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Everything posted by Aotearas
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I shat a brick seeing this. BBs broke the MM so hard we got a variable overflow and instead of all the BBs, we got just one. In total, not even one per team, just one! Sadly it appears every cruiser that could was using defensive AA and for some reason ALL my team's cruisers huddled in A, leaving everything else wide open and I got caught by the enemy cruisers rushing completely unopposed to where I was ... kinda derped a bit though since with micromanaging my aircraft I didn't pay much attention to the minimap and only noticed I was hella exposed by the time they surface detected me, guess how that went. But hey, that's what you get in randoms when you actually try to prioritize the enemy DDs and try to intercept enemy CV strikes. Everyone else runs away and leaves you alone, but starts bitching the moment you didn't provide them fighter cover 24/7.
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[SCRUB] The Scrubs - Recruitment thingy
Aotearas replied to Loran_Battle's topic in Clan Recruitment
*slaps hava*- 3,079 replies
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Because torps hits afaik are treated like citadel penetrations, so if they hit near the magazines (or another module that can trigger a detonation) it rolls the dice. But since it looks like BB magazone modules are generally better protected, the chances to detonate in one are proportionally lower. I've played plenty BB games and I've detonated three, maybe four times in total in a BB. To be perfectly honest the only time I can actually remember was a good while back when a torpedo hit underneath my turrets on the Tirpitz. So the effective chance of detonating in a BB is roughly 1:400 (assuming 4 detonations in relation to a bit over 1600 BB games), whereas the lion's share of detonations are in my DDs making up to a roughly 1:30 detonation chance (~40 detonations to a bit over 1200 DD games). 1:400 vs 1:30 is a telling story I'd say. And I don't use any signal flags that increase the chance for detonations (only exception are CVs, because that base flooding chance is garbage and by the time my CV gets fired upon I'm typically dead anyway ...). But all that is beside the intent of this topic: I want WG to remove the nonsensical 24hr cooldown on Juliet Charlie signal flags so you get the 10 signal flags every time RNG kicked your balls. It's frankly just pure frustration to detonate twice or if particularily unlucky more than that, yet only getting the signal flag compensation once. First detonation: "Sucks to be you, but here's a consolidation prize so please don't hate me." Second and subsequent detonations: "Sucks to be you, but here's a- oh wait- naw, just sucks to be you. Buy our premiums!"
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Tell me, where ought someone who plays DDs a lot get sufficient signal flags to run them 24/7? I mean, it's not like I can replenish those by actually playing well and hence somewhat reliably farm them like say Zulu Hotel signal flags. You only get them for detonating, now guess what you're not supposed to do when you equip those? Oh right, you're not supposed to detonate ... so you WILL end up running out of those flags with no way to stock up on them and then you're forced to play without them only to eventually ... can you guess? If this detonation mechanic had an economically sustainable counter this argument would fly, but it hasn't so you and anyone else can go stick it where the sun doesn't shine. So until WG tweaks the signal flags economy to where someone can actually sustain those Juliet Charlies despite using them (you can't even buy them from the premium ship like you can on the other server clusters, wtf?), I'll hoard those few I get for stuff like ranked and upcoming clan battles (because naturally I expect that even in a competitive environment WG won't disable detonations). And all that aside, was there an official word from WG about the supposed bug with people detonating despite using that signal flag? Was it fixed yet?
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Actually I don't like it even if I benefit from it. It's utterly unrewarding to know you just sunk someone just because RNG said so. Zero sense of accomplishment ... And the fact that detonations at lucky/unlucky times can turn entire games around just compounds how terrible the fundamental design idea is.
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Except that Fusou still has to hit sufficient shells and get lucky enough with citadels to nuke a cruiser. For a detonation all it takes is one HE shell, doesn't even have to hit the ship, just close enough to do splash damage to modules. Sunk a Lo Yang like that once. Killed him with a detonation despite the game saying I scored zero hits on him.
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The frequency is MUCH higher for different ship classes. I can count the times i detonated in a BB on a single hand and have fingers to spare. On cruisers it's just a bit more but still incredibly rare. But DDs, all the damn time. If I'd take a guess I'd say ~40 out of my total 50 detonations where in DDs. So ~40 detonations in a bit under 1300 games in DDs is more like 1:32 odds for detonations, not 1:100. That's three times higher chance to detonate than the much fawned 1:100 stat everyone throws around. Try again later ...
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I'd really like to see all those muppets who argue in favour of detonations and their "oh, but detonations are rare" bullocks argument.
