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AnotherDuck

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Everything posted by AnotherDuck

  1. AnotherDuck

    Anti-abuse system update

    Even that isn't failsafe, since there are situations where it's preferable to go to the corners. One is if you're baiting the enemy fleet away from the objectives, and another is if you've got very little health left. Although in either case, you're probably going to spend at least some of the battle closer to the objectives than that. Most of the time BBs borderhumping means they're ignoring the objectives or their chances of winning, but not always, and I wouldn't like a system that can strike you for legitimate tactics.
  2. AnotherDuck

    Anti-abuse system update

    All due respect, saying someone has to play the game the way you want them to is stupid and selfish. Sure, they can. I can also cap in my Edinburgh, or in my Bismarck. Should we therefore penalise players in those ships who don't cap? Just becuse you can doesn't mean that in all cases should be your primary objective. Because what you suggested leaves no room for choice. That limits gameplay and fun. I've been in the thick of it and still not lost more than maybe 20% health over an entire game. If there's one recurring problem I have it's that I'm too aggressive. Do you think I should be punished just because people don't shoot at me well enough? Should I be punished if I decide to go to a flank in a slow battleship where very little actually happens during the course of the game? Don't come with your, "if you don't play the game exactly the way I want to then you should be punished", rhethoric. There's designing a game for dynamic and fun gameplay, and then there's your way. You only need one DD in the cap, and if no enemy ship enters a cap, you can't get defence points. And you're also changing what you claim, since before you made no mention that actually doing damage was an acceptable substitute. Besides, the difference there is just being successful or not, and you want to punish someone doing something unsuccessfully, even if it might be the right thing to do. Lose the H. You're in no way humble.
  3. AnotherDuck

    Ok then, I want Radar Mod on my Missouri

    Most of the time, the benefit of the consumable isn't the extra speed, but the significantly increased acceleration.
  4. AnotherDuck

    Mutsuki... whats the point?

    Well, I really like Shino as well, which is a very good ship, and as I said, I haven't actually played some of the IJN DDs since the split, because I didn't need the grind, nor did I have reasonable captains to spare. However, I still have a fair bit of experience with those torpedoes in other ships.
  5. AnotherDuck

    Anti-abuse system update

    Simply put, I don't trust the XP system to be representative enough of actual contribution to want something like that. Can be multiple situations. Can be five DDs per team and you don't have to cap. Can be left completely alone with the rest of the team camping. Can be a Kebab. Can also be multiple situations. Can be a roflstomp so you don't have the time. Can be that the enemy just doesn't shoot at you. Can be that you're trying to maximise Adrenaline Rush and choose not to heal.
  6. AnotherDuck

    Mutsuki... whats the point?

    The only ship that has faster than 6 kn more than Bucky's torps is Gnevny, with those 4 km torps. And you're still talking about a 10% difference. That means if it takes the torpedo 30 seconds to reach the target, the difference is 3 seconds. If that's what you think makes something go from good to awful, then what you have is either an exaggeration or an emotional argument. You also have to take reload into consideration, since if you can fire more often you will hit more. Yes, you don't need the range if you can pick the target, but that "if" is still there. You can't always pick the target as you like. Again, if you have more options you can fire more often and get more hits.
  7. AnotherDuck

    Best Ship To Carry Teams With?

    The only way to carry is to be good. Certain ships can help you a bit in that regard, but despite all complaints concerning balance, most ships are closely balanced enough that skill makes most of the difference. But as above said, CVs have the highest impact on games, so if you're good enough, CVs are the "easiest" to carry in.
  8. I posted about my kill record before. In the "Carry Harder" thread. Which sums up the result of that match. 8 kills, 169k damage, loss. It was in Yuugumo, which I didn't see previously in this thread, and not a ship people claim is OP.
  9. AnotherDuck

    Mutsuki... whats the point?

    I don't find that reaction time makes that much of a difference. I've played around with a bunch of different torpedoes, and reaction time has never really been one of the key numbers to pay attention to. Torpedo Acceleration is for the most part useless to me. If you find that the IJN torps are waaaayyyy too slow, I'm pretty sure you'd have significant problems landing any other T6 torpedoes, since they're not a whole lot faster. And as I usually advice about torpedoes, you should always torp from the closest range you can safely torp. If you have for instance Fubuki, sometimes that's at 6.2 km, and sometimes that's at 13 km. It depends entirely on the situation. However, while you get better chances to hit the closer you are, the longer your max range is the more opportunities you get per match. More opportunities means more hits.
  10. AnotherDuck

    Anti-abuse system update

    Players who don't take responsibility for their actions is why accidental team damage needs to be punished as well as deliberate team damage.
  11. AnotherDuck

    Mutsuki... whats the point?

