TheSugarKnight
Players-
Content Сount
10 -
Joined
-
Last visited
-
Battles
27696 -
Clan
[HFR]
Content Type
Profiles
Forums
Calendar
Everything posted by TheSugarKnight
-
Mise à jour 12.1 : Sous-marins britanniques
TheSugarKnight replied to The_EURL_Guy's topic in Annonces et actualités
Pê que seuls les meilleurs joueurs de H4 passent au build Lighthouse aussi ? Avec un spot à 20km, pas simple de le jouer ! -
Mise à jour 12.1 : Sous-marins britanniques
TheSugarKnight replied to The_EURL_Guy's topic in Annonces et actualités
Ce nerf injustifié du module du H4 quoi....Vous faites quoi pour ceux qui sont pas satisfaits ? J'ai dépensé 22k RP, vous me les remboursez ? -
-
How do you use a 4 km torpedo range DD ?
TheSugarKnight replied to Beastofwar's topic in General Discussion
i would like to add that with russian dd line , your advantage is range shooting accurately preferably max range. start at the standard 11-12km and take advanced firing training once you get a 10 point captain. do not try to contest any cap when there is another dd there you will lose.basically you can only shoot enemy dds from 8-10km if they are spoted from someone else while you will be able to actually hit them , they will have trouble hiting you cause your shells travel faster= better accuracy. always kite away in an angle vs anything you shoot at meaning try to hold maximum distance and turn left and right also play with your speed. if you get a broadside cruiser use ap , it is great but for 7-11km aim just below their superstructure and if they are closer than 7-6km aim at the waterline between their guns and you ll even get citadels. torps are 4km but you can launch them vs targets at 5.5-6km that are coming towards you and they will have range or as previous said ambush a bb that pops behind an island or yolo a bb that has his guns shooting on the opposite side of you, you are faster than his guns turn (zoom and see where he is firing before yolo rushing ) but make sure you hit every torp not just a couple. basically you are gun boat , play like a gun boat and learn what speed/dodge tanking is ;p -
When do the midway HE dive bombers finally get nerfed?
TheSugarKnight replied to Colonel_Boom's topic in General Discussion
he bombs alpha is not the problem , it is the dive bomb mechanic design allowing those near dev strikes vs dds. it nearly feels like an exploit , sure not everyone can do it , but that is why you have training room. when you can manipulate the hitting box to 50% of what is should be and get 10-15k hits vs a dd size target ,despite the turning/dodging that is a hell of a broken mechanic there with no counter for dds if they get spotted in their predictable path they take to some objective. and before you say "but you are a potato" watch some clips of dds getting hit for that much in KOTS in several occasions. alpha dmg is fine, penetration eh i think its too much at times and even could force a 4 point ifhe for usn, bomb dispersion is balanced up to the point you have 1-2 sec till end of drop then it gets weird. that is the issue imo, that should not be the case, at least i don`t think it was intended from wg since their idea behind cv rework was dot dmg and dev strike removal. atm the most effective squad for both midway and hakuryu are dbs, meaning they take less time to align a drop while you can turn in only continuous aa aura for 2nd drop and even achieve immunity height on top of a target with near 0 losses while tanking the aa, the rest is more time consuming and easier to avoid/counter for less result, the efficiency is simply not there for tbs nor rockets compared to db`s dpm. the only thing to do here is simply nerf the duration of the dive bomb mechanic so it ends 2 secs earlier so no enlighten drop can occur and a cv player need more time to align a drop , max results should need starboard aligned drops and not broadside or any other angle so wasd hax have a meaning. -
CV rework failed every test it was set.
