Jump to content
Forum Shutdown 28/7/2023 Read more... ×

rnat

Players
  • Content Сount

    1,597
  • Joined

  • Last visited

  • Battles

    21899
  • Clan

    [AAO]

Everything posted by rnat

  1. rnat

    Tier IX German BB Ludendorff

    source ?
  2. Met @Bear__Necessities' div earlier in 2 subsequent matches and did my best to poke him for being on the wrong team. Sadly for all of us we each had an uncarriable team each.
  3. rnat

    Another Dockyard event for Odin

    I didn't agree that one could get to level 19 using only directives. You're completely correct about paying for level 19 and 20, that's why I assumed you made a typo in your initial post since it doesn't make sense to reach lvl 19 f2p and then having to pay for it in doubloons.
  4. rnat

    Another Dockyard event for Odin

    No. You get to 18. You pay for 19 and 20. Now you're confusing me even more. According to your earlier statement you get to 19 f2p and then pay to "pass" 19 (which would take you to 20) and then pay another time for level 20, which logically would imply getting past level 20 or paying twice for level 20.
  5. rnat

    Another Dockyard event for Odin

    You've misunderstood the technicalities then. Rewards are issued upon reaching the relevant level, not afterwards. The Odin itself is the reward for level 20. So you can reach level 18 for free and then have to pay for level 19 and 20 respectively. Quoting from the dev-blog entry: All directives directly advance the reward instantly, so technically you could (if that was possible) fulfill all directives at the last day. Also the time-frame given was 2 patches, so ~8 weeks. Several levels offer coal, see the screenshot in the spoiler. In approximately 5 weeks, all going well.
  6. rnat

    Another Dockyard event for Odin

    I'm sorry but that sounds completely contradictory to me: -First you state level 19 is reachable i.e. any level up to 19 to paraphrase you. (using nothing but directives, I assume that's mutually understood here) -Then you state that level 19 isn't included and costs doubloons. Could you please clarify ? We could add up the costs for all the other stuff and see how that matches up price-wise, but since the Ship is the major incentive here i'd stand by my statement.
  7. rnat

    Another Dockyard event for Odin

    Level 18 actually. (Guess you made a typo since you explicitly included paying for level 19, same for the 175 doubloons ?) Also afik it's possible to purchase the Odin outright, even though that's somewhere around thrice the price for a normal T8 premium.
  8. rnat

    Ranked Battle games

    23 matches, all Haku.
  9. No, that's exactly how it will work. Because I'm me I'll now have 2-3 more ppl I will have to compensate for. Be that because they get assigned to my team or I get moved to theirs is completely irrelevant for this discussion. My team will on average is almost guaranteed to have more bad players and the enemy team will on average have better players compared to an average team then and compared to the average now. That means by playing well I would actively shoot myself in the foot regarding my team-composition. Because I'm above 50, so that difference has to be made up amongst my team. And as I said 50% isn't a realistic average given how most people play. 48-49% is more along my experience (though I will do a sanity check on that today to make sure this isn't just my bias) Lastly: How is it going to improve my enjoyment or my results if my team on average collapses faster (or is just in general less use alive) and my average enemy is better at the game at the same time ? For one I'm no one special. There's literally hundreds of players better than me. That's it though, we're talking single percentages of the player-base so it's not very likely that MM will be able to always find someone equally skilled to compensate. Now imagine a 3 man TTT-div. Or any 3-man division with players in their 60s. Think how the rest of their team would have to look like to bring that average back to ~48% Now imagine your idea being implemented. My WR would plummet. The WR of bad players would rise. I.e. WR would stop being a reliable measurement of player-skill because of the secondary effect of the MM. How would you implement your system in that case ?
  10. Let's be honest mate it's rather ususual for any of the teams to reach an average of 50% ship- or account-WR. This would bring us to a situation where the better any player is the more horrible his team, which brings us all the problems that have been mentioned a lot in this thread, so I won't repeat them. But just as an example: I'm in the low 60s. To get to an average of say 45-48% you have to drag up ppl in the low 40s or even 30s into my team (that is on top of however many the other team has), which to be perfectly honest with you I wouldn't appreciate at all, given how much of a struggle it can be to compensate for average number of potatoes that are on the team by default.
  11. rnat

    Why is Seattle in game?

    Did you play her as well when the range was still bugged on the B-hull ? Which didn't make playing a ship with already mediocre handling and health, any more comfortable. ^^ Let alone the blyatiful turret angles. ^^
  12. rnat

    Torpedo Tubes / Turrets destroyed

    Watch one of Flamus earlier commentaries on the Riga, it was most pronounced on the early iterations of those ships. And I didn't have any problems breaking stuff on some Donskois i've been shooting recently, so no I don't think so.
  13. rnat

    General CV related discussions.

