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jss78

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Everything posted by jss78

  1. jss78

    Petition to Keep Narai

    Here's a bona-fide conspiracy theory for you. I think the other operations will also turn out to have "problems", and will be removed one by one. And none of them will ever return. I can see how from WG's angle, they really don't fit the F2P economy. If operations are fun, they encourage sticking with mid-tier ships and remove the incentive to grind towards the exponentially more expensive high tiers. And that incentive is the economical backbone of this game. Also, they are actually really popular among experienced players to reliably grind monstrous amounts of XP. Certainly back when I grinded myself a Kronshtadt in five evenings (playing Sims in Dynamo for 20000 FreeXP/game), the thought did occur: "surely this isn't supposed to be this easy?"
  2. jss78

    legal and ethics?

    This has nothing to do with "snowflakes", but is much older than that. People in general -- and those in and around the Balkans in particular -- have a rich tradition of getting over-excited and killing each other over stupid historical bullsh*t. Personally I'm offended by all odd numbers (including 1453), because they're insensitive towards odd people (including myself).
  3. jss78

    Best Aircraft Carrier Nation Per Tier

    Around the early half of WW2, Japan was actually qualitatively really, really strong. Their carriers were no worse than those of others, and the planes were the best. And uniquely, they had a proper doctrine of how to utilize multiple CV's as a strike unit. What's more, they had an experienced cadre of pilots with combat experience from China. Japan's problem was, they didn't have the industrial output to compete in the long term. And they knew this. So they calculated that (A) US wouldn't stand by as Japan pursued their territorial ambitions in East Indies and that (B) because of inability to compete in the long term, their only shot is to knock out US out of the war early. The analysis might've well been right, but it wasn't enough. Once the US got the "Essex production line" rolling while Japan struggled to build a few new replacement CV's here and there -- and going to desperate measures like the Ise class conversions -- it was all over. If the game was realistic, IJN tech-tree CV's would be slightly superior, but 10 minutes into the game, half a dozen Essexes spawn for the enemy team.
  4. jss78

    How about going more towards WW1?

    I think realistically this'd have to be a separate game. This game is clearly driven towards the interbellum --> early-post-WW2 time frame, circa 1930-1950. While we have WW1 ships in game, we start at ships that were mainstays during WW1 and then rapidly progress to to late WW1 ships -- and these then are ships which were still around for WW2. While you have your Kaiser at Tier IV, this already has a fictional interwar-era AA upgrade -- and fights planes from Hermes/Hosho/Langley. So while the game kind of fast-forwards through WW1, it's hard to do it properly in this game. Within this game, one simple thing you could do is add some operations for tiers Tier IV and V. But there's arguably the problem that lots of people don't keep the low-mid-tier ships. The game's economy is clearly intended to make us grind towards high tiers and the apex of WW2. Mind you, I'd LOVE a proper WW1 era game. Here you could start with 1890's pre-dreadnoughts -- stuff that were still around in WW1, although outdated. Then do a detailed cross-section of early dreadnoughts to stuff like Bayern/Fuso/Queen Elizabeth across Tier IV to VIII or so. And at Tier IX to X some early post-WW1 ships -- stuff like Mackensens and Ersatz Yorcks which could've come into service had the war continuted for a year or two longer. No carriers, but the high tiers would start to see flying-off platforms.
  5. jss78

    What is a "decent" winning %?

    This is largely a philosophical question... The median win rate is about 48-49% (for technical reasons it's really below 50%). Are you OK being average in a video game? Does it matter? So long as you try your best (no botting, no AFK'ing beyond genuine force majeures, not playing unreasonably drunk) and don't abuse your team mates in chat, I'm personally OK with you. 55% and above (solo win rate) guys you can really distinguish in-game, they tend to do the not-immediately-obvious stuff that genuinely help the team win. It's nice when you get one of those in your team. Being at 48% so soon, I think you're well on your way to becoming an above-average player.
  6. jss78

    Chat banning is most *EDIT* feature

    Use more clever insults. I've been letting the guys on my teams have it for years, and never once received a chat ban. "FU noobs" is just pedestrian. Honestly I think most people who receive the bans had them coming. And the way they phrase their complaints on the forum doesn't help their credibility.
  7. CV-3 Saratoga in 1930's fit -- with meme-worthy 200 mm secondaries and stacked with a huge number of cute, yellow-winged biplanes would be my #1 too. Good fit at Tier 6, a famous ship, and quick to implement based on existing 3D assets. I wonder if one of the escort carriers would be worthy a premium shot. These are an oft-ignored class, but I think one of the Casablanca class CVE's involved in the legendary heroics of "Taffy 3" at Battle off Samar would be worthy of inclusion. Possible concept: - Small flights (and/or slow replenishing) of planes - Strong planes for T6 (think,"T6 Saipan"), Wildcat/Hellcat rocket planes, Avenger TB's - No DB's (historically correct and also sets the ship apart in-game) - Slow (obviously), but maybe buffed damage control for flavour - Optional: "Golden BB" secondaries that blow up Japanese heavy cruisers (cf. Chokai) "Where is task force thirty four, the world wonders" About some of the proposals earlier in the thread -- the Zuiho is slated to return as the T6 of the IJN side tree, and the Yorktown at T8 of the USN side tree, so they're unlikely to become premiums. Who knows when we'll get those side trees though.
  8. jss78

