-
Content Сount
2,665 -
Joined
-
Last visited
-
Battles
25501 -
Clan
[THESO]
Content Type
Profiles
Forums
Calendar
Everything posted by HMS_Kilinowski
-
You have not made a convincing case here. Ohio already is a powerful package. It's strength is that it gives you a lot of options to tailor the ship to your needs and playstyle. You can think of it in a variety of ways, based oon where you come from. You get great secondaries. You can think of it as a a T10 version of Massachusetts, with way more accurate and way bigger guns. That is an amazing combo. You can think of it as the better Montana. That is probably the closest comparison. Great guns. With the plotting room you get superior accuracy. You get the 457s for more punch against BBs. That is rounded up with great secondaries for defence against lollibotes. It all makes the Ohio a better Montana and certainly an option for competitive environments. You might interpret it as a Super-Georgia with better survivability and more guns. If there is anything the Ohio might need, it's slightly more speed. It's a bit sluggish and struggles to reposition. Not a problem for random battles, rather for CB. Otherwise it's such a complete design that offers so much, it's almost an no-brainer. It's perfect for its purpose. It's a ship for RP. People unlock it by playing a lot. You want to give them a universal design, not a ship that appeals to certain playstyles and excludes most players. It imo fits that purpose way better than the Colbert. One point to make about performance. A ship from the Research Bureau is not supposed to be superior, as you suggest. Why should it be. It is a reward for playing a lot or being in the game long enough to have all lines finished and FreeXP galore lying around. I struggle to understand why that would be an achievement that entitles anyone to superiority. Basically that ship is superior. You get a ship with the best secondaries in T10 without getting a shotgun main battery to even things out. That ship works at range and close in. What else do you want? It is a superior design and it's also exclusive, as few clans have it at their disposal. It's exactly what messes with CB balance. Veteran clans have it, new clans are at a disadvantage.
-
Das hängt stark von deinem Spielstil ab. Das LM der Gearing ist sehr beliebt bei kompetitiven Gefechten. Es gibt einen deutlich besseren Tarnwert auf Kosten der Nachladezeiten. Das macht die Gearing etwas schwächer in Duellen, stärkt sie aber als Aufklärer. In Clan Battles lässt der DD ja häufig das Team für sich schießen und versucht unentdeckt zu bleiben und zu überleben. Wenn du keine Clangefechte spielst, macht das LM weniger Sinn, weil dein Team egoistischer spielt und du dich nicht auf Unterstützung verlassen kannst. Da musst du dir also eher selber helfen und bessere Nachladezeiten sind dann besser. Von den LMs für Z52 und Worcester würd ich die Finger lassen. Der Mehrwert erschließt sich da nicht, vorallem, weil man mit dem LM andere Module ersetzt und häufig auf Tarnwert oder Nachladezeiten verzichtet. Das Modul für GK stärkt nochmal die Sekundärbatterie auf Kosten der Reichweite der Hauptgeschütze. Das ergibt nur Sinn, wenn man massiv auf Sekundärbewaffnung setzt. Die Reichweite ist dann aber sehr schmerzlich kurz. Du musst dann deutlich näher an die Gegner ran fahren. Das ist super, wenn du weißt, wo die Lücke ist. Die meisten Spieler werden aber offen 3km vor ihrem Team sitzen und von allen Seiten beschossen werden. Ein bisschen Reichweite tut eben auch den deutschen BBs gut, zumindest bis die ersten Lücken entstehen. Monti-LM bringt mehr Überlebensfähigkeit auf Kosten des Tarnwerts. Gerade die Monti ist ein Schiff, dass sich gut unbemerkt in Position bringt und unvorbereitete Gegner hart treffen kann. Muss jeder für sich abwägen, ob er ohnehin immer offen ist lieber mehr Widerstandskraft hat oder ob er den Tarnwert nützlich einsetzt. tl:dr Keines der LM bringt wirklich klare Vorteile. Muss man nicht haben. Allerdings ist alles was wir hier schreiben eh bald Makulatur, weil die neuen LMs kommen und die alten teils überarbeitet werden. Kann sich also alles ändern. Ich würde empfehlen, keine vorschnellen Entscheidungen zu treffen und die Priorität eher auf das Freischalten der Missionen für die Module zu legen. Wenn die Module bald ins Forschungsbüro verschoben werden, muss man sicher mehr Zeit und Ressourcen in deren Freischaltung investieren.
