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AnotherDuck

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Everything posted by AnotherDuck

  1. AnotherDuck

    Friendly torpedo alerts

    Can't dispute the first one there. Second one I will. Actually being in on the plan means the failure is on the one who doesn't follow the plan. If you want a thread to die, the best thing you can do is to not respond in it. Because that's kind of counterproductive to the thread dying.
  2. AnotherDuck

    Patchnotes 0.5.11 from TAP

    The way I see it, it's just more buffs to BBs. Improvements to radar means even more nerfs to DDs, which means BBs will have an easier time. Improvements to fighter planes means stronger defence against attack planes, which also means an easier time for BBs. WG seems to coddle BBs, hate DDs, not have a clue about what to do about CVs, and use balancing CAs and CLs as excuses to change the situation for other types of ships.
  3. AnotherDuck

    Friendly torpedo alerts

    I have a total of one exception to that. Was in a division, with a Skype chat open. Talked about it before launching, was acknowledged, mentioned it again, and then, at the far range of the torps, torps hit.
  4. AnotherDuck

    Friendly torpedo alerts

    Players don't need an excuse to launch torps. So many times I've seen destroyers and cruisers launch torps when there's no possibility of anything getting into their range, or blind torps from ships with short range torps. Sometimes second line torping.
  5. AnotherDuck

    The most important skills to be a good player.

    I had a game like that a long time ago. Except it wasn't two of them; it was only one. And it wasn't a Minekaze; it was an Isokaze.
  6. AnotherDuck

    Patchnotes 0.5.11 from TAP

    So what's really happening is that WG is intentionally leaking out some ideas they have in the form of changes that can't be verified as official, and then they judge how people react to the ideas while at the same time maintaining plausible deniability.
  7. AnotherDuck

    Friendly torpedo alerts

    If you get within spitting distance, the lead marker is very inaccurate. It mostly depends on how most ships in that situation are in full turn, which has a surprisingly signficant effect on your aim, so if you aim right at the marker, you can easily end up missing, even if it's just 1-2 km range. It can also be easy to get outside your aiming range.
  8. AnotherDuck

    Pick your votes for the sexiest ship ingame!

    Bismarck, especially with proper camo. No question. For a long time, I'd have said ARP Kongou. Those the sleek lines of the Kongo-class, with that black paintjob and the violet streaks works very well for me. Not particularly historical, but looks great. I always liked the Myoko-class, and ARP Ashigara has some great colouring.
  9. AnotherDuck

    The most important skills to be a good player.

    Yeah, I know. Was just a funny point in contradiction. Was even the same player who said both things. Evaluating other players and judging their opinions is also a valuable skill. Most of the time, you also need to take into account that they're probably going to do what they're planning, even if it's stupid, and act accordingly.
  10. AnotherDuck

    The most important skills to be a good player.

    Overall, I agree with the people saying that all of these are important, and there are different stages in your development you should grasp the skills. Aiming (Making your salvos count) Basic skill. This is probably the first skill you should learn, in the first few tiers. Nothing fancy, just being able to figure out how much lead (i.e. aiming ahead of a moving target) you need while shooting will help you a great deal in the future. All you need to know is what the notches on whatever crosshair you're using means, and the shell travel time. You'll always improve this throughout your playing. Some ships are more demanding (USN moonshooters) than others (Russian railguns), but they all require the knowledge to do it in the first place. Situational Awareness (Constantly tracking the minimap)Basic skill. This is the second skill to work on, and most of the following skills are based on it. In addition to reading the minimap, I'd also include keeping track of your own status. Are you spotted? Anything damaged? On fire/flooding? Cooldowns? Basically, being aware of what's happening, and processing all information you're given. It's not about knowing what to do with all that information (that comes later), but simply being aware of it. If you don't know what's happening at the moment, you can't make informed decisions for what's going to happen, or what you should do. Knowledge - Experience (e.g. knowing which gun penetrates which armor at which angle etc)Basic to advanced skill. This is an ongoing skill with many levels. The most basic is knowing what weapon to use. Do you use AP or HE (or torpedoes)? Following that, learning how to angle, how detection works (and all ranges), what firing range other ships have, the mechanics of all consumables, and lots of other details. Many of them are very situational, and not strictly necessary, but they help. Teamwork Basic to advanced skill. The most basic of this is communication skills. Learn how to listen. Learn how to inform your teammates of your actions and plans. I usually say that a bad plan is better than no plan (BOCTAOE). Good teamwork also means you can do stuff like torping closer to your allies if need be. A basic one is just focusing fire on one ship. Using torps to force enemies to turn so your allies get better target angles is another detail. Spotting. Tactical Awareness (Adapting the situations, changing the plans if needed etc)Intermediate skill. Now that you know what's happening, you can figure out what to do about it. What ship to target is one of the most basic parts of this. Has a destroyer popped up close to you on the minimap? If you're a gunboat or cruiser, you may want to switch over to HE and attack that destroyer. If you're a battleship, you may want to steer clear of it. If you're a carrier, you hit F8 and GTFO. If you're trying to cap, but find out the cap has more enemies than allies, you may want to abandon the cap. Anticipation (Anticipating state of the game, opponents movements, your teams situation etc.) Advanced skill. This is basically the advanced skill of Situational Awareness. Knowing where everything is is one thing, but knowing where they're going to be takes one step further in thinking. Positional Awareness (Being in the right place at the right time) Advanced skill. This is what I'd call "Strategical Awareness". It's basically the practical application of the former skill, and applying that to getting to where you can be of the most use when (or slightly before) you need to be there, and not being late to the party. Funny thing, one time I did just that. I went one way on Two Brothers, then the team said I should go the other way. So I did. And then they complained that I was sniping, even that was the only thing I could do while I was relocating... Thankfully, Kongo is both a decent sniper, and a fast battleship, so I could join up with the rest within not too long time (and delay the enemies coming from the other side while I was at it).
  11. AnotherDuck

