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Everything posted by AnotherDuck
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Is "Concealment" the new "Situational Awareness"?
AnotherDuck replied to Admiral_H_Nelson's topic in General Discussion
You're saying there were no surface-to-surface battles during most of WWII? From what I've heard, actually not. It wasn't on all the time because it could be back-traced and give out the location of the radar ship. Well, GA_Tirpitz mentioned that Type XXI could do 24 kn. Even if it's just a speed test, many ships in the game have their speed based on speed tests rather than whatever they actually could do fully combat equipped. Also consider that many ships in the game are paper ships or post-war ships, so if you include subs from those categories, you have some that go over 20 kn. The subs actually in the game can do 24-31 kn, but I'm not sure I've seen anyone say those are real boats. -
Is "Concealment" the new "Situational Awareness"?
AnotherDuck replied to Admiral_H_Nelson's topic in General Discussion
20 km/h ≈ 10.8 kn < 17.2 kn. Because different units is hard. Don't use km/h when it comes to naval vessels. Ships in WoWs run at max speed, not actual speed. Makes for more impressive numbers and less sluggish gameplay. It's much the same reason why max range in WoWs is max effective range, not actual max range (which is about twice the range, I believe). -
Only one ship visible can anyone explain this?
AnotherDuck replied to Migantium_Mashum's topic in General Discussion
TL;DR: WG can't do interfaces. -
Is "Concealment" the new "Situational Awareness"?
AnotherDuck replied to Admiral_H_Nelson's topic in General Discussion
So basically, you want stealth fire back into the game? -
Is "Concealment" the new "Situational Awareness"?
AnotherDuck replied to Admiral_H_Nelson's topic in General Discussion
If there's a skill rework anything's up for grabs. But mostly everyone will complain that all ships got buffed, except their favourite, which got nerfed. -
Is "Concealment" the new "Situational Awareness"?
AnotherDuck replied to Admiral_H_Nelson's topic in General Discussion
It's the other way around. It gives an extra four points to spent for all ships that currently use it. Those that don't will get a benefit they didn't think was worth it. Donskoi is pretty crap at shooting over islands, so if you hide behind one, you're likely not able to shoot. If you can, anyone can shoot you. And if smoke is a reason why CE isn't good, then no DD should need CE. Except the few without smoke. But hey, they can get smoked by some other DDs, so it's all fine. All in line with your argument. RL and IFA is five points. CE is four. Sure, you can play without it. You could play without Situational Awareness too. Doesn't mean the skill doesn't help. Granted, they're probably the cruisers that need it the least. But those are just two ships The benefit lies mostly in that you go dark for short whiles since the shot bloom time is shorter than the reload for most BBs. Sure, it's not a crucial skill, like it isn't for any BB, but it's sure helpful. Point is, most gunboats benefit from CE. -
Basic Skill: First THINK, then TALK. Avoiding sketchy arguments (in the wake of Jean Bart release)
AnotherDuck replied to GA_Tirpitz's topic in General Discussion
I've taken statistics classes many years ago, so I don't really remember much of it (especially specific calculations), but I think I can usually figure it out well enough to understand roughly how it works. Having higher tier locked off only to better players (however you want to define that) certainly won't increase anyone's winrate. It's just going to draw the overall winrate towards 50%, and since the overall winrate of the better players is above 50%, it's going to get lower. The quality of the gameplay might be better, on the other hand. It'll be more challenging, since you don't have noobs to farm, and more skilled players opposing you (which more often than not is more important than having skilled teammates). I don't think this is what most player who want skill-based MM or something of the sort actually want. I think most of those just want to have better teammates, but don't realise it would also mean better opponents. But that's like, just my opinion. Then there's always the problem of defining what a good player is. The most accurate stat for how good someone is at playing in a way that gives their team victory is winrate, since that's the only stat that directly measures it. However, for any given number of games, it's also the least accurate for a few reasons. Statistics like damage that are a range rather than a binary number tend to normalise their averages faster, and damage done depends less on the team as a whole and more on the local situation in a match (i.e. how well you can outplay the ships you're currently engaging with). But the moment you add any of these to MM, you're going to skew those very statistics, as explained above. In short, having a baseline skill for higher tiers isn't a bad idea. The problems comes with how you define that baseline, and that it's not something everyone would want, even those who'd pass that baseline. -
Why do you need a CV with that? Orion is easy mode all by itself...
