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_LordLucan

OP: Killer Whale

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so after the last two weeks of having to pay attention normal service has been resumed and its impossible to loose this one.

I'm assuming this because

-for half the OP most of the targets are stationary so bot ninja avoidance skills don't come into play and a BB can land 10% of shells on target with pens instead of over-pens too 

-for the second half the waves are smaller than in other OPs, mixed classes and spawn often out of range meaning they turn up in ones and twos 

-there is no 'defend X' component 

 

should it have some more ships added?

 

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Modder
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no

 

most of the players are still overchallenged by the system

they do not understand, that you have to sink specific ships to get 5 stars

adding more ships would just worsen the situation

 

maybe some more ships in the initial phase of the operation, to make it harder to enter the harbour

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[L4GG]
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no.

it is common to be the only ship going after the cvs when all the team it's in harbour and some of the times they don't even get to leave.

No, this operation it's not about defending, it's about attacking.

the only one .

and it's not impossible to lose.

 

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Modder
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The reason why this OP is won so often, lays in its winning condition (50% of the remaining ships)!

Thus, when all noobs die in vain, a single player who knows what to do, can still win this, by just entering the exit circle.

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[PORT]
[PORT]
Beta Tester, Players
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Biggest problem for some, is realising that they need to get to the exit point.

 

I've lost count how many times I've lost this op,  due to most of the team chasing down ships and not making any attempt to get to the end zone.

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[BOBS3]
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I think the OP "underestimates" the playerbase. My first two attempts today were both losses so it is still far from impossible to lose. Both had the exit point to the west and both times I went north to prevent the reinforcements entering the haven, and had a sense of dawning horror as I saw what was going on behind me. The first time we had only lost one ship so five of them were heading for the exit point, and all five of them managed to get sunk. The second time we were down to three ships when mine was sunk and one was quite a distance from the exit circle with a few minutes to go, but another was in the exit circle and the carrier on our team was close to it. So naturally the carrier player decided to skirt around the edges of the exit circle and cost us a five-star win,

 

And I can hear the question "If you had been sunk and were observing why didn't you tell him to get in the circle?" The answer to which is that I started to type a polite suggestion, but then the carrier started to turn so I thought he knew and by the time I realised he wasn't going to turn that fraction more it was too late. Though if the condition had been "set a course so when time runs out you are at a tangent to the curve and one ship length from it" then we'd have won.

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Played this with Indy for my first ever Operation. Was on track for a 3-star win. Queen Elizabeth chased priority reinforcement to the top-right, away from escape point on the left. No problem because our DD was near there. In the end the QE got himself killed after failing to sink the target, and the sole survivor DD left the anchor, so team lost. 

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[POI--]
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As many said before, this ship can be lost and the proper struggle isn't so much winning, it's winning with 5 stars. Because too often the team cannot kill mission ships or lets the enemies in the harbour. I by now play this operation almost exclusively with Ryuujou, because of how much a carrier can help in this operation, killing the BBs so the cruisers don't get lolcitadelled, preventing enemy bombers from decimating BBs, killing the carriers if noone wants to leave, spotting the target DDs, so maybe someone realises those ought to be shot too. also, one can move the carrier to the exit zone to add a ship, while cleaning up the remaining objectives.

 

I consider Raptor Rescue easier, Aegis maybe too. Raptor has the advantage of a heal area, so people tend to die less.

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[L4GG]
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sorry, just venting...

Killer whale it's a fun operation, where we (players) don't have to worry about defending, escorting, babysitting, a nice change of pace.

In fact, it's the only operation where it's strait up aggression.

I'm playing ops almost exclusive since ultimate frontier (hard mode) (t7 I'm catching up, I have to), next the French mission where I played with the only ship I've got to play it (the TURD doesn't count, it floats barely, and that's it).

When I saw the Killer whale op, I'm playing my Cleveland (saying my goodbyes before it is send to the slaughter house as a sacrificial lamb).

Let me just say I wasn't fresh today, I am tired, so not at the top of my game.

And I know, play in a division  stuff.

But came on, 6 games, 3 defeats, 1x5 stares, 1x2 stars (WTF?), 1x3 stars.

How 3 ships manage to get wrecked by the Kolbert and the Kaiser up north?

How in 5 of those games we allow the red tiny and flimsy bots get in the harbour?

How in the hell in 3 of those games the team didn't came out of the port?

How in the hell in 3 of those games I was the only one shooting dds, the kolbert, dodging torps and keeping planes at bay?

How in 2 of those games only the cls went for it ?

why?

Lack of balls?

