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About LegioCI

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  1. LegioCI

    CV Balance- Next Steps

    Exactly- the idea is that an unskilled carrier player will lose more planes than necessary, meaning he won't always have the right squadron ready to fly when opportunity arises; if the Hakuryu wastes his rocket planes early on with unskilled strikes against the wrong targets he may not have a squadron ready to finish off that nearly-dead Shimakaze that's capping a base; instead he'll need to use Torpedo bombers or AP Dive Bombers which give him a much smaller chance of landing the kill without the Shima slipping away. Meanwhile a skilled commander who's minimized plane losses by avoiding flak, choosing targets carefully, and disengaging intelligently, will always have the right tool at the right time to take advantage of a situation and can immediately engage the Shima with rockets and get a crucial late-game DD kill. TL:DR A bad carrier player should always have *something* to do, but if they've used their squadrons recklessly they may not have the best tool for the job. A skilled carrier player will always have the right squadrons available by conserving their squadrons and will be better able to take advantage of opportunities. I actually think the last thing they should do is nerf AA- I feel it absolutely should be this deadly for a carrier player; my suggestion is to increase the spawn rate for aircraft so that a carrier doesn't worry as much about running out of planes after a few sorties. Ideally the average player should lose planes slightly faster than they spawn; this encourages the carrier to be cautious and choose his strikes skillfully but also means he always has planes available to contribute to the battle. As it currently stands, an average carrier player will lose planes *much* faster than they respawn, meaning that a longer battle will mean he becomes less and less capable as the game goes on. I like the idea of ships minimizing carrier damage through AA- planes should be lost and loitering over an area for multiple strikes should be incredibly risky; however I also think that forcing carriers into passive play, either through being overly conservative with their targets or because they've lost their planes 10min into the match, is not fun or ideal for the carrier.
  2. So, I've played my Tier X Midway in the new AA meta and I think the AA changes were a positive change- dropping definately takes more skill and to do successfully, however there are certainly some next steps that need to be taken. While AA is far more lethal and is a mechanic that needs to now be respected and avoided, rather than simply pushed through to get damage on target, I feel it creates far more attrition for the carrier; even small miscalculations can lose an entire squadron, hamstringing you for the rest of the match. In order to counterbalance the AA changes killing more plans, it may be time to increase the respawn speed of those planes- this allows for ships to adequately defend themselves from air attacks, and a subpar carrier player who tries to ignore AA or isn't selective with his targets will still lose entire squadrons, decreasing the spawn time for new planes will let them get back on their feet faster and able to participate again even after losing a squadron. Ideally- a carrier should be able to get 1-2 drops per squadron, with AA eating 1-2 squadrons; the Carrier should then switch to another plane time- from rockets to torpedoes, for example- and should have a new squadron ready to go in 2-3 min; this should make it much harder for a carrier to continually harass a ship without taking significant losses, while also allowing the carrier to maintain viability throughout the match, instead of having to sit idle for minutes waiting for new planes to spawn. This should be a happy medium- other ships will have more power to protect themselves and minimize carrier attacks, while the carrier is able to be aggressive and take chances when necessary and not have to worry about being mission-killed halfway through the game.
  3. I'm actually okay with this- while chasing down destroyers at nearly 40kts is hilarious, it isn't strictly necessary. I'd gladly take a 28.5kt Montana with the 18" rifles and improved secondaries, even if you aren't faster than the majority of cruisers in the game.
  4. ... ... USN Battlecruiser/Fast BB Line including USS Lexington and 12x14" Armed North Carolina. The game needs this. I need this.
  5. 4x2 18" Armed Montana variant slinging SHS. The game needs this. I need this.
  6. Eh, the Alpha Strike idea is really just spitballing, but I think it illustrates what Carriers are currently lacking- as it stands there's quite a bit of work that goes into doing damage but you never get that moment that makes the moment worth it- you grind and grind and put in the work and effort and at the end you've done good damage and maybe even gotten a kill or two, but you never get that moment of release where all that work and effort pays off and you do something spectacular. If you'll excuse my crudeness, playing carriers (at least below Tier X) is the gaming equivalent of a constant state of blue balls.
  7. LegioCI

