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flackbait_steel

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About flackbait_steel

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  1. flackbait_steel

    Please ban Weimer from Narai

    We all know this ship is capable of solo running the entire operation and removes all fun, challenge, and experience and credits from 6 other players. OR, your Balancing Department, if such a department even exists (and if there is such a department, they should be all fired) should realize if the Weimer is capable of doing what 7 tier 7 ships can accomplish, then the Weimer IS NOT A TIER 7 SHIP Please start balancing ships on their combat abilities in comparison to same class and tier ship in the game. I mean the old ones, not the power crept ships. Assign tiers based on how they perform against the old ships. You know, the actual real ships in the game. For instance, can a New Orleans or Myoko do what a Weimer can? A Fiji? no, so maybe tier 8 Also please apply the same logic to all upper tiers, and while you are at it, move some ships into tier 11 and tier 12.
  2. This the real-life reason Forrest Shermans tirps are fixed. They are GUIDED anti-sub torpedoes. I think FS needs sub pinging and ASW guided torpedoes immediately!!
  3. flackbait_steel

    Coal Poll

    Just looking for recommendations between a few coal ships.
  4. flackbait_steel

    Voice Over Announcer

    I don't see this setting anymore. Did they remove it or am I blind?
  5. flackbait_steel

    Random Groupings / can someone explain why its crap

    Matchmaker does NOT compare player skill. It seems to congregate good players on one team, although this might be divisions of good players. This reason is probably responsible for 50% or more of the blowout matches. There has been a call for skill-based matchmaker for 5 years. Wargaming does not care.
  6. flackbait_steel

    Please re-Nerf Secondaries

    That's it. They do far too much damage at far too long ranges to be considered balanced. It gives German BB in particular huge free damage that othr BB don't get, and there is no way to counter-play except keep them 13+ km, e.g. run away from them.
  7. I am sure that WG's event and art department is already cooking up something fun, but in a bit of nostalgia I was lamenting some older map configurations. What if for April Fools day (or week) all of the maps were reverted to their ORIGIONAL configurations? Chaos and hilarity would ensue! And it would be new and refreshing play on tired maps. New players would be astonished at some of the differences and old players could reminisce.
  8. Everyone's aghast about War Gaming making money at Christmas to pay their excellent art department by selling crates that have a minimal chance of getting a ship that was removed from the game for being OP. Everyone (including CV mains) know CV are broken in the balance department by their very nature of adding planes into a in a surface a ship game. We're not going to fix that today. Today we need to discuss the encounters with testing Italian battleships, SUMMARY: SAP is OVERPOWERED The implementation of SAP for the Italian navy has always had balancing issues. Huge alpha damage that pens from all angles unless you hit a BB turret or belt armor. The balance for the cruiser line is having a slow ROF and average accuracy at range. But we all know the Venezia is broken; 20k+ alpha strikes; I'd rather be set on fire than deal with loosing 25% of HP that can only be marginally repaired every time your hit. SAP in Destroyer battle makes Italian DDs very hard to fight as they get AP alpha damage at every angle against other DDs. Yes, their ROF is slow, but not DD can trade damage like the, except maybe Kita. But BB caliber shells with SAP pen everything. Every part of your cruiser is taking maximum damage from BB AP alpha. It doesn't matter if you have an auto-bounce bow, they just shoot your superstructure that cannot be damage saturated by AP damage. And BOOM its like you took 4 citadels into your bridge. Italian SAP generally ignores any armor scheme. Royal Navy SAP doesn't do this, nor does it have overwhelming damage. I know that SAP is the Italian "Theme", and that WG is trying to make new lines different so each plays differently. This is a huge challenge and I don't envy the game designers task. However, adding easy use, massive damage ships into the game only makes players keep their distance from these ships and slows game play, lengthening games. My understanding is that they are trying to bring battles closer together and makes the action faster. Stop adding ships that the only counter-play is to stay away form them as a defense. If your armor and angling and maneuvering cannot diminish the enemies ability to attack you, you will stay back in cover. This also includes HE spam from range, and very accurate ships that are too dangerous to close on. Again, a challenge for game designers. Has anyone else had experience against Italian BBs and felt they were getting pooped on? As an aside: if HE shells also had armor angle of attack modify the effective armor BEFORE HE pen was determined, it would reduce the HE spam damage by a little.
  9. flackbait_steel

