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About NATOMarksman

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  1. NATOMarksman

    Unfun gameplay for tier 8 DD

    The only way to counter those dumb as a doorknob 6-9k damage rockets is to just stay with other ships for the first 2-3 minutes, having them escort you. Don't advance until the CV gets tired of losing rocket planes trying to get you. If your team complains they can get bent. Then as the CV sends out DB/torps, advance to a cap. If CVs have the ability to spot then they can do that for you. If the CV does not scout your spawn, advance normally, keeping an eye on minimap for CV response.
  2. She has above average AA but that's not gonna kill any rocket planes by herself unless the CV is very dumb. Especially not USN ones where they just eat her flak as a light snack.
  3. NATOMarksman

    IFHE for T8 203s

    It does let you pen Mont deck but not much else. You'll be aiming for super regardless.
  4. NATOMarksman

    why is detonation a mechanic

    Better than dying to a random AP-I ricochet off a window that happens to ding one of your torps like a certain other game.
  5. NATOMarksman

    New information about how Submarines will work.

    Their ramrodded inclusion notwithstanding, the "no subs" meme video talking points still stand. > relegate DD to support role Why even bother playing a class that will receive very little XP to sit and fire no ordnance while the subs do the capping and torping? Might as well play French, RU, or super akizuki class and farm like a CL, while dealing with fewer cruisers (since subs will take up cruiser slots, because DDs are often less common).
  6. NATOMarksman

    CV Balance- Next Steps

    This is more or less what would've happened if we kept RTS-style gameplay (even if not the same format) but with only one squad and removed fighters. I think, per that line of reasoning, AA should remain as it is, because it becomes effectively one squad = one drop anyway. If you play well, you're rewarded with retaining your other planes and getting more strikes/airtime in by immediately deploying the retrieved planes, and if you aren't, you're penalized by wait time.
  7. NATOMarksman

    So...Italian navy? And other rather particular ships.

    Because 130k shp on a DD, Republique, and Zao required source material. They already have two CLs and two unique BB designs, which is more than the VMF actually had for ships larger than DD.
  8. NATOMarksman

    Take a look at this replay CV and AA

    Except flak turns off for both torp and DBs when you start the attack. IMO AA needs to go back to straight continuous, because the skilled players are only taking continuous anyway and flak disproportionally affects those who don't know the exploits in the system.
  9. NATOMarksman

    Kuma uses freakin HEAT rounds?

    AP requires penetration to fuze. 140mm Kuma AP is actually pretty weak and tends to only work if flat broadside. HE does not require penetration to explode, but if the citadel is within the penetration of HE (i.e around 22mm for Kuma), it will citadel the ship. Langley has less than 22mm of armor near citadel and is open sided, so it's easy to get citadels with HE versus Langley.
  10. NATOMarksman

    NO CV Counter Play By Design

    *with DFAA on Lemme know how it works out rushing a worchester or DM in any DD while radar is active. > BB has zero options No, the BB actually has several options. You can use terrain to force them to launch or approach from certain angles, you can turn out/in when you see your PT counter flicker, you can vary your speed or drive away from smoke, you can approach a choke point a certain way, etc. Hell I've been routed sometimes by a BB driving directly *into* smoke. You can't do that versus planes at all. If they want to chunk you for 9-11k, it's going to happen. > slingshotting When I can torp through islands by toggling off all but one of my torp tubes lemme know. Until then it's not a valid comparison.
  11. NATOMarksman

