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About Halonut24

  • Rank
    Warrant Officer
  • Birthday 11/19/1998
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  • Location
    Utah (wherever that is)
  • Interests
    Playing too many video games, dabbling in some Guitar, watching the LA Chargers break my heart every year (Super Bowl LV?).

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  1. Halonut24

    Fixing CVs. How would you do it?

    the "solutions" most of the time were only blanket nerfs. And each addition to the"fixes" spawned new problems (like slingshot drops). This has been the cycle since the rework. CV's have gotten to the point where the gameplay is just, muddy. It's not fulfilling. It's frustrating and tedious more than anything. Not to mention the only input you can meaningfully give is the occasional fighter consumable (not much of a contribution given how passive they are) and attacking enemy ships. The old CV you had to actually think critically. Your actions had weight and consequence. This doesn't.
  2. Halonut24

    Fixing CVs. How would you do it?

    That one, presumably. Back when it was broken, immediately after the rework. (kind of like what I was originally talking about)
  3. Halonut24

    Fixing CVs. How would you do it?

    There's your 500k damage game. My point still stands; there have been a lot of issues and exploits with the rework, and each patch never seemed to get them remotely right.
  4. Halonut24

    Fixing CVs. How would you do it?

    1: This vid showcases the strat that would allow such games. A short YouTube search of Hakuryu games in that 500k dmg range do exist in this timeframe (Roughly Feb 2019) 2: It's just another issue with the CV rework that shows how overlooked so many exploits are. 3: I am familiar with the 899 divs. We're talking about CV sniping at Tier X. Tier VIII is one thing, with largely unarmored CV's, but at Tier X it has the capacity to do it against much heavily armored ships. None of the other carriers really have the capacity to do this.
  5. Halonut24

    Fixing CVs. How would you do it?

    Yeah, the longer this goes on, the more I actually miss RTS CV's. In hindsight, the Rework CV's have been busted since the onset. -Hakuryu would farm 500K damage games with their broken Torpedo drop mechanics (and insane range). Since bludgeoned with the nerf stick. -Then the Premiums were added. And they were crap or decent. Except Enterprise, which was broken stupid OP. Also Slingshot drops. Since removed from sale. Dive Bombers Nerfed. -And THEN there's apparently a Rocket range exploit and the Richtofen can CV snipe. At least in RTS Carriers actually had to duel each other for the right to attack the enemy. Some quality of life improvements to the UI of the old system would help a lot. As also stated previously, remove strafe from Fighters, maybe keep Rocket Fighters as a toggle switch when your Fighters are still on the deck? I miss the old days. The Carrier Duels were a lot of fun. Really made you use your noggin.
  6. It actually can. Haven't had a Tier VIII CV touch me for anything more than like 2k for a whole flight. AA sector (and some AA spec-ing) will do wonders for that little boat.
  7. I disagree. Been able to melt Lexington and Kaga flights very efficiently. Not sure what results you've been getting, if any at all.
  8. Been running the Kidd recently to be support for my friend who's learning the ropes on Enterprise. The DFAA is crazy good on that thing. I've wiped full Lexington squads from the air in seconds. Never really been able to do well with it before, but now I seem to be finding a niche for it. For anyone doubting it's AA effectiveness, don't worry, she's still an annoying little boat to deal with.
  9. Halonut24

