Jump to content

EvansBWC

Members
  • Content count

    19
  • Joined

  • Last visited

  • Battles

    1610
  • Clan

    [BWC]

Community Reputation

5 Neutral

About EvansBWC

  • Rank
    Seaman
  • Insignia

Contact Methods

  • Website URL
    http://the-bwc.com/forum/

Profile Information

  • Gender
    Not Telling
  • Interests
    Gaming, Building Computers, Anime, History

1 Follower

Recent Profile Visitors

334 profile views
  1. Operation Hermes

    Atlanta/Flint AA > Pensacola/Indianapolis in terms of AA due to range with AFT (modules can further amplify this but aren't really necessary) German DD torpedo spam is the biggest threat you have Enemy CV is a Graf Zepplin running 2/0/3 with the original "long drop" dive bombs BB you are escorting will stop with a 400hp/s heal about halfway through /// Rough Estimates based off of memory: Wave 1 : Nurnberg + 2 DDs (Either side at operation start) Wave 2 : Yorck + 2 DDs (Opposite side of Wave 1) Wave 3 : Bismarck, Gneisenau, Scharnhorst, Tirpitz (Spawns after wave 2 on the position Wave 2 came in on) - BB Stops to heal - Wave 4 : Bayern + 3 DDs from NE corner (They will torp wall hardcore) Wave 5 : Edinburgh and Graf Spee from NW (Comes in at same time as wave 4, but usually cant see you to shoot) Wave 6 : Graf Spee, 4 DDs, Graf Zepplin (NW corner around B3 and will run away at 1/2ish speed) //// *Air Waves consist entirely of T1 planes and are easily shot down. However, a massive air assault will commence with Wave 6 supported by the Graf Zepplin. Ensure your AA ships survive. **Enemy CAs and CLs will not give you easy broadsides. ***Enemy DDs will spam torpedoes at their hearts content ****Stay close to the escort ship. Her heal after Wave 3 will not last long. //// Recommended Ships : Atlanta, Flint, Fiji, Belfast, Richelieu (Pensacola has difficulty driving off DD rushes with her 15s reload and the Lyon has to present broadside to fire her 16 guns which makes her likely to die to torpedo wall spam or a broadside from Wave 3. This isn't to say that you shouldn't use these ships, just expect some difficulty with it.)
  2. CV play, if anything, is hugely inconsistent - not unplayable. Tier by Tier they are balanced among their competitors, yet do too much when isolated as one of the few top tiers and struggle to do anything as one of the bottom tiers. Mix in the massive skill disparity between CV players with the immense power gained from having higher level captains and the inconsistency grows. That's not the end of it either - now we have to factor in Def. AA as a blanket defense screen against CVs with ships that don't have it (Especially at the lower-middle tiers where Def. AA is lacking on most boats when the playerbase is first opened up to CVs) and the removal of manual drop for T4 and T5 - things that only pop up later when higher tier CVs and subsequently better players are in the rotation for MM. Advancing further in the tiers and now there are AP bombs for the Dive Bombers which can delete most ships given a good penetrating hit, AA that rips apart planes without the use of Def. AA, and increased torpedo bulge protection on more ships. The differences between the USN and IJN lines are magnified as squadron size and amounts grow along with their strike power. CVs start off simple enough but rapidly tack on these skills and features/mechanics unknown to newer players who are subject to immense badgering for their team when faced with a significantly more skilled individual as their rival. It only gets worse as they advance through the tiers and the dependence on a CV, if present, grows exponentially as a reliable source of support, damage, and scouting. On the flip-side, when skilled CV players put themselves in favorable divisions (such as the Kaga/Atlanta combo for AA blankets and strike power) against randoms, the gap grows yet again. By this point, we counter with "Well there are plenty of tutorials and guides showing you how to do it!"/"Watch some of the better CV players stream their games!"/"Upload your replays so I can see your mistakes!" which can help with learning how to manual drop, recognize when a ship is using Def. AA and how to counter it (Anyone else hear a screaming trumpet?), Strafe Attacks, Exit Strafing, etc. But none of them can defeat fundamental mechanics which are in place at certain tiers or a massive skill disparity between CV captains in the common MM setup. Wargaming should work to make AA more effective in lower tiers for cases where CVs can largely ignore AA as a threat over extended periods of time, relax the curve of mechanics CV players have to learn as their targets gain immense abilities to counter them while learning it, and overall adjust the gameplay so a heavily experienced CV player against a new one doesn't seal the fate of an entire team.
  3. Operation Ultimate Frontier

