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tenacious_torps

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Everything posted by tenacious_torps

  1. tenacious_torps

    Question to DD players: Are you "good little soldiers"?

    Giving sensible advice often comes at the cost of some karma, yes. It's never the less one of the sad realities of the game that a lot of people need to have their nous shouted at them in no uncertain words.
  2. tenacious_torps

    Shards - closest or furthest cap?

    Not fruitless if it spreads ideas and one may even be that there's actually ample opportunity in this game to apply tactical thinking...
  3. tenacious_torps

    Shards - closest or furthest cap?

    I'm not sure if that really requires less organisation, not convinced of the simplicity in that regard. I don't really like how the eastern cruisers are positioned neither, looks like likely first casualties to me. Too far away from cover and if they go looking they'll end up either where I'd had them anyway or well on route to irrelevancy. The thing with C still is that any ships trying to support a DD there will have to sail more or less broadside across several possible shooting corridors or stay too far away to get reliable hits (assuming average skills, so mine).
  4. tenacious_torps

    Shards - closest or furthest cap?

    That's why the line from the eastern cruisers points to the backside of the island. So they can sit on it... err... Seriously, we're talking tier 7 to 9 matches here, there should be no shortage of planes, hydro and radar, so how can you possibly get ambushed after you dug in there? WIth that out of the way, let's have a look how that usually goes: it's gonna be the DD from C, who'll come around either side of the island sooner or later, if he's no deterred by getting spotted from the above. That's why I have the cruisers going in with the BBs. It's them who make that position not all that risky. Any DD trying to rush is going to come under concentrated fire very quickly and heavily, so that's going to be a suicide rush. If he gets off a complete salvo - which I highly doubt, but let's assume - we're at worst trading ship for ship. Given the starting line-ups and the map I'd be happy to trade any other ship for a DD here, while maintaining positional advantage. Everybody else who comes around close to the island is sailing right into the mouth of several BBs. How is that going to end? Citadel fiesta. Also note how BBs angled against the ships approaching A are automatically also angled against enemy BBs coming in from the east after they sailed south from C. Assuming at least one of the cruisers we have with us is going to be a torp-heavy IJN one I don't find the prospect threatening at all. If they come in the direct route, so turn in from the NE, we're again talking close range and at worst are likely to trade ship for ship while still maintaining position. On top of all that our team can unite much easier than the enemy, since we're holding the center. The taskforce at A has a relatively safe escape route, provided the DD there is competent. You did notice how I put both DDs in front of the smoke screens, yes? They don't really have to do all that much right now, conceal mates and spot is all that's required at this point. Later on their time will come, when it comes to mopping up. I'd prefer if anybody else would leave the caps to them, so they don't loose out XP-wise, btw. Since you mentioned Flamu, I vaguely recall seeing him praise exactly this position too in one of his vids. Can't be bothered to work my way through hundreds of videos, but doesn't it sound quite like him to go for an aggressive position? Hardly risk-averse, from all I can tell. And here the risk-reward ratio is pretty good, imho. That's why it's crucial that you get into these positions asap. Doesn't matter if it's 2 vs 1 DDs, if the 1 has close backup from the majority of his team, including BBs who effing shoot at the nearest target, small as it may be. I felt entirely comfortable in a DD whenever I actually got my team to follow my advice. Sure, close range DD battles still have a certain randomness to them and sometimes you just draw the short one, but the deck here isn't stacked against the DD from the southern team, even if up against two. All you need to do is not rush too much. Get into cap, dig in behind the small island is alright though. Then wait for your support - who isn't delayed by looking at pretty trees for once - and get the job done. My money is on that'll be shooting at hastily retreating enemies.
  5. tenacious_torps

    Question to DD players: Are you "good little soldiers"?