    Please fix Bismarck premium camo

    I'd like the Baltic camo.
  12. AnotherDuck

    Friendly torpedo alerts

    I'm on both sides of this. On one hand, it would be a useful tool for responsible torpers. On the other hand, as mentioned, it would be used as an excuse for less responsible torpers. I'm not sure which argument is stronger. Probably the former, since less responsible torpers would just blame something/someone else anyway. Personally I say it in chat if there's a chance someone could get into my line of fire. Usually that would involve the potential ally suiciding into the enemy (since, you know, that's where my torps are swimming), but there's always the risk of someone making that choice, and usually it's one of the longer ranged torps I'm using then.
  13. AnotherDuck

    What is the point in the Mutsuki?

    I would change that to never fire your guns if the enemy isn't aware of you, or if you're going to be out of detection range within 20 seconds. Smoke can change that up a little, though. The rest holds true, though. You're pretty much always going to do the best job if the enemy doesn't know where you are, so stay undetected.
  14. AnotherDuck

    What is the point in the Mutsuki?

    Personally, I've had fun with all ships past Mutsuki. Well, don't have Shimakaze, but the other three I didn't find that bad. Hatsuharu has a lot more punch in her guns (especially the A hull) than Mutsuki, not as much as Fubuki, but enough to surprise the occasional destroyer by actually shooting back. Kagero also has guns, but she's more often up against the stronger gunboats, so they're worse by comparison. Of course, guns are probably not why you're playing these torpedo boats, and they're not up for one-on-one confrontations with the destroyers of other nations. Mutsuki herself, on the other hand... Not the greatest ship. Still, all of them could use a buff, looking at their overall performance compared to other destroyers. Personally I'd like them a little faster.
  15. AnotherDuck

    They come out at night.

    Now, compare the size of those little men with the guns behind them.
  16. AnotherDuck

    Izumo vs afk Gneisenau

    But you can citadel a Tirpitz at close range broadside with a Fuso.
  17. AnotherDuck

    Overpowered over-penetration (OP OP)

    That sometimes happens when you hit a ship that can't possibly have any loction saturated.
  18. AnotherDuck

    segmented heals

    I can add that if you messed up with flooding and fire, and most of the ship's HP has withered away like that, you probably need multiple heals to up to the healable limit. Once one heal is done, the grey limit goes up to what the next one can do. By the way, premium Repair Party on battleships is almost always worth it, especially if you don't have Superintendent, on mid and high tiers. I quite often use up all my heals, unless things turn wet quickly. If I don't die or if I don't get Dreadnought, I usually feel I could've tanked more damage for others. Premium Damage Control Party means less damage from fires, and for flooding it's especially useful if you meet Japanese T2-T5 destroyers, as those have reasonably quick torpedo reload times. Or a Hatsuharu or Kagero with Torpedo Reload Booster. (In theory, but in those tiers you should have PDCP anyway.)
  19. AnotherDuck

    HE spam, PLEASE FIX!

    Exaggeration aside, if you're focused by the enemies, you're going to die unless you make a quick turn to the rear, or behind an island. Anything else means you're OP. Aside from that, even being reasonably close to the enemy fleet, I'm not often focused down in battleships. A third of all ships played are battleships. I'm pretty sure a third of all ships don't burn down in 120 seconds, especially considering they have the highest survival rate of any ship engaging enemies. Or are you saying cruisers and destroyers get nuked in less than 120 seconds?
  20. AnotherDuck

    HE spam, PLEASE FIX!

    Those of you who claim HE is overpowered, do you have any numbers to back you up? People who claim HE is fine have backed their claims up with the damage reports showing that AP stands for by far the most damage done to battleships (and probably cruisers as well; forgot exactly).
  21. AnotherDuck

    Why am I pink

    Those things fall apart if you look at them harshly, let alone actually shooting at them.
  22. AnotherDuck

    Standard battles

    As mainly a DD player, for high tier games, Domination is high risk, high reward. Standard battles are low risk, low reward. They're not bad once in a while, though.
  23. AnotherDuck

    HE spam, PLEASE FIX!

    I'm not sure Kirov is the best ship to compare with. I'm not sure I've ever played a more fragile ship than her, regardless of tier. If you're not using your range and speed, you're going to sink. Fast.
  24. AnotherDuck

    Why am I pink

    So adding "-ish" makes it a colour and not a flower?
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