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Sub_Human

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Everything posted by Sub_Human

  1. Sub_Human

    Zao needs a nerf.

    Kinda funny that the Zao is the perfect counter to the Khaba. Its guns can hit Khaba at any given range and as they have the same consealment, when you stand face to face with a Zao in your Khaba at 9.7km (8km after rendering). You say your prayers and crap your pants. Also Khaba is not OP. Not mine anyway, its just annoying to play against if done right. It does a lot of damage compared to other DDs, but Its fire damage and he-spam, and can be healed to almost 100%. I would have loved to play it in the glory days, before nerfed rudder, gun-range, reload, torp-range (10km-6km) and the removal of stealthfire...
  2. Sub_Human

    The state of CVs - why the rework is necessary

    Mentally challenged... manners Also braindead people are good for parts. Thats why we like motorbikes at the hospital.
  3. Sub_Human

    RN DDs and their significance for DDs in general

    Not really true. Ive gunboated down a Mino, a z52 etc. I even did one of the Indy citadell mission with the Asashio. Scored citadels on a Mogami and a Nurnberg. Sure its not ideal but you do what you have to
  4. Sub_Human

    Radar Discussion Megathread

    This is probably my main consern as well. Your get radared for a bit but survive and all is well untill the CV starts permaspotting you. If you dont get help from your cv or someones AA aura at that point its over. Also 1-2 radars on each team are fine the way things are now. But games with 3-7 radars on each side are silly. If they become to frequent as they were a month ago radar needs to change. My personal favorite is LOS-radar, it would force radar cruisers to take risks while spotting. But give them the advantage in bad weather or vs smoked up ships. Also no more Radar BBs... Still shooting at a radar-blob was probably a lot like using the recent x-marks the spot ad-on vs ships on the minimap. With training you can probably make it work. But won't hit as well as you do LOS. And LOS in ww1 and 2 did not get close to the hit percentage we have in WOWS. The point is that the realism card doesnt work anyway. So why play it?
  5. Sub_Human

    Radar Discussion Megathread

    Accurately being what hit percentage? 2-3%
  6. Sub_Human

    RN DDs and their significance for DDs in general

    The thing is that (and you if anyone already know this) if you can get rid of the other DD then you have free regin of that cap/flank (If there is no CV/pushing radarcruisers or mighty mo). So getting rid of the oposition is very nice and what most DDs specialize in. I think you are right about the PA-DDs, the deep water torps should make them work differently. But the combo of consealment, manuverability, and gun DPM...also radar, make them way to strong vs other DDs. To stop people building into guns you would have to rebalance them as you say.
  7. Sub_Human

    RN DDs and their significance for DDs in general

    This is true, but not how the majority play the ship. I got one just to get the max bb-badge for trolling reasons. 65 games in 125-130k, winrate <40%. But its so booring I cant make myself play the last 35 games. LOL was refering to the first part of your post. Took away the wrong part. I kinda love my Asashio Last game sucked though. Got pushed by 2 radars, 2 dds and a CV... I'll agree its limited in those conditions. I could have handled it if not for the planespotting.
  8. Sub_Human

    RN DDs and their significance for DDs in general

    But you have to agree that the tendency is there to make DDs strong against DDs. We almost had a new Black in the game with the Grozo buff. If I could ask for something it would be designs that punish other classes not the own class... No more Conqs or DD-hunter DDs.
  9. Sub_Human

    The state of CVs - why the rework is necessary

    Better the devil you know?
  10. Sub_Human

    The state of CVs - why the rework is necessary

    Sounds very likely again. Do you think its probable that we can rotate between squads while others are on autopilot. Aught to be doable with a controler, press x for next squad... Also it would be nice if the main way to avoid damage would be skillbased. It kinda is today but try avoiding 3 torpedobombers in any DD . If the CV can only strike with one squad at a time dodgeing should be easier because no more crossdrops. A question is if DBs will be more efective against smaller ships then they are today. Otherwise CVs will have to farm damage on capital ships and will have a hard time fending of DDs that slip through. Kinda like it is on low tiers.
  11. Sub_Human

    The state of CVs - why the rework is necessary

    Thx mate Then you can probably also give a pretty good guess to how they will design the new CV-gameplay? Ive taken a month of from WOWS, so Ive probably missed some things. My wife really does not like me playing to much . But it gave me time to build a new porch.
  12. Sub_Human

    The state of CVs - why the rework is necessary

    I just played her, 3 kills 127k dmg. Yesterday was 150k. The day before 110k. Its easy and works in randoms. In competitive and clan wars its another story. It does not handle radar and CVs well. But sure the guys who go 20km torps would still do so and just mabe they are the majority? Have you heard anything about the console thing? It was new to me but makes sense.
  13. Sub_Human

    The state of CVs - why the rework is necessary

    Your are right here. Balance around base values would be better, also fewer gimicks. Sadly WeGe seems to be going the complete oposite way as always. Lets see how long it will be till we have unique t9 and t8 upgrades, and radar-jamer will probably be a thing soon since radar going through islands is intuitive. But since the game is balanced as it is, if CVs were present in just about every game the meta would change a great deal. Shima would not be the most played DD and a lot of ships would need rebalancing or they would probably not be played that much. Just look at the Grozovoi... LOL. WG-rebalancing at its finest, give it all the gimicks.
  14. Sub_Human

    The state of CVs - why the rework is necessary

    They are reworking the entire class so we will see what becomes of it.
  15. Sub_Human

