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About senseNOTmade

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    Warrant Officer
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  1. Rats! Ok, I'll try 1 then. Kinda odd that nobody has taken that yet... I agree with you on the learning curve compared with WoT- that difference is actually the reason I play WOWS. WoWS has several smart features like telling you when you're spotted without any captain skills (which I remember not being the case when I first joined), which help new players connect effects with causes. Nevertheless I was shocked while watching somebody new go through the process of figuring this game out how difficult the menus are to navigate, how you're never told about many important features, how unintuitive many of the mechanics are and how lacking in feedback many decisions can be. I am certain that without me there to guide him and occassionally do things for him, my cousin would have given up after a couple battles.
  2. Not sure if the contest is still open, but: Over the christmas holiday I had the opportinity to introduce my cousin to WoWS. He's a bit older than me, and while we get on great, we hardly knew each other for much of my life. Having a common activity that I could guide him through and which he seemed to genuinely enjoy was a great pleasure. We would take turns on my laptop, but he was having such a blast whenever he played that I would often skip my turn or suicide rush so he could get back at it. I introduce him to a variety of ships; rebuying some low tier cruisers and BBs so he could try them out, while showing him the gems like StLouis or Derski (he was very impressed with the Derski). It also gave me a decent sense of nostalgia for my early days in WoWS, with poor aim and weird habits cropping up which take hundreds of battles to suppress. It also, I'm sad to say, reminded me once again of how bad WoWS is at teaching itself to new players. My number is 95
  3. senseNOTmade

    What's your opinion on ranked this year?

    It was my first time going all the way to rank 1. I enjoyed it a lot more than I expected; the mino is a fun ship and having it actually be pretty meta-compatible was really nice. I think I got lucky too with a lot of the MM.
  4. senseNOTmade

    Is save a star hurting ranked games ?

    Think for a moment about the mathematics of ranked if one couldn't save stars. In each battle, the number of stars lost would exactly equal the number of stars gained. In other words the total number of stars for the playerbase would not increase (ignoring for a moment irrevocable ranks) with each star gained coming directly out of the pocket of another player, meaning that the grind for the vast majority of the playerbase; especially the less-skilled players, would increase literally to infinity.
  5. senseNOTmade

    Duke Of York, yes or no?

    Well, if you mean the King George V, then sure. If you're talking about the Duke of York: That thing isn't worth the port slot it comes in.
  6. senseNOTmade

    New Player Question -- Positioning

    Uff, this is a very hard question. Rules that apply to everything are pretty rare and not very useful for any specific ship. Avoid broadsiding, BBs shouldn't purely hide in the back, cruisers need to stay close enough to support DDs. So here are some general thoughts I've picked up playing this game: -Positioning is all about battlefield control. You control the battlefield when you can choose if you want an engagement to happen or not. If you no longer have the option to leave a fight safely then you are 'committed'. Most people tend to think of this as just being too close to the enemy, but it's not always about distance. The best example of this are bow-tanking cruisers like Moskva or Stalingrad. For these ships, being next to the island they're using for cover often means they're committed because the only way to leave that fight is to very slowly reverse around it. But if a Moskva sits slightly further away and behind the island, he suddenly has options. It's only a few km distance, but it makes the difference. Hell, even being next to the island but stern (rather than bow) in can mean you aren't committed. -Most caps can be thought of as having an 'inside edge' and an 'outside edge'. The outside edge is the one where, if ships sail along it, they remain at a constant distance with the enemy. If ships sail along the inside edge, they get closer to the enemy. Ships which rely on movement/dodging prefer the outside edge because they aren't over-committing by sailing along it, and because they typically only have to turn half as far to start moving away from the enemy. Ships which rely on concealment or bow-tanking typically prefer the inside edge because they still have options here when other, more movement-based ships do not. The B cap on most caps has two inside edges. There are BBs which prefer the inside and BBs which prefer the outside edge. Same for cruisers. So keeping all that in mind, now to discuss BBs/CAs/CLs: BBs are by far the strongest class in every respect. Best attack, best defence; everything. They don't mind being committed because they can beat almost anything in a straight up fight. They are balanced by their inability to control engagements. They get seen from far off, are slow, turn poorly, lack area denial weapons like torpedoes and lack spotting consumables (particularly radar). Your goal then is to force the enemy into favorable engagements despite your poor battlefield control. Engagements typically come in two stages: first there's an attrition period, where pushing in would be suicidal so you take up some holding pattern; remaining at a roughly constant distance where you are not committed, wearing down the enemy while hoping that they make a mistake. Especially good BBs will spend this time moving to set up crossfires with their teammates; using the threat of their alpha to gradually force enemy cruisers to withdraw for fear of getting dev struck. This is usually done by having at least one BB on the inside and one BB on the outside edge of a cap. The second stage is when you push in: you've found or made an opening and are willing to commit to exploiting it. Different BBs mainly differ in the specific methods they use during their holding versus pushing stages, and in how good they are at each. Engagements with these two stages can happen multiple times in a single battle. CAs/CLs have great DPM but lack surviviability. As such they typically do best the longer they survive, and committing to an engagement without overwhelming force is almost always a bad idea for them (NOTE: Again, this is not about distance. You can totally push in a CA or CL. The point is that you should always have some room to escape, at least as long as the BBs are still around). Cruisers are distinguished mostly by which edge they prefer. Kiters like the french, IJN, Russians (up to tier 9) need movement to survive and so they prefer the outside edge. Cruisers based on concealment, smoke or island camping like some USN CA/CLs, the Moskva, Stalingrad and RN prefer the inside edge and tend to be more involved in direct cap support. Inside edge cruisers are probably the most position based class in the game, in the sense that they rely on knowing exactly which island to hide behind, how far away from that island they should be and even what angle they should be at. Hope that helps a little; it's by no means an exhaustive discussion of positioning in the game, but it's what came to mind as prompted by your questions.
  7. senseNOTmade