    I think there are two ships I don't use CE in: Bismarck and Fuso. The former is fully secondary specced, so I just don't have the points for it, and I rarely play in a way it gets useful anyway. The latter having CE means that instead of being spotted from the moon, you're spotted from orbit. Not something that makes a huge deal of difference. I use a more comprehensive survivial build instead. Yeah, most of the IJN fleet suffers from power creep. But no, Bucky still has overall better torpedoes, so it's a better torpedo boat. I remember the old T8 one that actually was a match for Benson, which is still a very solid DD that can handle most situations. Those two were the ships I played the most back then. Yup, that's where it gets fun. The torpedoes are good. Guns not so much, but they work in a pinch. Funny story, I once played Kamikaze with my T8 Kagero captain, which at that time had Torpedo Acceleration. That meant torpedoes very close to detectability. However, I didn't even notice until halfway into the game, since I played as I usually do and got the usual results. If you make it a point to torp ships sailing towards you (although preferably not straight towards you), then you'll have a much easier time hitting your targets, since that also means they have a shorter time to react. I use 2:1 as a rule of thumb. It's reasonably accurate for most ships in mid and high tiers. Torpedoes are usually in the 60-70 kn range, and ships around half that. But remember that if ships turn, they lose speed, and they don't always sail at full speed to begin with. I have on occasion managed to torp ships that didn't render for me with that kind of estimation.
  12. AnotherDuck

    Anti-abuse system update

    And the worst condition to play in is when players leave the game mid-match. I'd take any fail team over those who deliberately sabotage for others. Your torps, your responsibility. If you think it wasn't your fault, then you really deserve the pink, because it's there to remind you that yes, you made a mistake. Learn from it. Main thing to take away from that situation is that DD players, unlike BB players, do not sail in straight lines. They will take unexpected turns at any given time. It's your responsibility to foresee that possibility. I torp from second line from time to time as well. Or sometimes when my allies are on the other side. But as you said elsewhere, it's about calculated risks. Or when you're reasonably sure they won't turn into the torps. Yes, and I don't find that those things happen with any significant frequency. And a few of them you can deal with within a minute or two, like most phone calls and doorbell, so they're not too interruptive. And honestly, the whole two times I've had the doorbell ring, I turned on autopilot and went to answer the door, went back after that, and apologised to the team. No one complained, a few laughed. Yes, there are idiots who complain about those things, but I find that this game has a good number of actually reasonably people you can talk with.
  13. AnotherDuck

    Mutsuki... whats the point?

    You're welcome. Fubuki is a good ship. Well, I think so. I've never actually played the current iteration of her. I played the T8 version a lot, though, and I've played the other two T6 DDs which are fairly similar, Hatsuharu and Shinonome. Just get the upgraded 10 km torps ASAP. Free XP them if you want. And with CE and camo, you can get the concealment down to 6.1 km, I think it is. Or somewhere around there.
  14. AnotherDuck

    Anti-abuse system update

    You enter a game, you don't leave it until it's done. That's just good sportsmanship. Doesn't matter how much your teammates suck. If your goal by leaving the game is to deny the enemy rewards (as opposed to match points), then you're doing the equivalent of a WoT arty drowing itself. It's just plain selfish, rewards no one, and sucks fun out of the game. The problem with that is that WG has a hard time rewarding good gameplay. Preferably, it should be done at a detail level, since that rewards individual efforts, but then you have to know how things balance towards winning the game, which is, ultimately, what good gameplay means. Sometimes that means doing things that aren't rewarded at all. Sometimes, damage doesn't mean anything, and other times capping doesn't matter. Anyway, those individual efforts is what, at least for most players I believe, are what makes the game fun. Those are the small victories in each game you have, like taking a cap, winning a duel, torpedobeating like a god. However, you still get achievements when you lose; you still get credits; you still get some quest rewards. What you don't get is experience and some other quest rewards.
  15. AnotherDuck