    You were saying ? Back to topic: tbh what you were describing about cruisers v. BBs sounds more like a git-gud issue on behalf of the cruiser player to me. The problem with CV - target interaction is that -unlike in your example- the counter-play is very limited and depends much more on the CV-players skill than your own.
  14. rnat

    HE fire probability question

    Actually it's not that the sample size is too small, it's that the number of shells you've given is way too high which makes the sample basically worthless for statistical analysis, unless you want to go through your replay and for each shell record whether it hit an already burning section or impacted during a time you knew the target was using DCP. That's also at play during that midway match since many of the bombs/rockets tend to impact on the same section for any drop, so a fire from one of the early impacts makes all the following ones count as 0%. Additionally in that replay I counted at least 2 drops when the target had DCP up, which removes those as well and lastly it's not 70% and 35%, more along the lines of 31% and 15% given that he was only dropping T10s and most of them were BBs. The rest is plain "bad luck", RNG didn't roll in that players favor much in that match. Regarding the Stalin -> Goliath, the desync issue is known and might have been responsible for that shot not landing where you thought it did, otherwise you might have overshot because he was going more towards (or less away) from you than you accounted for or again RNGsus didn't smile upon you that time. Also I think you're getting all hot and bothered about a point I never made. I said that statistics are perfectly fine to describe what that happens with fires and dispersion. I did not claim in any way, shape or form that there isn't a big element of RNG involved in the game. It being in fact the main reason that statistics even applies here and not just plain algebra or something similar. On a side note: People tend to underestimate how frequent "unlikely scenarios" randomly occur in a sufficiently large sample. They also overestimate how often they occur to themselves since they tend to be much more "memorable" than average events.
  15. rnat

    General CV related discussions.

    Can you blame them ? It makes any kind of interesting tactic or aggressive move so much more difficult to pull off.
  16. rnat

    HE fire probability question

    You are aware that probability and statistics are perfectly workable to describe all that ? The only factor here is that for the simple average fires/shell to be meaningful you need a large sample size and no fire-saturation. I once set 4 fires with one KVG salvo on an NC that just DCPd cuz he was about to get into cover behind an island. Doesn't mean i destroyed basic logic with that action.
  17. rnat

    How To Watch A Replay?

    You can speed up and slow down with Ins. and Del. Home and End set the game to 1x and pause (which is basically x 1/100 or something) respectively You change to free look and back using LMB and detach your camera from the ship with ctrl+shift+backsp Be aware that running the replay at higher speeds and using the free camera tends to show the turrets placed in the wrong direction until the game has ran on ~ x1 again for a bit since turrets visually track your mouse, even in a replay and this system (and HP-bars) behave weirdly at high replay speeds. Skipping ahead and backtracking are impossible afik.
  18. rnat

    How to calculate Firechance

    They are indeed not very useful on high base-chance attacks like BB-HE and HE-bombs. DE and the flags are the most effective on high-DPM low fire-chance guns as are found on (non RN-) CL and gunboat-DDs such as the soviet ones and also very useful on most CAs or with HVARs and similar rockets (though those are more direct-damage weapons than fire-starters)
  19. Had the pleasure to meet and support @Europizzas Neptune in dragging our team to victory against it's best efforts. (Saly I only noticed his name afterwards even though we wrote in chat ^^) Truly a ray of hope among a clash of two very speshul teams.
  20. rnat

    Friendly fire

    Nope. Dumped a load right on top of 2 dueling subs last PT and didn't get any friendly fire.
  21. Given something I've heard recently that might only be a stop-gap measure as it's possible that the trajectory shown in the client is purely calculated client-side without or with insufficient corrections from the server.
  22. rnat

    wierd gameplay

    Would you mind elaborating on your silence ?
  23. rnat

    wierd gameplay

    Heck no, but no one here claimed that, or as Pete put it so nicely: Also please try harder when you're trying to deflect from your own inadequacies. That straw man rather flimsy. Now let's go through what we know: -You are (measured by results) objectively not a good player. -None of the competent or decent players (measured by their results) that posted here have called the problem as you are describing it realistic. -None of the competent or decent players (measured by their results) that posted here have reported anything similar to what you have described. Thus the most likely conclusion is that you are both overstating your problems and that they are mainly caused by you being not very good. Somehow I doubt that, given that you average the equivalent of ~3 citadels worth of damage per game. And your hit ratio is usually in the low 20s. Oh. And here I thought you always die within 3 minutes as you said yourself: No wonder you're not doing well if you only get 1-2 salvos (if any) off before you die.
  24. rnat

    wierd gameplay

    I will give you that you've sunken more DDs than you've played. Everything beyond requires too much suspension of disbelief. Not if your hit-rate, damage numbers, kills and wr stay as bad as they are now. That being said, you might actually learn how to be a good or at least decent battleship player in those 1.999.997.947 battles if you stop blaming the game or your team and maybe actually try to git gud.
  25. rnat

    CV dive bomb damages after hitting water

    Do you still have the detailed results screen for that battle ? It's possible for the blast-radius to set off your magazine if you were lower than 75% hp at the time, though a de sync hit is just as likely.
×