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About FlakDiver

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    Chief Petty Officer
  • Birthday August 10
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    Porto Alegre, Brazil

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  1. Greetings. You missed nothing, I guess. IMHO opinion people incorrectly use charts like these to support the discussion. The picture above shows "average numbers", but doesn´t show the performance of those players. An important thing to care about is the number of samples ( battles ). They are different. And yet more obvious, the ships are not the same and I suspect that some of those are meant to be more difficult, in a tech tree progression meta, than others If the ships were the same when the issue in the analysis is played by people of different skill and/or in different circumstances we need to segment the data and use standard deviation to sentence if a ship is good enough or better then others. The picture below illustrates my thoughts: Same ship, right? But different performances by different segments of players. Best regards.
  2. FlakDiver

    Just Got Mr 1ST Coal/Steel Rewards Ship

    Congratulations One of the best BB of the game. A true monster ... You couldn't choose better !
  3. FlakDiver

    Yoshino, Georgia, or hold?

    Greetings all. I saw terrible reviews of the ships you mentioned. I have the Georgia. It's not worth you to rush to get it. Everything in this game cost you time or money. Coal is output of time invested ( as doubloons is money ) . If all ships in the armory stand there, lets say, forever, or you produce coal in a pace that you can buy every coal ship whenever you choose so, then: "Yes, go get it, life is short, you can't exchange coal for blue chips bla bla bla..." Otherwise ( and this is my situation )... The answer is "Depends !" Maybe hold it for something that suits you better is a wise decision. Best regards.
  4. FlakDiver

    Diferencial Competitivo!

    Inscrito. Grande abraço.
  5. FlakDiver

    PSA: Azur Lane packages on Premium Shop now

    Greetings all. I don´t have all the dolls, but from the ones I have, the Yukikaze is more unique voice over. The others change the tone and some lines but no much difference. The Yukikaze is very funny laughing in torp hits and stuff.
  6. FlakDiver

    Are premium camos worth it?

    Greetings. I think that premium time is a better investment, unless( considering the ship you buying the camo for ): - you play that ship too often. - you do really good in her. - that camo is gorgeous. - the camo comes in a bundle that makes the combo unique ( for example, Kii with Kobayashi premium camo has more outcome that with regular premium camo ). In other hand, premium time will reward you as more time you spend playing. I mean, if you play now and then maybe premium ships and premium camuflages are better investment. Otherwise, I don't see too much return in the investment as the game rewards you with many boosted camuflages for free. Best regards.
  7. Greetings everyone. I would like to say thank you for the OP. Almost all of his thoughts were on my mind for a long time since the rework. I hadn´t organize them to put here as he did. So kudos for you. I wish to add that many of the CV reviews in YOUTUBE are like that OP posted: show CV potential in very optimal circumstances. There is also a bunch of other midia featuring other kind of ships doing damage like no tomorrow. I wonder why CV samples causes that controversy and the others don´t. This video in particular proves, IMHO, all that OP stated: Why ? did you see how many things had to happen to a CV do damage ? Maybe is nothing for you, so then I invite you to play a CV.: player didn´t do nothing besides go to damage. Nothing wrong with that and he seized all the opportunities he had. But, beside the GOD RNG he had( perma floods and fires in almost every run ) , the enemies colaborated a lot. The Republique, Henry and Musashi sequence was hilarius. Change course, speed and reforce AA weren´t in reds dictonary. The other green CV was some sort of support CV so the Enterprise could shine... and she did. Also a double CV cap happened. How is the odds for that in 100 games ? To see how CV ( or any other ship ) can perform, I invite you to watch live streams, like twitch.tv ones. There you can see good games averaging 100k 150k at best, The real rare ones goes to YOUTUBE. . You can also see entire squadrons vaporize in flak, players roaming around the map spoting for the team or to supply AA to cut off BB. All these services for no raw damage. Maybe we should disscus that too. Cheers. PS: I don´t agree that Flambass colaborates for angry. I watch Flambass content and it is all fun and joy. People are angry for other reasons. Some reasons I fully understand, but don´t support., the others, I just can´t reach.
  8. Another idea: Another way to think AA balance can be: Shell damage you can mitigate by angle the vessel to the trajectory. The defender don´t control the exact amount of damage you mitigate by doing this, nor the attacker due to the dispersion and stuff. So the AA mechanic may act in the other direction, the more broadside you are, more eficient it is. This scenario could lead to simple choices to make : Player decisions: Moving to broadside the planes but in the way get important damage from the surface ships. Team decisions: - To stay scattered to better shot position. problem: to have weak AA and so to be a CV preferential target. - To be togheter to enhance AA. problem: you may camp, by slow advance, losing cap points and be flanked by surface ships. Not to mention to be nuked by DD. ---- Thinking in a CV that can support a sector ( limited range ) or 1 cv per game. I agree that many CVs per gam can be overwhelming. Cheers
  9. Good morning, I mean, in real life, a CV planes swarm could sink any target , an issue already adreesed as you mention. Cheers
  10. Nice discussion guys. About the first observation, I don't think that's a bad thing. Strategic choices has to be made. It's awful for CV captain to deal with AA when the enemy is well positioning. The way I think: WG could think about reducing the CV range of action. IRL a BB will crush a DD/CA/CL/CV no matter distance due to its guns firepower. So the game balances the resistance of ships using damage mechanics, guns reach and concealment factors. The major unbalance factor in CV IMHO is the ability to do damage in virtual infinite distance, carrying load capable of destroy anything in one pass . Someone once said that the CV shells are carried by it's planes. I think that is a good way of thinking CV interaction with others ships in the game. About the human control of flak, I think that's not possible without create another complicated gamemode. Cheers
  11. FlakDiver

