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AlphaDeltaEpsilon

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  1. In my opinion, this is perhaps the most important skill in the game, and the hardest to develop (*). To be completely honest, I didn't have this down even at 1200 random battles, and that's with years of experience in other WG titles (this experience meant that my WR was positive, but nothing else). I'm approaching 2000 tracked randoms battles (certain ships don't show up in player account statistics), with 4321 battles overall. I have nearly 1k clan battles games, and just short of 500 in ranked. It took two years of mid-to-high-level competitive play (the aforementioned CB games) to learn this skill at an acceptable level by listening to the game sense of players much better than I am, and I still wouldn't consider myself "great" at it – just decent. At my current level, if I didn't get enough sleep, I'll over extend. My "game sense" only hits "great" when I'm fully relaxed, calm, and in a ship I'm comfortable in (game sense depends on the ship). (*) Aside from maybe torpedo-boat positioning and torpedo aim – it takes a certain type of skill to get 70%+ WR in Shimakaze. Even in the competitive community, there's a lot of players that don't quite have the ability to consistently hit their torps. Honestly, the balance is usually "don't bother". The number of cruiser lines with great torpedoes can be counted on one finger: Jinan. If you toss out a full eight racks, you'll probably hit something at least once in a game. There's two more where they might be useful at range: Zao, Venezia, and maybe Minotaur. Torpedoes are fundamentally weapons of surprise: there's a reason why a very wise torpedoman once told me to always assume that German Hydro is active. To get surprise, you need concealment buffer: distance between when you're spotted and your maximum torpedo range. Leading targets is hard, so you want to minimize time to target – and if you're spotted broadside, you'll probably lose surprise, as enemies turn to evade, or even turn to shoot your broadside. Jinan-line aside, you probably won't have the ability to reliably hit torpedoes without mitigating circumstances. There's only really three: if a battleship or cruiser's rushing you, drop torps when the ship's incapable of dodging. If you have enough HP to survive a full BB salvo, and there's a BB behind an island, that's a candidate for a rush – but if the battleship's prepared with guns ready, you'll just eat citadels. If you're somehow dark because of an island, and you have the torpedo angle on a choice strait, you may as well dump torps there. But these situations usually aren't worth it. A cruiser's main weapon will always be its main battery, and the torpedoes are just a "just-in-case" bonus. So with the torpedo bit addressed, let's go back to game sense and overextending. In general, a useful rule of thumb is your ship's detect. A rule of thumb for turn-outs is usually "turn out just before when your circle reaches the far side of cap", with the idea being "if you don't see the DD in cap, you can't be spotted by the DD". The tricky part is generalizing this to situations without a clear marker point. Ships are always most vulnerable during the turn-out. In more agile ships, my emergency turn-out technique is "full reverse+full turn", followed by "full speed" once I've made my 90 degree turn. This can even work in something as sluggish as a Moskva, but it's infinitely more risky. In contrast, bow-out stern-in play is the least vulnerable position. If there's incoming torps, you can speed up to increase your dodging time. If there's a lot of pressure, you can go to full speed and start running, taking potshots while you're at it. Thus, a bow in cruiser's a dead cruiser. If you can't turn, you can only slowly reverse, and get burned down – or get flanked, and citadeled from the side. There's a lot of things that can happen to you if you're locked bow in, and knowing when to turn out is tricky. In a SovSoz game the other day, I made a poor turn out, and went back to port because of it. Had I just gone to full speed, I could have killed the three ships on that flank without much fuss, and I'd be at half health and burning instead of 10% and burning. In one particularly memorable Comp game, I misheard instructions and ended up locked bow in, and burnt to death shortly afterwards. As always, the trick is "knowing when". Bow out means you'll live, but you need the enemy to push into you. If you have an advantage in terms of Caps, or if you're in "neutral", this is good. As such, you should generally start games with this option in mind – with your ship at least parallel to the midline when you open fire, if not already turned out. However, you can't take aggressive action unless you're bow in. Normally, I'd end this with some nice conclusion to tie it all together, but it's late! Good luck!
  2. AlphaDeltaEpsilon

    1/25/22 - New Player Captain’s Log: Cruiser Madness

    Get used to the "floaty" of USN: it's the nation's trademark. It's a lot harder to hit shots, but it's also a lot easier to arc over islands. Given that USN DDs, CLs, and CAs are relatively fragile in the current meta, you'll want to get used to arcing shots over islands. The other option is of course open water play, but that requires a bit more effort to learn – not to mention the correct ships to learn it in. Omaha, for example, eats citadels from every angle, making standard "angle out and kite" tactics ill-advised. But Dallas and Pensacola? That's where you start seeing good kiting play. As for torps: in most cruisers, use them only as self defense. I'd offer more advice, but it's been a long time since I've played much low-tiers. I feel obligated to shill wiki, so go check those pages out! We're still working through the Pan-Asian cruisers, but as a new player, you're the target audience for our guides. If there's something that you feel needs improvement, feel free to stop by the Discord and let us know. Good luck, and good hunting!
  3. AlphaDeltaEpsilon

    Naval Battles - Engagement Stage

    As it appears that the feedback is overwhelmingly on language, rather than contents or correctness, I will do a second pass for consistency and compliance with wiki guide style. Clarifying screenshots will be added eventually, in an (optional) manner supporting the text. Thank you for your feedback. The final draft will be completed as Wiki Editor tasking permits, and will see direct publishing on the wiki afterwards. There's a separate port button that appears during the engagement page that takes you directly there. Declarative is the only grammatically correct reading. You would be correct.
  4. AlphaDeltaEpsilon

    Naval Battles - Engagement Stage

    Apologies for the delay. I wrote this last week from memory, but just forgot to post it. 😅 https://pastebin.com/raw/CPhL1Hen @Midshipman_Hornblower @Wolfswetpaws Thoughts?
  5. AlphaDeltaEpsilon

    The outright removal of deadeye was a terrible idea

    BB main kekw He has a point.
  6. AlphaDeltaEpsilon

    [ALL] ModStation

    Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. These are standard terms from other software licenses. ModStation is provided as is. I'm under the impression that it's not done as part of the devs' duties as a WG employee. If you don't like it, then make your own modpack.
  7. AlphaDeltaEpsilon

    "Pelt collecting" needs to stop

    I've started playing IJN DDs. Didn't think I could beat devstriking a DM in a 100hp Akatsuki, but then I had this game. Of course, because CVs are Balanced, I rode into Valhalla afterwards. If I'm getting punished by CVs for existing, then I might as well have fun while doing so. ("noooo you can't just hunt the CV" –CV players, probably.)
  8. AlphaDeltaEpsilon

    [ALL] ModStation

    Would it be possible to add the Navigator Big variants where it is on the left or right of the screen, like Aslains does?
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