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Everything posted by Runegrem
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So, radar being LoS would kill DDs more often while also being globally unuseable? That sounds very contradictory to me. Unless cruiser players would just yolo and get both killed all the time, and I'm fairly sure that's not what you mean.
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First of all, I keep ships until I need the space. Currently full port with 84 ships (not sure if Halloween ships are counted). Then I sell ships either in order of dislikability or credit worth, depending on what I need. The only premium ship I've sold is the Emden, because it's only tier 2 so no real income and I really didn't enjoy it. I currently have premium ships at almost all tiers, 2-9. Otherwise I've kept and plan to keep the following ships: Tier 2: Umikaze and V-25 because they're fun ships for some low tier derping around. Tier 4: Svietlana because she's a powerful ship for her tier and in the old days I could use her for fire starting missions before I got better high tier ships for it. Tier 5: I actually bought the Podvoisky because I wanted to see what a fast RU ship with 130mm guns could do at that tier. More importantly, I kept the Emerald because she's just such a fun ship to play, and she's a strong brawler. Brawling in the middle of Straight while the BBs are looking only at eachother is great fun. Tier 6: Both the Fubuki and the Hatsuharu I've kept since I'm not sure which kind of tier 6 DD I want to play whenever ranked comes to that tier. And that's despite having the Shinonomome. I also re-bought the old tier 6 Cleveland for use in operations before the US line-split was announced. Now the Pepsicola has replaced her at that tier. The Fuso is also a good ship for ranked or operations if I need a BB. Tier 7: Shiratsyu and Fiji becase they are strong ships in their own ways and fun to play. Tier 8: Benson has always been a strong ship for ranked, but now I've gotten the Kidd from a crate, so her future is uncertain. Amagi, North Carolina and Chapayev also tend to be good picks for ranked, probably the Cleveland as well. The Bismarck isn't usually quite as strong in ranked, but she's a great fun brawler with a secondary setup. And I just got the octopus camo for the Mogami, so I'm gonna keep her as well. Tier 9: I'm currently grinding the Fletcher, but I'm probably going to keep her after getting the Gearing whenever I have the credits for her. The Udaloi used to be the odd step-child in the RU DD line with her actually acceptable stealth between the Tashkent and the Kebab. Now she's the odd step-child with only mediocre stealth between the Ognevoi and the Grozovoi. Was great fun back when, now I mainly keep her for nostalgia reasons. And I like her torpedo setup with her great forward angles. Tier 10: I keep all tier 10 ships because why not? Currently have the Kebab with premium camo as my most played ship (before the Udaloi), the Moskva and the Montana. All ships that are strong and fun in their own ways. The only ships I kinda wished I hadn't sold was the Kiev which I sold when she was at tier 7 and the Tashkent which I got when the line split since I had the Udaloi. Both sold because I needed credits. Now I'm more patient with the money grind which the Missouri helps with. Yes, I like my RU DDs. And yes, my avatar is the Kancolle version of Tashkent in a cardboard box with the text "Borscht, please" on it in Japanese.
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Map reticule - Nice unless you are a smoke cruiser, or hiding in a storm
Runegrem replied to Thracen's topic in General Discussion
Eh, since winrate isn't a super accurate stat I'd say that 46%-54% is about average. It's just 4% outside 50% on either side. I think the not-so-accurate part was calling 49%-54% poor to average. A 49% WR player is clearly average. Poor would probably be something like 42%-46% WR. Spotter generally helps more than mini-map aiming. But like has been said, the biggest reason it happens more now is because of changed meta. -
I actually tend to like games with 5 DDs. But that's probably because I play a lot of Kebab and Missouri on higher tiers. And if I play cruisers I want to have CVs in the game since I often spec for AA. Most of the time I see players not deviating from their original plan is when they plan on supporting a side cap that's already being capped by a friendly. Then they insist on securing that cap long after active play has gone over to the middle cap. Or maybe that's just BBs doing their usual camping thing while pretending not to. Yeah. Other radar ships mostly have to rely on focus fire to kill DDs within their radar time, which feels better balanced. Of course, team-play is always king, and it kinda should be. That might be a good idea. But like I said earlier, I think radar range could be tweaked first. And for lulz I've toyed with the idea of "what if only BBs had radar?" What would the meta look like then? It's WG logic. Or in more general terms, I'd say it's straight out dishonesty. It's like when one of the WG reps here on the forum said that capping is properly rewarded.
