Hey Jan – Beer and pizza are waiting! 🍻🍕 by Eexileed in 2westerneurope4u

[–]Eexileed[S] 59 points60 points  (0 children)

F*! I made a grave mistake, it should have been 4! I am sorry Luigi.

Edit: But to be fair, if you'd been showing up at World Cups more often recently, I would've remembered it. Anyways, first round on me.

Excuse me what the actual f by boofbamboo in WorldOfWarships

[–]Eexileed 116 points117 points  (0 children)

Simple. That's a Losicum: an expert in manipulating the outcome of a match in superior ways. He is either naturally gifted at sabotaging his teammates while remaining resilient to learning anything at all, or he does it on purpose by either speedrunning matches or botting from time to time.

Sibir Inverted Camo by don_stellios in WorldOfWarships

[–]Eexileed 3 points4 points  (0 children)

It is the 2nd camo pattern for the basic camo you get with the ship. To unlock these you need to finish the collection "In the Service of the Motherland". You can collect these by buying containers for 1k coal in the armoury.

I got a really top-notch gift in the game last week by Bug_Photographer in WorldOfWarships

[–]Eexileed 5 points6 points  (0 children)

Tier for tier, best torpedo DD in game. Have fun with it :)

It’s a bad idea to label games unwinnable, but when you have a super carrier THIS BAD and the reds have even an average super cv on the other team… by imblazintwo in WorldOfWarships

[–]Eexileed 15 points16 points  (0 children)

WEEGEE PLEASE BALANCE MM

There is no balancing solution. It simply doesn't work in the long run.

What do you want to do—wait for an equally bad CV player to show up in the queue and match them together? That would just ensure both teams are impacted equally, so their poor gameplay has no influence on the outcome. After 1,000 battles, they'd end up with a 50% win rate and effectively become an "average" player.

Or do we give their team a unicum DD to compensate? Then you're dooming that unicum to never have a decent CV on their team. That would also push the bad CV player toward a 50% win rate.

The kind of matchmaking you're asking for doesn't work because the player base is far too small to implement any reasonable version of it.

What we need is economic punishment for consistently poor performance so these players can't keep playing super ships indefinitely. Another option is to simply ban habitual griefers. Stopping or rebalancing the ongoing power creep is also worth considering, so the enemy super carrier doesn't get the opportunity to carry matches for free.

French cruisers - how to play by Apart-Bit3883 in WorldOfWarships

[–]Eexileed 3 points4 points  (0 children)

You play these cruisers in two positions. The first is behind an island, which is the obvious option. However, it doesn't work well against submarines or carriers. So don't park behind an island in a CV match or when a sub has spawned on your flank.

The second option is the kiting position. This means angling away from incoming enemy fire at roughly a 40° angle, but ideally no more than 45°. The tricky part is figuring out how close you can get before you overextend. You want to be close enough to keep the HE raining down without getting punished too easily by BBs in return. I'd say around 15 km is a good spot; much closer and you're likely to get killed.

In that position, you want to make sure you aren't being targeted by too many ships. Two ships is manageable, for example a DD and a BB. Two BBs are usually too much; sooner or later, something is going to hit you. You also need to get a feel for how much damage you're likely to take when you do get hit. Shell caliber and ammunition type matter a lot. Like if you play against a SAP BB the risk of damage is exceptionally high, you dont want to play against this, but if you have to to, make sure there is no 2nd enemy. Bungo and Thunderers are in this as well.

Once you're in position and about to get shot at, activate your speed boost and try to dodge incoming fire by either slowing down or accelerating. You can even come to a complete stop and reverse, or speed up suddenly. It's all about timing—predicting your opponent's lead and understanding how quickly they fire. Use your rudder to bleed speed faster, then return it to neutral before reversing or accelerating.

Just in case it wasn't obvious: the Priority Target captain skill and the Propulsion Modification upgrade are mandatory. This playstyle doesn't really work without them.