    Anti-abuse system update

    So if you think it's okay to leave a game if you think it's lost? Do you know how many people say a game is lost within the first minute or two? Because that's the thing — what people believe is a "lost" game is incredibly variable, and allowing players to quit out of matches they believe are lost only leads to a far worse experience for everyone, since many games will end up decided solely by how many players leave. It also leads to the toxic mindset that the only way you can possibly have fun in the game is if you win. Everything else is a waste of time. If that's the case, half of everyone's total experience with WoWs is a complete and utter waste of time. If that's what you think, I don't think you should be playing. Might be the hardest to solve, but I wonder how detailed logs WG keeps. That would be rather easy to check, since you're not going to join any new game after that. Send in a replay to support and see if something comes out of it. There are ways to abuse the system, and the only way to deal with that is to manually send in a report about it. I would say it's debatable. Your torps are always your responsibility, but there's a difference, and as such should be a difference in punishment, between accidents, calculated risks, and deliberate TKing.
  16. AnotherDuck

    Anti-abuse system update

    Players keep proving that giving them any power whatsoever over other players is a bad idea, so I certainly hope that's not what it's going to end up being like. I mean, this could end up being WG's second worst idea yet.
  17. AnotherDuck

    We have to do something about this...

    Whenever just going along with it is better than contacting support to get it fixed, the system is bad. Much better to have players report others for bad behaviour. Difference is, you just want to ban people because you can't whine hard enough teammates who fail to meet your lofty standards, while you should be banned for deliberately breaking rules. You also show a good example of why players shouldn't have any control of punishing players for anything.
  18. AnotherDuck

    We have to do something about this...

    First one was a legitimate but risky attack. Nothing wrong with that, especially if the risk is worth taking. The second didn't cost you the game (I'm assuming there was no way you were going to lose even when you sank), so nothing really wrong there either. It probably also increased the experience given for the match. This on the other hand, is something I'd send in a replay to support and ask to have you banned.
  19. AnotherDuck

    The best cruiser at Tier 7 ?

    The biggest hurdle they have is the long reload. That's probably why so many are hesitant to switch, since it's very easy to see a broadside, switch, the enemy turns, so you switch back, and then the enemy shows broadside again. Repeat as necessary.
  20. AnotherDuck

    Uss Black OP as [edited]..

    The amount of awareness required to avoid a stealthy radar destroyer is far disproportionate to the amount of skill required to position yourself somewhat in the general area and press a button to activate radar. L2P is a bogus solution if you're not playing on equal terms.
  21. Zuihou became a mainstay in my fleet during an event a while ago when she consistently kill secured enemies. At that time she was a Reppu mule, so she only had a fighter/bomber as attack, and as such was the weakest in the fleet. But She did what she needed to do, and carried more than her own weight. She's also cute, which doesn't hurt. And that was before she got her upgrade. I like several of the CVLs, but none of them are my top favourites. They all have their charms, flattop jokes aside. Chiyoda. Shouhou. Hiyou and Junyou. Zuihou. Poi.
  22. AnotherDuck

    Mutsuki... whats the point?

    The Concealment Expert captain skill is by far the best skill for the IJN DDs. I'm not going to say it's necessary, but it is required to get the most out of those ships. Stay in stealth, but try to be as close as you dare, since there your torps are more effective. Max range is worse, even if it's available if you've got no other option. Don't be afraid to smoke up if you're spotted, since conserving your health is important, especially in the beginning. However, don't smoke up if you don't need to, since spotting is one of the main tasks you have, and you can't spot from smoke. You've also don't got good enough guns to sit and shoot from smoke effectively. Your first priority is to keep the enemies spotted so your allies can shoot them down. Your second priority is capping. Your third priority is doing damage and area control with torpedoes. In later ships you get the 127 mm guns, which, while still not up to par with the gunboats, do a fair bit of damage with very good shell arcs. If you get into a gun fight, never fight fair. Most of the time you want to be kiting. Sail away from your opponents and use your max range as much as you can. And don't fight the Russians, as they also have good arcs. The USN ones and copies have bad shell arcs, so you can avoid those easier. Still, don't fight them if you don't have to, and preferably only if you have backup or a significant health advantage.
  23. AnotherDuck

    Uss Black OP as [edited]..

    The problem with being detected in a DD is usually not the ship detecting you, but everyone else who really want to sink that newly spotted DD. And if you're not running already, a Black can still get a fair amount of damage in at that range, since she can shoot fast enough to get several salvos in the air before you can turn around.
  24. AnotherDuck

    The best cruiser at Tier 7 ?

    You should also never forget that with those great shell arcs comes good penetration, even at long range, so if you see a broadside, switch to AP. Best in the line for AP is still Kirov and Moskva, though.
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