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Everything posted by Aotearas
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We've established that fact a long while I ago already.
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You're thinking the line refund. Sold individual ships keep ship and elite ship XP. The whole line refund only transfers ship XP to the tier I because the ships you refunded are no longer researched by the player, thuse your account technically no longer owns them, whereas a sold ship that's still researched is still technically owned by the player and all tied ship and elite XP are also tied to the players account and thus don't void.
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Yes, ship and elite ship XP don't void upon ship selling. P.S.: Might want to change your location then though.
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Yes, yes, the same difference between below average and godtier CV players, right until godtier CV player disagrees with you and gets promptly demoted to below average aswell. We know about your "differences". Every clan needs a comedic mascot. Us scrubs even got several
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[SCRUB] The Scrubs - Recruitment thingy
Aotearas replied to Loran_Battle's topic in Clan Recruitment
@havaduck if you ever wanted to really, really, REALLY piss off people, play CVs now. If you want to play surface ships, BBs are now the premier AA platforms due to flak and autocannon density. And just don't bother playing DDs until WG started tweaking AA, etc. with the coming patches (0.8.2.'ish), DDs are just food for rocket aircraft. On the flipside, since bots can't do CVs, you can play CoOp completely free of enemy CVs and since the AI gets surface ships instead of CVs, it's even something of a challenge if your CV players are not good enough to outkill the bots suiciding into each other.- 3,079 replies
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WG.
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With your 36k average damage with your new tier VI Ryuujou you've been chopping at roughly half a BB all day (so not quite as successful at that as you seem to imply). Together with your statement about getting crushed by a lone cruiser's AA I suggest you put a bit more effort into learning how to counter the AA because what you say isn't exactly representative of the current state.
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To the person who approved the CV changes...
Aotearas replied to idkwidlol123's topic in General Discussion
Oh that's easy, WG internal data. It's what they've been saying ever since the rework was formally announced. -
To the person who approved the CV changes...
Aotearas replied to idkwidlol123's topic in General Discussion
Watch out what you're asking for. Considering apparently a huge portion of the playerbase wanted this change you'd end up overdosing even on oregano if you were to smoke all their stuff. -
Which is totally the only reason I will be playing CVs so much right. I only want to provide WG with lots of data. There's no other, malevolent reason to it, I swear.
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Ftfy. BBs have now the strongest AA in the game. In addition to all the benfits of playing a BB such as lots of HP, armour and the ability to nuke offending cruisers of course. Play in a division with two other BBs, stay close to one another (3km max) and you're basically impossible to drop without the CV risking getting all his aircraft shot down before he can do a second pass. Only CV that could deal with this without losing its entire airwing would be Haku with the longrange TBs due to them starting to drop from well outside the AA range and thus not losing lots of aircraft (in fact, Haku with longrange TBs would be the hardcounter for a dense BB blob, but against any other CV that would be an AA porcupine not worth trying to test). Smoke dakkaing doesn't work. CVs can just drop on your shell tracers with pretty damn scary accuracy. I took ~14k off a smoked up Gearing just dropping on his AA tracers and those don't nearly give his position away as obviously as maingun tracers do. Torping is likewise not nearly as effective as you're forced to stay close to allied ships for AA, which makes the direction from which your torps come very predicatable and easy to dodge even without airplane spotting. And the moment you try to flank on your own, it's rocket rape time baby.
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Shows how you don't quite understand the AA rework. Cruisers are no longer the premier AA platforms, BBs are due to the sheer density of long and medium range flak bursts they can throw up, combined with the largest concentration of assured damage from shortrange autocannons. It's the battleship that ought to be escorting other ships for AA support, but then again given the universal shortening of AA ranges such things as AA escorting is hardly practical unless you literally move in one dense blob of ships. Also lol at DDs. DDs far enough away from allied ships to actually have a practical range to scout ahead for DDs are also far enough away from allied AA that they can be dropped by a CV without much trouble. A DD close enough to allied AA to make attack runs unfeasible on the other hand isn't going to be much of a help to its team, better want another cruiser with even more AA and general dpm to add to the firepower. Any form of aggressive DD gameplay is so heavily punishable by even Average Joe CV players with their rocket attack craft, it's not even funny. You just feel sad for the poor sod as he's either losing most of his HP and gets mission killed in the first minute of the game or is forced to hug allied ships so close he can't even properly do his job and scout, cap and harass other ships with torps (since it's pretty easy to dodge torps once you no longer have to worry about catching some into your sides as you pay more attention to the other enemy ships). The only optimism that would help against any of that is hoping that the new CVs end up being ditched by almost everyone and we get back to the previous status quo of CVs being a de facto dead class, which is entirely possible mind you, though considering it's WG's stated goal to not make that happen I'd expect them to make CVs even more powerful prior to that happening so it really can only get worse for a good while as WG either keeps tweaking CVs to keep them popular or players stick to them and get ever more better at playing them.
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Eh, a good chunk of those people will drop CVs again anyway because they can't be arsed to get familiar with controls and how to approach AA without flying straight into the black puffy things. You say that as if smoke is save Had a Gearing victim that kept his AA on inside the smoke, I just aimed my rockets at the AA tracers, dealt ~14k damage after multiple passes to him whilst he was inside his smoke. It's funny really, because the AA situation for DDs has literally reversed. Before you disabled them in the open and only used them in smoke because otherwise you'd get spotted earlier. Now you want them active in the open in the hopes of getting a good hit with your longrange flak, but in smoke you want to turn it off or the CV is just going to drop on your tracers.
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Pfft no. Only way a DD can do meaningful damage is if you fly straight into the flak bursts, but given how DDs have so few bursts it's ridiculously easy to just dodge that. You faced someone still unfamiliar with how the new AA works.