    Another alternative Idea

    An open-world like WoWS? Sounds pretty dope on paper. Though not sure if certain clans will just pummel more casual clans into oblivion. A PvE Co-op campaign would also be really cool, though it's not likely to happen, as WG don't really do anything single player-esque like that other than Console WoT.
  10. Destroyer Escorts are tricky... basically what a Fleet Destroyer is, but halved in just about every aspect. One of the few times a DE was in a full-on surface fight was the Battle off Samar. The John C. Butler's present did surprisingly well, with at least one DE (DE-413 USS Samuel B. Roberts) registering Torpedo hits on an IJN Cruiser. Almost every single ship expended their entire 5" Magazine. Every shell. Only the Sammy B was lost. The issue is with game balance. The John C. Butler, for instance, makes 24 knots standard (though they could make 28 if they pushed the engines to the absolute limit) and only wields two 5" .38's (the same as the Fletcher and Benson's main battery). They would have basically no health, a low tier DD's worth of health, slow as all get-out, and woefully under-armed. The upside is they're tiny. They'd have better concealment than a Kamikaze, theoretically, making them a pain in the rear to find. An idea could be implementing them like scouts were in old WoT (ie.. uptiering the crap out of them, but being balanced out by serving as an invisible set of eyes for the team). Sure that role could be completely moot with CV, but as of late they've been a bit less common, so I don't see it as much of an issue. With a tiny spotting range, one of these little buggers could linger around a Cap Circle and constantly light up the enemy ships there. Slow speed makes them vulnerable to being hunted down, but concealment keeps them relatively safe. Guns are very rapid firing, with range no more than that of a ship that shares similar armament (ie. for the Butler class, no more than 11 or 13 km gun range, like Fletcher and Benson). Torpedoes can also be quick to reload (and higher tier to make up for the smaller numbers), though will do slightly less damage than the higher tier ones normally do. A heavily extended engine boost would do some good to alleviate the terrible top speed, allowing them to move faster than a mid-tier USN BB for longer periods of time. A different smoke could be used as well. Since they're so hard to see, the standard smoke screen just doesn't seem necessary (they'd be in hydro spotting range if they smoke to not be spotted, and every DD in the game uses the same smoke. These need some variety to separate from the other DD). Instead, they could use a Fuel Oil smoke (the walls of black seen so often in WWII). Longer output duration that provides a curtain of concealment from a certain direction (perhaps a cap on how much can be used, but it can toggle on/off. Example; the smoke has a duration of, say, 3:00. Pressing the "T" key to activate will start the smoke and the timer will count down. Pressing "T" again will turn it off, and the timer will also stop. The colored shading indicating duration will stay on the consumable, but will remain static when not in use). And that's not even getting into the possibility of Submarines being introduced, in which they would theoretically be a counter to. Perhaps an ASW Ship that sticks with the Capitals and screens Subs whilst the Fleet DD get dirty in the front lines. Those are my ideas on how to implement them. It is definitely tricky, but not impossible, I think. That, and I'd love an excuse to get Sammy B into the game.
  11. Halonut24

    Why do people hate the DD so much

    lmbo DD are anything but humble. They whine and cry about literally everything. BB do too much damage? Whine. Nerf. Radar too good? Whine. Nerf. CV too good at spotting or harassing them like they harassed everything else for the past 2 or 3 years? You guessed it. More whining until the nerf bat comes around again. Destroyers are A-holes. Like Scout from TF2, except with significantly less actual skill and more mechanic abuse. More like Pre-nerf Baby Face's Blaster Lime-painted Fast Learner Scouts. That are invisible.
  12. Halonut24

    Why introduce a "confused" reaction?

    Should I bring some of my Essential Oils?
  13. After a CV dies they do not lose control over them. They have roughly 3 minutes of life after their Carrier's death. The flight still in the air is still in full control. Also, Kamikaze R main.
  14. Halonut24

    Why CVs need to stop attacking DDs

    Actual spotting priority (from least important on up): CV -> BB -> CA -> CL -> DD BB are the easiest targets to spot. You can see these guys on your general early game spotting run. Generally lower priority. Cruisers aren't super stealthy either. Teams can usually see these guys at decent range. DD, however, are the hardest to spot and pose one of the biggest threats. Initial Rocket Scouting runs should end with a strike on an opportune target, DD if at all possible. Mid game there are other priorities, but DD should not be ignored. Attack DD whenever the opportunity presents itself. Killing a DD early or mid game is super helpful.