    Shinano or Yashima

    I dunno. I can see the attraction of a purely historical game. But I still lean on the side that since we're reliving the WW1/WW2 era in endless iterations, it'd be a missed opportunity to not do a bit of "what if". If there's a halfway credible alternative-history scenario where a given ship would've come into service, I'm interested in exploring that. What if WW1 had gone on for a year longer and the Mackensens had been completed (--> Prinz Eitel Friedrich)? And so forth -- interesting stuff.
  9. jss78

    Shinano or Yashima

    This is a clear case where I'd like to have both. I have zero problem with paper ships in the game. With the possible exception of an entire tech tree line where the steel-to-paper ratio is dubiously low (looking at you Soviet BB's). But out of all paper ships, the Super Yamato's are arguably the most famous of all. Shinano's of course one of the most glaring omissions in the premium ship lineup at this point.
  10. I've long thought the "there'll never be bigger guns than Yamato's" was an odd promise to make. When this game gets to late life cycle stage, you'll want to leverage whatever interesting real-world or planned ships. Virtually all historically interesting ship lines are now in the game. And when you had to put Yamatos and such in the initial tech trees, the Super-Yamatos (which this isn't) or equivalently armed ships are literally one of the biggest assets you have remaining. Had I made that promise, I would've broken it too. And told that sorry, but we just changed the plan.
  11. jss78

    Why do CVs have only tier 4,6,8 and 10?

    I believe the original argumentation was to provide a sufficient feel of progression in the tree. Normally, when you go down the tree and get your new ship, you expect some new, exciting capability in the next tier's ship. The problem with the reworked CV's is, you're largely only playing that single plane squadron on your screen. So if we had seven carriers at T4-T10, all you'd get as a "reward" is some relatively minute change in plane characteristics. I'd be a bit of a letdown, say, if you do your hard work to get from T6 to T7, and you're still flying the exact same Kate TB in your new Hiryu. Now you actually get into late-war/prototype stuff in the Shokaku. In the RTS CV it was different, because you got major changes in the flight group setup etc. on top of the individual planes' characteristics, so each CV was quite distinctive. I understand the argument, but I hope they find a way to bring the old T5-T7-T9 back as that new T6-T8-T10 parallel tree, as they said they would.
  12. jss78

    Your favorite captain...

    I am a 40+ year old crotchety, heterosexual, meat-eating man. I officially despise all you weebs, all the stupid stuff you do, and the even stupider stuff you say. However, once in a while ... late at night ... when the wife and child are sound asleep ... and absolutely no-one can see me, I like to bring out my HOT PINK Myoko, together with that strange teddy bear captain that speaks Japanese. Because, so help me God, that sh*t is cute. (pic is old, the teddy bear has many more XP now)
  13. jss78

    Up and At Em, The Beast of T6

    I'm a bit of a fan of the standard types, but I don't enjoy slow ships in coop. For me, that's the place for fast ships and bold, high-risk high-reward maneuvers.
  14. jss78

    best ships at tier 5-6 for co-op?

    Coop is a great place to run some ships which are just a bit risky in Randoms -- those suboptimal but fun ones. Okhotnik is hilarious in coop. You can set up ambushes where you take down 2 BB's at once with your quad-launch torps. It's a nice ship to play in coop and try to shoot for totally ludicrous damage numbers and like 6 kills. I like Mutsu in coop. Because the bots are so over-agressive you can actually use those torps, and also the secondaries (which max out at 6 km but are actually fairly strong in volume). Also the Eitel Friedrich is really fun once you put in that manual-secondary BB captain you might have trained for the Bismarck or the Currywurst.
  15. jss78

    Indomitable in the shop

    Taking the general concept alone, and not the exact damage/fire chance etc. value (which can be tuned later), she seems like a potentially interesting CV. Planes are both very fast and very sturdy, promising some comfortable and action packed CV gameplay. I think she continues the general pattern of WG being quite successful in providing some interesting twists of the new CV gameplay with each premium (again considering the general concepts alone and not the exact parameterizations). There's a nagging practical problem -- she doesn't use all the skills of my 19pt British CV captains (i.e., torpedo acceleration). But admittedly that's only 2 points out of 19, so not REALLY a deal breaker. Had WG handled the PR disaster better, I'd consider getting her.
  16. ...and that's exactly the reason why you'd rather want to play at ~13-15 km'ish. Basic geometry guarantees you those nice juicy broadside views of cruisers, and you're still able to get in concealment. Even your HE salvos hit better and do more damage from 15 km.
  17. jss78

    Low Tier Ships - Whats your favourite ?