    Talk. And then usually get pretty mad. Either because of the utter bullcrap spouted or because total communication failure. At that point I tend to loose the will to live and yolo into whatever cap is closest to get it over with. Everybody is doing it, why shouldn't I? After some games like that I either go to low tiers, where I don't expect anything else anyway or switch to BBs, where I can sit back in peace and watch the pretty lights in the far distance.
  6. tenacious_torps

    Something positive (New skills in general)

    It's actually nearly tragic, how WG managed to shoot themselves in their collective feet with RL despite actually improving the rest of the skilltree a whole lot. Especially the availability of CE at 10 points would otherwise do a lot to level the playing field. And that's a good thing, because the skill is game-changing for the majority of ships in the game. I disliked how much of an advantage it used to give to players who really didn't need additional help to the point where I deliberately skipped it on US DDs. But WG giveth and WG taketh away...
  7. Runner357 on my team. Sadly I had some sort of brainfart and didn't realize I wasn't spotted by radar but German BB hydro, so sitting it out in cap wasn't exactly feasible, resulting in an early and rather not so glorious end for me. I was in a Yugumo, he was in a Gearing.. Yesterday also dasCKD in a Zao, while I was enjoying my new favorite, the lovely Amagi. Don't recall the map, but the conversation: We agreed that going A was a loosing strategy there, but backed up our only DD going there anyway. With predictable results. You guys used to bring me good luck, what's up with that? I blame 0.6, basically the sky is coming down.
  8. tenacious_torps

    Shards - closest or furthest cap?

    Exactly this. Screw the shooting corridor north of the island, BBs need to be on the other side of it so they can support B and simultaneously harvest citadels on the suckers going A from north. This map is absolutely straight forward and the ideal strategy for north spawn is the exact mirror. Always use the horizontal island for cover from the far cap from your spawn and threaten both B and the approach to the cap on the opposite side of the map. The more decisive team has the advantage, no dilly-dallying around, just steam right on and hug your waifu island asap. Whoever gets there first can shoot at the enemy turning into position, so double easy cits.
  9. tenacious_torps

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  10. tenacious_torps

    What is the point of Battleships?

    I keep hearing that, but don't own either. Soviet railguns are a good second best though, techtree-wise that's what I'd point people to. Certainly the ships that got me to improve my aim. As I started out as a torp spammer that took some rethinking. My initial approach was to just throw so much crap at the wall that some must stick. Given the horrible dispersion of most low tier ships I worked under the impression that praying to RNGeezus was all you could possibly do... I really have no troubles seeing where OP is coming from here. OP, if you're still reading: I forgot to mention the armor viewer in port. Use it. You can't hit, what you can't locate. Understanding where the citadel is and how it is protected isn't optional.
  11. tenacious_torps

    Can we ask for refunds on premium ships?

    Dunno, even with the rather unfavorable MM she gets the Murmansk still performs pretty alright for me, still some % over my overall average. Doesn't really matter what caliber BB shells are coming in with that ruddershift. Of course, occasionally things go wrong, but by and large it's just a question of adjusting your range of engagement and learning to curb your aggression in the initial stages. Can't dodge fire from too many directions and all that. But even in tier 7 matches I find her to be a pretty strong ship late game. Don't give up on her, she's worth some adjusting imho.
  12. tenacious_torps

    Premium ships nerf. Acceptable?

    I think WG tinker just too much with the ships in general. To my mind the place to balance is where balancing is done each and every match: the friggin MM. If a ship turns out OP in server stats, just give her a MM bias towards getting uptiered. Not only premiums, all ships. Removes the need to actually mess with the ship and is much easier to reverse, if changes in the meta make a ship less OP: Quite simply: if stats fall below server average the MM bias is removed. Added bonus: whole thing can be automated, no need to pay somebody to actually do anything once the mechanics are in place. Oth, we'd probably losse a quarter of the threads on the forums...
  13. tenacious_torps

    Fixing the IJN destroyers

    Mid tier could do with some extra knots on the torps, high tier with better concealment. Not sure if it'll do all that much though, the meta simply isn't exactly favoring the line.
  14. tenacious_torps

    What is the point of Battleships?

