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About OgreMkV

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  1. 21... in the Dunkirk mission ;) 6... in regular randoms. I thought I had a 7, but I don't have a screen shot, so can't verify it. 5 in Ranked.
  2. I made it to rank 5 last night (highest I've ever been). I have nearly a 60% win rate for this season. A few days ago, I got a kraken, high caliber, and a cap in a ranked match... in a Montana. And we still lost the match. Didn't lose a star, obviously. Anyway, I think I will be able to rank out. I just need to net 2 stars a day to get there.
  3. All, There is a very specific reason I described the process in detail. I used damage or survivability because I don't think that win rate is useful... not when there are 23 other ship/players involved. Damage dealt is directly related to two things, player skill and the ship. Since we're talking about a specific ship, then the difference is player skill. Also note the comparison metric. Not straight up who gets the more damage, but a comparison of how well generally poor players do as compared to generally good players. That will reduce the impact of "damage farming". Why? Because we can't know if one player participates in damage farming or not. By comparing three large groups, that should average out. Now, I don't have the entire stats database and can't prove that statement mathematically. But then, we can't also prove that damage farming does have a massive impact. The only way to know if a ship is truly OP is to reduce the variables as much as possible. You cannot do that with win rate. That introduces 46 other variables (ships and players). Focusing on stats that can only directly be affected by the ship itself (quality of cannons, max damage, dispersion, etc) and the player (aiming skill, angling skill, target selection skill, use of repair, etc) is the only way to determine if the ship is OP. There's no sense in looking at the overall average honestly. Why? Bill Gates walks into a bar. Now, on average, everyone in the bar is a multi-millionaire. That's silly, but it's also true. That's why you focus on groups of players. You might get that one otherwise poor player who absolutely crushes in that ship. You might get that one unicum who cannot get a ship to work. Those will make your variance higher. There's a value I use called point-biserial (also called "correlation"). If you look at a player's skill in one ship and compare it to that player's skill in all ships, then you can determine how representative that ship is of the players skill. That's another value we could use to judge a ship being OP or not. If otherwise poor players have huge damage, survival, yes, even win rate, increases in a particular ship, then that may be an indication it's OP. There are a lot of very useful statistical tools. Unfortunately, we don't have access to any of them. The stats that we do have are terrible for judging the relative OPness of a ship.
  4. Since Win Rate is affected by so much more than the ship itself, I don't think it's a good metric. This isn't Magic: The Gathering, where an OP card is obvious or an OP deck is obvious. Instead, I would look at something like average damage as compared to similar ships in the tier. Then look at average survival rate against similar ships in the tier. What I do in my work is to divide the players into 3 groups. top third, mid third, and bottom third. Then we compare the stats among those groups and with the ships of the other tiers. You would expect to see something like the top third of the players doing well in the ship and the bottom third doing poorly in the (any) ship. Both between thirds and between ships. So the bottom third in one ship should would most likely also be below average for that ship class (at that tier) as a whole. If the bottom third in a ship are way above average for the tier, then the ship may be OP. If the middle third in a ship is doing better than the top third in all ships of that tier, then it's likely OP.
  5. The fact that I can watch gunfire and still not be able to see or target the ship it's coming from even if it is NOT in smoke.
  6. At Least I Didn't Lose a Star

    They were taters. Both the other two BBs ran from the A cap all the way to the NE corner, then turned back when it was 3 to 1. The other team had one DD, but they had a cap advantage since we had 3 BBs, two of which were in Saturn's orbit.
  7. This makes me so bloody mad. A Kraken, in ranked, and we still lost. I couldn't have done much more. Another 10 seconds and I would have been in their last cap and we would have won. Unbelievable. If I had competent BBs with me, we would have won. But they drove to the middle, then all the way to the NE corner, then tried to get back to A to cap. I am so done for the night.
  8. Asashio DWT Go a Long Way

