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Everything posted by ForlornSailor
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The concept of deep water torpedoes
ForlornSailor replied to walter3kurtz's topic in General Discussion
Thanks! That was exactly what I was talking about. -
this is why carriers are UNPLAYBLE
ForlornSailor replied to wot_chikor's topic in General Discussion
Its cool. Its not like anything we say here really matters anyway, isnt it? WG has their mind of its own, they aint gonna listen to the community. One thing I dont understand in general. Why is it widly accepted, that BBs can 1 hit pretty much everything on the map, while other classes cant? Especially a CV, which has the longest reloadtime of all participants in a round - so to say - shouldnt be able to do this? Why not? My idea and where WG is headding with the GZ anyway, is not really what you describe either. If a squad consists of 10 planes, and not of 3, it will remove RNG to a degree from the encounter. RNG is frustrating for both players in a drop. The AA cruiser is pissed, when he cant kill any planes before the CV drops him, but then right after the torps are in the water - 2 out of 3 planes drop from the sky (trust me, I know what im talking about...). This is also frustrating for the CV player - you said it yourself. You are now left with 1 plane that has to make the travel back. If 10 planes fly in, you wouldnt be as pissed if you lost 6 out of 10 maybe, right? (also, the number of available planes has to be scaled accordingly. I think, WG picked the number of squads and total planes of a CV because of historical reasons. Which is wrong imo, as it leads to exactly those situations that frustrate people). But back to the AA vs Planes engagement. If a squad consists of more but weaker planes, it leaves more room for consistency - on both ends. A CV has the option to calculate the risk better, knowing, how many planes he is going to risk. The AA-ship however get a constant reward by shooting down planes at a higher rate then now. Overall, the result will stay the same. We are even somewhat on line in our argumentation, when it comes down to strikepower. Im not saying, each planes in a squad of 10 should have the same striking capability then in the smaller squads. It needs to be finetuned aswell. Maybe I´d say the 10 planes should scale ~130% potentioal compared to a current squad? So if it strikes a lone BB, it will devestate that ship - much like GZ right now. Also, dropping a higher number of torps in the water or bombs over a ship, will remove RNG from the CV player. Torpedododging is fine and dandy, but there is such a huge gap in real damage done due to different skill level of players. A bad CV player isnt even going to hit a good BB player currently. However, a very good CV Player can land Torps consistantly on even a DD. Now. If there are 10 instead of 3-5 torps in the water, the spread between them is smaller. Thus even when dodging to your best, the chance of beeing hit increases. However, the damage minimizes - remember, 1 torp out of 10 planes is going to deal less dmg then 1 out of 3, in my perfect world. So also a DD, then cant dodge this 1 torp, isnt going to lose a big chunk of Health from this. While a clueless player in any class is going to take way more torps then right now, with also a higher damage potential (higher chance of flooding aswell) and can be taken down in 1 attack. Let me also jump in the game-discussion between you and @El2aZeR. Id say, its only fair, if you limit the comparision to not only computergames, but to MMOs, that group players in 2 teams and have a clear winning goal. I mean else you could field games like "The Sims" as an example. But lets also go with chess as an example for the moment, cuz it fits something, id like to point out. When playing a game against an opponent with the goal of winning, you sure are going to try your best usualy. And you will feel better / happier if you succees - in contrary worse, if you lost the game. So the reason to come back is, from my POV, the following things: - you have an will to improve - there is a way to understand, why you lost - there is a way to stop the things from happening againt, that make you lose the last round Now, in a 1 vs 1 enviroment like chess, those 3 are kinda easy to see, how they are in the game. A beginner can lose a game within a handful of moves, and realizing this mistake in an instant. He will never ever again move the tiles so stupid, that he can go checkmate this quick. Ofc, this will get harder, the more experianced you are or your opponent ist. Thats called a learningcurve. Now, the reason, why many people hate CVs (this is my personal explanation, im sure it doesnt fit for everyone), is, that AA is such a passive and RNG-mechanic. How do you improve on AA? You klicked the squad, you activated DefAA - nothing happens. You get hit by torpedo. It doesnt even matter, how much damage you take through that hit. It doesnt matter if you survive the round or even if you win the game - what stays in your mind is the engagement with the CV, that you could do nothing about. Thats "ruining the fun". Its like in chess randomly a third guy walkes in the room and removes a pawn from your setup. And you have no say in that. Would chess-players be pissed about it? ofc. Even if they still win? One player has to win, right - and he still would argue, that its wrong to remove his figure from the game... -
Inconsistent damage values for the Indianapolis
ForlornSailor replied to Fisgas_13's topic in General Discussion
Yes! That was exactly it! -
Inconsistent damage values for the Indianapolis
ForlornSailor replied to Fisgas_13's topic in General Discussion
This is not the first time ive seen someone reporting this. Must be quite a while ago... what was it - techtree stuff of a CV showing for a BB? Its in the forums somewhere, im pretty sure. But you have to dig deep im afraid... -
What Were Your Greatest Gaming Achievements Today ?