-
You know your maps? - The map quiz
HMS_Kilinowski replied to HMS_Kilinowski's topic in General Discussion
I am torn. I checked the map and the screenshot and I know the solution, but since I already picked 2 screenshots, I will keep in the back. Let's just say that @Estaca_de_Bares is close enoguh he could either correct his guess or @TheBrut3might accept the answer. It's really close to the suggested solution. -
Over 7000 matches and still substandard
HMS_Kilinowski replied to Xhabalanque's topic in General Discussion
Hello @Xhabalanque, and welcome to the first step of getting better, "going to the doctor". And what do doctors like to say? "You should have come sooner." First of all, after thousands of games, we are beyond anecdotes. There are hard facts and reasons, why you struggle to improve. Be prepared the reasons may be in the core of your playstyle. That means that some of your habits, your automatisms will work against you. You behave a certain way and it blocks you from realizing, where you went wrong. I am sayingthat, so you are prepared, ready to throw overboard some of your habits. That will not be easy. You learned your playstyle, now you must unlearn parts of it, working against the grain. Now I know little about the GZ. I certainly am not the only one. Maybe you should post some more replays of other ships. Don't post your better battles. Those battles are unlikely to show us what you typically do wrong. And you should be familiar with the replays you are posting, since people will discuss your moves and if you cannot remember the situation, you will not understand what they mean. All I can tell you that your words or descriptions alone will not help. You are not aware of what you do wrong. You want to improve, if you had the awareness you would have changed your play long ago and on your own. You need the external view on your playstyle. Your profile only allows a very limited guess what might be holding you back. I concur with @Odo_Toothless that your low survivability is one striking number. The first guess would be that you are too aggressive in your positioning or are giving too much broadside. But we'll need replays. Another number is your hit ratio. It's not terrible but a bit low. You obviously play in phases. You play 200-300 battles in one month and then you don't touch the game for 3 months. Like anything, you get better through practice. Most good players will lead targets correctly simply by feeling the speed of the opponent. You don't get that feeling by occasional playing. You don't need to play thousands of games a year, just regularly. Stay with lower tiers for now. You will see the improvement, when it hits yourresults and then you can think about going up again. But basically, T3 is like juggling with 3 balls. If the balls fall to the ground when it's only 3 of them, having 6-10 balls is not gonna make it any better, is it? I thought about downvoting your post, but I deem that cheap and I feel the need to put it in the right words. Your ideas are apologetic nonsense. If a player loses more over thousands of battles that is his actions alone and no RNGesus or a conspiracy. The game really doesn't need any more players who do not use their heads and blame the world for their losses. If they crossed the streets like they play, every day some of them would be run over by a car. If not carrying about sportsmanship is your attitute that is sad enough. You could have made a topic yourself, asking for advice, but you didn't. You don't care. The OP does and that earns my respect. Please don't encourage others to follow your paradigm and make room for the players who are willing and able to help the OP reach his goal instead of accepting flaws that are easily overcome, once you are aware of how the game works. -
Devs fix the the damn map border abuse
