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ForlornSailor

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Everything posted by ForlornSailor

  1. ForlornSailor

    Matchmaker Discussion Thread & MM Balance

    - Its not true because ... you say so? thats a nice argument - PR is not a WG metric. its external, artifically created. Or do you see a PR rating here anywhere? https://worldofwarships.eu/de/community/accounts/540427929-ForlornSailor/!/pvp/overview/ - Also, PR would be influenced by dividing people by skill. It would also artifically be drawn towards the center, because: PR is based on 3 things: kills, damage, wins. We already know, winrate will be leveled towarsd 50% for all, so that will eliminate one factor of PR. Damage: each game has the same amount of health driving around. So you create skill based environment: bad players WILL deal more damage, since they wont be killed as easy and no unicums around to snatch all the damage. Which means, avg damage will be getting more equal, thus leveling out PR. Same goes for kills. unicums have more kills than bad players. you seperate the unicums from the bad players = there are still 24 ships per game that needs to be sunk. Kills will level out. So, in conclusion: Everyones PR will be getting more equal aswell. btw: see the difference about actually explaining, why something is a bad idea, compared to "no, because I say so"? give it a try.
  2. ForlornSailor

    Why are people obsessed with stats in random games?

    Some peoples delusions... just wow. amusing.
  3. Indeed - Henri aswell. I went to check an old clanwar video aswell, and funny enough: its exactly 15 sec for almost full health Kremlin (of all BBs) 11:10 first shot, 10:55 Kremlin sinks.
  4. You need to get yourself involved into groups/with players, that are into Operations. Sadly, this part of the community has been thinned out by WG hard. At one point, I was actually thinking, to ask WG for more support with operations, own forum part, pick some people from the PvE-community to support them and give them some attention to push this part of the game but yea, ever since that, the tide has turned and operations are on a way down, sorry to say.
  5. ForlornSailor

    General CV related discussions.

    Oh 300 pages. I think the last time I posted was on page 250. And before that on page 200. The good thing: you dont need to read any of that and you will still be right on topic. Since its basically only one point and people either are pro or conta. And the world keeps spinning. Have we reached an agreement yet, if CVs OP or not? ^^ I love Submarines (well the german ones) but I wouldnt play them in randoms, ranked or clan battle. And I dont want to see them there either. In a series of well made scenarios? perfect, im all in for that. Thats where CVs belong aswell btw. See ya all on page 350!
  6. ForlornSailor

    extrem BUG ???

    Wait. Are we talking "working as intended" here?
  7. ForlornSailor

    Matchmaker Discussion Thread & MM Balance

    - the enemy CV would have killed your DDs regardless - or are you trying to tell me, that reworked CVs have some sort of magic power to stop that from happening? - where is the difference between a CV and any other ship? Or is, what you are really trying to tell us "CVs are OP" - then why you want to fix the innital problem with a band-aid fix via the matchmaker? - you have people with <100 games in high tier premium ships all the time. They have Georgias, Thunderers, ARP Yamatos... explain to us, what is the difference? They are as useless as the CV in your example. so yea, im sorry to tell you this, but the problem is on a much higher level, as already mentioned:
  8. ForlornSailor

    Matchmaker Discussion Thread & MM Balance

    So CVs are not enough pampered yet, now bad CVs need to be artifically protected from unicum CVs? And why would the unicum CVs keep on playing, when they always and only meet other unicum CVs thx to your great logic? which means, they are fighting a damage race, yet the win is up to who has the better teammates? Man this skill-based-matchmaking talk...
  9. ForlornSailor

    1/2 Citadel damage for Cruisers

    Many people complain about cruisers and their survivability/match impact. And I think, in general, people are right about it. Its not ok, that BBs dev strike cruisers that easily, especially mid tiers. So I came to think of this: DDs dont have a citadel for a reason. BBs take full damage from citadel hits. Wouldnt it be logic for cruisers to take half citadel damage then? Its still a lot of damage, many cruisers dont carry a heal, which makes it harder for them from the start. There are some fine tunings to that. It could f.e. only effect the damage from battleships, so cruiser vs. cruiser engagement stays the same. Up for debate I guess. Supercruisers - they could take 2/3 or 3/4 damage from a hit to the citadel? Else they would be buffed too much and it can be used aswell to balance tech-tree Cruisers vs. Supercruisers, which imo is right now out of balance anyway. Edit: I like to add AP Bombs from CVs. They obviously belong in that aswell. IMO - they are way too strong against cruisers. Would be good to reduce their impact against Cruisers. Again, by what margin, is up for discussion. We could also add heals to EVERY Cruisers in the game and let them heal hits to the citadel with a rate of 100%, like BBs can do with fire. Would be another way to go but might make high tier cruisers in some cases really really strong. But thats for another topic to discuss I suppose.
  10. ForlornSailor

    Should WG ban all sub 50% wr players from randoms?

    @159Hunter & @st_dasa how dare you turn this into a serious discussion! Lets break this up with some meme: I think I have hardly 100k avg with Thunderer - then again, me no shooty shooty HE
  11. ForlornSailor

    Matchmaker Discussion Thread & MM Balance

    It can go either way tho. You wouldnt want to have a 3x division of 39% Thunderer, when the enemys get a 2x divi with a 72% Midway and a 65% Yamato. In general, your thinking is right tho. But with the complete random approach of WG - it wouldnt solve the problem, but maybe ease it over all a little. I think, right now, the much bigger problem with matchmaking lies in fail divisions and how they create weird setups, that are just mind-blowing.
  12. ForlornSailor

    Should WG ban all sub 50% wr players from randoms?