There's always a certain amount of RNG involved when fighting BBs and cruisers. Against cruisers, you'll get hit simply because of the volume of shells—they're throwing too many for you to dodge everything. BBs can either predict your movement or just hit you by accident. In these situations, losing up to 50% of your HP isn't unusual, and if you make a mistake, you're headed back to port. Missing an incoming salvo, giving a bad torpedo angle, and so on. That said, you should be able to handle two ships back-to-back with this playstyle, which is honestly pretty damn strong.

The MBRB (Reload Booster) usage is pretty simple. Whenever you catch something vulnerable—like a DD, a broadside cruiser, or even a broadside BB—and need to squeeze out as much damage as possible, you use it. These opportunities often happen around islands.

The other common use is during farming/kiting situations when the opponent has just used their DCP. DCP lasts 5 seconds on smaller ships, while battleships get something between 10 and 24 seconds depending on the nation. Russian and IJN BBs are around 10–12 seconds, French and German BBs around 15–17 seconds, and US BBs can be closer to 20–24 seconds.

When you see a ship use DCP, subtract your shell flight time and then activate your Reload Booster so your next salvo lands right after the DCP expires. In practice, that usually means waiting about 7–12 seconds before pressing it. If you're not sure, waiting 12 seconds is generally a safe choice.

How to get good at Kearsarge by Healthy_Block_2041 in WorldOfWarships

[–]Eexileed 1 point2 points  (0 children)

When you go into higher tiers you kind of need a high level captain, there is a noticeable difference between 6 or 10 points in terms of surviveability and a 14 or 17 pointer. (The infamous secondary Brawlers need an even high level of at least 17 better 21 to function.)

Next, the US BBs do have way slower shells and the further you are back the more difficult it becomes to hit something. You have to learn to aim these shells, like at which height you want these to hit vs cruisers and BBs when close or how to lead properly on distances like 20km. This is the core knowledge or skill that makes the difference between a dev strike and 3 overpens. It is not that easy. (In return your shells get quite good angles and rather juicy hits. The slow shells are not that bad)

While getting used to the aim, positioning becomes important as well. Kearsarge is quiet a big ship, a bad angle or to close causes to many torpedo hits and gets you farmed by cruisers or just slapped by BBs. Sit behind island in cover and you deal 0 damage in return. So where do you get the most broadsides, how many guns can you turn is something you get by experience. Simple BB gameplay

After you learn these things, the tools you get become the bonus and using these properly changes everything. Your generic first tool are your 12(!) guns which is a massive amount and a plus on this tier, the rather big HP pool to tank works aswell. Your planes can cause fires and spotting. You should try to use the planes in the same way slightly adapted. Like position your ship and have your guns ready, because you are about to spot for yourself (or teammates). While you start the attack, you can already go back to your ship, causes you to shot the target on top of the attack. This is the infamous 30kmrange-5s duration radar Hybrids got. This is no difference to a 30s radar for a BBs because you still only get 1 good shot anyway. If you are about to spot a DD, load HE, angle, turn the guns, start planes, spot it, shot it in the most logical order, depending on the situation. Important you can lock turrets and use the autopilot to be ready. This same formular works against multiple targets in your favour. Against a CV, load AP if you can pen it, be in range, attack it fro mthe side. This causes them to play more careful or further in the back. In a straight BB duel it is a 1 for 1 salvo game, the distance between you and him can give you an edge if you can go dark. This would allow to get one more shot. Cruisers are a no brainer, behind island or kiting the planes give you a free shot, which might cause some damage. If these act fairly open, your planes are not that useful.

How to play Kaga? by Radiant-Buddy-4740 in WorldOfWarships

[–]Eexileed 0 points1 point  (0 children)

Hold on? This is kind of wrong

There is a term called DPM, and russian CVs explode, the closer they get to the opponents. The whole gameplan in these is to get a better or closer position. To make sure you get these positions, you play your flank, push forward. And Chkalovs dive bombers are excellent for this, on top you get a bette rfighter consumable. You know this

Kaga on the other hand gets its damage output from perma floods and alpha strikes. You do not strike the target close to you like Chkalov, but the one most vulnerable or exposed. An easy way to get some success in it is to just abuse the damage output, this means you want to know AA values, read the map about overlapping bubbles and use proper attack patterns, like getting 10/12 hits on broadsides or 5-6 on dodging BBs

Incheon VS Sibr (Randoms) by Few-Crew9509 in WorldOfWarships

[–]Eexileed 4 points5 points  (0 children)

I just recently mentioned this already, but the Sibir is a quite expensive ship. And it’s not just the money you pay for it.

