me as a nerd it would have been interesting to see how strong the results correlates in certain key ships with captain skill on average. Sure the main reason is the character behind keyboard, but what is the average impact of going from 9 to 10 skill and thereby recieving CE? Perhaps not the difference between 4 and 5 cpt but also how huge is the difference between say 6-10 and 10-14 and so on. Could help you in the strategic planning and managing your captains. Not just the gut feeling. I have a feeling that I would have played the game differently and managed the captains otherwise if I had known the impact of good captains in higher tiers before and had elite XP earlier. Then I probably would have switched more and managed flags otherwise to reach the 19 p. We could not do it before change of captain skills and introduction of elitexp. Now I have reached my second 19 p so I hope I can accumulate elite xp faster, and I expect a sort of accelerating effect after I reached my third. Those who have stated they have 6-10, have probably most in high tier ships they have played much can gain 50-100K per day with relative ease. -
Have won both 50 and 100 Dragon Flags in SC , none of the other new types
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Today I got 50 Dragon Flags in a SC, and 26 April 100 Dragon Flags (TYL always), considering the prizes they charge for the new flags I am very happy. Other Flag types I have not recieved with the SCs after patch. Perhaps they will include others of the new flags in the SCs later. Has anyone got any other flags than Dragon Flags of the new types?
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Absolutely, General Belgrano former CL46 Phoenix! which was sunk in combat by a RN submarine in the Falklands. CL 47 Boise was also sold to Argentine. CL49 St Louis as you write to Brazil with CL41 Philadelphia and CL 40 Brooklyn to Chile together with CL43 Nashville. CL50 Helena was sunk 6/7/43 by IJN and CL42 Savannah scrapped1960 together with CL48 Honolulu (source Silverstone: US Warships of World war II)
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I am not so sure if the games/victories are more one sided now than befor - maybe a little - some can be contributed maybe that there are more diverse playerbase now. The gap between veterans and new players increases as the game gets older and more mature. That also makes one as a veteran player more frustrated, in the beginning with fewer players and less gap one did not react to it the same way and you were not skilled enough to notice it. But if you get a couple of unicums on one side, i remember a game a few days ago where the enemy team had 2 R1 players and 8-9 below 8 and we had 0 below 10, several of them in div, even if ranked does not say it all in random we were crushed of course. But as in many other threads it is surprising to see that the N-square rule is not understood fully - that is the snowball effect if a few ships are lost without compensation it becomes increasingly difficult to turn around the more you fall behind (counting equal skill). It is therefor not surprise that after the initial fights where f.e. one side lose his 2 DDs without compensation it ends with a 8-4 victory or even worse. If you can bring the numerical advantage to effectiveness to destroy the other team with far less loss than you think even if the enemy team players are of equal skill.
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Well one thing is also thet different DDs ahve different smoke and concealment, I am not a good DD player but I try to challenge caps perhaps too much sometimes - if you are 1 or 2 DDs it is your job to scout/challenge Caps regardless if you play f,e, RU DDs. But I also feel that if you play a RU DD it is far more difficult to smoke for your team as you need the smoke for yourself more if the enemy has lower concealment DDs , if I play Fletcher I tend to spread smoke in fromt of teammates far more . It is no point in smoing up team in my RU DD and get killed afterwards. And one thing for me if I approach a CAp with 4-2 advantage against enemy I feel smke is also less needed , wia the N2 rule 4 large ships should destroy 2, if I can smoke them it is good but when I see a team that does not try to get closer when I have scouted a clear advantage you are not keen to smoke for them. And like the CVs can not Cap personally for you always, ( I never blame a CV that are truly efficient in smashing enemy ships even if he fails capping for his own fleet, only a CV that do not damage enemy and utterly fails against other CV), a DD is not always your personal smoke provider it is several ships in the team. You are also helped if your team mates asks you to smoke at a certain point or you see some like yesterday I had a DM follow me to A CAP on Atlanthic tight on (from south spawn), then it was naturally to spread out a long smoke trail, as his likely position was known to me without saying (have DM self) otherwise it is not so sure where the teamplayer wants the smoke if he is not using chat to tell. In the same game a Ibuki player that was deleted first ask people in our team to report a Zxx DD as he did not smoke for him, well it may have been lack of communication but also that the zplayer find that other uses of his smoke are better. So regardless if the Z player was good or bad , the random player thing with no communication before whats your plan? especially when you play ships that the mutual coop is not so self evident are bound to in many games lead to frustration. When I play as a DD I do not count on support from Kutuzovs or RN cruisers so much, and the same when I play a RN cruisers I may not be able to support the DD so well, likewise when I play the French cruisers as I have found them not so good at supporting DDs. So it all IMO also depends on which ships you as a person feel are suited in the mutual support actions. Without radar in cruisers I find it rather difficult to support DDs - we are now talking in the beginning of the match before ranks are thinned out and the ships have taken a lkot of damage. later one adapts far more. But I have far more to learn personally in DD play, first I mostly used smoke to selfish uses - the team smoke comes after experience and also feel for how the average player likely uses their ships. Camping ships you can never support and will not either - you soon in a game feel if you are in a team that deserves/needs smoke or if it will be a game that you just hope for the best and plays more selfish. I really ask the BB players to inform that they want smoke also when and where. Naturally you try to help players in distress if you can later in game. But the first smoke can be more planned than I mostly finds is the case if more chat is practised before battle - then you know that you at least get your smoke used. And you can also say no.