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I kinda feel the real problem isn't how much of a statistical disadvantage having fewer radars is. It's more about how it makes the game less fun. I don't think WG has any stats to argue against that. And no-go-zones are not fun gameplay. Especially since they tend to be in the area where you want to be as a DD, the caps and surroundings.
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Kebab 6km torps can be used for ambushes, rushes and knife-fights with other DDs. They're still lethal within their range and hard to dodge despite their low speed. By now you should've learned how to use the standard RU short range torps so ambushes shouldn't be too hard to pull off if needed. That said, most of your time should be spent going fast and loud. Torpedo strikes is something you go for when the opportunity presents itself.
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Radar being line-of-sight might give DDs less information about if there's a radar cruiser around the corner, but it also stops her from actually being radared. And being radared from behind an island can often lead you to being shot at by ships flanking or from far enough away that they can lob shells over the island, unlike the radar ship. Or as often is the case, shot at by from far away who simply doesn't have any other target to shoot at, so they might as well throw a salvo at that DD in the next cap. Now, was the Kitakaze spotted by the Z-46 hydro or the Buffalo radar? Does it matter? It wouldn't have been possible had radar been LoS. That said, I don't actually think the main problem is the x-ray-factor since radar being LoS or not has both advantages and disadvantages. First, ignore the silly BB AP damage, since that's getting fixed, other than for two DDs (#kebabnerfedagain). This would "only" have dealt some 11k damage after the fix and even then you don't get that dispersion all that often. Second, one issue is that I could easily add my guns to the pile while being in the next cap, and this on the map with the biggest caps in the game. Third, and probably most importantly, the biggest problem with radar right now isn't actually shown in this pic since the two green ships are actually in the cap, in the danger zone. That they have useable hydro and radar from that range is fine(ish). They're risking their ships after all. The bigger problem is that the Buffalo could just as easily sit a square to the south and be comfortably safe and completly invisible behind that island and accomplish the same thing. A Chapayev in the same spot could light up the entire cap. Sure, they might not get any points for it, but they can easily ruin a DDs day. So the main issue I feel is range. The area denial power of a radar ship is huge. And it's a very hard kind of area denial, the kind where if you're spotted you scram, immediately, or find a safe island to hide behind (not like the Kitakaze in the picture) else you might limp away with three digit health left if you're lucky. Area denial of that range simply isn't fun. It just turns most of a DDs main territory into a no-man's-land which you should only enter if you know exactly where the radar cruisers are and preferably you should also know the status of every radar ship's radar cooldown status. There are two solutions to this: either make the maps bigger, specifically the caps and their surrounding area; or you reduce the range of radars. I'm not suggesting a huge nerf, but some 1-2km would be a nice start. The active time and cooldown could also be looked at, but I feel that's less important.
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Sweet! Thanks!
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Well, you're clearly not qualified to work for WG then. I don't even damage farm in my Kebab, which everyone says is only good for damage farming. I refuse to stoop to that level of gameplay.
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As far as I can guess, speed does have something to do with it, but the main reason is that combat is more effective at longer ranges for higher tier ships. Guns get more range and accuracy at those ranges. Torps get more range. Concealment tends to get worse, but this is less consistent due in part to CE and the concealment upgrade. Hydro get more range. Radar gets introduced and non-RU radar gets more range each tier. That said, a lot of maps don't actually use the entire size they have. There's a strong tendency for maps to have a formation of islands in the middle of the map with mostly open water surrounding it with the worst of the worst being Northern Lights. This makes maps feel smaller while still having a lot of map to travel if you want to get from one flank to the other, not a good thing in my opinion. I'd rather have the maps use their entire size for active gameplay instead of up to half the map being used just for kiting or camping.