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ifhe getting changed, free skill respec?
AnotherDuck replied to thiextar's topic in General Discussion
Don't worry, it's coming very soon. Just after the CV rework. -
Isn't that normally the case? If you want something done... This is how you know you're on the European server. English is automatically considered the second language. For my own sake, had one fail, a couple 3-4 stars, and two 5 stars (one of them the first try). It's not that hard if you manage to get 3-4 players who don't completely suck. Good luck with that, though. I mean, leaving two subs with a Varg on each side while me and my div mate go scouting can't be too bad, right? Well, managed to scout the entire of both sides while neither of the two pairs managed to kill their Varg... Well, at least it's not as bad as Raptor Rescue. The amount of teams I've had it with where two ships sank before we even reached the Raptor...
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Where do EU players get ARP ships these days?!
AnotherDuck replied to FixCVs_Nautical_Metaphor's topic in General Discussion
I've played my ARP Kongou quite a bit. So much, in fact, that the silver Kongo is the only IJN BB I've never played. Well, except Musashi, Kii, and Mutsu. -
That's why it's so popular. Players believes they can just do that. It's also one reason why it's underperforming so much. Players can't. It's not sealclubbing if you're the seal.
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Are the ships in this game too fast ?
AnotherDuck replied to OnceBittenTwiceShy's topic in General Discussion
I think this is the funny part. Look at the USN DD shell arcs in the game. Now imagine what they would "realistically" be. I think that'd actually hit the moon that way, rather than just figuratively. -
Witch ship is better, (fletcher or jutland)
AnotherDuck replied to Cmdr_Venom's topic in General Discussion
Not quite sure about that. A lot of people prefer Fletcher over Gearing. -
If I'm in a DD, I tell my team to shoot DDs and radar ships first. Including the battleships. And then I try to spot those targets for them (in the early game, at a higher priority than capping). If I'm in a BB, I tell my team to shoot DDs and radar ships first. Including the battleships. And then I shoot whatever threatens my DDs. Honestly, my favourite flanking pair is probably a Shimakaze with a supporting Yamato. The Shima will outspot just about everything, and can outrun what it can't outspot. The torpedo threat (once the enemies realise it's there) will also discourage pushing. The Yamato has very scary guns. They don't necessarily have the highest DPM, but they're very scary. As such, players are hesitant to push towards it. The Shimakaze will eliminate or at least reduce the torpedo threat against the Yamato, and the Yamato will blap or threaten to blap anything that wants to pick a fight. Of course, other ships can do the same, but these are the two T10s I currently own, and I find them to have surprisingly good synergy.
- 74 replies
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- dds
- destroyers
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T1, 1v1, make it happen! Jokes aside, I liked the 6v6 more than 8v8 for the same reason most people like them: more personal influence. 6v6 I got rank 1 in 18 battles, while 8v8 it took 27. Luck is a thing, but there's a bit of a difference between them. 5v5 would also probably be fun. Less than that I'm not sure, with random teammates. But I like my Kami. Never get to take her out otherwise without being a dirty, filthy sealclubber. And it's the only tier I have a premium that's actually better than the silvers. Well, and Missouri, which is the only USN BB I've ever played.
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Oh, noes, people are trying to cap and actually win the game. We must discourage that. Damage farm all the way! That's pretty much how I play my IJN DDs. Since they're stealthier than other DDs, DDs are what you spot (primarily). Enemy DDs get killed (if your team bought at least one clue), your team gets spotting advantage, which means they do more damage. But that only rewards those ships that do the damage, not the ones that make it possible. Sometimes I go flanking, if there's no CV and DD threat is acceptable or lower, and not threatening my flank. That's primarily because flanking is one of the best ways to spot ships trying to hide behind islands. And sometimes you can also torp them, because they're often sitting still. This also gives you better area control for your team if you have support by larger ships (for some reason, a Shima and a Yamato on a flank is very scary for most enemies, so they don't dare pushing without a lot of friends).
