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Everything posted by BLUB__BLUB
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He means either he sails something like a DD and isn't bothered to find/detect the CV, which is forgivable as the OTHER CV shopuld be able to find it plenty easy. Other options: he is too lazy to chase (in whatever ship), or too cross-eyed to hit it? Plenty times when my CV gets detected, a DD comes up and torps me (or tries). Plenty times I get detected and a few BBS shoot me. or a cruiser sneaks up/shoots me. The only reason why a CV survives the game is when the reds are too lazy to try and kill. I have seen them chase after Conqkek (just as fast, more nimble, more stealthy, harder to kill) with a vengeance. I have seen them gamg up on radar-ships (KILL THE BALANZGRAD) and everything. But hell noooo the CV is too hard to kill.
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Ditto... Exeter is lovely. But I have 341 games in Hood... (and 175 in Arizona... ).
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Hood... no wonder, I'll take it anywhere. Result: I have TWICE the number of battles in Hood than in second-best. Which is Arizona, by the way. (and I have a 52%WR in that, YAY!). man I suck!!
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This weekend I got a whole 9 planes shot down in 5 seconds by a Mutsuki. Didn't even see the damn thing , thought I missed spotting an Atlanta or something. No thanks I'll be sailing BBs, CA and CL...
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And what difference does it make? (A Smiths song for 0.8.5.1)
BLUB__BLUB replied to gustywinds's topic in General Discussion
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It is still a DD I can hit easily with CV-torps... and then usually it goes BOOM. Ah well, back in the day of 8.4 when I could still get near them anyway
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Playing DDs takes some practise, and even then... I am quite good at the "lay low, take position and ambush" strategy. But I suck desperately when I get discovered and have to run & fight - I'm just not fast enough for that. I go "pAANIICCC oh crap crap crap crap crap crap crap crap> and then I sink miserably (blubblubblubblubblubblubblubblub)
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They are the same except the 'speziul' camo. It's R like in "RRRRRReeeeeeee racing stripes".
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If you think that's bad, I had one torp me. Yes. A team member turned around on spawning, and torped me. He got pink and died of course, but well. Took him even two full loads of torps to get pink and be punished.
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...which is indeed why I believe subs will be next.
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Seems to me they are working reverse-order. If they want balance, then they should know WHAT to balance. Speedy planes vs increased damage sensitivity. Powerfull bombs vs hit chance.
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Yes makes sense. But then why don;t they change that... oh wait... TBH I understand the shift to DPS. But i do not understand that they do not understand. If you shift towards DPS then what will happen is you make lower tier carries even weaker, and carriers that have MORE and faster planes even stronger. They are moving the wrong way. Same thing they did with fire chance, should have been "higher tier higher chance to catch fire".
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Would though, if you made the flak bursts do huge damage you;d not want to 'take' one. Are you quite sure you could avoid flak if, for example, your attack speed was lower (you'd be in it longer) and there would be various patterns PLUS RNG? You'd be sure to hit some flak.
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I agree with that, sort of. Indeed after a while you develop a 'routine' (like when I shoot in Hood... I almost do not watch the visor...) When you have attacked a certain ship a few times, seems like a "the hand is faster than the eye" thing. Or, better explained, you have memorised the pattern and act accordingly. BUT... how about a 'cycle pattern button' which the players would be able to press themselves. Maybe they'd even have a "special AA skill" where you get ludicrous AA patterns. Yesss I know it is hard... it would however make potato vs potato interesting, and it also might make alien vs alien a bit more entertaining. And they could even sell that as a special skill, or rotate it every update or whatever. Must say the patterns they have are pretty stupid.... zig-zag, hey presto. And there's never a time when you zigged but should have zagged. BUT: Simply put it is THE way to make it work. Add some randomness to the FLAK. Give it varying patterns, make some bursts Ultra-violent or something. Or give surface ships a button to press which makes it 5X as bad, for 2 seconds. MAKE IT WORK. I wonder if WG knows, what if the first girl dont work out, then you go date sheep or what? YOU TRY AGAIN UNTIL YOU SCORE DAMMIT. Yeah yeah I know, they do not want to make it interesting but rather dumb as F. As in: a player like me would have same chance to win as a player like you. LOL. Well. I 'd say: ROFL never in a million years...
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CV Hotfix is here! (How to make the Big E stand out even more).
