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Infiriel

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Everything posted by Infiriel

  1. I`ve got the only cap in a game. How am i supposed to not ragequit? :D And those funny people...
  2. Infiriel

    Akizuki advice?

    Why can`t we? Akizuki fares really good against BB`s when you spec DE instead of Torp Expertise. I`m not saying it`s an "overpowered firestarter, nerf please", but it tends to deal a lot of damage through fires if it chooses to focus on BB`s.
  3. Getting ambushed by a Gross Kurfurst when I was playing the DD (z46). Z46 doesn`t have enough torps to kill GKF even if he hits all of them. Take a moment to absorb the feels.
  4. Infiriel

    Akizuki advice?

    I consider it as tier 8 mini-minotaur w/o hydro. You rely on smokes to kill your enemies, and 1v1 you can kill any DD at your tier. It is VERY strong, but can be eaisly killed with torps, since - again - it relies heavily on it`s smoke to deal damage. Radar, hydro, or bad position (getting torped) will kill you very fast. As of captain skills i`d say that Preventitive -> Last Stand -> Superintendent -> IFHE make the core build. Concealment is nice to get, but only after IFHE, since you stay in smokes, and deal damage with guns - guns that can`t pen much without IFHE. Other skills such as bft, aft, de, vigilance (you turn like crap), are up for to you.
  5. Infiriel

    BBs AP against DDs

    Are you talking about realism in a game where you can fix broken engine, rudder, 4 fires, and a flooding with one button? Also in real world floodings DO stack, so 5 torpedo hits = 5 floodings, not 1. It`s obvious that realism has nothing to do with game balance.
  6. Infiriel

    Leaked "AP Fix"

    This would be a gigantic nerf to Yamato, which relies on overmatching (most notably BB nose armor) for damage.
  7. Infiriel

    Ramming does too much damage

    @Tungstonid Wisconsin was still seaworthy after collision, and managed to get to dry dock by itself, so damage wasn`t really that bad ;)
  8. Infiriel

    Ramming does too much damage

    I don`t think wg wishes to add any sort of realistic destruction model for ramming, since it`d have to take a lot of things into consideration, such as armor thicknesses, weights, relative speed, angle, engine powers. Still look up BB-64 vs DD-510 - BB took almost no significant damage aside from flooding, and DD was almost cut through forward gun turrets.
  9. Infiriel

    “CV” —

    tl;dr Asashio is fine. Not for everyone, but fine. And very easy to counter. Also if you get torped in your CV you shouldn`t play the CV in the first place.
  10. Infiriel

    Why the Asashio is fine (to WG).

    If you hit the nose damage saturation won`t allow any damage past second treshold, therefore yes - it`ll be eaisier to do in Asashio, but potential damage would be the same. Yeah, but in case of a Kagero you can`t get behind a DD/CA to 100% reliably spot torpedoes before they get to you. Also again - if you get devstriked by a DD you did something wrong. No matter what DD that was. This I`ll be really happy to see Asashios on the enemy side, so i can win without much fuzz.
  11. Infiriel

    Why the Asashio is fine (to WG).

    Yeah, but assuming you rush you will be pointed nose-in, so after nose gets damage saturated it makes no difference at all. And if you get caught broadside against either Asashio or Hsienyang it will also make very little difference, but in most cases you will die to both ships (170k vs 130k salvo - take your pick in a 60-70k hp BB) - some T10 BB`s might survive a full salvo from Hsienyang. And as a sidenote i`ll remind you that in such scenario good ol` Kagero will be as "OP" as Asashio.
  12. Infiriel

    Why the Asashio is fine (to WG).

    If WG have judged Atlanta by it`s AA balance against CV`s it meets it`d have to be pulled from sale in 10 seconds flat. It`s the same with Asashio. It gets tons of backlash from it`s intended targets: sleepy BB spawncampers. And yes - Asashio is a complete garbage if you want him to do anything but killing BB`s, since it can`t even spot safely if it doesn`t win an initial DD fight, and it can`t do it because again - It`s completly unable to win a fair DD vs DD fight. Arguing that BB`s supporting their frontline will be hurt the most is also not valid. In fact they won`t be hurt at all, because in such situation Asashio would be no different than any PA DD, however PA DD can also burn said BB to death rather quickly through smoke-firing, aswell as defend his smoke from DD rush through sheer gunpower. Of course if you attempt a YOLO-rush into Asashio`s smoke (or known position) in a BB you will get torped to death. but if you do this you deserve to be torped to death. Communicate with your team (that`s the hard part for most players i see), send DD`s (or even CA`s) ahead of you, and Asashio will be no threat to you.
  13. Infiriel

    game client crashes

    I started having BSOD`s during the game`s loading after apparent "bug fix". No crash dump is being created in those crashes, so i can`t really tell anything about them.
  14. Infiriel

