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DevilD0g

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About DevilD0g

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    Warrant Officer
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    [RAN]

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  1. DevilD0g

    Please fix Carriers

    no Battleships do do the most damage... in the top 10, only 2 carriers, the rest all Battleships, so all you hard done by whinning battleship pukes, stop your complaining, your the ones that are winning. These are the stats to go by, not kill death ratio. You may get no kills but a damn lot of damage so the ave damage per ship gives and indication of individual skill of the ship, win rate is really a team score not the individual win and you can have good teams and bad teams. bad players will do worse in any kind of ship than other players and good players will do better in any kind of ship than other players... yeah its not rocket science to figure that out. 8 battleship scores AVE = 100,284 2 Carrier scores AVE = 95,245
  2. DevilD0g

    Please fix Carriers

    if you think its about K/D rate your dreaming, its about damage or average damage per ship, thats what gets you the xp. thats what you should be looking for. You may not kill one ship, but do a hell of a lot of damage. That is the primary focus and the level of achievement of an individual ship and the way to measure its effect 6 minutes ago, Princess_Daystar said: Ive said it elsewhere though, CVs have the lowest skill floor, and the highest skill ceiling. Meaning players can and will do worse in them if they are bad, and way better if they are average/good. ============================================================================================ Really princess_daystar????? isnt that the same with any ship in warships ? think inside your brain for a second. if the CV is the last ship standing it basically means that he/she played from the back and didnt get killed by a dd and the rest of the team allowed themselves to be killed first therefore loosing. Not the CV fault. Ita a team effort and the team lost! ================== Admittedly a lot of CV players need to learn to move up with their team as well for faster reloads but still keep a respectable distance instead of hiding out in the corner where they take a long time to re-arm and fly to attack
  3. DevilD0g

    Please fix Carriers

    here is the list sorted by the amount of damage. From the current 10 ships, only 3 (active) carriers,the rest Battleships. Again, cry me a river and stop with the how hard done by carriers are. Battleships are the alpha's and constantly spread this myth about how carriers kill everything and get the most damage when they dont Remember , Win Rate stats are a team effort, not an individual effort. Averaged Damage is more an indication of actual achievement.
  4. DevilD0g

    Please fix Carriers

    Thats the sort of dumb [edited]thinking that decided that as soon as a submarine was detected, the time it was able to spend underwater was immeadiately REDUCED!!!. Get a life.
  5. DevilD0g

    Please fix Carriers

    Battle ships do the most damage, not CV's as a lot of people try and say.
  6. DevilD0g

    Please fix Carriers

    When wargamming gives team voice and not division voice the game will change dramatically as not everyone has discord. Then it will change from a team of lone wolves to a bunch of wolves in a team, hopefully.
  7. DevilD0g

    Please fix Carriers

    Can any other class cheat death like this? No. The planes are still up for a limited time after the carrier dies.(technically till they run out of fuel and boost time) Can any other ship detect you and get you killed ? Basically YES !! But also, its basically its the same as an enemy dd in your detection range sitting behind a mountain that in real life cant see you even with radar, but in game he can, so the whole team sees you, and they focus fire on you. boom your dead. Wargamming has a lot to answer for for not coding for viewpoint in the fog of war. Its not a situation that is endemic to carriers so stop the blame game, you were just at the wrong place at the wrong time. So a plane spots you like a ship does. Go figure. try using smoke if yo have it. if a DD can shoot down 8 planes in one attack run before it even gets a chance to release its rockets/torps/bombs then you will have some sympathy from me, but until that time, suck it up sunshine and deal with it.
  8. DevilD0g

    sub server

    where is the sub server downloaded tst server as per instructions on web page and not subs found , only all tier 10 premiums . is there another server ? help please.
  9. DevilD0g

    New stage of submarine testing

    if you penalise a subs dive "concealment" time once detected then penalise a DD' "concealment" time in smoke and reduce the smoke time, thats fair.
  10. DevilD0g

    New stage of submarine testing

    So are we going to penalise DD's with reduced smoke time if they are in a ships detection area ???? AA gun option is not feasable as all usn subs were told to dive under air attack in ww2 so as not to take on unnecessary damage and or be sunk as stated in VADM Charles Lockwood's book "Sink 'em all" ex Commander of the pacific sub fleet based in fremantle Australia. During the war there were 165 Submarines from UK, Dutch and USA navies based out of Fremantle, Australia.
  11. DevilD0g