    Neptune's Inferno Author In WoWs

    Don't mean to throw around wet blankets, but when does Jingles actually say "NeptunesInferno" is played by James Hornfischer? He mentions that Neptune's Inferno was *written* by Hornfischer but he never says that its Hornfischer's account. Edit: Never mind. Just got to the Plot Twist. Edit 2: Just checked his in-game states and his most-played ship is the Massachusetts; clearly a man of refined taste.
  8. So, I've been playing my Tier VI Ranger a lot recently and I feel... Not a lot. Its boring; I fly around, position my planes and let off ordnance; either rockets, bombs, or torpedoes. Then I launch another wave and do the same thing again. Sometimes I lose planes, sometimes I slip through and manage to get a couple of torpedoes into a battleship. Or cruiser. It doesn't really matter, any given attack doesn't do much damage and isn't that memorable or consequential. In a word, playing the reworked carriers is boring- the Carrier as a class lacks what is called the "Moment of Glory"- the big payoff. The point in the battle where all your choices, skilled play, and even just plain dumb luck, come together and you do something awesome- something that makes you want to stand up, pump your fist in the air and go "BEHOLD FOR I AM BECOME DEATH, DESTROYER OF WORLDS." Its that moment where you feel like you just utterly dominated someone. You've ruined their night. Like somewhere, your opponent is cursing into his screen because of your skill, your luck, and your choices. The Moment of Glory is, in short, the reason we play this game. Its when you've carefully positioned your North Carolina around an island and you're rewarded when an enemy Mogami comes sliding around the corner and straight into SIX BARRELS OF 16" SUPERHEAVY JUSTICE. Its when your Shimakaze has carefully worked his way around a dug-in, bow-on Yamato who's been keeping half your team from capturing C almost-single handed- and now there's nothing he can do to escape the spread of Long Lances screaming towards his unprotected side. Its when your Minotaur comes around a corner and your radar lights up three DDs hiding in smoke and you and every cruiser in line-of-sight has a 48sec turkey shoot. Even the original CVs had those moments where you perfectly cross-dropped an enemy DD while he thought he was safe in his smoke. Its something that Carrier play just doesn't have right now- there's never a point where I feel a choice I've made, or my skilled play, or even my dumb luck, lets me do something awesome. If a Battleship finds himself isolated without support, and I perfectly dodge his flak, and line up the perfect torpedo attack... I do a few thousand damage and maybe cause a flood. Welp! Back to the ship- maybe I can start a fire with my dive bombers on the next sortie? And so I go back to my ship, ready another squadron and repeat the same task again, with a slightly different mechanic. Its dull, its repetitive, its banal. There is nothing to look forward to when playing a carrier besides a lot of individually meaningless attacks that eventually add up to some amount of damage done, and maybe one or two ships destroyed. Carriers, especially at Tier IV and VI, need a Moment of Glory. Perhaps give squadrons the ability to perform an "Alpha Strike" as a limited-use consumable; not unlike the Strafe from the old RTS Carrier play, it allows you to dump your entire squadron's munition in a single All-or-Nothing attack. That would be a Moment of Glory- when you manage to get that perfect Alpha Strike on an isolated battleship and half a dozen aerial torpedoes launched at point-blank range just ruin his whole day. Sure its frustrating for the BB captain, but that's the point of the Moment of Glory, isn't it?
  9. LegioCI

    If Giulio must be hit with a nerf--

    I think my biggest issue with the prospect of the GC nerf is the precedent that it sets that its okay for WG to sell something for gold (sometimes in packs that cost as much as $100) and then potentially nerf that something if they screwed up its balancing. This is a potentially massive issue that could negatively impact the game in ways that makes the Carrier Rework look like a minor bugfix. If the Dev Team has done their job properly, they'll release ships like the Tirpitz, Massachusetts, or Warspite- well designed and fairly balanced ships that the playerbase enjoys, (Thus spreading word of mouth and influencing other people to buy the same ship) without being overpowered and oppressive to play against. These ships see frequent sales, ensuring the game is fun, players are happy, and the cash flows into WG's coffers. More often though a ship is released a little off- they may a bit overpowered for their tier (Kutuzov, Belfast, Murmansk) which means that they can still be sold, but they can't be sold too often without being over-represented and becoming oppressive. On the other end they may be released a little underpowered like the Hood, Prinz Eugen, Indianapolis- in this case they're more difficult to play and fewer people invest in them until they receive buffs down the road. These are all acceptable outcomes, if we're honest; they add something new to the game, enrich the experience, and make WG oodles of cash. All good things. Then we come to the simply overpowered ships- occasionally WG messes up and releases a ship that is just blatently better than anything else in its tier- ships like the Konig Albert, Imperator Nikolai, Gremyashchy, Mikhail Kutuzov, and, yes, the Giulio Cesare. These are ships that are released and immediately start to dominate their tiers. These ships are ultimately bad for the game, if released in too large of numbers, and, to their credit, Wargaming ultimately restricted the sale of all these ships once it became apparent that they were released in a state which made them toxic for the game as a whole- these ships are severely restricted, typically only being available through in-game Containers, but otherwise Wargaming is completely unable to make money off these ships if they're released in this state. As it currently stands, removing OP ships from sale gives WG a huge financial incentive to release ships that are balanced from Day 1, it means they have to take their time and ensure that a ship's release will improve the game as a whole while also being a worthwhile investment for the players. By allowing WG to nerf premiums that they release in an unbalanced state, that incentive disappears- in fact it incentivizes the opposite- not to get out the tinfoil hats or anything but if Wargaming was so inclined, they could abuse the cycle of releasing an OP Premium, making money off the fact that its OP, then "balancing" the ship later. Not only would changing the current policy on OP Premiums make it difficult to buy premium ships in good faith (Do I want to take a chance on buying the Gudbote when its first released? Or wait and see how it will be affected by the Nerfbat later on?) but it has the potential to destabilize the balance of the game as a whole, as new OP premiums are released, have their way with game balance, and then get nerfed only to be replace by the new FotM Premium.
  10. LegioCI