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So, just detonated twice again. Back to back, first in Sims and just the next game in Khabarovsk. What are the f*cking odds?
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The Hipper is an unmitigated disaster and needs huge buffs
Aotearas replied to Pocktio's topic in Cruisers
Possibly because with so many BBs and so few cruisers around, angling means squat as the BB AP will typically just overmatch and citadel you anyway and everything else is shooting HE which doesn't care about angles. -
The Hipper is an unmitigated disaster and needs huge buffs
Aotearas replied to Pocktio's topic in Cruisers
To be honest I think the heal should be a thing for all cruisers and simply scale in efficacy with tier progression (as it should with BBs). Lower tier cruisers get a weaker heal, higher tier cruisers get a better one. The heal alone makes cruiser vs cruiser engagement of a tier VIII against a tier IX more skewed than it already is by the powergap (better ship stats and the access to the tier IX upgrades) and just giving it to tier VIII cruisers would simply pass down that same dilemma to the tier VII cruisers ... -
Restrict multiple clan divisions in random and reporting system
Aotearas replied to BIG6969's topic in General Discussion
More like the lack of proper clan activities yet means that when a sufficiently large group of friends come together, they have nothing better to do that queue up together. After all the entire purpose of a clan is to play together with likeminded people and if WG isn't providing a suitable outlet, it's only natural that stuff like this happens. The operations are a neat start were you can be able to gather up a clan division with seven guys, but considering the rewards are less than in random battles (except for the one time you can grab the stars rewards) means that again, naturally people will rather flock to where they get more rewards. And I wouldn't be surprised if the three-player limit weren't something simply caused by structural limitations. Maybe the matchmaker simply isn't designed to handle larger divisions. I mean, it works in Operations but those are designed to be asymmetrical to begin with as you face much greater numbers of bots with scripted appearances as your opponents. The MM probably can't handle balancing larger divisions in an equal team vs team format. At least that's my best guess. Also: Getting multiple division per side in a game is normal during peak hours. But that also means that MM has more divisions to distribute, so anyone who actually wants to get multiple coordinated divisions (say two divisions of the same clan) in the same team is still not having much better chances. So far I've seen that happen maybe a handful times (including when we were queuing up together). Typically we end up in seperate teams even if we get seeded into the same match. Personally, we don't mind, it's makes for better banter and bragging rights anyway -
The Hipper is an unmitigated disaster and needs huge buffs
Aotearas replied to Pocktio's topic in Cruisers
Hipper is unremarkably mediocre, but certainly not bad. The AP alpha is devastating, literally. Give broadside to a New Orleans or another tier VIII cruiser and you can expect a lot of damage, but with the Hipper/Prinz Eugen you can get straight up nuked even without catching every single shell in your citadel. That combined with the torps and their good firing angles makes the Hipper an exceptional ambusher, which is something that's easy to overlook as most people play to exploit her long range and excellent ballistics where the low HE alpha and poor penetration retention and penetration angles rear their ugly teeth. But a Hipper playing closer to islands to catch enemies potentionally unawares (or exploiting forced broadsides as they try to angle against another ship) is something to be reckoned with, much more so than any other tier VIII cruiser. Hipper and all the other KM heavy cruisers have a bit of a split-personality in that regard. They make for excellent longrange skirmishers, but with overall poor effective damage when played like that ... but they also perform excellently in the polar opposite as ambushers due to the mindboggling alpha salvoes you can let loose (either AP or torpedoes if close enough) and their surpreme toughness vs enemy cruisers at closer ranges due to the turtleback armour. It is much harder to actually get into such an ambush position though, due to the comparetively bad concealment, but that's where the large healthpool comes in. It allows you to trade some HP for a commanding position. Only real problem is that trading HP with other cruisers is one thing, but trading HP with a typical 5 BBs in the current MM meta is an entirely different thing and not something that goes well most of the time. Hipper and the other german heavy cruisers simply seem to suffer disproportionally in the current BB meta as they seem specialized to be fighting other cruisers much moreso than other cruisers. If the MM meta were cruiser dominated, the Hipper would be the one doing its fair share of slaughtering I'd reckon. -
Tier V is were the game puts down the silk gloves and you see the normal +2 MM (you can see games with ships two tiers higher than yours). The powerjump in performance can be a bit of a shock but can be manageable if you adapt your playstyle to the situation. You can find clans on this forum in the clan subsection, take a look and see if something fits. You can also find them ingame but to be perfectly honest I don't know exactly how. Otherwise, congratulations on finding the forum. You can find many helpful tips and informations in the newcomers section here which I highly recommend and if you ask humbly for help most people will offer good advice. Learn and soon you'll find yourself being a mega player yourself (and complaining more and more about 'tard fleets ... occupational hazard).