    Asashio.. Please shelve

    Asashio is more of a psychological threat than an actual one. It`d force unskilled BB`s to look for 11th line, giving his team profits even if he doesn`t manage to actually accomplish anything, however it`s also hard countered by almost any DD in the game since it`s the most hardcore One Trick Pony to date. And if there is a CV in game Asashio can`t really do much unless enemy CV screws up - "Detected" marker will foil any attempt of sneaking up on CV, and once air-spotted Asashio is as good as dead. I won`t bog myself down in details and exact reasoning, but with proper public knowledge, it`ll be completly balanced - it`s like with top PA DD`s, where barely anyone knows they can slot radar, catching a lot of people with their pants down - and actually viable only in hands of a skilled player, since you can`t engage any enemy DD, and still must have prescence in the game.
  15. Infiriel

    Graf Zep Counter Advice

    One way to counter GZ`s AP bombers is playing a BB that`s not as vulnerable to it: IJN, or RN lines ar both good at it. Not sure about US line, because everything below NC seems to have a different armor scheme, but NC, and Iowa (and Missouri) are pretty much safe from GZ as long as you maintain your speed.
  16. Infiriel

    Akizuki AA nerf?

    Is it just me or was Akizuki`s AA nerfed w/o notice? IIRC it had 100+90 dps, and now it has only 143.
  17. We all know, that IJN DD`s are getting the short end of the stick with each new version. More Hydro ships, more Radar ships, more discount Gearings (Yueyang), along with Radar, and hydro physics allowing the "Cruisers camping behind islands" meta all add up to what we can see in IJN Line`s winrates. I`m not even touching problems faced by all DD`s in general like BB`s AP "questionable mechanics". Each and every standard (non-reward) IJN DD that relies on torpedoes for damage has a considerably worse, or just the worst winrate in it`s tier. The only exception from this are aforementioned reward ships, like Shinonome, or Kamikaze deriverates that are used by significantly more expereienced players for the purpose of seal-clubbing, which isn`t exactly viable data. There is also one glorious exception named Shiratsuyu (~Poiii), which technically is a gunboat, but it doesn`t seem to play like one. My point here is clear: IJN line is - surprise, surprise - underpowered, and it needs some love. However what i`m going to suggest will affect both torpedo, and gunboat lines since i belive the latter is somewhat overpowered. Option 1: Completly remove Torpedo Reload Booster from the gunboat line, and add it to torpedo line`s tier 5+, but not Shimakaze, as an option replacing the smoke generator. This is in general what we already get on Kagero, and Yugumo, and it`s both logically, and historically viable option since every destroyer down from Mutsuki (and except Shimakaze) has had spare torpedoes onboard. This should also make the role of torpedo line more apparent, since ATM gunboat line can pop almost the same amount of torpedoes while also having guns at their disposal. Now regarding the gunboat line: I belive that Shiratsuyu, and Akizuki are borderline overpowered as they are, where Shira excels in torpedo combat, and Akizuki in sheer firepower, so removing TRB wouldn`t really hurt either of those that much. After all gunboats should be GUNboats. Option 2: Rework smoke into one similar to Perth/Huanghe smoke. Everyone knows that IJN smoke is mid-way among smokes of different nations, however it`s not particularly useful for IJN DDs since aside from Akizuki, Yugumo, and Shimakaze it can only be really used to, shield allies (still it`s way better to play US, or PA DD for this), disengage, or ambush an enemy with torpedoes due to very low gunpower. To offset this i`d like to suggest replacing torpedo line`s smoke generator with the one found on Perth, and Huanghe - with a very short duration of the "smoke puffs", and quite decent (15-20s) duration of the consumable itself, aswell as adding in a few charges, so that you can engage more often, and safer. Option 3: Remove wide spread for torpedo launchers, and replace it with Parallel, or single torpedo launching modes. I belive this one is the most questionable option, however it`s not hard to notice that torpedo spread angles are atrocious - insert joke about battleship-sized gaps between torps. This is how a "narrow spread" looks like at 6.5km (Shima concealment is currently 5.9km with a full stealth build) - it`s already bigger, than the flat broadside of a biggest ship in the game. This makes landing your torps quite challenging, even if your target sails in a straight line, and doesn`t run hydro. Also as i found out by creating THIS thread wide spread isn`t going to be missed: aside from panic drops it`s hardly ever used anyway. If there is a "narrower" spread option it`d be obviously harder to randomly hit 1 torpedo here, and there, however good predictions will be rewarded, and you won`t be able to just zerg rush IJN DD anymore.
  18. Infiriel

