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senseNOTmade

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About senseNOTmade

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  1. Can I just say that I think it is FANTASTIC that WG is willing to postpone a major update like this because they want to continue working on it. I don't want to have to consider the scheduling issues this creates for WG down the line, with knock-on effects on the development cycles of each successive update, but this is probably going to be a top 3 most important updates in WoWS history, and I am so happy that WG is willing to take their time and do it right. Frankly, I think WG should be more than willing to take far more than an extra week, if they feel that significant improvements can still be achieved in that time. I, for one, would support them in any such decision.
  2. senseNOTmade

    Balance Wargaming, not "balans".

    Ok, so it includes all Stali players who have more than 80 battles. That guy in the pic only has 33 battles played, so he isn't included. So this just gets back to my original point: Why is it a graph, when averages would have made the same point more succinctly. What is trying to be expressed here is that players with the Stalingrad tend to have higher average winrates in it than they do in other cruisers. It's an interesting point, but it needs to be kept in mind that this only deals with one of many confounding variables, and indeed adds a few as well. It's not too dissimilar to comparing the winrates of different tech tree ships.
  3. senseNOTmade

    Balance Wargaming, not "balans".

    But don't you see how that's a massive selection bias? As I understand it, we're trying to answer if being in the Stalingrad, ceteris paribus (important phrase here), results in better winrate performance. But the sample has been specifically selected to include all the players who perform best in the Stalingrad. This is a sample of all the players who clicked absolutely perfectly with the Stali, and understood it well basically from the beginning, not to mention all the reversion to the mean effects you're gonna have in a sample like this. I mean, I'm 90% sure that if you re-did this graph with ANY cruiser, you'd get a similar trend.
  4. senseNOTmade

    Balance Wargaming, not "balans".

    Sorry if this is nit-picky, but I don't see the point in presenting this information as a graph. What does the x-axis even represent? What special relationship is revealed by representing this data as a trend, as oppose to simply saying: "for a sample of players who own both the Stalingrad and other tier X cruisers, the average win rate of the Stalingrads is higher than for the other tier X cruisers". Yes, this removes the usual selection bias of players with premium ships tending to be more experienced, but as we're all aware there's a host of other confounding variables which must be considered when comparing ship statistics. EDIT: Wait, is the left-most point on the x-axis the data for the #1 Stalingrad player in the game? Could that be how we're supposed to read the graph? Because in that case this graph shows absolutely nothing about the how good the Stalingrad is compared to other ships, it shows how the top Stalingrad players compare with themselves in other cruisers. That they should be better in the Stalingrad on average should be obvious to anyone with half a brain cell.
  5. senseNOTmade

    Looking for a Tough Cruiser

    I mean, let's reign in some expectations here. Yamato is one of the top 3 tankiest ships in the game. If you find her too squishy to take into battle, then might I suggest playing CVs? In general, what you'll find is that there are actually a lot of tough ships in the game. But WG found a long time ago that ships which are tough to the point of ignoring major game mechanics make for boring gameplay, and so they like to work in little 'quirks' and features which can serve to either bolster or offset a ship's tankiness, depending upon the skill and knowledge of players. For example, the Yamato has some of the thickest armour, toughest torpedo belt and best protected citadels in the game. However, none of this will be much use to you, if you don't know that the citadel rides high above the water. This means that if you show the flat broadside of your ship, most BBs in your spread will be able to citadel you reliably from almost any range. Yamato players usually compensate for this by riding close to islands, such as to limit the number of ships which have shots onto their broadside. It should also be noted that, like all other BBs, the Yamato bow can be overmatched by enemy Yamatos and Musashis unless you angle slightly. However, the Yamato has an added complication here, because the citadel armour is diamond-shaped, meaning that all BBs and some CAs (like the Moskva or Stalingrad) are able to citadel you when you are angled at about 45 degrees to them, by aiming below your front turret. Good Yamato players are aware of these weaknesses, and are able to manage them by carefully angling themselves, and by positioning themselves so that only those threats can engage them which they can manage. A similar rule applies to cruisers. A short list of 'tough' cruisers, together with their respective quirks: Moskva/Stalingrad: Strongest bows of any ship in the game (including all BBs), with a 50 inch armour belt extending to the front. You can still be penned from the front by Republiques, Yamatos and Musashis (and I think Montanas?) if they aim at your upper bow. It is also possible (if unlikely) that BBs firing from 12km+ away plunge into your citadel. That all said, your biggest weakness is that your citadel is high above the water, meaning that exposing broadside will result in you being citadeled by anything (including some DDs). Most compensate for this by sailing close to islands, but this tends to make you slow, leaving you exposed to HE spam by Zaos, Henris and desMoines/Worcester (at closer ranges). Avoid engaging such ships alone. Hindenburg: Haven't played it myself (still on the roon), but generally tough and with a turtleback which reduces (but does not prevent) citadel strikes if you show your broadside. Zao: Not tough in terms of armour, but strong concealment, speed and maneuverability allows you to dictate engagements such that you should always have the upper hand. Ships which are able to disengage at will like this often end up living the longest; able to heal back up and rejoin the frey, and usually end up with the highest potential damage stats.
  6. senseNOTmade