ForlornSailor replied to Hanszeehock's topic in General Discussion
@Aotearas Well said. I feel 100% the same. So you are not alone - if that helps... (hardly, I know) -
There is a reason to keep kids/wife/girlfriend/parents (pick accordingly) around. They will take the watch, so to speak. Same goes for the night, when the real captain has to rest.
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So multiple divisions of the same clan in the same battle is still a thing.
ForlornSailor replied to Shirakami_Kon's topic in General Discussion
Why dont you gather some more ppl of your clan, or heck, from another clan, go in the trainingroom and really learn to play the game? That this is not a thing in wows is beyond me. It is in any other game... Is that a compliment? I think so, if the options are Clinton & Trump. -
I like it when im in the right ship. There, I said it, its out there! You bring a radarcruiser and sometimes you can detect 3 DDs with one radar, you can really have an impact.
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this is why carriers are UNPLAYBLE
ForlornSailor replied to wot_chikor's topic in General Discussion
You would create a pretty much useless class, which has no impact on the game. Why would I want to play a CV anymore? I couldnt even punish a lonly BB that has done everything wrong? I probably couldnt even stop 1 or 2 Cruisers rushing me? Im exactly argueing in the other direction... Make AA stronger, in the sense, that it will combine with other ships. You dont need to raise the DPM, like they did with the DDs, its wrong for mayn reasons, but increase the range. I see a contradiction with your earlier statement there. First you say, CVs dmg outpur need to be lowered, then, you say, missplay of BBs must be punished. And I agree. I can only say it again - what I see from the new testsetup of GZ is a step in the right direction. Many weak planes in 1 squadron. Its easier to shoot them down but they will only lose their impact once they really suffer. Which they dont, when striking a lonly target - like a BB out of position. And then the GZ bombs are deadly, can even have 1-shot-potential. Perfect in my book. And the exact opposite to what your idea is, it seems. -
this is why carriers are UNPLAYBLE
ForlornSailor replied to wot_chikor's topic in General Discussion
I see your idea behind this and in a perfect world, it could make sense. However, with teams beeing totaly random and communication isnt a thing in wows, it will not have any impact. You can also see it from this pov: No matter if there ia 0 1 or 2 CVs per side in a round, a huge part of the players will always play the same. They dont notice the need to play different right now, cuz there is a CV around, which changes the gameplay a lot. So they wouldnt care if you change the CV itself by removing fighters. -
Its not just you, I remember this also.
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I saw a DD in my team raming a BB and was like "wtf??". Now makes sense. Intelligent solution I gotta say, do get it done very quick. Ofc, like you say, a total mess teamplaywise and really a proof, how stupid this mission is & how much WG thought about it....
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*sigh* has nothing to do with cowards. Its also not a balanced & fair map, as it favours some ship(classes) heavily over other, as I explained earlier.
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Remove the cyclone "feature"
ForlornSailor replied to TheNamelessLegend's topic in General Discussion
Huh, funny how different experiances one can have. Most of the time, Cyclone turns my team into a better version of the former, pushing, gathering as a pack, eliminating enemys 1 by 1, taking the caps.... Maybe you have been in the enemys team at those times =D Ive always wanted a night-mode... that would be soooo awesome. To be fair - you know the enemys position usualy when going into a cyclone. You can somewhat predict, where the enemy will move. I remember one instance, where an Iowa made a 180 turn pretty much right away to rush me in Donskoi. Yea, he surprised me, but you need to change your attitude as a cruiser (with torpedos) in Cyclone. Did he damage me? yea he did and good. Did he survive? Nope :) -
You should watch your language a bit... btw. It all comes down to what ship one prefers to play. I get thrown into Ocean with Donskoi - sure im gonna hate the map. No sane person would bring the Donskoi to Ocean. All could be avoided, if ppl had a way to influence the mapcycle. There have been numerous ideas mentioned over and over again, how this could be implemented. Everybody would be happy. But no...
