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DFens_666

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Everything posted by DFens_666

  1. DFens_666

    Do CVs belong in Clan Battles? (Poll)

    Definetely NO right now (if ever... is up to WG) Even randoms are still pretty unbalanced, no need to drag CBs in it aswell
  2. Yup i know... french ships eat Pens like candy Ive had several times f.e. with GK, having 5-6 pens + couple of overpens and i deal like 6-8k damage. In return i get smacked for 20k. Balanz comrade
  3. DFens_666

    CV Rework Discussion

    I know why they made the AA so complicated: so they can make stealth-OP AA ships like russian BBs... thats really fucked up
  4. Multi damage hits on DDs have not been fixed (despite common believe... they are just less obvious now) Ive tested it @wilkatis_LV can confirm: If the DD is turning, even only Overpens can deal more damage than they should (f.e. i had 9 overpens, and they dealt 10 overpens worth of damage). And ofc multi damage hits are still a thing for other classes... @Aotearas Back when they introduced the BB AP change (and before when people discussed it on the forums) ive said several times, IF that gets into the game, HE needs to be viable to a point, where modules dont soak up damage. Noone cared You cant have overpens that dont deal damage, I dont think ive ever come across one. Ive seen Shatters and bounces dealing damage tho. You can overpen the module (probably destroy it?) and you WILL get damage. If you penetrate INSIDE the module, i think it CAN deal 0 damage. Im not sure why and when it happens, because ive seen both cases. Most prevelant is incapacitating a main turret. Sometimes you get damage, and sometimes not (dont ask me why) I think the same goes for Pens on other modules (even with AP) but with HE you are more (guaranteed?) to get 0 damage out of it. Probably comes down to where the shell actually detonates. F.e. HE shell detonate on impact, if it hits the module it WILL detonate right away (inside the module kinda). If AP hits the Module, it can still leave the module again, and deal damage, even if you get a penetration ribbon (Shell detonated somewhere else, like superstructure, thus dealing damage) But AP overpens NEVER will be 0 damage hits. They overpen the module AND the superstructure at the same time, so they simply will deal damage. (and as above, they can overpen several sections, dealing multi-overpen damage, but this is due to the turning motion, so it might be anything really) As for having 0 damage pens: Its just horrible for me lately. Ive had games where i get 10 consecutive pens without dealing any damage. Its frustrating to a level where you wanna throw the game out of the window. I think if you could deal 10% of damage to all areas (except the Bulges and spaced armor) it would be totaly fine.
  5. Oh i agree with that. Sadly, stronger skills will always have the priority. CE for example. If a bad players thinks, he rather takes FP than Situational Awareness, then its his choice. Doesnt mean, that FP is actually better than the other one. And thats what im trying to say here. In order for having different builds, these builds MUST be viable equally often as the other one. A secondary specced BB is not always useful. However, a tank Build BB is almost guaranteed useful.
  6. DFens_666

    where is this player base heading to...?

    A good player playing a ship, in which the majority of players performs poorly in, will have a better PR than in ships which are easy to play! Look at BBs in general. Its actually quite hard to get a pink PR in them. Because you need to do really good in order to achieve much more than even the average players can do. They have good armor and HP. They survive long enough to get some damage/kills in. While in a Cruiser you can just die without doing anything. You can even die without ever being in range to shoot anything, if you are bad enough. Ships, which are easy to play (or played by a lot of good players like stalingrad/Bourgogne) you will have a harder time to get a decent PR. My Fiji and Marblehead stats. Fiji is a strong ship, many people can get decent results in it. Thus its hard to get a high PR. Marblehead is floating citadel, dies when you look at. But the guns are strong. If you can work around the bad armor, you can get good results. These results will net you a very high PR, simply because many players fail miserably in that ship.
  7. Yes i know, but still? If the majority of the players cant afford to take that skill (or have to choose between CE/IFHE -> Situational awareness) then it will shift the balance even harder to the good players, as they are the ones running around with 19 pt captains, and KNOW what to skill. Most ships only need 10 or 14 pt captains to perform on a good level. Everything after that is mostly QoL changes (getting less fires in a BB, stronger AA in a Cruiser, more dakka/torps in a DD). So if i have to pick another skill after the must have build, situational awareness would still be better than getting a bit more AA (because CVs are not around in every match, while SA would help me every game)
  8. DFens_666

