Jump to content

RenamedUser_1005424699

Members
  • Content Сount

    50
  • Joined

  • Last visited

  • Battles

Community Reputation

18 Neutral

About RenamedUser_1005424699

Profile Information

  • Gender
    Male
  • Location
    Vancouver, BC

Recent Profile Visitors

1,242 profile views
  1. RenamedUser_1005424699

    Old Shikishima Guns Sound

    Thanks I'll give it a shot! I figured I messed up somewhere.
  2. RenamedUser_1005424699

    Old Shikishima Guns Sound

    Hi, I'm looking to mod my game to have the Shikishima release guns sounds. I've been playing around in the sound mod creator but I have run into an issue. Whenever I try to change a "Play_Ship_Weapon_MG..._Shot" path I cannot find Shikishima in the list of "vehicle indexes". I've discovered, using the unpack tool that Shikishima is defined by: "PJES350" unfortunately the codes jump from "PJES330" to "PJES408". I'm probably missing something and I'm wondering if someone could help me with this. One other thing I was curious about was the number of "Play_Ship_Weapon_MG_..." options. They range from XS -> XXL numbered 1->4. I'm not sure what these differences mean. Thanks :) - as a final note I do have a .wav file with the original sound effect.
  3. RenamedUser_1005424699

    Trial by combat

    stream that pls :)
  4. RenamedUser_1005424699

    You Killed the game!

    Unfortunately I won't be able to save u this patch :(
  5. RenamedUser_1005424699

    You Killed the game!

    Here I poped defensive fire right away, in the hopes he wouldn't be aware of what is going on so early in the game. Normally I wouldn't do this and would wait for him to get closer. Especially if he is trying to bait my defensive fire out. This is an example of how powerful the aa was. Look at the aa numbers in the bottom left (mod to show dps) There is no way a cv can take no losses in that kind of aa. Keep in mind Wooster is able to turn off its aa so you don't get plane spotted until the planes are 2km inside your aa. They then have to turn around and run. They will lose planes even if I don't use defensive fire.
  6. RenamedUser_1005424699

    You Killed the game!

    Is it really so much to ask a company to push out a finished product? Honestly you are giving WG waaaay too much credit. Their job is to make games. And they should put out finished games. Just like other companies should. Although it seems the trend is to not finish a game before release in the whole gaming industry :( and players don't care. Its really sad.
  7. RenamedUser_1005424699

    You Killed the game!

    please read more carefully. I said: "it wasn't possible even for a good player to not lose any planes, against a similarly good player". I am good, we faced 1 or 2 good cv's last night. They lost planes. I'll find a clip to show you just how fast the planes went down in a little bit.
  8. RenamedUser_1005424699

    You Killed the game!

    honestly, no. I just played full aa Wooster last night. I wait until the planes are 6km away before popping defensive fire. And I shoot down 15-20 planes before they escape. (midway planes btw). It wasn't possible for even a good player to not lose any planes, against a similarly good player. Wooster has over 1700 aa dps at 7.2km with around 600 reaching 8.6km when defensive fire is active. Here's my average from last night: oops forgot to clip the titles: in order: # of games, win rate, personal rating, average damage, average ship kills, average plane kills
  9. RenamedUser_1005424699

    You Killed the game!

    I think the point is that the cv would lose planes in their squad when doing this. And if they lost enough, were forced to re-arm it takes far longer to get the planes out compared to this new update. I haven't played it yet, but I'm guessing that's what Timmy is getting at. No risk to baiting defensive fire anymore.
  10. RenamedUser_1005424699

    You Killed the game!

    lol, I like sammiches :)
  11. RenamedUser_1005424699

    You Killed the game!

    F
  12. Nice write up Puli. Unfortunately my main problem with current cv's seems to be staying.
  13. RenamedUser_1005424699

    Possible Solution to Radar

    I agree that there are tools to counter torpedoes from dd's in a battleship. But in general in a 1v1 dd vs bb the dd wins that 9 times out of 10. Thinking that distance isn't a big enough counter to radar is naive. DM has 10km radar (most maps not big enough to completely cover a cap), wooster has 9km (even less), moskva has 11.7km (can cover most caps but is spotted from space. I fail to understand how not knowing these things you can't play around it. Just like cruisers angle to play around battleships deleting them. Just like battleships roll with their team to play around torpedoes. Now ask yourself this: if some players think the game still is balanced around 3 classes why don't you? With the information at your disposal most people should be able to play around the aspect of the class that counters them. BB's (torps), Cruisers (BB ap/torps), DD's (radar and the fire that comes from it). Honestly its hard for me to not think this is people wanting the game mindless. Seriously, people just need to use their brain more. "no risk" the cruiser hiding behind an island can't shoot you. So they pop radar. its their team at 13km+ shooting you. You should be able to dodge. And again given the information at your disposal (radar ranges & islands radar cruisers like to hide at) you shouldn't be more than 1km inside radar range. I know people don't like to hear it, but here goes: use your brain and learn to play. Some of us that do use their brain don't have a problem with radar because there is counterplay. (using your brain)
  14. RenamedUser_1005424699

    Possible Solution to Radar

    "change my mind" is a meme......
  15. RenamedUser_1005424699

    Possible Solution to Radar

    So the way I see this is class balancing. This is wargaming trying to make the game more team based rather than a bunch of individuals running around shooting one another. Playing dd vs radar cruisers requires patience and carefully baiting the radar out in a way that you can remain safe (takes practice and knowledge of radar ranges and durations), and spotting of the cruiser and hoping your team shoots them. Sounds frustrating doesn't it?? Well lets take Battleship as our next example. (barring missouri) I can't spot a dd unless he's dumb enough to get within normal detect range. In a 1v1 he has free reign to torp me nonstop and there isn't a damn thing I can do about it (except run away) Sounds frustrating right? Now if I play with my team and rely on them to spot the dd, then I can shoot at him and stand a chance in the fight. Now for cruisers. Radar isn't always available. Its a consumable on some ships and if you use it, there is a 2 minute cooldown where I can't spot a dd within that range. During this time he has free reign to spot me and I can get nuked by enemy battleships (because i usually have paper armor vs big shells). This can happen even if I have radar available. Des Monies has a 0.6km difference between its radar range and spotting distance. As a dd player i've sat in that range and watched a DM die to my team and there wasn't anything he could do. Sounds frustrating right? Basically there will always be imbalance between classes because wargaming designed it that way. If one class was always better than all the other classes in every single way, everyone would play that class exclusively. tldr: class vs class balance and there will always be something a class you are weak against and strong against. (think pokemon style of balance) Forcing you to play as a team in a team game.
×