    New stage of submarine testing

    everything he said but they us navy doctrine in ww 2 was to dive immediately an air attack as protocol as described in Admiral Eugene Fluckey's book Thunder below and also VADM Charles Lockwood, Commander US Submarine Pacific fleet ww2. Really only the Germans fitted extensive AA guns on their subs and in the end they were forced to dive anyway. Subs should have been equipped with mines on the "4" key. Yes !!! Having and acoustic sound mechanic is ok in my opinion but it should also be incorporated in that in passing the deeper level where the temperature changes the sound should be reflected back and not be able to detect as it is in real life. So a sub can escape at its deepest level but incurr a damage penalty the longer its down there with the pressure damage to the hull. Hydro should only be required no deeper than operating depth. it takes time to dive and then when subs become undetectable its up to the DD to then guess where they are to get some sort of damage. detection and sub attack shouldnt be all one way in favor of the hunter!! having a sound consumable sound countermeasure to mimic the action of the sub to make DD/cruiser think its in one spot when its moving away is a good thing to have and realistic.
  12. DevilD0g

    New stage of submarine testing

    While i can see a lot of people loving this i wonder who the braniac was that thought up these changes 1. When you run out of dive capacity, a submarine will have to surface and won't be able to dive until the end of this battle. So in reality you have no way to get more "dive capacity" and can be stuck on the surface where you are just picked off an killed by surface ships and aircraft. Real smart and defeats the purpose of a submarine being able to conceal itself. Then it gets better, or not. 2. A submarine can spend only a limited time under water in a battle—it will have to surface sooner or later. If you can detect a submerged submarine, it will consume its dive capacity faster. You mean it will be "forced" to surface and unable to dive and killed like fish bait. So as soon as you are detected, your ability to stay underwater reduces....faster... reducing the "dive capacity" or your ability to stay underwater that cannot be replenished it seems, this time around the bouy. The whole stealth idea behind submarines are its ability to replenish its ability to dive, not use it all up and be vulnerable. Again, who was the brainiac that thought this up. Doomed to failure and die. note well. 3. If a Destroyer is concealed in smoke and is in the detection range of another destroyer or cruiser or battleship or aircraft carrier, sure they are concealed but their smoke time doesnt run out faster than normal!!! then why are subs as their primary prey forced into that position it just makes the DD totally OP and have no game balance. Its already hard enough to sink a dd in a sub as they turn to fast to get a good ping fix anyway. So why is this penalty on Subs that are already quite vulnerable to begin with. You only get homing torps if you can manage to get a ping on target and its not an exact science, on a DD much harder indeed. The detection circle of subs from DD's is also to large and needs to be reduced. Why should once they get detected should the dive time be reduced FASTER !!! That just doesnt make sense. I'm sure some submarines will attack but it will have the effect in a lot of ways of making them impotent. A different approach would be to return to the oxygen meter and oxygen replenishment and make Submarines surface to reload after firing 2 salvos of all bow and stern torpedoes. This is something to think about.
  13. The detection circle of subs from DD's is also to large and needs to be reduced. Why should once they get detected should the dive time be reduced FASTER !!! That just doesnt make sense. If a Destroyer is conceiled in smoke and is in the detection range of another destroyer or cruiser or battleship or aircraft carrier, their smoke time doesnt run out faster than normal. So why is this penalty on Subs that are already quite vulnerable to begin with. You only get homing torps if you can manage to get a ping on target and its not an exact science.
  14. While i can see a lot of people loving this i wonder who the braniac was that thought up these changes 1. When you run out of dive capacity, a submarine will have to surface and won't be able to dive until the end of this battle. So in reality you have no way to get more "dive capacity" and can be stuck on the surface where you are just picked off an killed by surface ships and aircraft. Real smart and defeats the purpose of a submarine being able to conceal itself. Then it gets better, or not. 2. A submarine can spend only a limited time under water in a battle—it will have to surface sooner or later. If you can detect a submerged submarine, it will consume its dive capacity faster. You mean it will be "forced" to surface and unable to dive and killed like fish bait. So as soon as you are detected, your ability to stay underwater reduces....faster... reducing the "dive capacity" or your ability to stay underwater that cannot be replenished it seems, this time around the bouy. The whole stealth idea behind submarines are its ability to replenish its ability to dive, not use it all up and be vulnerable. Again, who was the brainiac that thought this up. Doomed to failure and die. I'm sure some submarines will attack but it will have the effect in a lot of ways of making them impotent. If the class is penalised to much and reduced in effectiveness to be unplayable who would want submarines and all the work wargannubg have put into submarines will be for nothing. Just designed to keep submarines on the flanks and out of the battle or in it as the flanks are where the BB's are :) A different approach would be to return to the oxygen meter and oxygen replenishment and make Submarines surface to reload after firing 2 salvos of all bow and stern torpedoes. This is something to think about.
  15. DevilD0g

    Wargamming fix your interface

    So thats the reason its not working ... your American Proghorn Antelope data packets keep getting run over by trucks on the highway therefore stopping the delivery to the TCP Stack at the warehouse.
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