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Takes a while to win the fight with the controls (mouse control and WASD like to get in each other's ways ... or maybe that's just my high dpi setting, but it really threw me off for a couple games), plus the perspective when dropping really messes with your TB lead. Had a couple instances where I dropped a BB, only for it to simply sail past the torps (and I'm talking IJN 50kn torps), but once I adjusted to give more lead it's pretty easy to land your torps accurately unless you wiggle too hard and the reticule won't tighten up. And here I was thinking I just had the worst rocket spread RNG I could possibly get compared to the average hit/damage numbers I saw in PTS showcases with the Midway HVARs. The 6th slot upgrade has also been nerfed from +3 aircraft on deck to +2. Wonder what else has gotten changed compared to last PTS version.
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You keep mentioning DFAA but I don't think you've quite grasped the fact that DFAA means squat now. With the former CVs, a DD within Worcester DFAA range was pracically unassailable because the drop pattern got panicked. With the new CVs a DD could be in the same position and take consistent damage regardless of DFAA unless it literally hugs the Worcester that any attack approach were equal to attacking the Worcester itself. Nothing changed indeed ... Even that bot would be able to do crippling damage to every DD with his rocket aircraft now though, instead of having to rely on his lacking skills in crossdropping DDs. But sure, everything's the same ...
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Except that now even an excellently manouvering DD WILL get hit for consistent damage. 4-5k per attack with rocket planes, with three runs per squadron we're talking 12k+ HP plus three attack instances to damage/destroy modules and set fires. Not something than can be handled with one DCP without taking additional damage or getting torp timers reset. Even a Hakuryuu crossdrop damage can be minimized to take at most one torpedo, that's ~9k damage and one instance of a destroyed engine/rudder and a flooding. One DCP and you're good again. Now, something that you're completely ignoring is attack cycling. Old Hakuryuu will have to return, rearm and relaunch those TBs to continue doing damage to you, that takes at least ~3 minutes. New CVs can be over your head with fresh attack aircraft within a minute, again doing guaranteed damage. Also, for someone who made the "you don't even play CVs" to try and discredit @Spithas argumentation you're awfully ballsy trying to argue like that with players that have more CV experience than you AND infinitely more DD experience on top since you have zero DD games under your belt. I'd recommend you get off that high horse real slow and carefully before it throws you off and you land on your arse.
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Stop cherry picking your examples. Some DDs can slot DFAA to disrupt drop accuracy, now that can't as the mechanic has been fundamentally changed. The happenstance that other DDs don't have DFAA doesn't change the fact that even a DD that has it is little more than an XP pinata for CVs now after the rework. And fighters exist nominally the same as the Emerald nominally has armour. It's there in the game, but no ony bloody cares because it's absurdly easy to simply move out of their patrol area or summon one's own patrol to lock and neutralize it entirely leaving one free to still attack in the patrol area without having to bother with fighter micro, strafing, etc. ... DD gameplay pacing under the new CVs (pun intended) will fundamentally change. The easier means to attack them with rocketplanes (outclassing the dreaded crossdrop in ease of application so everyone can do it with near guaranteed damage per attack run) and drop cycling rate of the new CVs will see to that. Really funny to see a guy who doesn't play DDs talking about DD gameplay ... gj hypocrite.
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We really need a reaction emoticon for that. Maybe @MrConway can boop the webpage team to make a couple selfies during maintenance periods we can use?
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I expect that is a bug that will promptly be fixed with a hotpatch, comrade!
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Discussion thread for "some interesting info around the world"
Aotearas replied to Deamon93's topic in General Discussion
And you can bet your hydrodynamic aft I will be a part of making this happen on the EU server too! -
Personally it can keep a dispersion curve that makes it the most accurate BB (emphasis on the BB part, not cruiser) <14km and then peter off to be among the least accurate BBs as it gradually reaches its maximum range. What I think is overdoing it is in addition to such amazing dispersion also giving those BBs incredible firing angles AND a much shorter ruddershift than other BBs. I'd say one of the two has to go: They can either keep the good firing angles which makes planned positioning more important, but lose the great ruddershift to make it less responsive when someone manages to flank it so it can actually exploit the broadside. Or it keeps the ruddershift to be more reactive, but then has to expose more side to begin with to get all their guns firing. Personally I'd prefer the former, since the supposed weakness of an exposed citadel isn't worth much if you can get maybe one volley into it before the ship has turned sufficiently to angle.
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[PSA][0.8.0] Visibility (gun bloom) fix commentary
Aotearas replied to Sub_Octavian's topic in Development Blog
Hmm weird, the previous topic from @MrConway about the RU BBs didn't show up in my notification list, but this one did. Forum notifications being funky again. Was to be expected that the patch wouldn't be changed on such short notice (though then again I personally wouldn't mind if 0.8.0 were to be postponed another two weeks including more time for snowflakes and CBs ), but it's nice to see WG wants to reimplement the bug as a proper feature in due time. Besides I expect the patch cycle to accelerate during the CV testing come 0.8.0 so it shouldn't take too long for it to come back as was prefered. Plus it's not like I have much incitement to play surface ships in the meantime anyway considering the Alaska was postponed so it won't hurt me much waiting a bit. Thanks -
Okay, I'm going to have to say: "Nyet!" No BB should have anything approaching cruiserlike accuracy. And 10-12km is still far enough away that cruisers are helpless against a BB. Just no! And from what we've seen about RU BB dispersion so far it's not that much worse compared to other BBs at longer ranges either. Make RU BBs more accurate than other BBs at closer ranges, but as soon as its accuracy can be remotely compared with cruisers you've gone too far. In unrelated news, apparently the notifications upon following a forum subsection have just recently gone bonkers since I didn't recieve a notification that this topic has been posted despite setting my notifications up to do so.
