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Everything posted by Sir_Sinksalot
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Next premium battlepass? Will you get it?
Sir_Sinksalot replied to ReverendFlashback's topic in General Discussion
I feel the devs have been implementing a potentially fatal downward spiral of additions which are supposed to stimulate interest and revenue from within the players base are imho sadly A. Examples of pay to win i.e. the ability to simply buy chunky amounts of resources that could never be bought before such as coal, RB points and even Steel. B. More subs and CVs, both of which are literally cancerous to positive and balanced gameplay. The sort of broken bs that makes a player feel like there's no point even playing when they fall victim to focusing from such class that can't be countered by that player on the receiving end. C. Repeated disrespect to their customers/players which leads to a complete lack of confidence in this game as a place to invest money for a hobby etc. The developers send out surveys regularly where undoubtedly the vast majority reported a negative experience playing against subs and aircraft and many undoubtedly outlined it's something they never wanted or hoped to see in this game when they downloaded it. But why send out these surveys if they ultimately don't give a flying f about what the majority of the playerbase/customers think, believe players are wrong "based on our studies we know better than players!" and will do whatever the hell you want anyway.- 54 replies
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4 Battles on Hermes, 4 losses. From now it's like this...
Sir_Sinksalot posted a topic in General Discussion
And that's just to add to the pile of many past experiences. Anyway from now on if by the halfway mark where there's a temporary heal circle it STILL hasn't sunk into my teammates brains(or lack there of) that the objective of the mission is to protect the forking Alsace named Ruan(Why not Hermes btw?) with the obvious "DEFEND" sign featured above it, and instead I see my team continue to hang back a mile behind that ship, I'm going to quit, simple as. And by quit I mean yolocide into the next closest available bot ship. It's like Raptor Rescues evil twin. There's literally no point to waste another 7-10 minutes of playtime on what's going to be yet another case of witnessing 3 bot DD's killing the Alsace we're missioned with protecting with walls of torpedoes and that's going to happen each and every time it's not protected. Every loss on this scenario is the same every time, I go out on my shield trying to kill these DD's amidst a hail of bot CV and cruiser fire to add to those incoming fire from the bot DD's, and I jump on those torpedoes to try save Alsace but it doesn't matter, with 3-4 full health teammates forking about half way back the map nowhere near the Alsace as they drool about aimlessly scratching their nut bags. Well no more, if the teams a dead duck by the halfway mark, I'm off to scuttle my ship into the next closest available bot. It's a waste of time if the team aren't understanding the mission. -
Results: Be Bismarck's Valentine
Sir_Sinksalot replied to The_EURL_Guy's topic in News & Announcements
Wow, this thread sank faster than the Bismarck. -
Anyone got a little insight into these 3 FreeXP ships in regards their playsytle, pecking order for their tier and class and ultimately if they're worth bothering with? Also, has anyone heard anything on the grapevine in regards future plans for FreeXP ships, are others being added, are the few currently on offer going to be removed? I have enough for one of these ships and I while I don't want to waste FreeXP I could better spend maybe acquiring RB points towards a preferred RB ship option, equally if any of them are genuinely good I wouldn't want to waste the chance to bag one of them should they be removed in the future.
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Which version of the Battle Pass do you use in Co-Op/
Sir_Sinksalot replied to Chysagon's topic in PvE Corner
1st - Free pass because I didn't care for the reward ships tier or class. 2nd - Premium pass for the Mega Christmas crates with what looked like a good chance at winning a premium ship but also heavily influenced by the additional Steel and loot. 3rd - Free pass but very almost knee-jerked a premium pass when I glanced what looked like an exclusive reward ship and not just some early access tech-tree bullship. BTW I should point out I didn't pay any money and only used doubloons I obtained for free from events and containers etc. Also, I'd recommend that any player considering to upgrade to a premium pass should only do so AFTER they complete the free pass and that way you will 100% know you are going to be in a position to get all of what you see and wanted from the premium pass. A person can become unavailable to play for many reasons and so it might be a waste of doubloons to purchase the premium upgrade before then. -
Wait, are you talking about choosing a boat or a religion?(I'll show myself out as always, if you could get the door)
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4 Battles on Hermes, 4 losses. From now it's like this...
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
You posted in wrong thread or spezhul? I'm sure somewhere a player did have a bad time with a CV in randoms but this thread is neither about CV's or randoms so, you can kinda see how literally everything you said is wrong lol. -
Ok so the general opinion and feedback is that players should definitely get and should definitely not get these good yet not good freexp ships because they're worth it and also not worth it. Thanks for clearing that up.