    My Hosho with a 19 pt captain. I used to enjoy Tier III and IV German, WW1 era BB's a lot. Very robust, strong secondaries for those tiers. I'm these days too scared to play them. Ahh the good old days. Here are my stats in the König Albert, likely never to be played again.
  18. People overdo it. Slinging HE from max range can be useful tool in your arsenal, especially if facing something like a harder-punching BB in a locally 1-vs-1 situation. However, if I think of a ship like my Conqueror, I have 3 assets I can give to my team. I'm able to take a hit (compared to most other ships on my team) AP which can reliably punch through thick armour (again, compared to most other ships on my team) Strong HE By sitting back at 20 km I'm denying my team 2 assets out of 3. So far as I understand tactics in this game, the optimal formation is usually a relatively tight one (barring capping considerations). Generally speaking, DD's closest, followed by low-concealment radar cruisers, then BB's, and finally radar-less fire support cruisers at the back. Everyone should, as a rule, be far enough to be able to get back in concealment if necessary, but not further back than that. The guy who should be sitting back slinging HE is that Charles Martel who, like you, does it very well, but unlike you, cannot endure many hits.
  19. Zero EUR, which also equals the amount of money I'll spend next year. Used to spend lots, but that's over with the PR event, and even more importantly, WG's very telling non-response to the player base's legitimate complaints. The PR event was a calculated, meticulous scam directed at you, their paying customer. That WG fails to even properly apologize should tell you all you need to know. I urge everyone to reconsider supporting them financially.
  20. jss78

    Question to DD drivers - friendly fire

    "Never fire from second line" is a good rule of thumb, but following that mechanically will result in missed opportunities and ultimately hurt your team. If a friendly ship is in front of you but heading out of your torps' way at a 90-degree angle at full steam, depending on the exact geometry of the situation you could be fine launching your torps. The friendly ship doesn't turn on a dime, and you shouldn't miss an opportunity to launch a spread into an unsuspecting BB's side. Sometimes it's "reasonably" obvious what the friendly ships are doing, again depending on the exact nature of the situation. If I guesstimate that it's about three-sigma safe, I WILL launch my torps from behind you. So... be careful but use your best judgement. Sometimes mistakes will happen, but try to make it so it's less (preferably much less) than 1 game in 100. And when necessary, apologize (goes a long way at least with me).
  21. That's really a righteous half-truth as far as I'm concerned. I AM happier than ever about most aspects of the game. The core game is GREAT. Art is wonderful. The EU community engagement people (Conway, Crysantos, etc.) are certainly some of the finest I've seen in any game. There's just that all-important "but" -- the way they treat their paying customers like total dogsh*t. The scammy, predatory and intentionally obfuscated communication towards the people ultimately paying their salaries. And even after called out on it, they respond with more and more spin and lies. This is second-rate, third-world bullsh*t, and I am sorry but unless something fundamentally changes with the way WG approaches their customers, I am done.
  22. jss78

    Ship for Doubloons

    I got the Krasny Krim because my two of my division mates already got her. So we can make a 3x Krasny Krym division. We got the drunk part under control.
  23. jss78

    Ship for Doubloons

    I used my coupon on the Krasny Krym. Is she any good?
  24. Just the same to me if someone pays 200 EUR for the Puerto Rico. That makes her the ship equivalent of an expensive handbag: of dubious utility, but obviously exclusive, and the money was probably peanuts to the person who bought it. I just wish WG had been honest about the nature of the ship from the start, instead of trying to obfuscate and lie -- even after confronted with the facts. Just ask for the 200 EUR and be respectful to your customers.
  25. jss78

    Lion is just utter Trash

    I feel like too many people ignore the AP. I've deleted sooo many cruisers by using the good concealment and then putting an AP salvo into their side. The HE spamming trick is one thing you can do, but too often people fail to fully analyse their ship. Ultimately I never see a reason to play too far out of your concealment range. Even your HE salvos hit better (=do more damage) from <15 km, and you'll still have a comfortable margin to get to concealment and use your super heal. And playing closer you'll get more opportunities to use your AP to good effect.
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