 

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[PUPSI]
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Vor 4 Stunden, DanSilverwing sagte:

Played this with Indy for my first ever Operation. Was on track for a 3-star win. Queen Elizabeth chased priority reinforcement to the top-right, away from escape point on the left. No problem because our DD was near there. In the end the QE got himself killed after failing to sink the target, and the sole survivor DD left the anchor, so team lost. 

 

How could you enter this Tier IV operation with the Tier VII Indianapolis?

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[PKTZS]
Weekend Tester
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A few wrongs in this operation:

  • First part is too easy. Typical potato is filled with confidence and heads straight to the exit point on his own and gets obliterated by the torpedo bombers. The 5 civilian merchants are cannon fodder, give them some guns.
  • Then the second part (head for the exit point), and I've seen countless players being incapable of coping with cruisers+DDs+BBs+planes from carriers that attack you at the same time. Maybe fewer ships of higher tier would be more appropriate.
  • Please, give the bot carriers a full circling route. When they reach a certain point they stop and are easy prey. 
  • When your exit point is in the West, there's no indication that still 2 ships come from the North, and often make you lose the star for "no reinforcements can enter the haven". Which is a stupid requirement in itself.
  • The final requirement to get "half of operational ships" to the exit is what makes this operation so easy to win. If all of your ships but 2 are sunk, you just need to get 1 ship into the exit point to win... POOR. Make it "at least 4 ships need to survive" (Half of the fleet +1).
  • The bot that gets randomly added to your team (Commander Jenkins) is mostly useless, and behaves strangely. Sometimes it says it's got heavy damage (at half HP) and leaves to the North and stays AFK. Once in a while it fights gallantly (I've seen it take the BB that spawns in the North single-handedly). 

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29 minutes ago, JapLance said:

A few wrongs in this operation:

  • First part is too easy. Typical potato is filled with confidence and heads straight to the exit point on his own and gets obliterated by the torpedo bombers. The 5 civilian merchants are cannon fodder, give them some guns.
  • Then the second part (head for the exit point), and I've seen countless players being incapable of coping with cruisers+DDs+BBs+planes from carriers that attack you at the same time. Maybe fewer ships of higher tier would be more appropriate.
  • Please, give the bot carriers a full circling route. When they reach a certain point they stop and are easy prey. 
  • When your exit point is in the West, there's no indication that still 2 ships come from the North, and often make you lose the star for "no reinforcements can enter the haven". Which is a stupid requirement in itself.
  • The final requirement to get "half of operational ships" to the exit is what makes this operation so easy to win. If all of your ships but 2 are sunk, you just need to get 1 ship into the exit point to win... POOR. Make it "at least 4 ships need to survive" (Half of the fleet +1).
  • The bot that gets randomly added to your team (Commander Jenkins) is mostly useless, and behaves strangely. Sometimes it says it's got heavy damage (at half HP) and leaves to the North and stays AFK. Once in a while it fights gallantly (I've seen it take the BB that spawns in the North single-handedly). 

you are joking, right?

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8 hours ago, Klopirat said:

 

How could you enter this Tier IV operation with the Tier VII Indianapolis?

I read that as Independence, not Indianapolis.

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41 minutes ago, JapLance said:

donaldtrump_051217getty_lead.jpg?itok=KB

 

yeap, you are.

 

Do you want another ultimate frontier fiasco?

sometimes, the half of operation ships thing, it's way too complicated or they "chase the rabbit" instead of paying attention to their own position and the time we have left or they simply don't care.

yesterday, I had to beg two bbs to get sunk because they were in the North near A8/9 while the exit point was in F1.

there was a Cleveland and a cv trying to enter F1 with bot reinforcements closing in, our only ship in there (an Aoba was sunk).

it was a photo finish battle. We almost lost.

In another battle we had 3 ships left, exit point at A8/9, the fastest ship we had (an Aigle) was near F1 inside the harbour while our only ship inside the green circle (low Hp Graff) was sunk, the second ship ( a new mexico) never got to enter there, wasn't enough time. we just lost that one with the NM just outside the green.

2 examples out of 6.

And you want what?

At least four ships?

ahahahahahahahahahahah.

 

Nice one.

 

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[PKTZS]
Weekend Tester
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If I had wanted to post a joke I would have added a link to your stats.