    Crusier bad habits....

    I mean, is half-speeding really the main problem here? Or the fact that they're apparently straight line broadsiding a BB. Seems to me like that's gonna end any cruiser's day regardless of what they're doing with their engines. For what it's worth, I always find it fascinating how people copy from each other. This game has a lot of strategy memorization involved. Similar ships always go to similar spots on the same maps and do similar things, and it seems as if people are extremely unwilling to seriously experiment with using ships differently. It takes a notable example being introduced to change things up. I noticed this, for instance, when RN BBs were introduced. With their fantastic HE shells it was a no-brainer for the RN BBs to use HE, but what was really weird was all the other BBs which suddenly started using HE, even though their guns hadn't changed. The RN BBs served as an example to other BB drivers that HE could actually be effective for them. They had to be more selective than the RN ships, but that example still changed the strategies people were memorizing, which had previously considered any BBs caught firing HE an instant noob. What's really odd is that smart IJN or USN BB drivers could have discovered the situational effectiveness of their HE all along, but they weren't willing to experiment. I have a theory that something similar has happened with the DM legendary mod and using one's engines to dodge shells. The DM with its crazy acceleration has served as an example that other cruisers have looked at and thought 'I want to be able to do that'. Sure, they might not be as good as the DM, but in more situational positions they can still pull this strategy off to great effect. Obviously, if it is done badly it's going to end badly for them, but that's basically a tautology. If done right; at the right ranges and while bow-in to enemy ships so that the direction of the smoke is difficult to see, and timed with the enemies' shots, it can be a perfectly valid strategy for many cruisers.
  7. senseNOTmade

    supercontainers still a thing?

    Nope. Few of the 'common folk' know about this, but SCs were eliminated from the game last december by the shadowy Juliet Yankee Bissotwo Society. They posed a threat to the Society's schemes aimed at making YBS the dominant signal flag used in the game by providing players with supplies of signal flags other than YBS. When a deal to have SCs only carry YBS signal flags fell through, the Society took action by more nefarious means. Now, the only 'supercontainers' you see are imposters and frauds.
  8. senseNOTmade

    Fun question! Most fun ship for coop?