    8.0.3 CV is still OP Against DDs

    Greetings all Take a look at the DD behavior at the start of that game. Actually, take a look at whole red fleet behavior. If you do like that, the CV will catch you for sure. That´s is the unique scenario where you can do any damage in a CV. Any other, more often, scenario you got your squadrons pulverized by AA bubbles and so on, after the first pass. Best regards.
  12. FlakDiver

    [0.8.0] First CV rework tweaks and changes

    Greetings all. I had the opportunity to play this weekend in the PTS. I red the proposed fixes for the next patch. I had played the CV in randons and Scenarios since the 0.8 rework. --- The AA still too strong. Some ships are impossible even to spot. The stabilization of planes and sigh time, torpedo arm and such is a issue even more with strong flak. The spot nerf was a good thing. IMHO you shouldn´t nerf tech trees CV anymore. If you need to colect data about the CV, people should be encouraged to play CV. The nerf in regard of attack planes vs DD is debatable though. --- Did you think about reduce the fly reach of the squadrons based to the CV location ? It´s a nerf, I know, maybe its better then reduce DMG possibility. Also it would reduce the " planes spoting everything" problem. Maybe reducing the precision of the load ( torpedo, bomb etc ) under heavy flak, without melting the squadron in the first pass, can adress the problem of effectiveness without making CV overpowered. In exemple, if a convoy of ships is under air attack, the player will have some dmg because the squadron will not be instantly destroyed but not much because, lets say, torpedos will scatter everyway ( a similar mechanic to that when a squadron was under CA/CL AA in pre-rework ) . It also will adress another "issue" that is people camping even more now, to make " AA bubbles " . I think that is not what you wanted. So, you can max the dmg to squadron based to how many ships are firing but until a certain point, let´s say 3 ships combined will not make as much damage as 5. Thank you in advance.
  13. Greetings, On top of that, I recommend Flamu channel for this matter. There's some YouTube stuff that makes some poor rated ships overpowered. Flamu's is not the case. Cheers
  14. FlakDiver

    [0.8.0] First CV rework tweaks and changes

    Greetings all. I feel invited to play CVs. Since the rework and the hot fix I played tiers 6 ( in scenario ) and 8 ( Lexington, in randons ) . The game mode is more simplified and the CV is not that decisive in the battle as before. It helps a lot with the "salt " in chat. In general, the CV became and auxiliary vessel. You can´t do a lot of damage. I watched various CC plays in twitch and even in the easier ones, where the CV are uptiered, the player have a good amount of well played attack runs and is unchalenged by the enemy: the damage cap is about 120- 150 k with good RNG. CV take the DD role of spoting and deny DD play. I played DD too, and some games are really annoying and others are cool ( due to the planes you can shot down ). The UI is very sensible to the PING variations. Last weekend I had a lot of issues with UI and every time I had a miss ( with UI in the target ) I noticed that ping going like wild ( 100 - 250ms ). Maybe that is not the case but with ping stable in 105ms ( my usual ping ) I don´t have that kind of problems. For torpedo and dive bombers, the stabilization can be better. In order to dogde the flak you need more stable planes. The aiming system for torpedo planes can be better. the lead, torpedo arm and speed can be tweaked to a better information for the drop. Maybe more speed and lower time of arm make the experience better. The bomb diving can be improved in order to stabilize the plane more in diving. About the damage: It is a question of keep auxiliary or not. With some tweaks in the attack run as I mention before, the DMG output can be the same. I mean, maybe the CV has become an easy class, low to moderate dmg, lots of spotting and support AA to the team. I think that´s is good and welcoming to new players and veteran ones. I little buff in the dmg per run can, without making them OP, can be nice. Sometimes, you lost all squardron to make less then 1k dmg, no fires or flooding, that is not fun. That´s all for now. Thank you for the good work.