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Which forum members have you seen in random battles?
Aotearas replied to Cobra6's topic in General Discussion
Ran across MasaruKondera. Sadly MM threw a vicious curveball and put my Hiryuu into a mostly tier IX/VIII game chockfull of nasty AA. And Masaru's Scharnhorst is either AA spcced or he had ridiculous AA RNG because he just melted my aircraft when I thought he might be a slightly easier target than all those Neptunes ... Ended up doing crap all because I never got a clear drop with the enemy always having been clustered up or simply being AA powerhouses that I couldn't drop on even if they were alone. Got a good flooding on the Izumo who instant DCPed a single fire, but that was basically all the damage I got. +/-2 MM for CVs is nasty (toptier CVs just sh*t on everything, bottom tier their airplanes just fall from the skies from higher tier AA). -
Restrict multiple clan divisions in random and reporting system
Aotearas replied to BIG6969's topic in General Discussion
Found it: Source That said, today we had a bit of a smaller party on TS with some other fellows (not from the same clan) and we decided to queue together. We did this for nine games (started at tier II for teh lulz and went all the way up to tier X until most people called it a day and we were just enough left for one division): eight out of nine times we got into the same game, but never on the same side. MM already tries to distribute divisions among the teams so chances are pretty low that you get multiple division on the same side that way unless you're doing it on fringe hours when MM has a small player population to choose from. -
[SCRUB] The Scrubs - Recruitment thingy
Aotearas replied to Loran_Battle's topic in Clan Recruitment
Looks like we made a good impression today, welcome to the window licking party!- 3,079 replies
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The angular turrets on the New Mexico/Colorado. I also very much like the Yamato's turrets' sleek look, but the angular shapes of the New Mexico/Colorado just have a certain edge to it (pun intended).
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Play the Sims like the Farragut. She's am ambusher at heart and whenever there's no pure gunboat DDs around, she's also a brilliant cap contester. Cap, ambush and use the smoke.
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Should be easy enough to test in a Training Room battle.
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You purchase as upgrades. With tier VIII ships you have the option to buy the Target Acquisition Mod. It increases assured detection range by 50% (ergo from 2km to 3km) and also gives a bonus to spotting torpedoes sooner. Though it's typically not as good a choice as the concealment upgrade as there's only few instance if where you'll ever be getting as close to enemy ships without seeing them, whereas the concealment upgrade makes you 10% harder to detect all the time.
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That is precisely how it works. Ships are detected at ranges that dictate their concealment. Larger ships are detected at greater ranges, smaller ships much less so. And if you get close enough (2km, 3km with an optional upgrade for tier VIII or higher ships) then proximity detection will spot enemy ships regardless other factors. In addition, spotting mechanics dictate that even if you don't have line-of-sight on a ship, if someone else on your team has and is close enough to detect, everyone in your team will see the ship (provided it is within your render rage). If no one has a line-of-sight on a ship even though you're close enough (but not close enough to proximity detect it), then it won't be spotted, say forexample it's hiding behind an island or inside a smokescreen. Other consumables can temporarily increase the assured detection range (a.k.a.: proximity detection, regardless of what goes on, it will spot ships, hence "assured") such as hydroacoustic search (range of 3-6km depending on ship and tier, lasts long) and radar (8.5-11.7km depending on ship and tier, lasts much shorter).
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[SCRUB] The Scrubs - Recruitment thingy
Aotearas replied to Loran_Battle's topic in Clan Recruitment
Hmmph, Rommie is best shipgirl: See? Lady has the right priorities. It can also depopulatea planet in under 2 minutes and that's not even counting the Novabombs that can turn a star into a supernova or black holes into white holes! And just look at those curves man!- 3,079 replies
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No, those are catatonic. Too much window cleaner ingested after a hard day of licking.
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Was that before the 0.6.6 patch? Because if it was before then, catapult launched aircraft were sneaky AF so they totally could circle over your prospective victim and spot torpedoes without you ever spotting the aircraft in return. If not, german BBs from tier VIII onwards get hydroacoustic search that can spot torpedoes. Otherwise, either dumb luck or a very attentive BB player (though those tend to not sail in straight lines for long, so I'd rather guess dumb luck).