- 11 replies
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- dd
- domination
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Do Destroyers need a Buff? 10% max damage the right way?
AnotherDuck replied to Miscommunication_dept's topic in General Discussion
How would that be different from the usual whining, though? And why should that be taken into account, but not DD players having objections? Do only BB players count when it comes to arguments? -
Shima also has the lowest HP pool out of all T10 DDs, so even if the absolute damage might be somewhat less, you can't take as much to begin with. The main tankiness comes from the stealth and speed, though. I don't usually take those things for granted until they're actually in the game. That said, an HE damage buff does bring them back to where they used to be: strong alpha but weak DPM (relative to DDs). With the good shell arcs, second only to the Russians, they can be surprisingly nasty at range.
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Do Destroyers need a Buff? 10% max damage the right way?
AnotherDuck replied to Miscommunication_dept's topic in General Discussion
With that logic in mind, we should increase torpedo damage and remove BB torpedo belts. If they keep sailing in straight line, they deserve to get instantly deleted if they eat two or three DD torps. -
That's pretty much the main issue. IJN DDs have worse guns but not really much better torpedoes. The stealth is better, but it's not that much better either, and barring Shima and Minekaze, they're slow to average speed.
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You threw baseless insults just because I called you out on your behaviour. If it's not whining, it's worse than whining. The WR was from the three pics you posted: two were losses, which if anything "proves" you just farm damage without contributing to the team. It doesn't matter what kind of player you are, personally. What matters is how the overall Shima population will use the torpedoes. If they can spam them, they will, so that's what's going to happen. It will net them more damage on average simply by having more chances to hit something, so they will feel they do better when all they're doing is just saturating the waters and bringing back the torp soup gameplay no one except those DD players liked. When considering potential buffs or nerfs, you have to consider how players on the whole will react to them, not just how they will benefit you personally. And yeah, Shima with TRB would be hilariously OP. Yeah, that's only theoretically. In actual practice it happens a lot more often than that. Happened in the one Shima game I played today (and in several Kamikaze games in Ranked). I also saw two or three allied DDs getting torped like that after I told them not to sit broadside in smoke. It's not actually that rare.
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So the answer is no, you can't help but being a toxic git. Thank you for making that clear. No, my skin isn't particularly thin. All I'm asking for is common decency. If you're going to whine about me calling you out on being a toxic git, again, take your own advice, and grow some thicker skin. If you can't handle criticism, just leave. The problem with faster reload times is that you're encouraging torpedo soup. Just fire as many torpedoes as you can in the general direction of the enemy and hope something hits. It's the opposite of wanting skilled play. This is why Shimakaze got nerfed in the first place, and you want to bring that back. On the other hand, better torp concealment rewards good prediction and aiming, as well as making use of your stealth and taking time to find a good target. That rewards skill and experience, unlike what you want.
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This is like bragging that you're the fastest growing religion this month, with five new members that month and previously it was only you. But the point is, you come in here and start insulting. And since you fail to realise that, telling someone to "git gud" is an insult. Telling someone they're lazy is an insult. I'm not sure you're aware of this, but it is possible to have a reasonable discussion about what works, what doesn't work, and what the relative merits of various tactics are without telling others to "git gud" with absolutely no justification other than what you made up. However, coming in like a toxic know-it-all who makes crap up about other posters is not the way to do it. All you've proven is that you should not be given access to posting on public forums. Now, can you participate in these forums without behaving like a toxic git?
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This is what I always try to do, regardless of torp range. It's just like with BBs: Max range is the possibility, not the recommendation. But at close range, I don't find the miniscule increased hit rate to justify the lack of possibilities. The difference between an average player and a slightly above average player still plays a greater role than that hit rate difference. You're also forced into yolo range if there are radars nearby. Nice 33% winrate you've got there. Really proved your point.
