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About Daffyd9x

  • Rank
    Seaman
  • Birthday 01/14/1951
  • Portal profile Daffyd9x

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  • Gender
    Male
  • Location
    Sacramento, California
  • Interests
    Military History
  • Portal profile Daffyd9x

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  1. So is it pointless to compliment "Player_1234" post-game for good play? Or report?
  2. After playing cruisers, battleships, and destroyers, I have gone over to the dark side (T4 USN Langley) to experience a different point of view. Still have much to learn. When one brings a carrier to a co-op battle, one also generates a matching bot carrier to attack teammates -- they are NOT grateful. If one cannot use Langley's fighters to shoot down at least twenty airplanes in every game, one is not making enough effort to protect those ungrateful teammates -- just the opinion of this nervous St.Louis (5 planes shot down!) driver. Twenty planes shot down is one of my benchmarks for Langley postgame self-evaluation.
  3. Captain Jack Dunkirk will give you the best turret speed boost.
  4. FACTS: World of Warships' current TeamKiller 'shame' system does not successfully discourage anti-social TeamKillers. Likewise, ordinary players are shamed harshly for careless friendly fire. The damaged/sunk victims are the biggest losers. Many low-tier Co-op games contain one, two, or three! pink ships working off their sentences. Operation Dynamo worked well without any friendly fire or collision damage assessed. I propose a disincentive No Friendly Fire system for discussion. My proposal is that the shooting player receives maximum-citadel-level damage points for each shell and torpedo hit on an allied ship with a warning message. The targeted allied ship is struck by dud shells and torpedoes for zero damage (no penetration). Collision/ramming an ally causes no damage. No XP/Free XP/credits/achievements awarded to the guilty player for this single game. No pink TK status jail time. This proposal would render psycho TKs toothless and eliminate them from a game quickly. Accidental TKs receive a harsh wrist slap to be more careful next time but will not become pariahs. There are no victims. Discuss my 'strawman' or offer your proposed solution for eliminating deliberate TeamKillers while not severely punishing careless players. (reposted/edited here by author from another thread.)
  5. 'No BBs to sink' may no longer be an issue thanks to the cooperative players of WoWS. For their Stage2 five hundred ribbons, players are using only BBs in Co-op games in order to generate bot BBs for Stage1 players to sink. Friday evening, there were some Co-op games with five BBs.
  6. T2 Premium DD USN Smith. It is a canoe with little torpedoes and little guns but somehow the challenge is fun. I start every gaming session by playing the Smith first with whichever commander is my current focus of development.
  7. This UK Mission 3 Stage 1 was a poor design by WarGaming but it may no longer be an issue thanks to cooperative players. In the beginning, it took many Co-op games just to find any battleship for my T4 DD to sink because almost everyone brought a DD/CA/CV in order to sink a BB. In Stage 2, I then earned all my five hundred ribbons with my battleship in Co-op games in order to generate a bot BB for others to sink. Other players are now doing this too because some of Friday evening's Co-op games had five BBs. Bringing a battleship to a Random game this weekend is like tossing bloody steak into a pool of hungry, motivated sharks . . . not fun for the meat!
  8. World of Warships' current TeamKiller 'shame' system does not successfully discourage TeamKillers. Likewise, ordinary players are 'shamed' harshly for careless friendly fire. The damaged/sunk victims are the biggest losers. Many low-tier Co-op games have one, two, or three pink ships working off their sentences. Operation Dynamo worked well without any friendly fire or collision damage assessed. I propose a disincentive No Friendly Fire system for discussion. My proposal is that the shooting player receives maximum-citadel-level damage points for each shell and torpedo hit on an allied ship and a warning message. The targeted allied ship is struck by dud shells and torpedoes for zero damage (no penetration). Collision/ramming an ally causes no damage (maybe the camouflage is scraped off both for the remainder of the game). No (zero) XP/Free XP/credits/achievements awarded for this single game. No pink TK status jail time. Psycho TKs will be rendered toothless and eliminate themselves from a game quickly. Accidental TKs will receive encouragement to be more careful next time but will not become pariahs. No victims. Discuss my idea or your proposed solution for eliminating deliberate TeamKillers while not severely punishing careless players.
  9. Has anyone mentioned mounting the November Echo (+10% AA damage) and November Foxtrot (-5% consumable recharge time) signal flags for every battle? My random teams have had five-star finishes four times now. Everyone and everything has to go according to the plan to win. Luck helps!!! The endgame is brutal . . . stopping to pick up survivors from the water attracts multiple torpedo attacks. In a game that ended badly, I was torped when I rescue-stopped and the two subsequent ships that stopped were torped too (2000+ people in the water in one spot). When enemies show up, begin smoking the future convoy path with engine boost on - this will create a smoke path twice as long. Cyclones/Gallants should queue up in a column in the middle of the convoy, communicate, and take turns. Someone saving one last smoke for the final endgame dash can save the mission. Does someone know whether smoking the port make a difference with incoming shore battery fire? This Dunkirk scenario is an excellent, successful tool in teaching teamwork because every day my fellow random teammates are better at working together. Eventually, every player will have a five-star game -- very achievable (I am a challenged Tier4 player). One does not have to already be a DD player either. I hope WoWS offers more learning scenarios like this one.