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4 Battles on Hermes, 4 losses. From now it's like this...
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
Would it survive that journey as basically a solo lead ship long enough to see the finish line with those scumbag bot DD's hanging around mugging French BB's? The lead ship tends to get hard focused and there's several waves of DD with a cruiser, then a fleet of 4-5 German BB's, then that heal circle which a slow branch US BB can't afford to stop in if it actually wants to get to the end ahead of the Alsace which means it then gets hard focused by waves of Luftwaffe followed by 3-4 cruisers followed by more waves of Luftwaffe attacks along with more DD and cruiser combos... and maybe another BB or two in there. I know the US snails are tanky as f, but even so, that's gonna be some battering all by itself! Of course a US snail on Raptor Rescue that invests in the south spawn CV is married to that one play for the rest of the battle and can only question their own stupidity for knowingly doing that as they watch their team also NOT escort the Raptor. Unless he gets that fortuitous path where the Raptor has to finish in the southwest corner, he's screwed for daring to leave the Raptor and trusting his team will do the escort duties(which in true Murphy's law they almost certainly won't)) One of my particular favorites is seeing a US snail get ballsy on Newport during the first few spawns, heading out beyond the harbor in "open waters! bring it on!" and then the big bad bot boats start spawning and he squirms as he flanks it back towards the safety of his team but alas, he never makes it and we all just watch and laugh. "No! not like this! You guys SUCK as a team btw!" -
4 Battles on Hermes, 4 losses. From now it's like this...
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
Well on the funny side of things I guess it's quite the meme watching a 21kt Colorado at flank speed being dropped like a bad habit by the 32+kt Alsace escort ship. Oh the struggles. "Hey I'm supposed to protect you! Wait up! Wahhhhhhhh!" Not sure but I think if the likes of a Colorado was flank speed from start to finish and just straight-lined it all the way to the exit point without stopping it would STILL be passed by the Alsace before the bot DD Ninjas could be countered by it. It could be even worse, a stock propulsion US BB goes at 18.5kts. Om*g! -
"The Age of Sa Zhenbing" Collection
Sir_Sinksalot replied to The_EURL_Guy's topic in News & Announcements
I got this commander without having to obtain any additional containers thankfully. Thing is though, and while a 10 pointer is very welcome and I popped him into some free early access cruiser, he only seems to have 1 "unique" perk and it's not really beneficial, gainful or worth selecting over a more important perk like Priority Target. Why only 1 unique perk and not 2? Would have been game breaking to maybe boost Demolition Expert from 1% to 1.5% or maybe a little boost to Survivability Expert? -
What Were Your Greatest Gaming Achievements Today ?
Sir_Sinksalot replied to Hanszeehock's topic in General Discussion
Not a high damage battle but a decent kill count for a BB which for me seems rarer than high damage battles with a BB on account of the reload time but I guess it just fell nicely so I'll take a bit of the luck when it comes my way because there's plenty of unlucky times to counter it. -
Well, if T11 is the new RB in regards giving more established players a carrot to chase and things to burn credits and xp on then they kinda half-screwed that up too, since they forget to add a grind requirement from T10-T11. WG devs aren't in the business of forgetting things(at least not on that scale surely??) so I doubt this "no grind" requirements for a T11 ship was a purposeful inclusion? Why? Now, if each T11 ship had something like a ball breaking 750k- 1 million XP requirement, then this plan to "give players something to do and spend their freexp on" might have made sense. Sure, there's still a credits barrier with the initial purchase and a credits barrier with the running costs of these T11 ships there after which reminds me very much of how T10 in WoT is, but so far as grinding and chasing carrots go, there is none . Unlocking a T10 ship automatically unlocks that lines T11 ship too which seems pretty dumb all things considered. Maybe that will soon change once enough players get into bed with a T11 ship and they become the new regular play top tier ship. Like how some things in life come with a free trial or sold at a loss to get a customer base etc with the plan to later switch to an actual realistic price scam scheme.