HMS_Kilinowski replied to cuddlesRO's topic in General Discussion
I perfectly understand your ideas. You present them well and comprehensively and they make sense ... for good players. For you, those options to create better angles, while maintaining your ships advantage in speed and range, make sense. I gotta admit, I often feel the maps do not support the play of french BBs or Georgia, cause all you get is the chance to push using island cover into a spot and angle, where you could better do that, if you had space. But then I think about balance and about the average player. I think e.g. about C-cap on Tears of the Cruisers. There I sit next to an island in my cruiser, designed specifically for that, and pray my team doesn't allow them to push. And suddenly I got some french BB going wide and I need to reverse around the island while my rear is already inviting shots from a Yami on the A-cap. Most maps are imo intentionally designed so that you need to close the disctance to get the angles on certain island huggers. That is the balance, that in order to take a flank, the team needs to dissect the defence, kill the DD spotting, chase away the damage sponge and then bully in to crush the squishy damage dealers. How do maps feel, where that balance is missing? Play Worcester on Ocean map, play Azuma in a cyclone. A spot where that principle is working well is the most eastern cap on North map (C or D, depending on the layout). There you have the Des Moines spot hugging the big island and some long range cruiser using the cover of the islands along the 8-line, sometimes a Stalingrad or BB next to the island in between. To get shots on these dug-in ships you would need to go wide, but you can't cause islands block your shots. I find that cap quite difficult in Clan Battles, cause you cannot focus fire on any of the dug in ships, as long as your team is mirroring that positioning. Your DD gets radared if he moves in. That whole spot would be trivial, if you could just go wide. The thing is, you can go wide. You can push down the 9-/10-line and get shots towards the Des Moines spot. It comes at the risk of running into torpedos or another ship covering that spot. It's a move that takes an educated call. Many casual players don't have that. That's the reason why Wargaming put the huge "traffic signs" there indicating "no BBs". And how often have we seen "funny" divisions pushing down the 10-line on North map to be out of the game for at least 3 mins while their whole team is outgunned and crushed in the meantime? It's a good example of what might happen, and I imagine it would happen, if these options existed. The inexperienced players would take their ships out of the battle in some "heroic" flanking attempt they picture in their head, which takes an eternity, and their team would lose due to being underrepresented in the key areas. So you get the option and you use it and then you find out you still lose cause your team lemmingtrains after you or uses that "extra range". For most players we gotta be grateful if they stay in the key areas, hit something and manage to not camp broadside. I know it's sad. -
Port slots sale - question on what was the lowest price for it ever?
HMS_Kilinowski replied to Leo_Apollo11's topic in General Discussion
The lowest discount was -75%, effectively 75 doubloons over the 2018 Christmas holidays. I bought around 30 of them back then, mainly to get my collection up for events like snowflakes. Players who claim to never have bought one played the game a lot back when you still used to get slots from containers. One doesn't need port slots for every ship one plays. Snowflakes for T5 - T7 ships are not worth that. And many of the players with more than 100 ships in port struggle to collect all snowflakes anyway. But you should be able to keep at least all T8-T10 ships, the mid-tier ships you have perma camos for, and your favorite low and mid-tier ships for some future CB/Ranked sprints. -