    usage of Vigilance perk

    I belive that if you use 2x rudder mod on your cruiser vigiliance becomes useless. For battleships it`s really going to help with IJN torps ATM, because all other torps have so low concealment, that if caught broadside to torps you won`t be dodging them anyway. You can spend those points on more useful perks. And by the way 2x rudder mod is IMHO actually better on most CA`s than concealment because you can actually dodge shells with it, and kite effectively, which compared to getting an extra 1-1.5km of concealment (until you shoot of course), and a sticker from RNGesus (dispersion) is rather good.
  19. Infiriel

    Praise the POIboat - IJN DD rework.

    As the war progressed IJN have put less and less spares oh their DD`s because they found out they dealt the most damage with a first (unexpected) salvo, that is if the second, or third ever happened or did any damage at all. I read about that in some book regarding battle of Leyte Gulf, but can`t really recall which one. However this is apparent with Shima, and other late DD`s having very little, or no spares at all. This thread is getting derailed though ;D
  20. Infiriel

    Praise the POIboat - IJN DD rework.

    Ye i screwed up with 276 :) I didn`t mean launcher shields though, but rather armored boxes which held spares to avoid setting torpedoes off by small-caliber gunfire, splinters, and nearby HE blasts: which obviously means there were spares aboard. Here you have boxes on Kagero (they look all the same on all IJN DD`s) Fubuki seems to have it`s boxes build into superstructure. But they are visibly separeted from an actual superstructure, and you should also take note that both rails ending mid-lenght of those boxes, and heavy frame around them suggests that "heavy things" were stored in them. Still i`m a bit too lazy to look up sources other than wikipedia for Fubuki.
  21. Infiriel

    Praise the POIboat - IJN DD rework.

    IJN armored (splinter proof) torpedo boxes are rather characteristic, and they do exist on both Fubuki, and Mutsuki in-game model. Also HERE spares are mentioned. For Fubuki it`s page 276 of the same book.
  22. Infiriel

    Praise the POIboat - IJN DD rework.

    F3 torps are great, but they put you in range of enemy radars, aswell as make spotted retreat (and by that i mean dodging shells) way harder. Also they require you to fire at advancing, or parallel targets due to their limited range, which considering how your primary targets (BB) play might be quite a nuisance.
  23. Infiriel

    Praise the POIboat - IJN DD rework.

    Yueyang also has way better smoke, and way more reliable torps, even though they can`t hit DD`s - but at range where your torps would be reliable against DD`s you can just murderize them with discount Gearing firepower. No doubt they are strong, but you have to land them first. And you can`t really use that concealment offensively aside from late game because again, if you get get there and drop torps you will be radared instantly. Fubuki-class has had 18 torpedoes on board, hence it must have had an ability to reload. Same story as Fubuki - i belive this is what those rails ending near torpedo launcher are for. Mutsuki used to have a compliment of 12 torpedoes store as i belive in those boxes near funnels.
  24. Infiriel

    Camouflage issues

    I belive this is because of subdivision of each and every ship into sections: bow, stern, superstructure, etc. Each of those parts seems to be textured separately, cutting any camo desing into module-sized pieces.
  25. Infiriel

    spaceship in normal battle

    The gods of sarcasm have spoken! Actually some of this skins are really good, but they still provide no additional benefiits over standard premium skins. No plasma cannons, no homing rockets, no forcefields, nothing.
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