    Mikasa, obviously. Best enjoyed in a 3-man Mikasa division. Enemy Mikasas always rush the middle. You should sail to meet them head-on. Simuldrop with another division of Mikasas (organize your clan, get it done!) and you now have 12 Mikasas on the field. They all rush the middle. Just think about it. That's right. 12 secondary specced Mikasas, duking it out on a map no larger than my mother's shoe closet. The bards will sing of it. If not, derski is always fun, especially if there are CVs on the field for you to run down like a gremlin chasing little children. Because they can only auto-drop at these low tiers, it's impossible for their torps and most of their bombers to hit you.
  9. senseNOTmade

    Freedom Permanent Camo on Cleveland

    Not sure if you already know this, but in the bottom right corner of the port there's a little eye symbol where you can turn off all unrealistic camos. The ship will look like it's nude, but you still get all the bonuses.
  10. senseNOTmade

    DM legendary module

    The DM module is generally considered worth it, especially for any competitive gamemodes, where you need to remain nimble to take advantage of openings and avoid being pinned down by coordinated enemy attacks. That said, I'd also say it's optional for random battles, where taking out that one DD isn't quite as vital, and enemy fire isn't coordinated. Also an oddity you should be aware of: the module helps you accelerate, but not decelerate. So you're boosted for going 0->30, or for going 0-> -10, but not for going 30->0 or -10->0. It's not actually that big a deal once you get used to it, but it does feel like driving on ice for the first couple matches. I'd also say that perhaps being a bit more nimble, especially in the heavy cruiser, might change your playstyle somewhat? One of the fun things about this mod (and this is actually something that's more true for randoms than for competitive), is that it allows you to get away with things that you normally wouldn't. Things like manipulating speed to dodge shells in open water, or scooting out to kill a DD before the enemy BBs can rotate their turrets, or avoiding torps if a cruiser pushes your island. If you really never experience these kinds of problems in the DM, then dare I say you could benefit from playing the ship more aggressively? The DM in particular tends to reward those who know how to push the B cap in the early game.
  11. senseNOTmade

    Containers - Are they Gambling? My thoughts...

    Listen Zoup: I usually like your content a fair bit, but in this case there really isn't any easier way to put it: the arguments you raise in this video are just bizarrely nonsensical. I think you've misdefined the meaning of gambling to the point that it becomes essentially meaningless. As far as I can tell, you're saying: Like... Dude. Look at this argument. Think about what you're saying here. By this argument, going to the casino isn't gambling, because value is ultimately subjective, everything has a risk, so going to the casino is equivalent to going to the movies. I mean, what are you even saying with this? You later make the argument: I mean, this just isn't true. For one, the Missouri isn't available by other means anymore, so for new players, or players who simply never had the time to complete the freeXP grind, this very much is the only way for them to get these ships. Plus, these boxes also contain premiums which were **never** available for anything other than money. PLUS while flags and camos might technically be available via missions without paying money, there is a hard cap on the number which can be earned. As far as your free market argument goes, you need to keep in mind that the neoclassical argument for free markets is conditional on the assumption of a 'rational' 'utility maximizing' agents with perfect information. But the whole argument for these regulations is predicated on the idea that, due to various circumstances as well as the undeniable psychological impact of randomized outcomes, consumers are not utility maximizing in this case. Additionally, following your own logic that value is subjective and can only really be assessed after the purchase, 'perfect information' is also impossible, not just in this but in any market. So in an odd way, you've really invalidated the whole of free market economics here. There are some valid arguments to be made in favor of the position that these loot boxes aren't gambling, or that they represent a quite benign form of gambling. But what you say here just doesn't really make any sense.
  12. senseNOTmade

    What are the best cruisers?

    I might be a little biased, but the cleveland pre-radar nerf was pretty OP. Come to think of it, cleveland was also pretty OP back when it was at tier 6. Wasn't particularly OP in that window before IFHE was introduced... But I've heard great things about the cleveland in ye ol' beta days. So the point is: My answer would be cleveland; being able to survive so many changes and still be a terrifying monster of DD tears really speaks to the power of this ship. It does not care if it's bottom tier, it doesn't care what it's facing. It doesn't care when it gets moved two tiers higher with practically zero changes. It is a monster.
  13. senseNOTmade

    Seal Clubbing.