Devs fix the the damn map border abuse
HMS_Kilinowski replied to cuddlesRO's topic in General Discussion
-
Die Bajie ist der Beweis dafür, wie weichgekocht die Spielerschaft mittlerweile ist. Bei der Jean Bart waren noch alle auf den Barrikaden: Oh nein, WG ermöglicht jetzt blutigen Anfängern, direkt ein T9-Schiff zu erwerben und damit das Niveau auf T9 und T10 Gefechten mit ihren T1-Fähigkeiten zu ruinieren. Damals musste WG noch besänftigen und erklären: Das ist nur eine Art Experiment. Die Spieler waren beruhigt. Als dann Alaska, Azuma, Friesland und Georgia(?) kamen, war der Aufschrei schon zu einem Grummeln verkommen. Jetzt, wo erstmals ein T9-Schiff rein für den Premiumladen erscheint, sind die Konsequenzen schon allen egal. Die Bajie ist imo als "Bauernfänger" konzipiert. Sie richtet sich in erster Linie an zahlungsbereite Einsteiger, denen der Grind nach T9 zu beschwerlich ist. Das Schiff ist eine lieblos ausm Ärmel geschüttelte Variation der Izumo mit kleinen Vor- und Nachteilen, die sich wenig bis garnicht auf das Spielgefühl auswirken. Anders gesagt: Bajie kann jeder. Frei nach Bastel-Brothers: Izumo gekauft, Perma-Tarnung druf und zack, fe'tich: Bajie. Wie schnoddrig hier copy&paste betrieben wurde, sieht man schon an der Bemerkung im Review von LWM. Wenn man eine andere Tarnung macht, hat man immernoch die japanischen Farben, statt der panasiatischen. Ups, hat jemand beim editieren geschlampt. Egal, speichern, Preisschild rauf und hau raus die ... Kiste. Ich hab die Izumo erst unlängst fertig gespielt. Sie ist jetzt durchaus spielbar. Haut mich nicht vom Hocker, aber ist nicht mehr länger das erste Schiff, das Spielern in den Sinn kommt, wenn jemand die Frage stellt: "Welches Silberschiff sollte man überspringen?" Man kann es in der Izumo/Bajie sicher gut aushalten. Das Kaufargument, die Bajie sei stark, gibt's imo nicht. Die Izumo ist, selbst nach vielen Buffs nunmehr im Mittelfeld, nicht mehr, nicht weniger. Der Schaden der Bajie wird ähnlich sein. Sie schießt langsamer, dafür trifft gelegentlich eine Granate, die bei der Izumo daneben gegangen wäre. Die Reichweite ist sehr hilfreich. Die Izumo ist etwas behäbig und mit der beschränkten Reichweite einige Zeit ausm Spiel, wenn das Gefecht auf der anderen Seite der Karte entschieden wird. Ihre Ergebnisse werden auf dem Papier besser ausfallen, vor allem deshalb, weil die Wale unter uns alles kaufen, was nicht bei drei auf den Bäumen ist. Anfänger werden, zumindest aufm EU-Server, weiterhin zu deren nationalen Premiumschiffen greifen und deren globale Stats verhunzen (siehe Tirpitz). Bleibt noch festzustellen, dass die Bajie nicht von den Róng-Kapitänen profitiert. Genau gesagt fängt die alte Narbe bereits an zu zwicken beim Gedanken, dass wir bald Neueinsteiger sehen könnten, die mit ihren SE und DE geskillten Spezial-Kapitänen auf der Bajie durch unsere Gefechte schippern. Bajie ist also nicht stark. Vielleicht wäre sie es, wenn nicht bereits viele starke Premiumschiffe auf T9 wären. Missouri, Musashi, Jean Bart, Georgia, ... . Is aber so. Spielstil is nix aufregend Neues. Bleibt im Grunde die Tarnung. Wer's bunt mag, wird begeistert sein und einen Kaufgrund finden. Der Rest von uns sollte dankbar sein, dass die neuen PA-Premiumschiffe so eindeutig mittelmäßig sind. Was überteuert wirkt, darf gerne verzichtbar sein. Andernfalls hat man so unschöne Situationen, wie sie die aktuellen Clangefechte zeigen: Die Puerto Rico ist Teil der Meta und die weniger involvierten Clans, die nicht über mehrere dieser Schiffe verfügen, müssen sich mit anderen Schiffen behelfen. Das kann man über die Bajie beim besten Willen nicht sagen und wenigstens dafür sei WG gedankt. Danke für den Link, hätte ich sonst übersehen.
-
To buy or not to buy - Ist das günstig, oder kann das weg?