    For improving your aim you might want to consider to stick to cruisers or gunboats for a while, something with less dispersion so you get more reliably feedback on your skills. Adjusting your aim is also easier when it's not half a minute between shots, so the target had time to change course and speed. Try something Russian with rapid firing accurate guns, good starting point. And for the love of $supernatural_entity_of_your_choice stay away from higher tiers until you improve. That Atago clearly isn't for you right now. Btw, when I say improve your aim what I really mean is learn to hit citadels reliably. Especially for a BB that's where the damage is and that's why they're feared. Go back to them once you are sure how to do that. So, next. Best attack is only so good as the defense backing it up. Learn to angle properly, learn against what ships you can't angle because their guns overmatch your armor and avoid them. Get the notion out of your head, that the number of guns you can bring to bear is the deciding factor in your damage output. Nice, if the opportunity arises, but timing is more important. Yes, citadels again. Don't wait for all your guns to have turned, when you have a broadside-showing target. You can hit at a 90° angle, you do it, with whatever guns you happen to have pointing that way. And most importantly: neverever expose your broadside just to get an additional turret firing. Not even when brawling in a BB at closest distances btw. You go in firing your front turrets, use the very close range where most people don't know how to depress their guns enough to actually get to your citadel to turn away, you citadel them on your way out with your back turrets while they turn to keep showing you their broadside, because you've angered them and now they want to put all their manly guns to work. 9 times out of 10. Did you get the general idea? Even at close range you can and absolutely should protect your citadel at all times. That's priority numero uno, second is you don't just want to hit the enemy ship, you want to hit where it hurts and the damage sticks, so their citadel. Try to become a member of the proud minority who sail with their brain switched on. Good luck in that endeavor.
  15. tenacious_torps

    supercontainers dont drop for me

    The chance for SC is doubled with TYL, iirc. That's still a low chance. The math only works out over a considerable sample size, I'd guess equating to several month of playing the game enough to get 3 a day to see even the first effects. On the player's side that is, for WG it's nearly immediately due to to the number of players. If we take the next step, the chance for a SC actually producing the goods as in giving a high tier premium sheep... well, that's again a quite small chance on the small, but double, chance of getting an SC in the first place, so we're talking years before even a slight probability kicks in that choosing TYL significantly increased your probability for that to occur. Because double nearly never is still nearly never, just very slightly less so. TYL is the eternal optimist's choice. Oth I'm sitting on a stockpile of ~1300 speed flags and that number is fairly stable, despite now running them on nearly all my sheeps. Once I'm approaching any real danger of falling below 1000 I get the next 250 of them in a SC. Which is strange, but still just the law of large numbers. Our brains will continue to search for patterns there though, but there aren't any but those we make up.
  16. tenacious_torps

    Calling all Campers

    Well, I'm done with DDs and decided to join the ranks of camping BB captains. See, got my sleeping bag and everything. Thx for radio, WG. So I got myself an Amagi since IJN BBs seem to be best at range and anyway, that's how far I got by dying my way up the tiers with the daily bonus. So, what skills do I take now? I really didn't pay much attention to BBs in general up until now. Do I go for AA or what?`I'll eventually take this captain to the Yamato, what do you recommend? Remember, I fully intend to stay out of harm's way and give WG exactly the meta they want, so secondary builds are not what I'm looking for. What's good for range and keeps the paint looking shiny?
  17. tenacious_torps

    Why does a Team Killer Penalty not get removed when stated?

    Man up. Your torps are your responsibility and yours alone. Yes, sometimes you're cunning plans get foiled by people doing something unexpectedly stupid even by the generous measurements of this game, but it's still your responsibility. End of. The pink will stick, even if you so much as touch a friendly ship, causing a single point of damage. There are people around who know this and think it's funny to bump into you intentionally. Take out a low tier CV and go air-fielding, safest way.
  18. tenacious_torps

    WG how are you gonna punish campers?