    I mean, I guess you can say that a surprising number of those players have only a few battles in the ships they are sailing? Otherwise, I don't really see how you can argue that many of those t10 players are inexperienced or have no clue what they're doing. There's an interesting point in connection to this I've been thinking about: When you look at the population as a whole, players are in effect in a zero-sum competition for higher stats. The mean winrate is always going to be 50%. The mean damage is always going to be equal to the mean health of ships (plus heals, minus whatever survives a battle). There's no way for one person's stats to get higher without someone else's getting lower. What that means is that you'll see people averaging below-50% winrates, and below-50k average damage, regardless of the average skill of the playerbase. It is for this reason that it is impossible to judge the average skill of the playerbase by their stats. The best you can do is judge the variance of skill level/how heavily mistakes are punished (how well differences in skill translate into differences in performance) by the variance in player stats, and I see no particular evidence that this variance is going up for the population.
  14. senseNOTmade

    IFHE for Donskoi and Moskva?

    Lert basically covered it. That said, if you're still unsure about swallowing the retraining costs, please observe this battle I had in the Donskoi without IFHE: A couple things to note: See how little damage I do to the musashi. Pretty much the only part of his ship I do any damage to is his superstructure, meaning that my only source of damage on him are fires which he can easily heal back. I spend the entire game firing at him, and while I do end up with a big number, it is of virtually zero consequence to the game, aside from making him think that I'm doing damage to him. Contrast that with my shots at the bismarck, which has weaker hull armour that my shells can penetrate. I get a smaller damage number on him, but it's real damage that he doesn't have time to heal back and that decisively defeats him in only a fraction of the time I spend trying to kill that Musashi. Even with the changes to MM, you'll be facing a lot more Musashis, Montanas, and Yammatos than you are Bismarcks.
  15. senseNOTmade

    How do you play the Cleveland?

    Before anything else: in order to play the cleveland you MUST have both IFHE AND CE. Neither of these are not optional. As far as actual play is concerned, the main thing I'd emphasize is that the less time you spend huddled against an island, the better. Islands are extremely restrictive. They limit your field of fire, limit which teammates you can support, limit which directions you can go, and above all make you a sitting duck to enemy BBs. The classic path of the bad cleveland driver is to push too far forward, get pinned behind an island, and then slowly waiting there, unable to escape as the enemy BBs move in, or he just gets nuked from across the map by a Yamato. Avoid this by leaving distance (often several km) between yourself and your island. If you can, avoid committing to which side of the island you're going to sail along until you know where the enemy is. Also: don't get the range upgrade. Having only 14.3km range is a big advantage because it limits your gun bloom. On maps like Two Brothers, being able to stealth fire in open water is an essential ability. Even on maps with lots and lots of islands, you want to be relocating every couple minutes. Slightly better but still bad cleveland players will spend the match farming BBs. This is understandable, and I do it too, but it isn't worth it. Yes, with IFHE you get massive damage and lots of fires. But there's massive risk in farming BBs that even one mistake will end your game. Your health pool is pretty small at this tier, your armour thin (even with your weird citadel), and you don't get a heal. Instead, fire at BBs when convenient, but concentrate on the CAs and DDs. While fighting BBs is highly risky, the cleveland has all the advantages it needs to wreck even tier 10 cruisers and DDs. With BBs, you're playing the lottery as to who comes out ontop. But as long as you avoid long range open water attrition battles, your fantastic short range DPM will defeat any cruiser or DD (aside from perhaps a DM or Worcester). The best cleveland players do exactly that: They use islands, not to turn themselves into fortresses, but to avoid unfavorable engagements with BBs, and to force favorable engagements with DDs and CAs. Your biggest tool in this ship is not islands, it's your fantastic 9.5km concealment. Use it to pick only the engagements you want, and remember that you have the DPM, rudder and armour to win any 1v1, as long as it's against a cruiser, or a DD. EDIT: That all said, I second what the others have said: You're jumping in the deep end here, which is a recipe for frustration and bad habits. There's no worry in taking it slow and mastering the low tiers before you take on higher tier play. The high tier ships aren't going anywhere, and a lot of veteran players actually prefer tier 5-7.
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