    Atlanta

    With over 2000 Atlanta games I can say this about her: When she first came out she was OP. Heavy armor of battleships and cruisers didn't shatter HE shells, so her 127mm shells always did damage. Maps had more islands, they were closer together and shorter making them easy to shoot over. And knowing you were spotted was a commander skill, not free; ambushing was easier. Her AA was fearsome. 40+ planes kills if the CV didn''t leave you alone, and those planes didn't regenerate. Atlanta could eat almost any ship she came up against given the right circumstances. The BB armor working as intended dialed Atlanta back to 'very good' and was desperately needed. Also, 3-4 years ago, fire was a terror to ships and burning down targets happened all the time. WG slowly dialed down the fire damage and duration, and eventually reduced flooding so the damage control consumable could be used on fires safely. All these changes were needed and welcomed. Over the last few years power creep has placed her in the 'situational' or 'ambush only' role. New ship lines with gimmicks and new consumables, superior armor, longer range guns with good accuracy at range, and the overmatch mechanics have made her Omaha levels of armor a favorite target of all BBs and CAs when you are spotted. RN and Italian semi-AP shells are completely brutal against her thin armor, and forget going against a battle cruisers with 305mm guns. There are even a few DD lines (Russian, French) with large DDs guns that can flat out beat her in a gun fight because of her slow shells. New maps for higher tier battles (8-10), which her finds herself 70% of the time, have fewer islands that are further apart, and they seem oddly taller forcing you to stay further back to shoot over exposing you to flanking fire. Then the CV rework happened. WG stated that part of this was to keep camping from happening, but Atlanta HAS to have hard cover unless she's borrowing a smoke screen. There are too many high velocity guns in game now to open water gunboat with her. But the main nerf to Atlanta from the CV rework is that most of her AA is 'long-range', meaning flack bursts that any CV player can avoid. A good tier 6 CV player can just attack her with rockets over and over and she struggles to defend herself from CVs anymore. Tier 8 planes are a real challenge. Now IFHE changes and armor revisions leave her out to pasture. She needs revision to remain competitive, and as a classic premium that we all paid real money for, WG should to give her some love. She could use a boost to maneuvering, acceleration like RN cruisers OR smaller turning radius, to improve her active maneuvering abilities. And maybe something to make her AA useful again? Like magnetic proximity fused AA shells, like the ones the USN used in WWII? Have defensive fire give a huge bonus to long ranged continuous damage For her guns, War Gaming gave the IJN Anti-Air DD line HE pen bonus when their AA shells couldn't do damage, so maybe do the same for Atlanta? Then IFHE would allow you to damage cruisers of higher tier and dome BBs. Or some type of SAP rounds that could be used; having HE and SAP would be a unique mix and give her captain options depending on the target. And maybe some more range for a tier 7 cruiser? Smolensk is only 3 tiers higher but has 19km range compared to Atlanta's 11km; both are AA cruisers, range should be similar (I could see people being happy with Somlensk range being decreased also). OR, she could be nerfed to tier 6. Now, now, before you explode, listen: Remove the radar and give her DFAA and hydro. That's it. What else changes? the only change to MM would be not seeing tier 9s, which she has no business tangling with. She would see tier 5s, which she does anyway. And she would be paired against another tier 6 CA, which is more appropriate given the current meta and the loss of her DPM from IFHE nerfs. And if she cannot get 13km range after the skill rework, then definitely tier 6.
  10. flackbait_steel

    How To Tell When A Match Is Lost Before It Begins

    I have hundreds, if not thousands, of end game results that confirm this hypothesis: if the WR between teams if more then 15-20 points, its a blowout with the lower side loosing 85% to 90% of the time. To be clear: 1) I don't think WR is a great metric to measure a player. But is something WG and MM could easily use. 2) Also, even if MM balances games within 10 WR points, there will still always be blowout games. However, it seems that currently 60-70% for Randoms are blowouts. If that could be reduced below 50% so more games were close, or nail biters to the end? I think more people would say their "Fun Factor" was generally higher. It doesn't have to be a perfect fix for every game to reduce the frustration that many players experience. It just seems like a fairly simple adjustment to make; try it out and see if it makes a difference
  11. flackbait_steel