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I think Mr Hockey player is most suitable for non-high tier RU DDs since only DDs use SI and the high tier RU DDs have fast turning turrets. The Ognevoi and the Tashkent are the last ships or their respecive lines that use the slow turrets before upgrading their guns. The RU premium DDs have even slower turrets, so they're a prime choice for him. I'm having him for my Leningrad.
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That's not how the game calculates it as far as I've heard. You actually get 2 percentage points, which means the standard 8% fire chance becomes 10%. That's a 25% increase. Though with how I play the RU DDs I fight a lot of other DDs, so direct DPM is more important. If you're more of the player who spams BBs and cruisers for fire damage then DE is better.
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Personally, I think the 20km Shima torps should just be removed. They don't add anything good to the game. The Shima already has two other options that are both better.
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Sweet! Thank you!
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Making stuff up to justify insult. (Toxic) Something being more important doesn't mean everything else is pointless. So, you're making stuff up to justify insult. (Toxic) Thing is, you started out by giving some constructive advice, which is nice. But then you had to follow it with completely unnecessary crap about gitting gud and being lazy. Why you do this? It just makes the whole thing smell of GIFT.
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Nah, players don't want the IJN DDs to be super powerful. Just not worse at almost everything. Also, apparently Kebab is still too powerful since it doesn't get the buff the other DDs get against BB AP. #makekebabgreatagain Also, also, @Migantium_Mashum, aww, you started your post out so well. Then you decended into needless toxicity. Why you do this?
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Could we introduce a radio command like "ignore that ship"?
Runegrem replied to Praevasc's topic in General Discussion
Yeah. A warning for torps would be nice. If players actually used it that is. Some players still won't care though, like the pink Furutaka in a recent ranked battle. At the start of the game one of my teammates told him not to fire torpedoes from second line. A few minutes later I had to dodge his torps in my DD. Yeah, launching torps often works for some reason. But F3 actually does work sometimes. I've noticed it when I radar DDs from behind an island sometimes. But that's probably mostly because they were shooting her just before she smoked up and just continued when she was re-revealed. -
How is easy; just click the No option, then click the vote button. Why is more personal. For me I'd say that while it is the least interesting game mode it's not by much, and the variety it offers is enough to make up for its shortcomings. There's also the thing that it makes having idiot campers on the team far less painful since you don't actually need to push or contest caps and we know how common those are.
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I think the main problem with the Akatsuki is that she's in the wrong line. She should swap with the Shiratsuyu which fits much better just below the Kagero with her good concealment and torpedo reload booster option.
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It's nice that you had that warning for sarcasm, because it's well hidden before all that truth.
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Oh, right. She does have those guns. I forgot to check the main guns on wows-numbers.com since I don't actually have the ship myself.
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Yeah. It's a hilarious idea, but it'll probably find some way to backfire.
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Battleship shell damage and Destroyers (reading list included) (Nov-2018 Dev Bulletin ver.)
Runegrem replied to KarmaQU_EU's topic in General Discussion
DDs needed this, but to exclude the mighty Kebab? Boo! #makekebabgreatagain Seriously though, Kebab can handle BB AP most of the time. And the times she can't? Well, that's fair enough with the cruiser like characteristics of the ship. As for the Harugumo? She also has HE penetration equal to normal 150mm CL guns. Also fair, but I'd rather instead have her (and the other ships with 100mm main guns) with 1/5 penetration instead of 1/4 since the standard 1/6 is just too low for her 100mm guns. -
BFT also helps with shooting down planes. The Tashkent doesn't have a long range AA-aura, so it doesn't matter much for that ship, but the Kebab has, and is able to shoot down spotter planes if they annoy you or your allies; she can also shave off a plane or two off of CV strikes. For that reason I also use the AA upgrade instead of the aiming systems one on the Kebab.
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So if you can't fire back at an enemy you absolutely positively need to run for your life or stay at a safe distance? By that logic cruisers and DDs should stay at over 20km from the action since BBs can shoot at them from afar while they can't shoot back. Yet cruisers or DDs don't actually do that. They man up and risk their ships to get closer. Good BB players do the same.