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Yes. Also, the same should apply for Torpedodamage imo. Never understood why the lowtier ship has to suffer even more, when fighting higher tier enemys. I suspect that very much...
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Remove the cyclone "feature"
ForlornSailor replied to TheNamelessLegend's topic in General Discussion
I like it. Cyclones that is. -
The concept of deep water torpedoes
ForlornSailor replied to walter3kurtz's topic in General Discussion
Im not so familiar with the US Torpedos and their development. Id tend to say, they didnt really use magnetic during the War. I also remember, that the RN invented a counter to the magnetic detonators, something that was put on the hull of ships, which would stop the torpedos from sensing the magneticfield. Might have very well been in a book, that ive read about the Submarines of Kriegsmarine. -
Game Choice, Planes, Invisibility, Historicity
ForlornSailor replied to deBanfield's topic in General Discussion
Dont you know? Its because of those darn camouflages... damn them all to hell!- 24 replies
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Game Choice, Planes, Invisibility, Historicity
ForlornSailor replied to deBanfield's topic in General Discussion
I dont know. I wanted to leave a serious reply first - after reading point 1 - but then i got to point 2...3....4...yea...no...- 24 replies
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Game Choice, Planes, Invisibility, Historicity
ForlornSailor replied to deBanfield's topic in General Discussion
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The concept of deep water torpedoes
ForlornSailor replied to walter3kurtz's topic in General Discussion
German Kriegsmarine used G7 with both as magnetic and impact, starting 1939. When using the magnetic, the depth was set lower, so that the torpedo would pass under the ship and detonate by the change of the magneticfield around the enemy ship. Also, a magnetic torpedo could hit a ship from any angle. For the german G7 I know, that starting at an angle of 50°, the impactdetonater didnt work or didnt work realible anymore, thats why they used magnetic torps. What would be cool, if we´d actually have a choise on changing the propulsion of the torpedos. Germans had G7e with electrical propulsion, very fast & stealthy but only with 4 km range. On the other hand, the G7 TIIId had a range of 50+km but was so slow, pretty much any ship could outrun it. -
I thought it was pretty clear, that after dropping the bombs they are outrunning fighters? See: I thought, you are questioning the speed WITH bombs --> Again, all about balance. They need to be near the other bombers of IJN / US.
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That must put you in a very bad place. What do you prefer - Bowmore Legend or Bushmills Single Malt ^^ Thats actually true and part of a bigger problem, that hits any class somehow, if trying to be usefull for the team - tanking BBs, spotting DDs, DDs that smoke up team, CAs using radar/hydro so that the team can take advantage of that etc... Nothing it credited to the player who is actually willing to go the extra mile to help the team. In the end, its only damage/kills that really matter. Stupid, I know, and I do blame WG. But on topic: Is it maybe possible, that WG has done some more testing and changed the speed? as @El2aZeR said, its technically impossible, what you describe. But for sure im not gonna put my head out of the window, relying on the information that the 135kn is accurate. Maybe they have changed the speed of the Stukas on some setup? Do you have a replay of an encounter, where the Stukas escaped? Seeing that would actually be a better ground to discuss then talking paper numbers.
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I see you know how to practice that "sensible talk" perfectly yourself... If you cant stop a CV, that has lost all his fighters, from flying in, dropping & flying back home - then you are doing something wrong. Adjusting the speed by a few knots wont help you. If the guy drops his bombs somewhere, just to escape beeing caught by your fighters, he lost a lot of time. He needs to fly back, rearm, start again. Aditional to the time he spent, flying to that point, where he dropped. Time is limited, especially fpr a CV. In a scenario like this, it wouldnt actually matter if you catch his bombers or not. He couldnt deal damage or spot, thus was useless for a few minutes. What are you complaining? Its selfish thinking, that only a shot down plane is good. A CV, that is constantly denied to attac, is as valueable as an afk or dead CV.