    Wait, so the carrier never was spotted and never bother to use his repair?
  9. It depends on 3 things 1) Type of engines/power supply. 2) ability to deliver damage to the target 3) ability to evade fire directed at them In general, you have to have a system which can move a small fighter at effectively interplanetary ranges and do so quickly (like a few hours, not months like we do now). The fighter must be able to deliver sufficient damage potential to make them worthwhile. Like, a small fighter with a couple of missiles with low yield nukes would be great against something like the space shuttle or ships with minimal armor and no advanced shielding, sensors, and anti-missile systems. But against something like a Death Star, it's useless. Finally, the fighters have to have a chance to survive delivering their payload. That means stealth or maneuverability (or both). In space, using technologies similar to what we have now, we can see the light from an ion thruster from nearly two planets away. So a fighter, under thrust would be visible a long ranges. Without constant maneuvering, it would be vulnerable to kinetic strikes or the sand cloud attack. Basically a missile launched at very high speed (like up to .6 c) containing a few million birdshot pellets. When it explodes, it would send bird shot ripping through the solarsystem at .6 c. At that speed, one pellet would basically disintegrate the Space Shuttle. So, the fighter has to be able to survive that or avoid it. It really all depends on the drive systems, weapon systems, and defense systems (fighter and large ship).
  10. Can you beat this challenge

    I have no idea. That match was February 2017.
  11. Can you beat this challenge

    I'll submit two...
  12. Happy birthday IJN Shimakaze!

    I recently found out that the Shimakaze was in the Aleutians at the same time as my grandfather. He got a bronze star and a purple heart from the invasion of Attu.
  13. There were personal challenges during Clan Wars... tier 10 ships. Which means one's clan had to progress all the way through to the end. Today, I get a new personal challenge... tier 8 ships in ranked. Except I passed rank 10 over the weekend and am playing T10 ships. What's the point if the missions are impossible to do?
  14. So, secondary builds

    What everyone else said. I just want to add that, situational awareness is a big deal for secondary builds. What I do, is that as soon as someone on my team spots a destroyer (in my zone), I will set the secondaries to attack it. Even if it disappears for a while, when it's spotted again, the secondaries will target it. It's sort of a defensive insurance policy. At least twice, I've suddenly realized my secondaries are firing and there's a DD behind me that got past our line somehow. The other thing is that I drive the ship using the minimap. If I'm close to islands, then I'll steer on the main screen, but for general moving, I use the minimap. That let's me A) avoid islands I can't see while looking at a target and B) let's me know what is going on around me. In the Bismark, even though I can only target one ship at a time, I've easily gotten 200+ secondary hits. Now, the secondaries don't mean that you're invulnerable and if you rush a cap early on, you'll be killed before you get into secondary range. But late to mid-mage, when you can 1-1 duel an enemy ship, the secondaries are brutally effective. I've been in situations where I fought 2 full-health BBs in a damaged Bismark and crushed both of them because of the secondaries. They keep the fires going and they simply lost health faster than I did because of it.
  15. What I would like to see is triple maps, I guess like WOT uses. So, there's 3 maps arranged top-to-bottom (or side-to-side doesn't matter). The teams have spawn points one the outside edges of the two outside maps. Each map has 3 (or 4) cap points. When all 3 caps belong to the team, that team can also go to the next map. So, the main fight would be around the middle map (for a while). Players can respawn and they can change their ship or loadout after they are killed. So, if there's 4 CVs, then the player can pull in his AA spec Des Moines or whatever. The respawn point is the team base on the edge of the map. If one team manages to get enough caps to get into the other team's home map, then they can also attack that team's base. Killing the base (defenses and buildings) ends the game instantly. I would say that each match lasts for 40 minutes (yes, 40 minutes) and that the team with the most points (based on caps, kills, etc) wins. As the team gets further from the base, kills are more detrimental because it takes time for killed ships to travel and get back into the fight. And teamwork would be extremely important, if the ship just come in one at a time, then they will be slaughtered by the opposing team. I would also allow CVs to send aircraft on to other maps. So the CVs can stay in the back (where they belong) and let their planes do the fighting.