Jump to content

Jiggiwatt

Members
  • Content count

    586
  • Joined

  • Last visited

  • Battles

    3699

Community Reputation

181 Valued poster

About Jiggiwatt

  • Rank
    Warrant Officer
  • Insignia

Profile Information

  • Gender
    Not Telling

1 Follower

Recent Profile Visitors

554 profile views
  1. The catapult fighter is useful for helping me spot DD's, torps and ships on the other side of islands. It's occasionally useful against enemy strike aircraft, however the problem is that it doesn't move to defend me unless it's very close to said aircraft. I've had CV's cross drop me without my catapult fighter seeming to care at all because it was on the wrong side at the time.
  2. I believe the guns get a range and ROF buff, but the shells are the same. I'm perfectly fine with that since it increases DPM and lets her keep up with typical engagement distances at tier 8. If they did nothing to impact DPM, then that would be a problem.
  3. PINK, Who Cares Anymore ??

    Yesterday I was doing a hard carry (2300xp vs 1000 for the next top player) and a friendly BB came around an island into my torps at max range, catching one. The hit took him out and caused me to explode as well. I'm not sure if that's a new mechanic or not, I rarely cause team damage. Either way, I'm not a fan. You can reflect all the damage you want back on me when I'm pink, but not during the action that makes me turn pink. Even if it is my fault, we almost lost that game because I was the last DD alive. Don't punish my team if you don't have to.
  4. There's nothing that gets my heart rate up like pulling alongside a red BB, secondaries hammering away, trying to bring my guns to bear on his broadside before he does the same to me.
  5. Asashio DWT Go a Long Way

    Trying to figure that one out too...2 floods means that he never bothered to hit his repair, so AFK? The alternative is that he had already used his repair which means he WAS spotted and hit by someone else.
  6. Kamikazes

    No. The only way you should be able to cause damage or influence the game is by completing an action. Getting damage after being sunk because you already launched torpedoes, fired a volley from your main battery or issued orders to a squadron is fine. That is an active action that you took with the intention of causing damage before you died. Causing damage after being sunk without completing an active action except getting sunk makes no sense and would infuriate the player base.
  7. Like almost everyone else here, I'm going to vote for taking a brief break. Maybe just a few days, bleeding into a week or two if you're seriously disillusioned. The problem with any multiplayer game is that...there are other players. Your success relies primarily on your team's ability to coordinate efforts and the other team's inability to do the same. "Some days you get the bear, some days the bear gets you". That said, there are a few issues with the game that have been around since CBT and WG hasn't fixed. The challenge is that some of the issues are intrinsic to core game play and can't be easily addressed without rebuilding major game mechanics. My biggest gripe is passive game play. If we're going to get butchered, at the very least it should be fun. Routinely finding myself in a cap circle with 2 red DD's and a CL, abandoned by a team who had a 2:1 advantage is exceedingly frustrating. The problem is that engagement distances are enormous and crossing that distance takes a very long time, so even if your team realizes they had just given up an advantage, they can't quickly re-capitalize on it. In WoT, I can cover the distance my cannon can shoot in 60-90 seconds. In WoWs, it takes me 5 minutes to cross the distance my main battery can reach. It's so much easier to find yourself in trouble and unable to extract yourself in this game than others, so it encourages that passive game play style that everyone learns in higher tiers after being punished for it in lower tiers.
  8. So how bad were real American warships?

    The American ships in-game, with a few exceptions, play just fine. IRL there were some classes of ships that were lame ducks and some that were excellent. Many of the ships that the USN started the war with were built during the 20's and 30's and were compromised by trying to keep to the terms of the London Naval Treaty. 'Treaty cruisers' are a good example where armor was sacrificed to keep tonnage down and in some cases they paid dearly for it. Doctrine though was the real handicap in that in 1941 the IJN had a much better idea of how to fight surface actions (see First Naval Battle of Guadalcanal). Later in the war, American ships tended to have better fire control (radar) and more comfortable crew quarters than their peers in other navies. Exceptions again existed in ships like the 4 stacker DD's built 20 years before the war that were brutal on their crews.
  9. CE or AFT first for US Cruisers?

    Any particular reason? Are you keeping the older ships?
  10. CE or AFT first for US Cruisers?

    How on earth did you get that far up the line without a 10 point captain? By tier 9 my captains have 14-15 points. Did you free XP through stuff?
  11. Port Queen = Defective product

    I don't know if it's been brought up elsewhere in this thread already, because I'm too lazy to read all three pages. The OP makes me thing that WG should have access to data on 'port queens' which might be useful. For example: Count where Ship = X AND Ship Battles within past 90 days = 0 AND Player battles > 100 Do that for each of the premium ships and you'll get a really good idea of which ships need some love and which don't. Based on how many people own that particular ship, it might be worth investing the time in buffing or otherwise reworking that ship.
  12. Altering the HE Shell Mechanics

    Doesn't this already work that way? You can get a hit with an HE round that doesn't penetrate the plate, but the explosion will still damage modules (AA mounts, secondaries, etc).
  13. The rendering problem drives me nuts. It's a big problem when I know there is a ship behind an island, I know it's going to be visible momentarily as it passes by an opening...and by the time it's rendered, it's passed the opening and I don't have a clear shot any more. This is what I'm talking about: Sure, I could practice and try getting good at firing where the ship is going to be...but my gunnery skills are never going to be that good. By the time I'm able to line up the shot on the visible ship, my shells will be hitting the second island.
  14. A tale of two cruisers, Part 2.

    The Fiji's match making definitely makes it feel like the better ship. Most of my Edinburgh battles have been in the tier 8-10 bracket and while she can still do well, minor mistakes are not forgiven.
  15. Option 1 - Look for a very nearby island that I can hide behind. If possible, find a way to hide behind the island but still provide support across the cap for my DD's. Option 2 - Turn tail, wiggle and run until I'm not lit anymore. That's it. You're the only ship spotted and you're not able to take a hit to save your life. There are no other alternatives. Even popping smoke in a CL isn't going to help you much because people have gotten too good at firing into smoke, especially with spotter planes.
×