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About Lochnivar

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  1. I've played in every Ranked, as you probably have. The dynamic of this season, and the last, has been very different from the previous ones. I could care less about the ranking out. I know how crap I am at the game and the highest I've gotten is 8. I don't expect to get any better. There are just that many good players. This is about WG making a change that, in the long one, wasn't a good one. It shut out a lot of players and didn't have the effect that they were working towards.
  2. Oh, I'm not fishing here. Just want people to know that I'm not bashing because I'm part of the problem myself. This is more to get a conversation going.
  3. Ok, let me preface this by saying that I'm just as guilty on this as anyone else, so I'm not trying to denigrate anybody. The question is, why is it so bad to have only tier 10 ships in ranked from 15 up? The answer is somewhat counter-intuitive. Logically, keeping ranked at tier 10 ships should filter out less experienced players by the expedient of said players not having tier 10 ships in port. Logically, that should mean a better quality of play at this level. Unfortunately, it's not and I think the reason is that it's causing the opposite of what it's intended to do. Consider this. A newish player sees ranked and he/she wants to be a part of it. Unfortunately, their highest ship is a tier 7, which means they are out. However, if you're desperate enough, you can convert ship xp to free xp and open up a tier 10. I know I did this by skipping the Fletcher and grabbing the Gearing for clan wars. I missed the entire training grind that came with working through the tier 9 dynamics. In short, I suck with my Gearing now and I pretty much get owned at Ranked battles. That's my fault since I regularly play tier 5-7 as my preferred tier. So, what happens is that we actually get players that are even less experienced at playing tier 10 battles. Randoms at 10 is tough, but ranked is a whole 'nother beast. If you're not familiar with the dynamics there, you're going to get eaten quite easily. We need ranked back down to, at least tier 8. It's not so grindy and it's on a much closer level to play for a newish player who still wants to enter the competitive sphere. I suck at ranked this season, and it's my own fault. I'm just not ready for tier 10 battles, especially ranked.
  4. AP v. HE : By the numbers

    Not necessarily. I also mentioned numbers for penetrating damage as well, shots that aren't citadels. In general, only 50% of penetrating damage can be repaired. That's still far less than the 100% of fire heal. That being said, yes, there are plenty of times when HE with a BB is warranted and desired, i.e. bow on. That's a question of play style, not damage efficiency. I actually get into the scenario you are mentioning all the time. it's why my win rate and WTR suck as bad as they do. I have a bad habit, horrid habit, of sticking my fat BB [edited] out there and people tossing fires on it. However, I've also seen games where somebody doesn't pull a Loch, blunder in and get torched. Instead they get in, take a few fires and then fall behind cover to repair. The damage from fire is simply going to be regenerated as long as there are heals available. With AP, that damage is going to stick. Even if there is a lull in the battle and both sides can heal, the guy who took AP damage is simply not going to be as fighting trim as the guy who took fire damage. Even if the fire guy took more damage. Yes, you can bleed out HP very quickly when set ablaze. However, more captains are becoming savvy that you don't burn a DC at the first hint of smoke. Often, I'll let two rage for a little bit knowing that I can probably find a quiet spot and go dark, cackling madly while I heal all of it back.