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9 hours ago, JapLance said:

A few wrongs in this operation:

  • First part is too easy. Typical potato is filled with confidence and heads straight to the exit point on his own and gets obliterated by the torpedo bombers. The 5 civilian merchants are cannon fodder, give them some guns.
  • Then the second part (head for the exit point), and I've seen countless players being incapable of coping with cruisers+DDs+BBs+planes from carriers that attack you at the same time. Maybe fewer ships of higher tier would be more appropriate.
  • Please, give the bot carriers a full circling route. When they reach a certain point they stop and are easy prey. 
  • When your exit point is in the West, there's no indication that still 2 ships come from the North, and often make you lose the star for "no reinforcements can enter the haven". Which is a stupid requirement in itself.
  • The final requirement to get "half of operational ships" to the exit is what makes this operation so easy to win. If all of your ships but 2 are sunk, you just need to get 1 ship into the exit point to win... POOR. Make it "at least 4 ships need to survive" (Half of the fleet +1).
  • The bot that gets randomly added to your team (Commander Jenkins) is mostly useless, and behaves strangely. Sometimes it says it's got heavy damage (at half HP) and leaves to the North and stays AFK. Once in a while it fights gallantly (I've seen it take the BB that spawns in the North single-handedly). 
Battles 10 848 0 0
Win rate 
Next level: Unicum (+1.4%)
58.6% 
Great
- - - -
Personal Rating (PR)  
Next level: Unicum (+201)
1 899 
Great
- - - -

 

Looking at your stats you just need a hard mode operation :Smile_honoring:

With almost 11000 battles, I can see why you can get a bit bored.

 

I think this operation is fun and if you know what to do, you can actually carry well here. It's engaging, the only moment where there's a bit of time to think and just sail do nothing is the part after the harbor has been attacked and you need to make your way to the exit.

Most ships attacking those waves will get killed and I've had a lot of close battles in this OP this weekend. Most ended in succes and most operations I ended in first place. One ended in 5 stars but was only not a failure because one Normandie who refused to enter the exit zone got sunk half a minute before the countdown was over :Smile_popcorn:

 

Please do remember that many players playing this operation are very new players who may started their first operation ever, theres players not knowing anything in most battles.

It's a low tier operation, lets wait for hard mode before making this one more difficult as well :Smile_Default:

 

Quote

WG EU: No event without a screw up (proudly since 2015)

Halloween 2017 is not something I'd consider a 'screw up', that event was FAN TAS TIC! :cap_rambo::cap_fainting::cap_viking:

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[PKTZS]
Weekend Tester
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11 hours ago, NothingButTheRain said:

Please do remember that many players playing this operation are very new players who may started their first operation ever, theres players not knowing anything in most battles.

It's a low tier operation, lets wait for hard mode before making this one more difficult as well :Smile_Default:

 

You need at least a tier 6 ship to play operations. If you can't play in a tier 6 against TIER 3-4 BOTS... just stop playing.

 

That excuse could be valid for Ultimate Frontier, where your tier 7 faces tier 6-7-8 ships in numerical superiority wave after wave from all directions, but not for Killer Whale.

 

11 hours ago, NothingButTheRain said:

Halloween 2017 is not something I'd consider a 'screw up', that event was FAN TAS TIC! :cap_rambo::cap_fainting::cap_viking:

Notice that my signature specifies WG EU, and refers to the absolute disaster that it was when every server had the chance to decide independently about their events. WG EU made a massive effort to earn that sentence. Halloween and April Fools' events are worldwide, and thus not dependant on EU office.

 

Anyway, since now all events are unified maybe it's time to remove that signature... or not. Let's not forget.

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24 minutes ago, JapLance said:

 

You need at least a tier 6 ship to play operations. If you can't play in a tier 6 against TIER 3-4 BOTS... just stop playing.

 

That excuse could be valid for Ultimate Frontier, where your tier 7 faces tier 6-7-8 ships in numerical superiority wave after wave from all directions, but not for Killer Whale.

 

Notice that my signature specifies WG EU, and refers to the absolute disaster that it was when every server had the chance to decide independently about their events. WG EU made a massive effort to earn that sentence. Halloween and April Fools' events are worldwide, and thus not dependant on EU office.

 

Anyway, since now all events are unified maybe it's time to remove that signature... or not. Let's not forget.

It doesn't matter which tier is the lowest tier for operations, the lowest tier operation will always have  players who never tried operation before and you can't expect them to hold on to your standards of performance. That's simply not realistic.

 

No, it's not an excuse simply because you disagree with it. Your suggestions should be part of generic suggestions for the hard mode variant, that's been nothing more then a disabled button for too long now. But don't make lifes of the ordinary plebs harder simply because you're something of a pro (at WoWS gaming), there will always be new players in operations and these will most likely try out their first operation in tier 6. :Smile_great:

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4 hours ago, JapLance said:

 

You need at least a tier 6 ship to play operations. If you can't play in a tier 6 against TIER 3-4 BOTS... just stop playing.

But, I saw quite a few T6 cruiser get deleted by rushing through the Southern gap just to get citadelled by that T3 Nassau.

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