    To a certain extent, it doesn't matter- I've been playing my Ranger typically get placed into Tier 8 matches- if I make the mistake of flying slightly too close to a USN Battleship or Cruiser I'm confronted with a literal wall of flak that cannot be avoided and when my planes hit that unavoidable wall I'm guaranteed at least 2-3 planes in the red, with the rest in the yellow. This is just flying *past* the wrong ship, if I were to dare make any sort of attack run on that ship its likely my squadron would be ripped to shreds long before I'm anywhere near able to actually launch ordnance. As it stands, Flak bursts are either a minor annoyance or an unavoidable wall of death depending one whether you're top tier or bottom tier, and whether you're flying against a USN BB or anything else. I'd love to see this evened out a bit so that I actually have to worry about aircraft if I'm top-tier in Mamie, and so that I feel I have a chance to actually do something if I'm bottom tier in my Ranger.
  11. LegioCI

    Time to buff Tirpitz B?

    Tirpitz is actually a very good ship, however being the fact that she was the very first Tier 8 Premium and the first German ship in the game, you had a lot of people buying her as their first high-tier premium ship, which lead to what I call "Tiger Syndrome" from my days on World of Tanks- basically a decent and well balanced tank that due to its infamy attracts a lot of first-time players who just don't have the experience and skill to know the relative advantages of the vehicle, and thus play it wrong and get wrecked. Tirpitz is generally let down by newer BB players who receive her because they try to player her like they play a Kongou- and to be fair there are some surface similarities; both are fast battleships with ABXY twin turrets and both have excellent 20km+ firing ranges for their tiers. The problem is that newer players look at that 21km main gun firing range and automatically assume that they need to be at or near that max range firing with her 38cm rifles. What they don't realize, and what can make the ship frustrating is that the Tirpitz and Bismarck are horrible at long range; they are absolutely close/mid-range brawlers meant to slug it out at 10-12km and nearly everything about the Tirpitz screams "Sail me closer I want to hit them with my secondaries!" First off, her armor has what is known as a "turtleback"- meaning that her internal citadel armor is sloped; nearly every German battleship and cruiser has this internal armor scheme and what it means is that these ships are nearly impossible to reliably citadel at short-range; even if an incoming shell penetrates the belt it will bounce off the turtleback resulting in a regular penetration instead of a citadel. While the turtleback gives, it also takes away- at longer ranges shells begin to hit the ship at a steeper angle, meaning the normally sloped internal armor is now much flatter, which means its actually easier to citadel the Tirpitz at longer ranges. Second is her armament- the 38cm rifles fire very light shells at high velocity; this gives the shells a very fast, flat trajectory at short range; you won't need to lead as much and your opponent will have less time to angle into the attack. The downside is that light shells don't hold their energy over time; while they're railguns at close range, once you get past about 15km you'll notice the dropoff in penetration more and more, not only that but they shells get more and more inaccurate at long ranges compared to, say, the North Carolina's 16" Super-Heavy Shells which are relatively low-velocity but hold their trajectory and hit like a goddamned freight train all the way out to their max range. Third is secondary weapons- Oh boy, this is where the Tirpitz shines- first you get the same high-tier secondary suite that the Bismarck has, which means that if you have a 15pt+ commander spec'd into secondaries and anything comes within ~12km there is an absolutely fireworks show of 4.5" and 6" high explosive hellfire constantly harassing anything unfortunate enough to get close; the Germans are far and away the most effective secondary gun platforms in the game, they have a lot of them, they have excellent base range, and like their cruiser counterparts, their 10.5cm and 15cm secondaries get improved HE penetration meaning your shells are far more likely to do damage instead of shattering. But perhaps most devestating are the Tirpitz's torpedoes, aka how you end anything dumb enough to try brawling you. These are an incredibly potent weapon, as it means that you have the means and ability to deliver a massive alpha strike on ships at close range, and the closer you are when you drop your fish into the water, the less the opponent can do to prevent taking 40k+ damage. TL:DR Tirpitz is actually one of the better premium ships at her tier, however new players tend to play her wrong and get bad results because of it.