HMS_Kilinowski replied to Grandpa_Hulka's topic in Neueinsteiger
Um diesen knappen Satz los zu werden hast du 80 Zeilen Text zitiert. Ich kann mich des Eindrucks nicht erwehren, dass sich hier über Monate ... zunehmend ... Ernüchterung ... einstellt. Wargaming nimmt drei Silberschiffe (Ognevoi, Charles Martel und Izumo). Hier an den Gimmicks ein bisschen rumdrehen, dort die Stats leicht buffen und noch eine hübsche Permatarnung auf die altbackene Kiste und schon kann man ein altes 3D-Modell für Echtgeld verkaufen. Bemerkenswert ist, dass mit der Bajie nun erstmalig ein T9-Schiff allein für Echtgeld zu haben ist. Vor circa einem Jahr verkaufte man mit der Jean Bart erstmals ein T9-Schiff für Bares, an das man bis dahin nur über erspielbare Ressourcen kommen konnte - ein Test, wie man sich damals zu betonen bemühte. Nun ist das nicht nur der Regelfall, die Möglichkeit, das Schiff über Ingame-Ressourcen zu erwerben, fällt gleich ganz weg. Na gut, vielleicht gibt es die Bajie ja später auch für FreeXP o.ä.. Vielleicht taucht aber auch bald das erste T10 im Premiumshop auf. Wenn Spieler bereit waren für die Puerto Rico gut 200€ auszugeben, wäre das sehr verlockend für WG.- 1,365 replies
-
- 4
-
-
- premiumladen
- angebotsberechnungen
-
(and 1 more)
Tagged with:
-
minimap Minimap: Last know location
HMS_Kilinowski replied to Viplanet's topic in General Discussion
I'm pretty sure the option was in the settings once, but it obviously was removed and enabled by default. My guess is that Wargaming didn't want to give players the option, in order to even out the field between the conscious players, using all information available, and those who "dont give a [self-censored] about the theorycraft of WoWs", as a casual player so eloquently put it in chat with me recently. I agree, it's rather patronizing that WG forces players to have more information than they want to have. It's easy to get to 43%-49%. Obviously everyone can do it. Every percentage point below that again is increasingly hard work and takes deliberate effort, just as hard as to get above 60%. But I'm sure one can find mods that help removing all relevant info for a more cinematic experience. Good luck on this quest and please, please, please: Be on the red team! -
It did so, before every CC talked about it. Now the better players know and use that knowledge for their mind games. I myself switch a bit back and forth during reload, just so your PT-indicator keeps blinking and you keep watching it and never know when to dodge. I even occasionally use it to make BBs turn the way I need them to. It might still help against the mediocre players, but they are less of a threat anyway. The case made is not against thegeneral usefulness of PT, but rather for the first skill being PM. A hit on your rudder or engine are imo much more serious when you need to dance to the torp beats or dodge focus fire.
-
You know your maps? - The map quiz
HMS_Kilinowski replied to HMS_Kilinowski's topic in General Discussion
And that couldn't be more correct. Your turn. -
I don't know why official Wargaming ressources are handing out bad advice, but PT is not the skill you need on a typical DD. You should pick PT on russian, french and other long range gunboats, because they are essentially very light cruisers. If they are spotted they might be ignored for a while, since they are hard to hit. So you should know when you start upsetting the enemy team and they start focussing you, cause that is when you really need to start hard evasive maneuvers. Any other DD is a priority target by definiton the second it is spotted. You can't and shouldn't wait for the opponent to target you, they will eventually. You really don't need a PT indicator to tell you the obvious, that every functioning brain in range will target you the second you're spotted. PM is a must as the first skill to pick. Last Stand will only keep you mobile at a penalty. It might save you, but EM in concert with LS is helping a lot keeping the DD mobile and mobility is life.
-
Pretty much all skills typically chosen for DDs are god-tier skills. About 2/3 of the damage potential comes from torps. Shima is a torpboat. As such, RPF is a must to get an early warning of approaching gunboats. Subsequently you will prerotate your guns if you decide to pick a fight. Also Shima rather kites away than going into a close range brawl. The long reload allows the Shima to wiggle a bit and get the guns back on target by the time they are reloaded. So I wouldn't classify EM as highly important on Shima.