    The 10th letter of the Greek alphabet or a Japanese imp of sorts. (Plz don't ask rhetorical questions. Just don't.)
  19. tenacious_torps

    The relentless drive to try to make us play high tiers continues

    FTP players are likely to stop lines at tier 7 where you still reliably make enough profits to fund the grinding of another line. Add to that how tier 8 is the new tier 5 due to prem camous making 10 viable for people with frankly mediocre skills and there is little intrinsic incentive for ftp players to ever go tier 8, if they don't add some by outside factors. Mission design seems the obvious place to do it. Is it healthy and sustainable? Very unlikely. Will it work short-term? Probably. I guess they wouldn't be doing it yet again if the last round of ARP missions hadn't shown the intended results. But it pisses people of, so at some point the motivation will break and make them much more likely to leave for good than to go back to lower tiers with intentionally reduced attractiveness. All in all yet another reason to have little trust in the long term viability of the game. I can certainly see where that NA contributor, who quit recently, was coming from. Shoving things down people's throats rarely works, as any man successful with the ladies knows, the trick is in making them want to swallow.
  20. tenacious_torps

    RN line smoke bug fixed?

    Hm... why doesn't that apply to the MK then? Sounds like it should, doesn't it? Not sure I'm buying.
  21. tenacious_torps

    Where are the players?

    Majority voting for WGxit among my peeps, trying to convince them of going BB main until WG unscrews DDs with mixed results.
  22. tenacious_torps

    Any nations you just can't play or win in?

    DD captains are still recovering from the IJN thing and nobody was really that excited about German DDs anyway. They got nerfed pre-release, so people don't feel like something has been taken away from them, didn't invest too much time in them already to get upset now. For the most part it seems to be a case of taking a look and deciding to just not bother. They're hard iconic, are they? At best meh and in a meta that turns more against DDs anyway with each incoming patch. I highly suspect ppl just have given up. Of course only anecdotal, but I seem to get fewer and fewer DDs overall in my matches. Wonder how that happens... Not. RN CL are the exact opposite. Once you passed the endurance test of the low tiers they're actually extremely fun to play, while German DDs from 5 onwards are simply not worth bothering. I kept the tier 2 one for hilarity. NC is jinxed for me too. Rarely not in the top three on my team in that ship, but actually winning the match is a whole different story. Quite similar results, need to carry harder. Will probably ditch the AA build and go for more aggression, feels like I'm not too far off, so screw the low win%. The arcs are not that much of a problem, if you're used to the Lolanta. Nicholas is a bit of a mixed bag. If you get uptiered you're very reliant on islands and things just going your way, not a lot carry potential due to no really devastating alpha strike and guns that are not quite up to it. Yoloing in on wounded prey was the best I could come up with for that ship. Bit meh.
  23. tenacious_torps

    Calling all Campers

    I don' even own an iron. I have loads of prem camous left, I should be able to make it to the Yamato while retraining is still discounted. Of course, provided I don't loose interest. Here's what I arrived at for the moment: http://shipcomrade.com/captcalc/00001000001000000000010001000001 Camps pretty good thx to CE, doesn't burn easily and turrets move quickly enough to unload a full broadside on anybody I see starting to make a wrong turn. Might drop the planes, but they're useful to peak above all the islands I'm hiding behind, when falling back too far would limit my options to turn tail and run. Not sure if there's that much value in incoming fire alert, I angle out of habit even at max range, so alternatives are getting a bit thin at 1 point. Preventive maintenance doesn't help with AA and secondaries, or does it? Did I miss something? Ah, yes, supernintendo. Well, extra heal. I feel like one more heal does make up for fires burning longer due to lack of BOS. I should be able to disengage and wait for the repair to come back up anyway, but I'll likely get BOS and high alert with the remaining points. So, do you think this will translate well to the Yamato?
  24. tenacious_torps

    Steam support

    Hell no. I've got a crystal-clear no steam policy. I've ditched the civilization series because they went to Steam, I've ditched Fallout, I'd immediately and without hesitation ditch WOWS. Talking about that, I didn't buy Master of Orion neither because of that and boy did I love MOO2 back in the day. Actually still have it installed to this very day. I rather put up with pre-2000 gfx than with Steam. I'm not alone with this attitude among my friends btw, I highly doubt WG would actually gain all that much.
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