TheSugarKnight replied to DoktorJ's topic in General Discussion
Cv Rework was a huge change cause it passed from the rts game style that needed alot of practice or experience to an arcade style thus making it meh for previous cv mains but more noob friendly for non cv player to try/experiment. regardless if its fun or balanced or not , this change should and prob has increased the population of cvs in game and from that pov it is a success to wg eyes , i guess. Imo this arcade style is kinda fun for a while since its new and all but then it gets boring/repetitive very fast but for mostly other than just cv reasons. Main reason for me is the xp rewards and game economy that apply , meaning that in order to get high score you need to ignore meaningful dmg done ( call it kill steal even ) , tanking dmg (i have to take dmg on my freshly painted bb?) or simply spotting dmg done ( teamwork rl?) or even play the objective (this guy talks weird i know right) and all that don`t apply only to a cv player but to every other class , flanking ijn dds that don`t care less for caps just torps, snipping bbs that don`t want to tank , cruiser that just like spamming 1-2k shells per game on bbs and ignore the spotted dd and cvs that farm bbs to get high dmg/score.Some good plays are easy to identify but hard to reward ( i.e a dd smoking a focused bb) still the current game economy is way far in rewarding easier to reward gameplay like potential dmg, spotting dmg ,caps and d-caps, hence the lack of achievements even for most. Hell i even tend to play the game this way cause reasons but should wg decided to nerf xp from dmg farming and buff xp for actually doing what you are supposed to do in your class ship thus making the game more tactical ,it should , probably , autobalance the classes as well a bit ,wishful thinking or not idk. right now i feel cvs still need another rework , something between the current state (keep arcade style) and previous rts dmg/aa/deplane/cv vs cv wise but i don`t see this happening in the near future or even at all. As is cvs now , in their current state , imo they still need nerf in their squad fly time potential maybe with a repair dmged planes recup timer. dive bombing mechanic makes usn he bombers op vs anything from any angle with no counter but rng, either the penetration needs major nerf or the alpha dmg or the dispersion even to a degree that it negates the devastating strikes on dds and the stupid alpha dmg on everything else since the rework was about more dots less alpha. fighters still need buff , it rl should be a faster if not the fastest squad and do its dpm in less time since they are spotted and easily avoidable from aggro making it worthwhile for a friendly cv player to deny drops on a teamate entirelly for a good period of time. dmg done on the cv ship should be easier done than current state due to saturation/low fire duration. also pls ffs remove the auto consumable , it is so so stupid , all it takes is 2 extra buttons that a player can press even while controlling his squad instead of repairing a broken rudder/single fire when not needed or popping a fighter squad on detection. Last the +-2 mm is the most unbalancing factor for a cv since they removed the odd tier ones and that is not a cv player bias but mostly a non cv player , you can not balance something that faces t6 AA and t10 AA , it will either be broken op or meh. even when i don`t play cv myself , cvs can provide some good effects in game even for dd players, i.e a dd can see a radar cruiser near his future cap objective before been too late , a camping/unspoted cruiser will be harassed to relocate etc etc , and since wg has clearly put alot of effort regardless of the end result and since by my guess the arcade style enforcement was mainly due to satisfy the console version of the game , i don`t see cvs going away at any point in time. -
buff midways flooding chance and torp damage
TheSugarKnight replied to Mr_Snoww's topic in General Discussion
so we have an OP that complains about midway torps. next thing we ll get some potato complain about he on minotar. IT`S THE USN CV FLAVOR : broken af HE bombs and rockets / ok torps. if you want to torp stuff play ijn cv -
CV rework failed every test it was set.
TheSugarKnight replied to DoktorJ's topic in General Discussion
Hello alpha strike is no where near old style ....cough cough as we saw in kots , and the skill gap/exploit/debug gap is better than before cough cough (this is my shima using wasd hacks vs a skillway db only one broadside "enlightened" drop for 11k = esc go back to port stay there) , so yep cv rework succes -
Aircraft Carriers - Plans for the near future!
TheSugarKnight replied to MrConway's topic in Development Blog
I play dd main and honestly had some issues with multiple cv`s early on the rework but adapted my play style same as i had similar issues with multiple radar cruisers early on. You want to cap ? Sure go ahead , rush into a cap alone before anyone from your team is anywhere near you for support ,get that early radar and die , port next game do it again and at some point you ll eventually figure out that you, YES YOU , are bad at this and either stop doing it and find another way or stop playing this very very hard game. DDs where fine before the bb ap nerf , yes mate if a battleship can actually hit you from 20km for 10k hp good job battleship, DDs where fine vs 10 enemy radars hiding behind a rock spamming their radar one after the other , why they are fine? cause you can leave that place unspotted and move to another cap , what you saying ? 