    NO CV Counter Play By Design

    > CV sniping is bad tho Let's unpack this. Why is it bad? > CVs as surface ships are highly vulnerable because they're busy engaging the enemy and can't afford to manage AA sectors or maneuver So...like literally any surface ship. > if the CV is removed from the game it gives the other team a significant advantage This implicitly admits that CVs have an impact disproportional to other ships, and that striking with impunity until a ship is deleted is terrible to play against. > deplaning with fighters is bad because it shuts down other players Why is a class allowed to be in a state where it can strike at will without that risk? AA alone is not sufficient because on uptier or if not choosing certain cruisers, your AA is damn near meaningless. The only guaranteed even tier intervention is from the allied CV. Which goes into another point. If CVs are supposed to primarily do damage, then reduce spotting. If they're supposed to primarily spot, reduce their squad size and cap to 1 drop. The other spotting utility ship class, the DD, has a hard counter; radar, which instantly exposes its low HP to focused fire. CVs are *supposed* to have DFAA as their hard counter, but it doesn't actually turn away an attack. Even if you burn the rest of the squad, at least one strike is ensured, and unlike radar it does not increase effective engagement range. DFAA should instead increase AA range to 7-8 km. This gives it the same "warding off" impact as radar against the spotting/strike utility of DDs, and like radar, it makes a frontal attack nearly suicidal during its duration versus strong cruisers.
  12. NATOMarksman

    This is why CV's are hated

    Except not all DDs have DWTs that pass underneath, and you can still fire on other DDs to equal effect as any other ship (more so, in fact, compared to using DD guns on anything other than DDs). Eliminating CV sniping would be like giving all DDs DWTs that only target CAs, BBs, and CVs, and even then, it's not a comparable comparison because there can (and are often) more than one, and there's still no handicap given to DDs (in fact, there are now at least 3 different overall counterplays to DDs, which all be initiated by and cause the DD sinking by a single ship/player; counter DD play by other DDs, radar/hydro, and CV planes)). Surface has AA (which only effectively works to deplane if ALWAYS grouped), fighters that are intentionally crappy by design, and direct sinking by going to the opposite side of the map. Only one of which can be done by a single ship, and that method requires either enduring CV harassment the entire match until you push all the way there with your team, or sacrificing objective/team play to try to snipe the CV. If you wanted to make it a fair comparison, AA picket CA/CLs need to be able to actually screen 7 km like they did before with DFAA that can wipe squads before they can drop. Even that is a kinder thing because unlike DDs, you can start a drop and boost away to completely turn off flak walls and take only continuous, versus a DD where your ability to escape damage relies primarily on the enemy not anticipating your limited movement arcs if caught too close to radar when unexpected. Then it'd actually work like a DD, where you have to bait their consumable and have to wait until late game to really get work done, after the enemy is thinned out. This is how T4-8 CVs worked under RTS and I don't see why CVs need the ability to constantly drop now, if they're supposed to function like DDs (spotting utility/vision control, striking opportunistically) > but then you wait around the whole match or risk constantly losing HP and strike power if you overcommit Welcome to actual parity with DDs.
  13. NATOMarksman

    This is why CV's are hated

    > hey guys rework made CVs balanced, it's only one plane squad and damage is on par with other ships, totally balanced guys, just dodge rockets/bombs/etc > removing the other CV from the match would make things too unbalanced, a single CV would have too much influence if left unattended Thonk If they were actually balanced, CV sniping would have no greater impact than losing a DD. If it's so imbalanced that you have to stack it so that it's almost impossible for another of the same type to engage it, there MIGHT be something wrong with it. AA needs to be converted back to alt click with 25%+ DPS to both flak and continuous added to targeted squad, modifiable to 45% with MFAA. That way it's actually worth a damn in 2 CV matches, and scales against higher tier/T10 CV. > but that makes it cancer for CV, how are they supposed to get drops By waiting until late game like they did before, or choosing the right ship to sacrifice planes on, like they did before.
  14. NATOMarksman

    State of AA and CVs in the Game

    Except CV players keep calling for AA cluster nerfs so that overlap no longer applies, and if you have more than 2 ships with bad AA they might as well have it turned off. DP needs to work until 1.8 km. That way it at least has time for the continuous to work when the CV starts drop and boosts to turn off flak clouds anyway.
  15. NATOMarksman

    And also Ark Royal

    I mean You remember how badly they did Exeter and Vanguard, right?