    The state of CVs - why the rework is necessary

    Well the thing Im always trying to get at is just the potato vs pro problem with CVs. No one ever wants that discussion though. Because there is no answer except more CVs on both sides. And as CVs are in the game it wouldnt work. If they have rendering as it is right now so that people with stoneage computers can compete. Imagine 10 CVs with 7-8 squads each, most people whould have lag-issues. Also it would be chaos with strafe upon strafe etc, permaspotting everything... imagine a german BB straying from the pack. All the CVs going Mine, mine, mine... like the seagulls in finding Nemo. I dont think people would play the game. But still, as long as there is only one CV on each side and teamwork is what it is. We will have the problem that the side with the better CV will have a great advantage. Multiple ships of the same class have a better chance of evening out the skillgaps.
  16. Sub_Human

    The state of CVs - why the rework is necessary

    LOL Nor do I. And yes in a way you are right that the competitive scene shows what is strong as competitive players minimax to the max. But does that also mean that ships not used competitively should be buffed (or popular competitive ships be nerfed)? I like the diversity of the game and I wouldnt want every game to play out the same as the last. But if every game had the best possible ships and teamwork existed in randoms we would probably have the same over and over. Im pretty sure I would only play Gearing and Grozovoi if I knew a CV would be in the game.
  17. Sub_Human

    The state of CVs - why the rework is necessary

    Great post. And can we please have this discussion without assuming everyone is braindead. Your know whom Im refering go. Stop refering to the competitive scene, its not relevant. In competitive your pretty much know what ships will be in the game. Everyone specs for AA because there will be a cv in the game. Therefor no one plays certain ships. Also People communicate via headset and know each other. So if we had cvs in every game people world adapt and they would play only certain ships in certain ways... this would require buffs to IJN DDs for example and other ships without def AA. Otherwise It would destroy the diversity of the game. As people would only play the competitive ships (AA heavy). Also the high impact by CVs as seen by all stats makes skill differece between CV-players so much more important and game altering then other classes. And the logical thing, as Ive said before, is to nerf CVs go a level there your can have 4-5 of them in both teams without making the game unplayable. The same as every other class. But then we will have CVs in all games and it will require rebalancing of all the other ships as well.
  18. Sub_Human

    WOW Grozovoi Big Buff (not radar)

    Had my first 3 games in the Grozovoi. First I screwed up so badly its not even funny. Second and third was ok 100-150k dmg, 2-3 kills, 1-2 caps. But the fun bit was playing vs CV. OMG I hope every game is a CV game in this boat. It has everything. If I was a CV player I would dread this ship...
  19. Sub_Human

    Radar Mod 2 nerf

    Oh happy days...
  20. Sub_Human

    Radar the numbers

    Im beginning to think that you guys might be partially right. Radars will spike and go down again. But I still think that dd-numbers will be lower permanently and cruiser-numbers will rise by the same amount. The cruisers that are introduced are all radar cruisers so It should increase the average amount of radars. If Kronkstahl, Big Stalinium boat and DM-clone turn out to be as popular as the Mighty Mo and Baby Yama, then DD-play will be highly affected. In general it will be harder and less rewarding (fun). So less DDs in top tiers. Those that stick through it will get better and probably have a big impact on the games. I think the US-CLs will cause a spike in cruisers and radar. But the new free xp/steel/coal-boats will cause a change in the meta. And with it comes more radar to stay.
  21. Sub_Human

    1 overpen 2 citadels

    The funny part is the enemys teams positionering. You could just randomly fire that way and still hit stuff.
  22. Sub_Human

    WOW Grozovoi Big Buff (not radar)

    I dont agree. Ive played 400+ games in the Kebab and I love it to bits. But its not that great. Especially not in the current meta, all BB and CA/CL. Its fun though. My Udaloi stats are better then my Kebab stats, even damage. And I think in general that Udaloi plays better then Grozovoi, despite having 4. something reload and 7.2 detection. Grozovoi is just sooooo sluggish and handles like a brick of turds. 6km detection just lures you in to close and then you cant get out. Its better to stay at longer range and use the insane speed to rush down DDs without support. Just like you do in the Kebab and Udaloi. 6.7detection is enough to pull of torp attacks vs cruisers and BBs. And with 3 smokes and 3sec reload you will be burning down a lot of ships. I think that full consealment build will net you some great games, but staying a little further back will give you consistently better games. The power of this ship increases towards the endgame. So staying alive and not dying to radar or random torps in the beginning is vital. And it happens to often in the Grozovoi. I have the same issue with the z52.
  23. Sub_Human

    WOW Grozovoi Big Buff (not radar)

    It will be a nice boost non the less. The best news to my ears are the increase in range. Something that this ship needs badly. Im a total potato in a BB and earlier today I met a Groz in my Conq. At 15+ km I hit him 2 times for a total of 18000hp. And if I can do that then anyone can. So its still vulnerable to BBs at 15+km. At 10-12km its suicide to engage them. I used the discount yesterday to respec my Groz-capitain according to the Reddit-build (Dolphin_Princess), but added SI to get max smoke and heal. It now has 6.7 detection and 3.2sec reload. With the range buff Aft will put the range to 14.76km and the legendary module will put the reload down to around 3sec. I think we have a firebreathing monster in the making.
  24. Sub_Human

    Main Gun Reload Booster breaks balance

    Italiano BBs should be the next BB-line? If this New gimmick works out then we might see it on them. What do you think?
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