    Why this CV rework is FAIL

    A BB shooting from 20km is not the same as a CV hull sitting at 30km but dropping the payload right ontop of you. The CV can influence on how good the drop is, but the BB cant as much. He can shoot perfectly, get 0 hits, 2 overpens, 2 citadels or a devstrike. The last one being extremely rare at this distance, and it requires the target to be totaly oblivious to whats happening. Also i can hide from the BB, but i cant hide from the CV. Ontop of that, the CV spots me for the entire team, enabling the enemy to shoot me aswell. A BB himself cant shoot you while you cant shoot him, because he is unable to spot you (there is no ship which has worse gunrange than detection any longer). On the other hand, a CV can do exactly that. Closest definition of not being able to shoot back would be a DD getting radared at 12km, since some DDs cant shoot/torp at that range. (f.e. Chapa vs T6 DD)
  9. What makes you think, that noone would take this skill then? I think the reason why it was removed from skill-tree was, that basicly everyone was using it anyway, as it gives such a strong bonus. Much like CE, its basicly a must have skill for almost every ship. Radar being used because of being spotted doesnt work for every radar ship anyway. Most of the times, radar is being used because you can reach a spot where you know the DD is (like a cap). Also im not sure, how it would help a DD when they cant use the skill If you were to remove it completely: I fear we would see the worst meta yet - every noob running away to the border or hide behind islands in their own spawn. I just think it would be horrible to play. Imo PT and IFA could go - those are preventing bad players from learning anything really. They dont need to think about what they are doing, just act when the game tells you something is happening.
  10. DFens_666

    1 000 000 fxp

    I think the best combo is: Mosaic or Spring Sky camo + the special signals (Hydra and such) + Premium acc (ofc) and if its 100% or even 200% daily win bonus better yet.
  11. DFens_666

    1 000 000 fxp

    Easiest (spells most consistent) way was/are Operations for me. But the current ones dont work too good for that. Narai could work, but its kinda hard to complete with 4 guys. Less players = more rewards for one individual. 30k+ FreeXP per game wasnt hard or uncommon to achieve, which is basicly 100k per hour. Only problem is lack of Signals and Camos
  12. DFens_666

    1 000 000 fxp

    Why not? After CV rework i had 1,9 million FreeXP, i used 500k for ships/modules and now i used 1million for Alaska. The more lines you have unlocked, the more FreeXP you can gather. Back when Missouri was a FreeXP ship, 750k actually was a lot to accumulate. Now its very easy with all the super flags/camos.
  13. DFens_666

    2 types of players

    The problem with that is, that you can safely try to trigger the DCP of a ship with low AA (because your strike will get through), and sit outside his AA with the rest of the planes. Then attack once his DCP is on CD. I think the squads are designed that way, that its extremely rare to use all attackruns to 100%.
  14. DFens_666

    Midway Torpedo Bombers - wtf Wargaming?

    Maybe Daring? I dont know, i just assume that it could be a RN DD with repair party.
  15. DFens_666

    2 types of players

    You think the average pleb is able to have such genius ideas? Its just that they feel entitled to do what ever they want. Or this guy is just a complete [edited]who likes to annoy his team with that tactic. Problem is, WG is taking too long to permaban these players...
  16. DFens_666

    [Poll] CV's Rework vs Rollback

    CVs roughly survive 2+ times as much as the other classes. http://maplesyrup.sweet.coocan.jp/wows/ranking/20190302/eu_week/average_class.html So what you are saying is, that CVs should be able to survive most of the time (even when they lose obviously), and its ok that they basicly have the highest average damage because of that fact? But that wasnt actually what i was going for. Its about having fun. And from what we see in the forums, having fun seems to be an issue when playing CVs. But its not limited to CVs, other classes struggle the same way. And atleast the people i know around me, many of them play less or actually stopped playing... must be a reason for that. So if we are looking what WG wanted to achieve with the rework (which could be untrue anyway), the most logical thing to do is let CVs do their thing, while having as little impact as possible on the other classes. - Lowers the skill gap (WG wanted that) - CV play is more fun because you can do what you want (this is open for debate ofc, but majority of players dont care about how bad they are anyway, so no problem there imo. And CVs might be more popular in general) - Other ships are less impacted by the CV (more fun for them) as i said: win-win
  17. DFens_666

    Midway Torpedo Bombers - wtf Wargaming?