BLUB__BLUB replied to Blixies's topic in General Discussion
.... did someone say "approach"... -
That's kinda unnecessary... I play other ships too. Not only CV. I have lived through both sides. They had it kinda balanced (note: work still needed) and then they come up with this. There are ways. But indeed why they did this, is pretty... well, stupidly making it harder! You CAN however balance it. If you make the FLAK the main AA ingredient. it would mean lower tier planes are more maneuverable - as such the FLAK is easier for them to avoid. As CV is higher tier, he gets faster planes but also the flak-avoidance gets kinda crap. Make lower tier ships have the FLAK bursts close together. Harder to avoid for fast planes. Higher tier ships have more room between (larger bursts of) FLAK. There's even a REAL LIFE example, Swordfishes being too low and slow for Bismarck...! They might as well delete it indeed if this is what we get. You get a thumbsup mate. I agree!
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Balance...The way they are doing it now, it isn't balancing - it is flicking switches. The thing is, before this úpdate'it was 'random plane' that got shot up. So, they all shared sort of equally. Now, the AA picks one plane and that plane gets it. And then the next. And the next. Same as when you have a GOOD TEAM (LOL...) that focuses fire on one ship, it melts fast. And then the next.. and the next... How bad is this? As in, in T6 Furious I could do THREE passes on a Sinop... if I tried hard and got lucky. NOW I can't even reach him. Yes, the T6 US CV I can 'jumpshot bomb' him. Once. I'll have to use 6 planes because three of them aren't going to be enough. So, I need a full 9, drop 3, hit him once (for whatever result) and lose 6. And, this is a Sinop... Bayern is even WORSE. All others, can't even get near them with RN bombers. If I am LUCKY one of the six US bombers lives, and drops one bomb, which might even hit. Rockets... used to be, I could even hit a Mino with my T8 US rockets. I could do it... would usually cost me the whole squad but!!!! Granted I had to gamble-aim, swerve like mad, AND he had to be behind a BIG mountain BUT detected AND not moving AND have his sector pointing wrong way... Now guess what. A MUTSUKI killed my whole squad of 9 and I only found out it was the Mutsuki after they were all dead. Because the AA-range of Mutsuki is bigger than the detection range. Well... With T6 RN or US torpedoes you can try hit something form far away... but you will need ALL planes to get two torps on target... NONE will make it back. T8 is even worse as that usually gets uptiered to T10. I think not, currently we take T6 CV and T5 or T7 ships anyway. Same in T8 (which gets T10 ~75% of the games no matter what).
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Yup, the same thing goes for the rest of the team. I always tell 'em: - Protect our DDs, shoot at whatever is threatening them; - kill the enemy DDs (it is like sawing their legs off and poking their eyes out). DDs are better at finishing off anything than BBs, CA/CL or even CVs. If your DD is alive at the end of the game (and preferably has more than 10HP...) and the enemy DDs are dead, then most likely you will win the game by capping or by the DD torping all enemy ships from stealth.
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The TWO TIER thing is indeed a problem. Not so much that it can't be fixed, but DO THEY WANT to fix it? Simple, if we make the 'continous AA' bubble same size, and vary the amount of FLAK bursts. It would mean higher tier ships get more FLAK bursts, but they are avoidable. It woudl be HARDER to hit high tier ships, but not impossible. SLOWER planes are also MORE MANOUVRABLE.
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It can be done really easy. Make the planes that get shot down STAY shot down, that is: DO NOT replace them by other planes from the squad. If shot down, STAYS SHOT DOWN. So if your attack was 3 torpedoes, now your attack is TWO torpedoes. That should give ships better chance, while ALSO it gives the CV a chance to make damage. After all they still have the same amount of attacks and same amount of planes survive. What you can alos do it give CV players the choice - "ALL IN" or "waves". Man you'll be in sh!t when you chose all in and the ship pressed DEF AA, but that would be more fun than THIS. Also, DEF AA should be more effective - at least killing the first attack 100%. Fighters should be such effect that they kill any planes that are slow to attack. Same as they do now, but STRONGER.
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You'd think they don't try it themselves, or are such potatoes they do not notice?
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At least it would offer some 'action' instead of dumb RNG.
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II mean they'd have to klick on THE PLANE. As in - that one will get shot down, and as such there will be a 'gap' when you drop torpedoes or bombs. And after one got shot down, klick another one. If they can. To make a gap, and then their ship can escape through that gap. But - this also means no more '"3x attack", just the whole lot together. No filling in from the gap with "fresh planes". It would also mean CV needs to choose how many planes he takes. Maybe it also means he needs to 'make formation', or something. Set the shape of the flight, and that is how they will attack.
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That 'design' is since the latest 'update'. It would be "ALL FIXED" if a player could CTRL+CLICK on a plane and that would happen. But No...
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The "Duke of York for the Ranked Sprint" Bundle
BLUB__BLUB replied to Munchboii's topic in General Discussion
Try Russian paper ship, it is very very stronk...