    It looks to me as if the BBs spawn up north at the base while everyone else spawns down south. Start off by having the south group focus in on the large force near them while the group up top hunts down the Cleveland in the NE and the Atlanta in the far N. After both of them are destroyed, everyone can focus in a defense around the repair zone and engage the rest of the enemy as they spawn in. As for Raptor, you can just send 1 person after the aircraft all land and are secured. She is rarely protected by anything down SW.
  4. I imagine the IJN DDs would receive heavy flak when compared to the new Pan-Asian DDs coming out in regards to their terrible gun performance and torpedo detection. As for the CA/CLs I figure most people are holding out for an expanded USN branch going into the deeper CA fields. BB-wise both nations have their questionable tiers such as the Izumo and the Colorado. You would probably see some discussion on citadel protection/survivability considering the KM BBs are incredibly well protected with turtle-back armor and the RN BBs have an incredibly powerful self-heal along with better performing HE.
  5. It doesn't work if the enemy ship spawned after activation.
  6. And this is why one uses IFHE

    Really glad that out of all the confusion and conflicting information surrounding IFHE that we can get a concise direction for the use of 152mm guns on CAs moving forward with it.
  7. Clan Battles starts Oct 18.

    The wording on the Stalingrad section is what gets me. " Bonus Reward for Completing Tasks #1, #2, and #3. A commemorative flag. Earn three flags in future Seasons to earn the tier X cruiser Stalingrad! " Does that mean this season doesn't count to the "three flags in future seasons?"
  8. Marketing is just doing their job trying to sell the ship regardless of it's state. If it continues like this without an acceptable official response then it will forever be condemned. For now at least I figure we're in that awkward fallout zone where all the extreme stuff is happening and seems like the end of the world. Here's to hoping WG can recover from this at all considering they weren't really able to with the Chrysler. If they go 0/2 on PR situations like this they'll lose far more worth in the trust of their playerbase than sales for the GZ.
  9. There's no doubt WG is feeling the heat from their communities over the release of the Graf Zepplin and the fallout with iChase, but this is still a situation in development. Heck, iChase only got his letter some 7-8 hours ago so give some time for WG to actually make a response on their official stance similar to what they did with SirFoch with the Chrysler K GF. If they either give no response or a response which is unfulfilling to the community, then we hold the right to be insulted so long as we offer constructive criticism. Making flame threads won't really solve much. Some poor moderator group working PR for this is going to frantically try to organize emails regarding these events so give them some time.
  10. This is clearly a hint at the subtle return of the Kitakami.
  11. don't buy the graf zepellin

    inb4 Just slapping V2 rockets on the GZ and starting the missile party we've been waiting for.
  12. Aegis is too easy

    Well we haven't been introduced to "Hard Mode" yet. I suspect the baseline understanding of the flow of enemies in operations is such common knowledge at this point that it *seems* easy compared to what WG may introduce down the road.
  13. MM role of the dice

    Weekends are hard on us all, my friend. It's a terrible weekend to have a curse?
  14. Hipper

    Great ship with well-performing AP and the beautiful torpedo placement of the KM fleet that allows you to do the torpedo run you always dreamed of without opening yourself to one by the enemy. As a personal sidenote, having the 6 minute catapult fighter is a personal favorite of mine.
  15. Could just be WG outgrowing their shipyard a little bit. Trying to find differences between nations can't be that easy once you create several more than you once had. Trying to make those differences more visible to lower tiers and newer players without making them overpowered is even more difficult considering the inherent need to avoid power creep.
×