-
I use my Yamamoto on the Zao, and since it's a 19 pointer and the skills work reasonably well, I also use it on Azuma and Yoshino, sometimes even Musashi. The premium ships are not the hard choice, you don't have to retrain the commander to use it on them. One can make good arguments for any ship with this captain. - The first argument for me was: A unique captain with improved skills gives a small advantage in competitive environments. Not the active buffs, but the improved skills. In competitive, every bit counts. So initally a player might ask himself: How important is competitive play for me? What ships do i play competitive? How likely is it that I will use the ship in competitive environments? - Part of an extension of the first argument: You want your unique commander to count for something. The tier mostly used in Ranked and Clan Battles is T10. So ideally you put Yamamoto on a T10-tech-tree ship. - The commander should, maxed out, additionally work with as many premium ships as possible. It may be a gimmick, but if you have a unique commander, you want to use it as many times as possible, i.e. with as many ships that you play frequently. - Shimakaze: Yamamoto works with Shima. The First Blood skill is not hard to get with your first torp salvo into smoke hiding a DD or cruiser. Getting a Kraken is possible, though not particlarly easy. The passive skills are however limited to PM. It contradicts the playstyle of Shima to regularly go into extended close range gun fights. Likewise you aim to not be spotted, meaning module incapacitation should be avoided by staying unspotted. So turret traverse and better PM are not what you aim for. Shima especially doesn't allow for generous nice-to-have skills. You can however use the captain on other torp boats, like Asashio, Shinonome, Kamikaze, if you have them. So I'd say there are ships to better use Yamamoto on. - Harugumo: On the upside Harugumo is a strong gunboat and can easily get First Blood when gunning down a DD early. That will enable the extra consumable. For Harugumo, the extra smoke and torp booster are pretty helpful and promote its playstyle. Also the capability of getting First Blood gives Harugumo a head start towards the Kraken. But then again, the HE spam is suited to finish targets, not so much to wear down multiple targets one after another. The limited gun range keeps the Harugumo from taking shots at targets of opportunity. Turret traverse is sufficient to not invest into EM and since you got LS, you don't need an improved PM as much. The build will porbably also work nicely if you move the captain to Hayate. So Yamamoto will work, but not especially well. - Zao: I played Zao for several seasons, so I put Yamamoto on the Zao. My only 4pt-skill is CE. I tested RPF. I still was mostly in a defensive role. Kiting away, my torp tubes and rudder get knocked out easily. The better PM almost eliminates that from happening. Using the Legendary Mod, your turrets turn too slow to keep firing while turning and turn you do all the time. So EM is almost a dpm buff and mandatory. The First Strike is pretty easy to get. The firing arcs and dispersion are very good to finish a DD spotted early. Kraken however is hard to get. The nature of the Zao is long range HE-spam. You will do a lot of fires on different targets but HE-spammers seldom get the killing last blow on targets. The captain build synergizes well, though not perfect with IJN-battle cruiser and premium-cruisers like Atago. - Yamato: The typical build for Yamato doesn't use PM, but rather PT. However EM is mandatory and - even more so with the LM - the faster turret traverse of Yamamoto mitigates one of the most painful features. You got a decent chance to get First Blood, not so much if a DD is spotted first, but rather if a cruiser is spotted early while still moving into position and you can blap it. The chances to enable the heal are probably the highest of all T10 IJN-ship. The accuracy and range of the Yamato enables her to finish low health ships all over the map. And it gets even better, if you got some of the FreeXP or Coal ships. Musashi in terms of skills used is identical to Yamato, and Azuma as well as Yoshino work pretty good with the standard BB-survival-build. You will have one 19-pt unique captain for 4 ships, if you have any premium-BBs for doubloons, they will use it as well. So long story short: Yamamoto probably has the highest utility for Yamato, unless you are particularly good in one of the other ships or use one of them excessively in competitive environments. One thing though becomes pretty obvious after this analysis: IJN line is in dire need of more unique captains. While USN-line offers 4-5 of them, IJN-line, as old as USN line, only has Yamamoto. Hopefully, Wargaming will come up with events for more IJN-captains.