    Ofc one needs to pay to take this exam. ITs not like getting a driving license is free, amirite?
  13. ForlornSailor

    Should WG ban all sub 50% wr players from randoms?

    And you are hired for the leadership / as the next presidental candidate for any green or left party :) Hey! You had a fair chance, and you blew it!
  14. ForlornSailor

    Win Rate, what is that mean?

    Flamu disagrees ^^
  15. ForlornSailor

    Win Rate, what is that mean?

    No. YOU make a claim - YOU explain it. Thats how science work. Else its chem-trail-conspiracy what you are spreading. If there is something to it, it would be backed by all real life data. There are no apples falling from a tree upwards into the space, because law of gravity was proven. Now, go on, explain it, else its just envious gibberish what you are talking.
  16. ForlornSailor

    Win Rate, what is that mean?

    explain this? https://proships.ru/stat/eu/p/540427929-ForlornSailor/all/h/2020-10-18~2021-02-12/
  17. ForlornSailor

    Win Rate, what is that mean?

    Are we talking semantics now? Is the problem the choice of word? Or do we need different levels of "bad/terrible". Sure, there are different levels to that. There are also different levels to people with high winrate. In a lot of ways. There are players with 75% around, which are actually terrible players in the sense of the entire game - because they have 80% in T1, playing 3x divi, while they have 39% in ranked and 42% starting T4. But that goes without saying? Its the same in every game: half is below average, half is above average. And the problem with wows in specific is this: we have a HUGE number of absolute useless players. they are not terrible, they are way worse. And the bring the definition of whats average way down. Look at is like this: Formula 1. All those drivers are really skilled, right? yet half of them never win, and its always the same, that are last. They are still great drivers. Now collect some 50 fatsos from the viewers along te formula 1 track, and all of a sudden, the definition of average changes a lot. The driver, who was usually last, is now in the top 25%, prolly several hours ahead of the new last (who doesnt know what a gas pedal is). And thats exactly how the playerbase in World of Warships is. So beeing average by stats in this game.. is not an accomplishment, sorry.
  18. ForlornSailor

    Win Rate, what is that mean?

    Oh noez. They finally forgot how to breath? I mean, 55% I still concider a really decent player is this environment. He nodges 1 in 10 games in the winning direction. Now, that doesnt mean that he is not pushing the other 9 of 10 games towards a win - in some of those cases, its just not enough, yet he will mostly do the right thing. Now, for the 47% bois goes the same. They are nodging each and every game into the direction of a loss. Its just not enough to lose all the time kek. There can be many reasons for that, like beaching your masterrace somewhere on the 10 line behind an island and surviving the entire game, thus preventing yourself from throwing the game by a senseless last minute YOLO run. Its like some people here think "oh, im winning 47% of the time, its almost the same as you 55% people". thats failing on logic, math and every other aspect of life. To give a meaning, you´d actually need to deduct 50% from the WR in a team based environment to meassure the personal skill. Which leaves 47%ers with : -3% and the 55% dude gets a 5%. So yea, we have now come to a conclusion about your deserved Winrate OP: its negative 3%
  19. ForlornSailor

    Proximity sensor behind objects is dumb

    Well, OP is specifically talking about islands, thus Its safe to assume, he doesnt have a problem with proxy spotting in general (like in situations with smoke) but in situations with islands. When we think about it, we can actually also conclude, that it would be easy to change. Because there is a system in place, that prevents ships [in smoke] behind islands from beeing spotted within their concealment range [while firing]. So it would be possible to check for LoS and disable proxy spotting, once there is an island between LoS. Could we also keep on topic guys? Half of the answers are completly wandering of what OP wants to talk about. If you feel, there is a need to discuss those things - open you own topic? oO. Now - proxy spotting through islands. It does sound like an interesting option to remove it. As someone, who sometimes rushes enemys around islands, I approve I guess ^^. Gets me a few more seconds, depeding on the situation. It would not have a huge impact on the game anyway, very situational, but could allow for some interesting plays.
  20. ForlornSailor

    Win Rate, what is that mean?

    And even there you are wrong (which is the only thing, that actually makes sense). if you are a low WR player, you dont know how to make winning moves in general, you pick the wrong option more often, thus your advice is rightfully discarded.
  21. ForlornSailor

    Win Rate, what is that mean?

    Or, we put you 1vs1 against any of the people you have insulted in this topic so far, and watch you going down, faster than you can even hit the keys for the consumbales, while you are screaming, not understanding, whats going on. And then we once again all know, low WR = bad player, while you are jumping to the next excuse... a chem trail blocked your view, Putin hacked your PC, global warming, patriarchy. what else you got?
  22. ForlornSailor

    1/2 Citadel damage for Cruisers

    An overpen doesnt necessarily involve an area, which is prone to flooding, aka is under/near the water line. The shell mechanics ingame can be very complicated in that sense. Like a shell can bounce on the deck armor and thus reflect upwards, showing an overpen [from the superstructure] and the shell was nowhere near the waterline / overpenetrated any structure near it at any time given. Besides that, it would push DCP control over the edge, unless you nerf flooding even more which is not possible, since its already at the lowest possible before nerfed into oblivion.
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