3 mins passed and you didn`t have a target to torp? no crap mate that is your problem to find isolated and vurnerable targets to kill. Only issue i had with the radar cruiser was the stealth radar and that was fixed . I used to hate cv as a dd player before rework but for a simple reason : if my cv was bad ,which was usually the case where people did not know what strafe was , and the enemy cv was half decent he could crap on anything with little effort. That skill gap was too much for one single ship. I played one t4 cv game before rework , i found it to be a very hard to use ship and bad experience gameplay wise i did not touch it again , not my style at all. Since the rework i jumped in to see what this new gamestyle was and it got me interested to the point i reached t8 ijn ,yes that poor T10mm shokaku. 1st i had to learn how to torp , i did focus on torping. got it . then i learned how to rocket stuff , that was the easiest part. last i struggled to find how to ap bomb , my god that is so crap but finally got to a point that i could actually citadel stuff even minos and worcesters . my best t10 game is 85k 0.8.0.3 and my best on t6-t8 is 158k 0.8.0.2 . where is this post going? well even with 85k at t10 and a real real strugle , i m left with a feeling that i m useless and helpless and especially in t10 mm i can not carry my team ,hell i can not even carry my own weight, that means if my team is losing there is absolutely no play i can do that reverts it to a win. wanna know how many times i ve carried t10s with a t8 dd? i dont even remember how many kraken easy 150k+ games. i ve even carried in t8 cruisers and i m no where near good with them. Last game i played in a lightning in t8 mm i did a test in 0.8.0.3, i turned my aa off in a standard battle and went straight thru the middle towards the enemy cv. at max gun range i opened my aa to get spoted and started shooting it in the open ,without manoovering and no smoke and i did not use any torpedo at him , just guns. i managed to do the full hp pool of a lexington in dmg and kill 15 planes and took like 2k from rockets and i never used awsd to throw his aim. Next thing was training center my shokaku vs a montana a khaba and a worcester all moving but no AA. it took ages for me to kill those bots with the full potential of my planes and 0 lost planes. Next thing i played shokaku in a co op match vs bots. needless to say i was middle of scoreboard in every one with crap dmg. vs bots Sure the first impressions of the f-key spam hakuryu and the non dying planes was broken and unfair but the argument that cvs take 0 risk is invalid hence try playing a dd with 2 broken torpedo tubes from first 5 mins and tell me how fun and engaging experience that is or a bb with 2 broken turrets. Attack planes should either have low hp so dds can shoot them down and they are primary anti dd aircraft of they get their normal hp back with the reduced aiming time so they are used as fire starters vs cl and bbs but not both nerfs. Ap bombers should get an improved dispersion so they can hit targets that are not only stationary but also using the wasd hacks. And what is this that crying about planes with no detection icon? since this is a mechanic , should it be removed from planes it then should be removed from all other ships , i guess you ll know if you are detected or not if you get shot at. Another nice argument is unlimited planes: sure mate can you tell me where does a kitakaze fit 2000 shells he fired last game or a mino that shot 1500 shells? and considering the armor on those two ships with the endless dakka dakka how much detonation % increase should they get for all that ammo stored behind paper armor? how many torpedoes did that shimakaze fired? 90 torpedoes? sure ok what is the detonation chance again?i ve played a game before this one where there was limited ammo,planes,torps and you got to choose how much ap/he you would carry called navyfield and i would be up to it but if every ship gets limited ammo as well, that would also be a good idea to stop the spam ships. Fighters are now a decent thing as is opposed to previous version which was nothing more than a spoting airplane. Flood chance is non existent even if you hit nose or bow and the alpha dmg on aerial torpedos is so low i need to hit 3 torps for a dd to die ( yep you heard it poor dd player i chase you with torpedoes now and still some of you get hit somehow, must be cv too op ) Also since you guys started to reward plane dmg more how about starting to reward spoting dmg as well ,hell maybe even finally introduce a spotting achievement like kraken,confederate. The class is not unplayable as is but considering my self just a tiny bit than average player , it is so frustrating to play it is not fun and borderline nervous recking especially if uptiered. Again my main issue is that i like balance and this is not balance , not when t8 cvs face multiple stealth aa cruisers. Remember WG most of your premium ships that bring the $$ are not t10s , they are low tier ships so how are you going to sell them if they are no good ?? -
So lets say that one out of a thousand games a t8 cv gets to fight in a t10 match , i know its very very extremely rare but pretend it happens once or twice , and since when that happened only thing it could do is spot dds and summon the powerful fighter squads it had for more spotting and maybe sacrifice a whole bunch of planes to top its damage (i know the number might sound crazy high ) to the amazing 40-50k before no more planes were available. What is the role of a t8 cv atm in a t10 mm ? cap and tank some dmg? provide xp for opponents that kill its planes? more xp to dds that kill its planes? btw what is that extreme penetration the ap bombers get and that 10.0 sigma they get when attacking small ship like Kurfust? probably need to nerf them down a bit ,those t8s can sure do too much atm in a t10 mm , too much impact on the battle it is broken