    Using the Moskva in Ranked

    I think the main reason people prefer the DM is for the better AA? DM is also possibly more flexible and has a longer radar which is sometimes useful. That said if you're using the radar mod it shouldn't matter too much. You're using the radar mod, right? I mean, I guess it's possible and sometimes the team needs a kiter and you're the only one available for the job. But I don't think anyone thinks that's the Moskva's primary playstyle (not for two years at least). Most ranked maps have a fairly clear 'B cap' flank where both teams dig in and grind it out. 90% of games should see the moskva going to that side, where your ability to remain in the open bow-in for protracted periods within radar range is the most valuable. I mean, going for the DDs first is always a good rule of thumb. That said, it's important to remain flexible and keep in mind what's important. Your job is to support your own DDs NOT to kill the enemy DDs. To that end, your main job in the early game is to deter the enemy DDs from pushing into caps or friendly DDs. You can radar them even if you yourself don't have shots. The mere presence of your radar is often enough to make enemy DDs think twice. Also note that enemy cruisers, especially enemy radar cruisers, are the real menace to your DDs. Pushing them back- so they don't have radar coverage of the cap, should be your #1 job. Even firing at BBs is sometimes warrented, if doing so means taking out some big enemy guns early. Read the situation and don't stay tied down to rules too much. On the whole, it sounds to me like you're overextending early in the Moskva. This is a bit of an odd concept because 'overextending' doesn't necessarily mean being too close to the enemy. Rather, what it means is being in a situation where you don't have a clear route out of your current engagement. This is often when you're bow in next to an island with enemies to the front and you're too close to the island. Being too close makes maneuvering very difficult. The key in a moskva is NOT to get further back (although that is sometimes required), but to remain further behind the island and further away from it to keep your options open. If enemies appear, you can sail either side of the island, get behind it quickly or even turn around while in cover. At the beginning of a match you always want several directions you can go to in response to what the enemy is doing. In extreme situations it might even be best to go [edited]-in (when you're outgunned on the kiting flank), although that's more of a Stalingrad tactic. Gotta disagree here. Aside from being great fun, the legendary mod vastly increases the DM's flexibility, allowing it to open water kite/push BBs far more effectively, choose your engagements with greater precision and get out of bad engagements far more easily. In ranked it's also important to not only be in the right positon, but at the right angle, at the right distance from the nearby islands etc, and the legendary mod can be great help in adjusting yourself to just the right spot. More to the point, how dare, dare, DARE you suggest the range mod is the best option for the DM. May lord-king-emperor-DPM have mercy upon your soul.
  8. senseNOTmade

    Best cruiser line?

    French. I see a lot of people asking what your personal preferences are and describing the different playstyles of the various nations. But while the attempt to give you options and provide you with the widest view possible is admirable, I don't think it is really reasonable for you to understand the differences between these playstyles, let alone have a preference between them, with only 50 battles played. Hence why you should play French. The french provide the most 'standard' cruiser experience; capable of fulfilling any role but with a particular emphasis on speed and DPM that best typifies how a standard cruiser will feel to play at any tier. There are vastly different playstyles available for cruisers particularly in the British and USN light cruiser lines, but all of these are the exceptions to the French rule. The French are also one of the most consistent lines; with no really bad ships anywhere which might block your progress. Absolutely do not play the British or USN light cruisers as your first line. Those are both 'special cases' which require an unusual amount of information about maps, mechanics and the meta before they can be played properly. By all means try them at some point; they're a lot of fun if done right, but not something someone with under 1000 battles should attempt. If you really dislike the French line, try the USN heavy cruisers next, followed by the Russians. Each of these are more niche than the French but it might end up that you like one of those niches. I might also recommend the Germans, but some of their early ships are really terrible and in my opinion would absolutely ruin your learning experience.
  9. senseNOTmade

    IX Saint-Louise build question

    I don't remember the details, but the reloads of many french cruisers were tweaked around the time that the reload booster consumable was added. When watching reviews, check the date and see if they have a reload booster. The meta for this game isn't hugely dynamic, but with a steady stream of updates and WG's continued (and commendable) willingness to alter core gameplay mechanics, older videos do tend to become more and more outdated.
  10. senseNOTmade

    Eeeeeeeeeeeee ....