    Yeah, thats a big problem imo. One ive felt myself when trying to get a Cap. Took me 3 mins and help from another ship to have enough AA to not get resetted.
  18. DFens_666

    Why this CV rework is FAIL

    Look at his initial post: He said the same thing "the worst GZ player" (which actually is the worst player!). But he cherry picked ships to fit his agenda. Thats why he had to result to personal attacks because his true intentions were uncovered, and he couldnt accept that. Case closed Ye well, the guy in question started himself by looking at the gap between the best and the worst player. But did so for certain (non-available) premium ships in order to "prove a point". Its even more complicated to look at the data, since we suddenly can have 2 or even 3 CVs per side! If a bad CV player on T8 gets matched together with a good CV player on T10, against 2 almost as bad T8+T10 CV players on the enemy team, his WR can be "boosted" by the good CV player on his team. Something we didnt have before on hightiers. There was always only one CV. Ofc over a large enough battle this might even out somehow, but i dont think we have reached that state yet. But we still cant see how often a CV was alone in a battle (and his WR in those) or how often there were multiple CVs per side.
  19. DFens_666

    2 types of players

    From what ive seen, Okto has INSANE AA, basicly untouchable by T4 CVs. But it was kinda the same with RTS CVs aswell, so nothing changed too much (ive had a couple of Oktos which just shredded my planes). For other BBs, i cant say. Ive played GK / Musashi, they are pretty helpless against CV planes. Atleast the CV player attacking me didnt lose to many planes in the process. Had CVs also with Massachusetts... that worked a bit better. The problem is, WG is feeding us half of the information from the new AA mechanics. I know how it works now, but im missing the interval, how often AA is dealing damage. I kinda think Okto has a very fast interval, thats why it hurts so much. Havent found that info yet
  20. DFens_666

    2 types of players

    Probably hoping for the T6 game where he can finaly rule as the super unicum he knows he deepdown is (and fail miserably, most likely blaming his team in the process) So idiots lose planes to any ship? I think you asked, since when do we balance the game around the worst players. Wasnt really possible before, its possible now tho... simply "collect" flak bursts. Or just fly around in the AA. Worst players are worse than pre-rework, many people said it (and the stats agree with it). You could fly T10 planes into T4 flak bursts and still die at some point, which would be basicly impossible with RTS CVs.
  21. DFens_666

    Why this CV rework is FAIL

    1. You take Graf Zeppelin - a ship people only have access to who bought it <1 year ago (or whenever it was last available, but its a long time). Currently, its not available, thus we have a limited playerbase. 2. You took Massa B, why? A niche ship, which noone would really buy if he already owns the normal Massa. Normal Massa best player has roughly 8 times the average damage of the worst player. And both Massas are still Premiums so... 3. Same as above, Kidd is a Premium DD. 4. Lets take a look at Midway, because its a silver CV. Everyone has access to it. https://wows-numbers.com/de/ship/4179605488,Midway/?order=average_damage_dealt__desc#leaderboard Worst player has 8,2% the damage of the best player 5. Lets go to Old Midway, so we have a decent comparision https://wows-numbers.com/de/ship/4279220208,Midway-30-01-2019-/?order=average_damage_dealt__desc#leaderboard Worst player has 13,7% the damage of the best player. This is roughly in line with the worst Massa player (~12,5% from the best player) Conclusion? Old RTS CVs were more in line with other ships. Worst RTS CV players matched the worst players in other ships. New CVs? Reach a whole new difference in skill disparity
  22. DFens_666

    [Poll] CV's Rework vs Rollback

    Ofc there is one way: Scale damage down drastically. In return, you can scale AA down. Basicly that means everyone is able to deal chip damage, thus removing the skill gap. Then you can still scale the damage so the influence on the battle is very low. Also, Surface ships wont be bothered by getting dropped anymore, because the damage you will take is so low. (probably have to remove spotting too, because you would be permaspotted all the time). Win-Win? Not sure... but it might be fun to play CVs AND the other ships aswell. CVs might become the retard class then, simply because you can hardly influence the battle at all, but you cant have everything (atleast you can do what you want )
  23. DFens_666

    Midway Torpedo Bombers - wtf Wargaming?

    You didnt understand me: They literally meant like 5 weeks ago before the rework They base the arguements about new CVs on totaly wrong stuff which certainly didnt exist at this time anymore. Sure if i remember old CVs totaly wrong, and think Haku had 24 TBs pre-rework, then New CVs wouldnt even look that bad in comparision.
  24. DFens_666

    Midway Torpedo Bombers - wtf Wargaming?

    People already forgot how old RTS CVs were. They argue, that it took a CV <10 secs to line up a strike and delete any target at will (also ive seen people say Hakuryu had 24 TBs ) Its basicly like making stuff up to make new CVs sound less strong than the old ones...
  25. DFens_666

    Why this CV rework is FAIL

    Might give Operations a go (alltho restricted to T6 CVs) but i think you have a nice range of ships to strike: Lowtier BBs/Cruiser - Midtier BBs and DefAA Cruisers. Easier to learn the basics imo.
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