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Hmmm, so with a X2 I'd need my existing stack of 21.2k RB points and an addition 2 resets at the double RB points rate. Btw, is that "X2 for 20k" an event or seasonal thing? Why X2? Good to know I also have to buy and play a token battle in each ship(sigh... actually no, mega-sigh...) Still, there's only 2 ships in the RB lineup I'd be interested in, either the Slava or Ohio(probably Ohio based on player feedback) so I'd still see that as a possible worthwhile endeavor and use of freeXP just for a "once off" time and then basically forget the RB, compared to wasting it on a some weak freexp DD or cruiser.(Btw why no Nelson anymore?? The only one I would have genuinely liked) To touch on your points though, and also factoring other players comments about how "meh..." freexp ships are, why would a player either A. buy a trashy T9 freexp ship or B. Go to the notable lengths to unlock an RB ship when instead they can use SOME free xp to unlock a T10 tech-tree ship that automatically rewards a "no grind" T11 ship? Can anyone understand that logic? Let's take the two mentioned RB BB's Slava and Ohio, are either of those even on parity with any of the T11 BB options? They have less hp, probably less firepower, probably less AA, probably less everything lol... so... does it make more sense to reset lines and waste lots of freexp, lots of credits SEVERAL TIMES OVER to accumulate the required amount of RB points for one of those RB ships, or simply buy a T11 monster instead? Sure, the T11 initial costs is a lot of credits and the running costs are negative but even so, chances are if a player has unlocked at least 5 T10 ships to unlock the RB, they've probably got a LOT of credits to burn too, more so than freexp and the willingness and effort to jump over all those RB hurdles just to get an inferior ship. Well, now we know, and that's why I'm now glad I took a chance on the Patrie a couple of days ago. Stick that in your RB pipe and smoke it @WG devs, this was YOUR creation btw.
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Thanks. Great tip about the Harugumo line. I had no idea and just assumed they'd be all the same. Love those tips and for me it's what a forum is all about once we trim away the whinning and nitpicking. How many resets+regrinds would a player need to get enough RB points for a ship I wonder? How many RB points does a player get for a regrinding a line? Lets ignore the T9 RB ships for the same reason we now almost ignore all T9 ships and just focus on the T10 RB ships. Ok, so I forget how much RB points I was initially rewarded simply because I unlocked the RB itself but let's factor that too since all players will have this injection of RB points to add towards their first RB ship. So how many resets will it take to get a T10 RB ship when combined with those initial RB points I wonder? The T10 freexp ship "Hayate" costs 2 million freexp points. That's pretty hefty too and costs a bit more than 3 resets worth of RB points based on your Harugumo figure. So I wonder how close 3 line resets worth of RB points brings a player to a T10 RB ship? Hayate = 2 million freexp 3 line resets = 1.9 million freexp 4 line resets = 2.5 million freexp Personally I have about enough freeXP for 2 resets worth of RB points to add to my current 21.2k of RB points and wonder how close that would take me to a T10 RB ship. Would I rather have an average/weak T9/T10 freexp cruiser/dd, or would I rather a T10 RB boat? Hmmmm, tough question
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I wonder what the likelihood of a player having all 10 RB ships, plus some of the more genuinely useful or alternative playstyle offering RB upgrades, 21 pointers for all their favorite ships across several nations and possibly classes, and STILL 1-2 million of freexp enough to basically have nothing else to use it for? It's probably relatively much quicker to build up enough coal for a T9 ship than it is to build up freexp for a freexp ship? At least it seems that way but then again I'm probably dropping freexp into little projects and grinds without taking much stock of how much I chip off the stack. My situation is I currently have zero RB ships and zero RB upgrades so if indeed these freexp boats are kinda trashy or dull, which comments suggest they are, even compared to tech-tree alternatives, then I'd sooner try that whole line-reset for RB points malarkey with freeXP instead of getting a mediocre freexp ship "just because" or even just to skip a bit of grinding and unlock a T10 ship instead. For example, after a brief bit of casual grinding with a T7 then T8 ship in Ops where the xp requirements are not too bad in regards grinding, I then used freexp to skip the T9 Neptune grind entirely and unlocked the Minotaur, saving myself millions of credits and probably hours of suffering in Blimp Rescue(or whatever the f it's called) with trashy teams that keep losing(and me playing a weak ship amidst higher tier killers to just guarantee the loss)). For me, skipping a full T9 grind with a ship I'd not really go well with in PvP modes and unlocking that T10 ship made sense. However getting what seems to be described as poor/average T9 freexp ships when I can get a better T10 tech-tree ship(along with that extra SC T10 ships get... and T10 only event crates like Christmas etc) makes more sense in my current situation. Now, if they were good/strong boats, then I would have got one of these freexp boats, hence the point of this thread to discover that, but otherwise I'd personally have better use of freexp so I'm glad I asked, glad I didn't take a chance and waste a lot of freexp and I agree with the comment not to bother collecting digital ships in a game that could be axed if WG ever deem it on a downward curve with the writing on the wall. So tell me about RB points please? I select to reset a line, and then free xp that line, then get X amount of RB points? Simple as that?