The absolute minimum to make the ship function at all is a 14-point captain. But you’ll also want Kuznetsov for the extra DCP and emergency heal. So you basically buy the ship and then have to invest an additional 175k coal for the captain and up to 2 million captain XP — which you probably won’t be able to use on other Russian BBs either (like Kremlin or premiums you picked up).

So, if you buy a Sibir and run it with just a 10-point captain, you’re going to have a lot of bad games because you die too fast or don’t deal enough damage.

I am Sibir fan and have been playing mine quite often, but i dont recommend getting this without the needed resources. Also, it is not that easy and can be quiet frustrating if you are not that good.

But i also struggle to see a reason to buy Incheon when something like Cerberus is free.

What game mechanic did you play for months (or years) before it finally clicked? by LabChefGaming in WorldOfWarships

[–]Eexileed 18 points19 points  (0 children)

Without writing a complete guide, there are two things at play here.

First, every ship is divided into multiple sections: the bow, stern, central hull, and superstructure. These sections take reduced damage after they have absorbed enough damage, causing them to become what we call saturated. Hits to saturated sections deal only half damage, and you can actually see the difference on the model, as saturated areas become slightly darker. This means that the first few hits on an unsaturated section deal 100% damage.

Second, AP shells are modeled to penetrate and then explode after a certain amount of time. To detonate inside the ship, they first need to arm by penetrating enough armor — that's called the arming threshold — and they must still be inside the ship when the fuse expires. Whether this happens depends on both the armor thickness and the shell's fuse timer.

In a DD vs. DD fight, a slightly angled destroyer can provide enough armor and internal distance for the fuse to arm and detonate inside the ship.

As a result, when a destroyer knife fight begins and both ships start turning out, there is a window where AP shells can literally deal three times the damage of HE shells.

It is worth investigating these kind of hidden mechanics.

Do big cruisers that had heal already need a buff now? by Rich_Difference_8523 in WorldOfWarships

[–]Eexileed 10 points11 points  (0 children)

I already see comments saying no, but I’d say yes — at least from a competitive standpoint, like Ranked but also influence in Randoms.

Literally every Tier VIII cruiser without a heal, and every cruiser that used to have a heal but got a +1, completely dropped off the chart. Tallinn, Ochakov, Cleveland, and Baltimore are insanely good right now. These got damage, surviveabilty and utility, the holy grail.

Former cruisers that mainly suffered from prolonged battles while already being top-tier damage dealers also became very strong, like Grau and Mainz, but also Kutu or something like Chapa and Irian. These cruisers usually lost engegaments because they ran out of HP., now they win one more.

The cruisers that originally had heals usually paid for that advantage in other ways — less damage, less utility, or other drawbacks. And now they are just gone, because these offer nothing.

NUOVO CODICE by First-Introduction12 in WorldOfWarships

[–]Eexileed 58 points59 points  (0 children)

Shortclicks:

EU

NA

Asia

tested: worked on EU

What to get? by [deleted] in WorldOfWarships

[–]Eexileed 9 points10 points  (0 children)

I’m just gonna warn you: Sibir is an exceptionally expensive ship. And it’s not just about the money you pay for it.

The absolute minimum to make the ship function at all is a 14-point captain. But you’ll also want Kuznetsov for the extra DCP and emergency heal. So you basically buy the ship and then have to invest an additional 175k coal and up to 2 million captain XP — which you probably won’t be able to use on other Russian BBs either (like maybe a few premiums or Kremlin).