  12. So, its been brought up that WG thinks that USN BBs are underperforming from Tier III-IX and are looking at buffs. While the smart money is on some sort of gunnery buff- dispersion, sigma, penetration, etc.- what if WG did something completely different? ...Like buff secondaries? We've already seen a successful test-case for this style of play with the Massachusetts, a warmly received departure from the typical USN BB mold- it traded its ability to rain down super-heavy shells at 20km+ for a strong secondary suite. While the ship requires something of a specialized 15pt+ Captain to get the most out of, almost everyone has agreed that its aggressive, short-range playstyle is quite fun and effective. So why not export some level of that enjoyment to the rest of the USN line and let the 5"/38s off the chain? You could start at Tier VI- simply model the final hull upgrade for the New Mexico after the the refit received by USS Idaho which replaced the 25mm mounts with ten enclosed single-mount 5"/38 Duel-Purpose turrets turrets, however the secondaries would hit their stride at Tier VII, by giving the Colorado a final hull that includes the duel-mount 5"/38s. After this, its just a matter of buffing the North Carolina and Iowa's 5"/38 secondary batteries to be similar to the Massachusetts; base of 7.5km firing range, with good accuracy and RoF but each shell individually has poor damage, penetration and fire chance. Overall, the USN Secondaries would be accurate defensive weapons, shredding DDs who are dumb enough to charge into a US BB, do minor damage and start fires on cruisers, and mainly do nothing to battleships outside of starting the occasional fire. Investing in IFHE would give the secondaries additional punch against other battleships at the cost of losing either Concealment Expert or Manual Secondaries. Compared to German battleships, the Americans would have better "long-range" accuracy and rate of fire with their secondaries, but fewer guns and worse damage and penetration. Additionally German turtleback armor makes German BBs far safer in short-range brawls than USN battleships. German 15cm HE penetration means that they are more easily able to damage other battleships with secondary fire without having to invest in IFHE. German damage and penetration makes their secondaries more of a threat to other battleships, while USN accuracy and RoF makes them a larger threat to Destroyers. A stronger secondary suite would make it safer and more lucrative for US Battlewagons to play aggressively and, due to the placement of secondaries also gives them a reason to do something other than go bow-in at Tier 8+. Its also an out-of-the-box idea for a buff that is more interesting and exciting than better sigma or shell penetration, while also giving USN BBs a unique play-style that asks them to get close enough to get use from their secondaries, but not too close as they are still vulnerable in close-range brawl. Oh, and you guys get your duel 5"/38-armed Colorado-class, too.
  13. A Tier IX Richelou, huh? Okay, try to imagine yourself in a game on Neighbors, you see this "Tier IX Richelou" as you come around an island. It moves like a Richelou- bow-in, using Speed-Boost to maintain distance get flanking fire- And you turn broadside because you think his guns won't have the DPM to do any real damage while you get your rear turrets unshadowed. But no, not Jean Bart. You turn broadside and he just aims right for you, and that's when the attack comes- three salvos in less time than it takes for you to reload once because Jean Bart is a Gimmick Premium. He's got plenty of buttons to push and they're all off cooldown. The first button he pushes is this- Reload Booster- he doesn't bother with HE like a Lion or Conqueror. No, no... He hits you with rapid-fire 15" AP into your broadside; right here above the belt, or maybe he goes here to hit the citadel below your turrets. The point is, you've only gotten a single salvo off before you head back to port. ...So try to show a little respect.
  14. LegioCI

    USS Massachusettes

    Clan battles tend to be longer-ranged positional affairs based on firing and maneuvering at mid-to-long range, at least for battleships. The Massachusetts gives up the 20km+ range and relatively decent accuracy that most other USN BBs have and gets buffed secondaries and a fast-recharge heal; effectively she gives up the traits that would make her most useful in CW and gets traits that make her better in Random battles instead.