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4 Battles on Hermes, 4 losses. From now it's like this...
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
I was grinding through the Edinburgh, a smoke fapping "AP only" cruiser with hydro and torps. But it shouldn't really matter what ship I or anyone was/is/will be playing. These scenario missions shouldn't pigeon hole players into selecting a limited amount of ships on account of having to factor all the different missions and what's needed to cover all of the different possible scenarios(no pun intended). That just overall makes the game mode extremely limited and I think most would agree a player should be able to select any class from any of the allowed tiers and still have a big influence in the outcome of the mission so long as they play that ship well and do the right things at the right time etc, not just "Pick a sec build T8 German BB". OK but let's dial it back for a moment for a simple solution or two. Don't you guys think there's very simple and easy way to instantly help players understand the mission and what to do which should improve the likes of winning before any changes to balance are looked at or even needed? There's several "Protect ship" style missions and as mentioned they do tend to have a "Defend" sign/text hovering over it and in some cases the mission objective is the actual name of the mission BUT, who really reads signs? And the answer is that unless a sign is extremely bling, or has flashing lights or has a very attractive woman standing next to it then most won't read a sign, be it in a game or life, FACT. Fine, but what can be done about it so far as these Scenario Missions go? Well, what if the ship/ships we need to protect were "painted" in a bright high-viz yellow color? Do you guys think that would be a lot more obvious that the bright yellow ship must be of some importance and eye-catching enough to at least look at it and notice it has a "Defend" sign hovering over it? And perhaps make that "Defend" sign bigger, brighter and even pulsate as to catch the eye too? I think if that was the case then there really wouldn't be any excuse for not protecting these ship/ships other than bad play, unless they warp-speed up the map as a player mentioned above or unless they just get swarmed and hard-focused in which case the mission itself needs a little tweak. I don't think that should take a lot of work from the devs to implement. Change color of escort ship/ships to a bright yellow(or something really obvious) and make the "Defend" sign bigger, brighter, pulsate. The fact that a "decent" team that showcase they understand the objectives can often comfortably complete these missions would suggest the mission difficulty itself is not always the biggest problem though. Also, for Killer Whale, a similar proposal again, only with the exit zone this time. From experience I see this mission often failed on account of players seemingly being unaware that they need to go to an exit zone that appears on the map later in the mission. They clearly don't notice this and sail up the map blissfully unaware that they need to go to this location to win and if I recall, this happened to myself when I was a new player. I just didn't notice it or know. Don't you guys think it would be a really easy fix just to place a lot more eye-catching emphasis on this exit zone both on the minimap and an Exit sign hovering over the area itself? These could become brighter and starts pulsating as the countdown hits the 5-6 minutes mark. That should work? -
Best ship for achieving fastest "Main battery hits" missions?
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
Ya that running cost factor you mention is actually more of a stopper than the hefty purchase price, and for the sake of the odd "main battery strikes" mission... just doesn't justify it I guess. Plus I doubt the Minotaur's 2 less guns and shorter range is going to translate into anything other than maybe 1-2 more fast Co-op battles compared to the Edgar for saving me a LOT of credits and running costs! Besides, when it comes to using Co-op for pacifying missions, a large factor hinges on being lucky enough not to spawn next to some DD that just shotguns everything before anyone else has a chance to do much. Actually I did take a chance on buying my first Super-S 2 days ago and after weighing up a few things between the available T11 BB's I went with the Patrie. I enjoyed the fast reloading Republique and have really enjoyed my recently acquired Bourgogne. The Patrie is like a blend of those two ships in many ways. You get the impressive 16 mains in 3 turrets like the Bourgo instead of the Republique's 8, only they're the 431mm like the Republique instead of the Bourgo's sometimes wimpy and limiting 380mm. Of course, the Patrie does not have the reload booster(can you imagine it did lol!) found on the Bourgo and it doesn't have the fast reload speed of the Repiblique. Still, it does have a brutal salvo weight and the base reload of 30 seconds is pretty damn good when we consider it has 50% more salvo firepower than the Republique which has a base 24 second reload. -
Best ship for achieving fastest "Main battery hits" missions?