  5. What if I were to tell you that more damage doesn't always mean more destruction? More specifically, you doing more damage doesn't mean you're actually helping your team out. It's a freaky, counter-intuitive thought, but something to think about. By farming damage with HE, you could be hurting your team. Other than capping, the object of a game is to eliminate ships. So, sinking ships quickly and efficiently allows you to move on to your next target. The team that does this best is the one who wins. Unfortunately, we have those battleship captains who simply want to stand back and sling HE for easy fire damage. In the end, those captains are hurting you. Let's take a look at the numbers. In this example, we're going to look at a Montana and a Conqueror being shot at with Montana guns. This is drastically oversimplifying the scenario, but it gets the point across. A Montana has 96,300 HP and a shell damage of 13,500 for AP. For HE, the damage is 5,700. A Conqueror is 82,900 HP. So, we shoot HE at the Montana, land a hit for 5,700 and start a fire. Yay! The Wiki says that a battleship (without mods or flags) will burn for 60 seconds at .03% max HP per second. So, simple math shows us that the Montana will take 289 pts per second for a total of 17,334 at the end of 60 seconds. For the Conqueror, that is 249 per second for 14,922 after 60 seconds. Sounds like a bargain? In 60 seconds, we've done more damage to the Montana than a citadel would have done in one shot. Win? Not quite. Battleships also have Repair Party consumables which can help mitigate this damage and restore HP. So, let's reexamine the damage you just did. According to the Wiki, the RP can heal up to 100% of fire damage... Which means that after that fire dies off, the Montana is going to spend the next few minutes repairing all that damage you just did to it. Crap... Looking at other damage, citadel hits can be repaired up to 10% (more on cruisers) and regular penetrating hits up to 50%. So, let's run those numbers. Let's assume that I take a citadel from the Montana. That means I take all 13,500 in the face. My RP is only going to heal 1,350 HP of damage. For a standard penetration hit, I'll take 4,455 (33% of max shell damage). The "good news" is that RP can heal 50% of standard penetration damage. (60% for British BBs) That means that my repair party is going to heal back 2,228 points of damage in my Montana and 2,673 in my Conqueror. Let's put it in another perspective. After one hit from the Montana with HE and Fire, the actual damage that I've done is actually 0. Anything that I've hit is eligible to be repaired. Assuming that the target hasn't blown all their heals, of course. However, firing AP, the real damage that I've done is much more significant. With a standard AP pen, i've done approximately 2,000 actual damage and a Citadel means over 11k of real damage that can't be healed. So, let's forget about the "damage totals" that people rave about. High damage, for anybody who is not me, is easy. Making that damage stick and actually mean something is something completely different.
  6. No worries. Completely understandable. Just a suggestion.
  7. I would really, really like to see a block on members of the same clan in the same ranked battle. Had a match yesterday in which four members of the same clan sync dropped. 3 went on the red team and one went on the green team. If ranked is supposed to be an individual effort, then we should really keep clans separate, even at the risk of longer queue times.
  8. Bonus code naval legend playlist

    Thanks for the codes. We need a thread that gives hints and not the codes themselves. More fun.
  9. Loch’s 2018 Wish List: Coming in to 2018, we all have a list of things that we would LOVE to see in the game, to make it much better, in our honest, and humble, opinions. I’m simply adding my list to the cacophony. 1. Spotting UI Feedback: One of the supposed strengths of a DD is the ability to spot the enemy and not be spotted themselves. However, it’s difficult to tell if you are actually performing that role. It’s a guess as to whether you are being a use or not. If you aren’t, then you’re simply wasting your time in an unadvantageous spot. I would like to see a captain’s skill that would let you know that you are the only ship with eyes on a target. 2. Separate Skills from Upgrades: Basic Firing Training is a skill. The captain teaches his crew this. Last Stand isn’t. You have the ability to move even though you have engine damage. That sounds like it something that should be an upgrade rather than a skill. Skills: Priority Target, Preventative Maintenance, Superintendent Upgrades: IFHE, Fire Prevention, Torpedo Acceleration. Those aren’t the full list, but an example of what split I’m talking about. 3. HE -> Fire chance paradigm shift: Ok, paying appropriate homage to “realism” is all great and fun; however, we’ve seen that WG has no problems balancing realism with game mechanics. As it is, BB’s firing HE and starting fires has become a standard that shouldn’t be. On the other hand, a DD can’t expect to dent with AP, so they have to go with spamming HE. Battleships have options. Let’s switch the extremes. Give DD’s the higher chance of fire and BB’s the lowest. Fire is the great equalizer and leave it on BB secondaries. But a BB firing HE exclusively doesn’t fit with what most of us see as BB guns. 4. Torpedoes as consumables: Following the above, giving DD’s a huge buff in fires needs to be balanced with their other greatest weapons, the torpedo. Historically, destroyers carried a finite set of torpedoes, nothing like the free spam we see today. Don’t have a firing solution, fine, spam the torps. I think it would be interesting to limit the number of torps that we have on a ship. That would certainly force a captain to make decisions for more sure torp spreads than the wall of skill. These have probably been suggested ad nauseum in other forums, but I thought I’d add my voice for feedback and the inevitable trolling/ridicule.