-
You know your maps? - The map quiz
HMS_Kilinowski replied to HMS_Kilinowski's topic in General Discussion
It was a hard one though. I had to jump into training room to nail it down to the exact square. So to encourage you, I will give you a very easy one. Couldn't be any easier than this: Mind, the screenshot was taken in training room, so no actual gameplay hints. So what do you see? -
Puerto Rico Grind - geht Wargaming zu weit? (Sammelthread)
HMS_Kilinowski replied to xReunited's topic in Allgemeine Diskussionen
Eine T10-Tarnung kostet 5000 Dublonen, nicht 8000. Natürlich, wenn man einen Preis mit einem anderen Preis des gleichen Verkäufers vergleicht, wird man jeden Preis rechtfertigen können. Dafür ist ja nur notwendig, dass der Verkäufer seine Produkte logisch abstuft. In Relation zu anderen Gütern anderer Verkäufer ist das dennoch eine ordentliche Stange Geld. Je nachdem, wie günstig und in welchen Mengen man seine Dublonen erwirbt, sind das 50-60€. Dafür krieg ich bereits ein komplettes brandaktuelles Spiel. Für ein weiteres von insgesamt 36 T10-Schiffen. Da fällt die individuelle Wertschätzung naturgemäß subjektiv aus. Wenn ich gerade erst mit dem Spiel begonnen und kein einziges höherstufiges Schiff habe, mag sogar die Möglichkeit, sich die Puerto Rico für 200€ direkt zu kaufen als angemessen empfunden worden sein. Dass Einsteiger gleich mal auf T10 einsteigen, will ich nicht explizit problematisieren, kann sich jeder ausmalen, wie das laufen wird. Wenn man schon 20 T10-Schiffe im Hafen hat, inklusive solcher Schmuckstücke wie Stalingrad, Smolensk, oder Bourgogne, dann sinkt der Wert jedes weiteren Schiffes. Ich persönlich finde 50-60€ nach einem immerhin straffen Grind noch ziemlich hoch gegriffen. Aber das, wie gesagt, ist Ansichtssache. -
You know your maps? - The map quiz
HMS_Kilinowski replied to HMS_Kilinowski's topic in General Discussion
How disappointing nobody has even tried guessing it. Am I the only one slightly familiar with the maps? The solution is not that hard and helped by the clues left in the picture. We see snow covered mountain tops. There is only a handful of maps with that landscape, e.g. Big Race. But since we see T10 ships a map that immediately comes to mind is Warrior's Path, a map many players should be familiar as it's part of the Clan Battle mix. The ships are not conclusive, since it could be a screenshot arranged in Training Room, but I don't think so. We see the player is inside A-cap. That is consistent with the location of A-cap on Warrior's Path, which is between a group of hilly islands. The snowy higher ones are to the east of the cap while the lower ones are on the western edge. So we are inside A-cap on Warrior's path and the player has obviously moved into the cap from the southern spawn. There is only two squares within the southern part of the cap and the island in the middle of the cap seems to be the close island to the left on the screenshot. So my guess is: Warrior's Path, F3, looking towards NNE. Am I right? Look somebody just edited the rules. Now says "who guesses right gets a Missouri from the poster of the screenshot". ... just kidding ... unfortunately. -
To an extent I gotta agree with @Bear_Necessities. Your results in T10 indicate you are below average. We should not get personal over this, but since you expressed your feelings, I am curious: You yourself offered these classifications of idiots, average, good and very good players. Now server average for T10 is by definition 50%. The median is around 49%. You are currently at 46.83% on T10. Yet you wouldn't classify yourself as an idiot, i assume. But then again the only class you define below average is idiot. So how do you intend to resolve that obvious paradox? Mind you, I am not suggesting you are an idiot. I just point out what I see as a flaw in your classification. You basically got yourself trapped in the class you are complaining about. I think if we want to get to the bottom of this we gotta argue with empathy. You want a system that separates. You would expect "the stupidest, to play with stupidity". Of course there would be some sort of algorithm taking into account a players past performance and matching each player into the respective class. How would you feel, if that algorithm put you in the server cluster with the stupidest? I suggest you would be pretty disappointed. if your current experience with a mix of players already got you upset enough to write this topic, how upset, disappointed and toxic would you become, if you had to play in teams consisting entirely of the players you classify as idiots? Would that really solve your current issues? Now these questions are just intended to inspire your thought process. What I try to understand is this: The players you complain about perform similar to you or at least with similar success. Yet you cannot relate to them. How do you feel their playstyle, their mentality, their motivation differs from yours? Why are they idiots? Are there different groups of low performing players that cannot accept each others motives? In many discussions here I was under the impression that they rather unite in what they deem their right to not make an effort against whoever argues for improvement. I get what you're saying, but he is not the problem he is complaining about. He is maybe part of the problem. But even if he would improve to a point where he wasn't part of the problem, the problem itself would still exist. He is complaining about "idiot tier 10 players". So irrespective of his own play, these players would continue to exist. If the OP got very good at this game, his issue might even be worse. If one cannot tolerate bad play while oneself is mediocre, how will tolerance change if one gts better? Skill-based MM is a real possibility. The whole measurement of performance ofc would change. You would not define quality in terms of winrates but rather leagues. Similar to Clan Battles, players would get points for winning against teams of a certain quality and that would decide over the league the are in, progress to or are relegated to. To make such a concept attractive, higher leagues would need to grant higher ressource revenue. You will not get these huge damage and kill numbers anymore, so ressources would need to be defined by the league. The number of players would not be a problem, as long as you don't define leagues by hard numbers but by quantiles of players. That way each league would have comparable size. The bigger question would be if you can uphold the tier concept, since progress in the game is no longer defined by grinding through periods of naval warfare, but through quantiles of players. In the end a mixed solution might make sense, reducing the number of tiers to four. With e.g. 4 leagues consisting of players quartiles and 4 tiers, you would match players in 16 categories, where up to now you have 10 tiers. Since events battles, Ranked, CB, operations and Coops didn't dry out Randoms, I doubt such a categorisation would have a major impact.