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
Is spending 47.5 million credits on Edgar unjustifiable for the mission that's in it? I'm within touching distance of unlocking the Minotaur and see the T11 Edgar has the same rapid-fire reload speed but with 2 more guns and better range to make this mission easier and faster, but I don't think I saw it mentioned in the comments of recommended ships(maybe it was but not as much if so), and wonder if there's a reason the Mino was the preferred recommended choice? -
is MALTA good against cvs ?
Sir_Sinksalot replied to CV_SUB_Report_Blacklist's topic in General Discussion
I find the Russian one better but I'm a noob CV player. Thing is, the Russian rocket strikes really wreck a broadside CV and attack at very steep angles meaning you can do that to CV's hiding tight against islands unlike some other CV's which need a bit more clearance distance plus that respawn aircraft spam means you can repeat a few waves until the jobs done. Also, the torps on the Russian have a nice tightly packed line for hitting arse or nose facing CV's unlike the Malta which drops a splayed sort of torpedo spread where most will miss when attacking the pointy parts of enemy ships but again, I'm not an experienced CV player by any means so take that with a pinch of salt. It's just from my limited experience with both CV's thus far. Also I'd say the skip bombers have a better return compared to the Malta's carpet bombers since the skip bombers hit the sides of ships and can deploy the bombs without falling victim to AA/fighters whereas the Malta carpet bombers need to fly into that hellstorm and some CV's have armored decks so can be a heavy loss of aircraft for not much damage. Some CV's have pretty well armored sides though so it's not always in favor of skip bombers, but losses will still be minimal to find out. Malta's bombers are more for nose/arse facing attacks whereas the Russians are for hitting the side with skip bombers... depends on what way the enemy CV is playing that situation but like I said the Russian also has a torpedo option for a pretty punishing nose/arse facing enemy CV with that tightly packed line of torps and if that CV is static in a defensive position behind an island, you can deploy that nice tightly packed line of torpedoes from a safe distance outside of most AA and fighters umbrella. -
Ya those sorts of lose-chains are enough to stop a player from bothering really. Of course what we don't see from that screenshot is how close or one-sided some of those battles were. Usually a decent contribution of damage dealing, spotting, kills and a constant pressure placed on an enemy team throughout the entire battle is enough to tilt a few of those closer results to fall on the winning side rather than the losing but that's easier said than done and of course, sometimes you can just get a run of absolute donkey teams where even a massive personal contribution from start to finish is still a very one sided loss. I guess if a player isn't very strong, then they're pretty much a passenger in the their ranked battles journey and at the mercy of whatever team the MM regurgitates their way. Only the very best players fully exploiting a very OP ship to it's full has the ability to generate a nice healthy wall of wins regardless of donkeys and dither fish for teammates.
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Best ship for achieving fastest "Main battery hits" missions?
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
Just a final question on this topic. I might power-grind one of those suggested cruisers too so in regards the Worcester and the Minotaur, which would you recommend and why? -
Best ship for achieving fastest "Main battery hits" missions?
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
This was a great ship-tip. The T7 Shiratsyuyu played more like the torpboat line with 6 slow reloading mediocre shell velocity mains which actually made me stop grinding that line a long time ago since I just didn't see the point of it but that T8 Akizuki I just picked up a short while ago today is a complete transformation. Wow, those guns are so good. As you say, it's quick to get hold of being a T8 and really good second choice for a solid main battery mission pacifier behind the superior T10 options mentioned throughout this thread. So while a player might grind towards one of those superior options in their free time, having the Akizuki is a great and quickly obtainable stopgap during that process which will undoubtedly make short work of any main battery hits mission too without being much further behind... maybe no more than one additional battle compared to the best. -
Best ship for achieving fastest "Main battery hits" missions?
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
World_Of_AircraftCarriers TM Now featuring surface ships! Oh... and for some reason, Submarines! -
Best ship for achieving fastest "Main battery hits" missions?
Sir_Sinksalot replied to Sir_Sinksalot's topic in General Discussion
Speaking of which, Air convoy is a total CV farmville mode. You have ships parking in circles and mostly straight-lining at slow speed or else sitting or passing through choke points between islands. You can't miss lol. That said, I wouldn't play cruisers in most PvP modes anyway because I've not found that balance between BB and DD play. I either play too aggressive with a cruiser and die early or play too passive with a cruiser and just dead weight so... just for co-op related missions!