    Urr, I mean you do you if you think it's a bad idea. I think a decent amount of the appeal is simply in pushing the most extreme RoF ship in the game to its furthest limits. I'm not entirely sure what you mean by putting it in 'real terms'. Are we adjusting for inflation in the dollar since the ship was scrapped or something? I don't get your reaction time argument either. Like, people are perfectly capable of clicking a mouse at a rate greater than once per second. And as lert pointed out, you can just hold down your left mouse button. I can kinda see your point for ships with a longer reload where each volley is fired separately, and which focus on burst AP damage over raw DPM. But this is obviously not that kinda ship. I also understand your point about captain skill points. DDs especially usually need a lot of them. DE especially would be a good idea since I think this ship would struggle doing alpha damage to most high tier CAs and BBs. But think about the kinda role this ship is gonna play as: it doesn't have torps, so it doesn't need those captain skills. It has defensive AA so AA skills aren't as necessary. And it doesn't have a heal, so SI isn't a must either. 10% more DPM is a big difference for a gunboating DD, doubly so if it's ONLY a gunboating DD. And remember that 10% more shells also means 10% more chances to set fires.
  11. senseNOTmade

    Eeeeeeeeeeeee ....

    It's a % change. A 10% reload buff will increase your DPM by 10% regardless of how long the base reload is. And if it really doesn't have torpedoes then you'll no doubt want to boost that DPM as high as it could possibly go. I was wondering if maybe they'll nerf the historic reload of this thing and then give it a reload booster or something. But no, they just decided to give it a permanently ridiculous RoF. It's a perfect ship for perma-smoking and perma-hydroing too, maybe with a radar mino thrown in for good measure. In my mind it's only a matter of time until a division of these things crashes the servers with the amount of shells they output.
  12. senseNOTmade

    Hindeberg, Henri & Zao

    I think what you need to keep in mind with the hindy is that you have a method of beating any ship you come across in a 1v1 duel. You out-DPM and out-tank most cruisers, especially at medium range. Stalingrads, Moskvas as well as most BBs you can kite at longer ranges and use your superior HE penetration to punish them with alpha and fires. DDs you can hydro and use your fantastic HE against. You can also push into light cruisers to hydro/AP them, or stay at long kiting range to dodge their shells. Against an entrenched DM you can use his own island to sneak up on him, use your turtleback to mitigate his heavy AP shells and then torpedo him. Those torps are by no means a weapon of last resort. So the issue you run into is that you want to be engaging each of these different ships at different ranges. Trying to fight a DM or BB at medium range, or trying to fight DDs at long range, is going to have unsatisfactory results. What you need to do is use a heavily islanded area to pick engagements- find openings where you can isolate a specific ship at a range that you like. Transition from being a kiter like a henri to being a brawler like a DM. Versatility is the hindeburg's middle name.
  13. senseNOTmade

    Tier 10 Matchmaker for Random Battles

    One issue is that ELO is designed specifically for chess and makes a couple assumptions which don't apply to team games. I think the other posters are also correct that you really need to be more specific in how player skill is quantified and presented. So you'll need to find a different and more specific rating system. Something that is simple for players to understand with some kind of easily remembered visual component for them to keep track of. So let's try that: You said that you want to consider a host of statistics when calculating ratings, but many statistics aren't comprable across different ship classes and types. DDs consistently do less damage and get fewer kills than BBs. Will players have to sacrifice their rating in order to play DD? Conquerors consistently out-tank and out-damage many other ship classes. I don't think you want to encourage Conqueror spam with this system. So I suggest we restrict the system to just winrate; the most universal statistic, with maybe some consideration of base XP. Almost all tier X ships are quite well balanced within these two statistics. So let's say that with each win a player's rating increases, and with each loss a player's rating decreases. We'll say that if a player is top of a losing team then he gets to keep his rating, so base XP is considered but not as important as winrate, to avoid encouraging selfish play and farming. And you say you want players with higher ratings to be matched together, while other players get separate matches. That could be very easily implemented with a league system, perhaps with higher leagues getting some snazzy tag or symbol next to their names which show prestige, plus special rewards, both to avoid high skill players abusing this system to sealclub. And let's just represent our rating system as a set of stars that you gain and lose with wins and losses. Boy, this sure is starting to sound an awful lot like ranked battles.
  14. Agreed. It would also be useful to know which friendly ships are spotted or were spotted previously. If WG wants to encourage teamwork between strangers then step #1 is giving us the tools and information to do so reliably.