-
Puerto Rico Grind - geht Wargaming zu weit? (Sammelthread)
HMS_Kilinowski replied to xReunited's topic in Allgemeine Diskussionen
Du meinst: Wieso "wieso, WG?" Ich denke ich habe meine Ansichten dazu in einigen Threads, diesen darunter, in exzessiver Tiefe und Breite erläutert. Ich finde es nach wie vor schade, dass es so gelaufen ist. Mit Geringschätzung würde ich das nicht gleichsetzen. Ich bin insgesamt sogar mit 5 Perma-Tarnungen aus dem Event gegangen. Das ist alles gut. Ich finde es nur schade, dass es so vielen PRs nicht vergönnt ist, jemals vom Stapel zu laufen. Und ich bin schon mal gespannt, wie dieses eingeschränkt verfügbare Schiff nun auf die Clan Battle Meta wirkt. Zunächst haben wie uns darüber ja keine Gedanken gemacht, weil die Idee, es würde eine Art Weihnachtsgeschenk werden, diesen Gedanken nicht inspiriert hat. Nun, umso mehr als 3 von 8 Karten mit Stürmen versehen sein werden, könnte die PR die Balance zu Ungunsten bestimmter Spaß-Clans verschieben, vergleichbar den ersten Stalingrads, die es in CB geschafft hatten. -
Puerto Rico Grind - geht Wargaming zu weit? (Sammelthread)
HMS_Kilinowski replied to xReunited's topic in Allgemeine Diskussionen
Aus eben diesem Grund teile ich hier den Stand meines Puerto Rico Grinds. Ich finde es gibt nichts besseres, traurigeres und witzigeres als sich all die PRs anzusehen, die in unseren Docks noch rumgammeln, um unfertiger Weise und ungekauft mit dem nächsten Patch zu verschwinden. Schiffe, deren Bestimmung es war, hinaus in die Welt zu segeln, denen es aber nicht vergönnt ist. Voila, meine PR: RIP. -
You know your maps? - The map quiz
HMS_Kilinowski replied to HMS_Kilinowski's topic in General Discussion
The hardest part of the quiz seems to be to get the rules. Yes. You guessed the right answer so you post a screenshot. Do it better than me and don't forget to remove the compass. -
You know your maps? - The map quiz
HMS_Kilinowski replied to HMS_Kilinowski's topic in General Discussion
So your answer is Trap E4 looking towards F5 NE. That is correct, although I feel obliged to point out, looking towards F5 would be SE. But since you said NE and that is the correct format to answer I'll let it pass. @L8viathan: Tag, you're it! -
You know your maps? - The map quiz
HMS_Kilinowski replied to HMS_Kilinowski's topic in General Discussion
... looking towards ... -
You know your maps? - The map quiz
HMS_Kilinowski replied to HMS_Kilinowski's topic in General Discussion
E5 would put you inside B-cap. Since we see the buoys, still slightly off.