  10. WoWS dying?

    Looks like it. WOWs was never going to be a smash like WoTs. The pace is entirely too slow for those who like their action hot and their vehicles hotter. I wouldn't put too much into YouTube videos. While it may not have explosive growth, those who are around tend to stay around.
  11. As most people here have said, the changes to smoke really haven't affected DD's and it certainly wasn't the death kneel that people freaked about. For the most part, if a ship is close enough to a smoked DD that firing is going expose it, you should be dumping fish and engaging that engine boost. I find myself using smoke to hide in less and less and more of a cover for my allies. Especially with the spotting mechanics and rewards. Smoke your allies, and they have to depend on you for LOS. Cha-ching! :) Rake in that xp and dough.
  12. A few weeks ago, I had a funny, at least to me, thought. You could boil down the entire USN BB line into one song. Tub Thumping by Chumbawamba. "I Get Knocked DOWN, But I get up again, can you ever gonna keep me down!" in reference to the increased heals and general toughness of the line. Then I thought, what are some other thoughts that boil down certain lines. Soviet DD's : YOLO! - If Leroy Jenkins played WOWs, he would be driving a soviet DD. Fast but no armor and a low pool of hit points, small guns and generally bad torpedoes until you get to T8, the Soviet DD line just begs for you to drive into the teeth of the other side with little regard to the fate of the your crew. Soviet CL's : In Soviet Russia - Bring out the Russian Reversal jokes. "Ship Citadel You", "Ship Radar You", "Ship Sink You" and more. Soviet CLs love to have some of the best guns in the game mitigated by lackluster armor and durability. British CL's : Bouncing Checks - To paraphrase an old metaphor, British CL's love to write checks their captains can't cash. They get into action with good speed and agility with quick firing guns. Unfortunately, light armor and the inability to stop quick enough to use your smoke screen can tend to get them out on a limb and cut off the tree behind them. US DD's : Yippee-Ki-Ayyy, Mutha... - I was going to give YOLO to the DD's, but it didn't have enough 'Murikan feel to it. US DDs are scrappy with quick firing guns and the best knife fighters in the game. Their fish are short ranged, but devastating if you can get them to land. IJN DD's : Ship-Jitsu - Japanese DDs aren't quite the offensive weapon that the other lines have. Weak armor and poor guns are offset by good torps. However, against a good WASD hacker, torps can be something of a disappointment. If Jujitsu is the art of using an opponent's weaknesses against them, then a BB sailing in straight line deserves to get hammered. German DD's : German Army Knives - German DD's don't seem to excel in any one area. They are generalists that have good qualities across the board, backed up by hydro that make them the best utility hitters among the DDs Those are a few that come to mind. Anybody else have more?
  13. Along with "Once you pry it loose from my cold dead... bottom of the sea where I spend most of my time in my 'Lanta."
  14. New Angry YouTuber Review category "Graf (Whatever)"?
  15. This is just an odd map/setup. I can't decide whether it's super easy or super hard. For example, my first game netted me 5 stars and I'm thinking, well, that was underwhelming. Then my next 4 battles went muppets. It wasn't just my team, I'll take responsibility for my own potato-play. However, I don't think I changed anything about my play style. Yes, that means I consistently suck. After playing a few more, I began to realize something. Raptor Rescue is an operation of extremes. You either click as a team or you don't. There's not much room for the rest of the team to carry for you. There are too many islands around for players to readily support you when it comes time to screaming for support. It's not a matter of turning the turrets fast enough to add firepower. Most of the islands are too high to simply fire over. That means you have to wait until you clear the island before you have a clear line of fire. Where I see most of the fail occurring is when the team scatters too far to mutually support anybody. Really, the only excuse to separate that far is to the south where one of the enemy CVs spawn and even then, that needs to be a destroyer or fast cruiser. Anything else isn't going to get back north quick enough to help in the end game. I'm enjoying it and it's certainly a changing mindset to how we typically play. It's a win or suck operation with all too many ways to suck if the players don't work decently well together.