    Flambass Sends Mixed Messages

    That is not true. When I am on an attack run, the attacking plane that gets shot down is replaced by one of them in the reserve squad that is "up there" (I can't see them while on an attack run). If what you said was true, a lost plane during a run would never be replaced, because there wouldn't be anything left to replace it with. They would all have been shot down already. Damage is done to the currently attacking squad of planes. Those planes are fairly regularly shot down during the attack run and replaced by one from the "reserve" non attacking squads, unless there are none left. What macktkau2 is trying to articulate is that the first wave drop isn't disrupted until you shoot down the entire squadron exactly because of the mechanics that you described. No amount of AA damage keeps a full drop on your ship from happening unless you kill the squad. I think WG messed up on this part of the CV rework. If planes downed were not replaced during the attack run, ships players would feel that their AA had some effect on the CV strike; one torp instead of two, or two torps instead of three. But because of the current replacement system, the entire squad has to die to reduce the drop, so that's what players call for when there isn't any counter play to being attacked continuously. This would allow REDUCED AA because the ship would only have to damage the attacking element, not the entire squad. The flak bursts could still maybe hit the squad, not be aimed at the attacking squad, thus making future attacks weaker, giving AA a layered effect. Then flak burst damage to the squad would determine if a second or third wave would be appropriate.
  12. Just seems like the DDs will be spotted for 2 more seconds when they are trying to hide from a CV by turning off their AA That's good WG, make the DD vs CV interaction even more lopsided. Way to listen to the player base.
  13. flackbait_steel

    So, ouch

    And he had the chance to return fire with a strike that could have done 70% of your CVs HPs, right? Of course there was the opportunity for counter play, otherwise it wouldn't be balanced... Oh that's right,, CVs are immune to counter play, that's what makes it "Fun and Engaging"
  14. flackbait_steel

    Atlanta Post IFHE Nerf

    With over 2000 Atlanta games I can say this about her: When she first came out she was OP. Heavy armor of battleships and cruisers didn't shatter HE shells, so her 127mm shells always did damage. Maps had more islands, they were closer together and shorter making them easy to shoot over. And knowing you were spotted was a commander skill, not free; ambushing was easier. Her AA was fearsome. 40+ planes kills if the CV didn''t leave you alone, and those planes didn't regenerate. Atlanta could eat almost any ship she came up against given the right circumstances. The BB armor working as intended dialed Atlanta back to 'very good' and as desperately needed. Also, 3-4 years ago, fire was a terror to ships and burning down targets happened all the time. WG slowly dialed down the fire damage and duration, and eventually reduced flooding so damage control could be used on fires safely. All these changes were needed and welcomed. Over the last few years power creep has placed her in the 'situational' or 'ambush only' role. New ship lines with gimmicks and new consumables, superior armor, longer range guns with good accuracy at range, and the overmatch mechanics have made her Omaha levels of armor a favorite target of all BBs and CAs when you are spotted. RN and Italian semi-AP shells are completely brutal against her thin armor, and forget going against a battle cruiser with 305mm guns. There are even a few DD lines (Russian, French) with large DDs guns that can flat out beat her in a gun fight because of her slow shells. New maps for higher tier battles (8-10), which her finds herself 70% of the time have fewer islands, that are further apart, and they seem oddly taller. Then the CV rework happened. WG stated that part of this was to keep camping from happening, but Atlanta HAS to have hard cover unless she's borrowing a smoke screen. But the main nerf to Atlanta from the CV rework is that most of her AA is 'long-range', meaning flack bursts that any CV player can avoid. A good tier 6 CV player can just attack her with rockets over and over and she struggles to defend herself from CVs anymore. Tier 8 planes are a real challenge. Now IFHE changes and armor revisions leave her out to pasture. She needs revision to remain competitive, and as a classic premium that we all paid real money for, WG should to give her some love. She could use a boost to maneuvering, acceleration like RN cruisers OR smaller turning radius, to improve her active maneuvering abilities. And maybe something to make her AA useful again? Like magnetic proximity fused AA shells, like the ones the USN used in WWII? Have defensive fire give a huge bonus to long ranged continuous damage For her guns, WarGaming gave the IJN Anti-Air DD line HE pen bonus when their AA shells couldn't do damage, so maybe do the same for Atlanta? Then IFHE would allow you to damage cruisers of higher tier and dome BBs. Or some type of SAP rounds that could be used; having HE and SAP would be a unique mix and give her captain options depending on the target. OR, nerf her. Take away her radar, give her Hydro and Defensive-Fire only, but change her to tier 6. This seems drastic, but really changing to tier 6 only adjusts MatchMaking so she doesn't fight tier 9s anymore. And currently, she has no business in a tier 9 battle.
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