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Naturally I sign in - this era is the golden one for me - mass of funnels etc
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I have one thing to add: If you have Missouri and hate her bow in play in PVP but need a few sure credits - strip off the premium consumables flags etc and play a few games in coop, the income is pathetic compared to PvP but will make you a few hundred each game as you will constantly have high damage.
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Interesting calculation and I like your post: From the players perspective: Need to grind but has less time: (dont mind the figures they are just examples) One hours work income for blue collar worker after tax etc (extra work) = 10 EUR Consultant= 50 EUR So it is obvius that all flags/prem camos are tailored to those who wants to save time and can calculate Not those that spends two hours of free time to get the 10 cents off the coffee. I am writing this both seriously and not but it is a fact that for those who plays a lot we might chose the premium account or some premium camos now and then to ease the grind. For me the cost is prohibitive for the flags in larg numbers, I bought the Hood package , calculating little as ilhilh did above as I think it is ok with a limited number for extra painful grinds f.e. or temporary boosts of specific grinds/captains. Likewise with the prem camos. When I do buy I always buy the largest offer, I have bought the flag packages in store also with ESCL and Zulu etc a few times + some bundles with the ships. But they often last a long time. That students and others who has more time than money must calculate otherwise I respect, but the tech trees have grown and people that want all now are many, above all many have money that they seem willing to spend. If those flags are attractive enough even for those that do have the money f.e. comparing with premium camos (around 20 EUR for 200) is another matter. That I must look into. I have used those from Hood/Biz campaign very sparingly and <I am not so sure that I need them. For me the Dragon Flag only as per NA offer with the flag prize in EU are more useful than the bundle per se - do not need credits, are pretty well stocked in ESCL + camos for the grinds that I have right now. It is more the great commander bonus that remains the prime thing. Missouri is in my harbour - not extreme need for FreeXP at the moment. But if this offer would have been made a year ago? I might have been more tempted.
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Well they have stated that it is not their goalto have it easy for all to get the forth and even less the fifth accessible easy. I am veteran with over 11K battles and played since oct 2015 and I nevertheless find them better than the old mssions weekly and daily and so on. But I reason like this stage 1-3 is easy 1-2 max 3 days with normal play. Forth I have a decent fulfilment rate in as long as it does not require carriers. Fifth is 1 in 10 or so, it is about getting the extra good game at the rigt time. You can easily have your Kraken game whilst onstage 1-4, and the last days brings you nothing. If I succed I do ge happy if not so be it. It will help you, as my purpose is to play the game and have fun not spending too much time getting frustrated. As they have stated - it should not be easy. It is a little like getting frustrated over the weather - you can not do anything about it so deal with it (be a little frustrated is OK - but do not spend too much energy on it).
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Sims is famous for its XP factor which helps compensate her slow and low damaging torpedoes. Playing her with the long torpedoes 9,2 km , which gives very little damage , but they can of course cause flooding But for training captains she is fine with her good XP, if you cap in a domination game and win it is often enough to give good XP. In the Midway campaingn a few weeks ago when you should achieve 15000 Base XP in US ships, I played Sims a lot as I at the same time training up a future Gearing captain to at least 10 points- thats where Sims shine, not as a ship itself. She is not bad or good just not so exciting to play. But the XP benifs and lack of US DD alternatives makes her useful, to the right price she is OK not more /not less IMO. Due to XP factor she is useful in ranked also (Top XP loser) when T7 participates with the rulse that are at the moment.