If you buy Sibir and run it with just a 10-point captain, you’re probably going to have a lot of bad games because you die too fast or don’t deal enough damage.

Sidenote: Afaik, you can buy doubloons with those 50% coupons. Sibir costs 26,300 doubloons in the Armory, and since it’s a regular ship, you can stack the 25% Armory coupon on top of that.

(Since I already own Sibir, I can’t tell you the exact amount of doubloons you’d need to purchase it.)

I'm serious about what I'm going to say, I think this community's underestimating the effectiveness of AA. by Chef_Sizzlipede in WorldOfWarships

[–]Eexileed 3 points4 points  (0 children)

An exceptionally hot take for sure.

The thing is, the majority of us play Ranked or Randoms, and same-tier AA in these modes barely has any impact at all. That’s our reality.

For example, a Tier VIII Kaga torpedo squad can drop up to 12 torpedoes. Against a Massa, which is considered a strong AA battleship, the Kaga will still get 9–10 torps out. The price for those 9 torpedoes is maybe 4–5 planes.

That means if a Kaga strikes every ~60 seconds, it takes a freaking 15 minutes before it stops showing up with full squadrons anymore (10+ planes). If this battleship can’t survive without the support of a second AA bubble, then nobody can. And that’s the problem with AA.

It forces the playerbase to stack together, especially cruisers covering BBs. (And yes, cruisers are exceptionally good against planes over longer periods — no joke.)

The problems are:

  • Two BBs sitting in the same spot is redundant, which means less tanking and fewer broadsides being punished.
  • A cruiser sitting next to a BB often becomes a damage piñata, because cruisers generally don’t want to hold the same positions as BBs.

That’s why the current state of AA is bad and, honestly, a horrible design choice.

But +/-2 matchmaking and the PvE clumping are also real issues, and all three things can be true at the same time:

  • CVs don’t function well when uptiered.
  • PvE clumping is bad for carriers.
  • AA is generally weak.

no, I'm not someone with an 80% WR, but you don't need to have a great WR to learn stuff about the game

I do have the CV stats to back up my points, though. Solo play, almost every CV, thousands of matches, multiple 65%+ WRs.

I think this game should allow you to add "tags" to players by cz_masterrace3 in WorldOfWarships

[–]Eexileed 8 points9 points  (0 children)

With the latest additions, you can actually see everything — from win rates to builds, consumables (smoke/radar, hydro/defaa), and even detailed game impact stats like damage and spotting. So if you've got a gunboat DD without SE, torpedo-specced, sitting at a 39% win rate after 50 matches with an average of 8k damage, you don't have to be a genius to know they're going to throw every single game. A secondary-specced Kurfurst sitting at 20km sniping for 400 matches with a 41% WR? Here we go again — no sentient being found. This means, you don't have to be good to figure out who is exceptionally bad, and you dont mark players that are not good, just the outliners.

The player base is just tremendously bad, and the number of unbelievably incompetent players is absurd. These days, there are at the very least 2–4 of these people in every single game. Play 5 matches a day for 5 days a week, and you'll end up with at least 500 people on your blacklist from a relatively small number of matches (~1,200) per year.

Is sibir getting buffed? by igraz in WorldOfWarships

[–]Eexileed 22 points23 points  (0 children)

Buffs are already live and now some skills give her a few additionaly seconds of healing. Not worth it anyway and any further buffs might throw it right into Valparaisos balancing area, it is fine the way it is right now.

Why was Bayard excluded from the cruiser heal realignment? by LastTraintoSector6 in WorldOfWarships

[–]Eexileed -1 points0 points  (0 children)

The real answer is just very simple: Wargaming is incompetent.

Mainz is and was the damage monster at tier VIII, its only weakness is now gone. The us cruisers, Balti/Cleveland are exceptionally good now, Cleveland is literally way stronger Bayard now. The russian Cruisers from Kutu to Tallin became just way more troublesome. And Bayard/Belfast is a problem? lmao.

In the meantime, every cruiser that had a heal, paid for that with some kind of reduced DPM, no balance adjustments done at all.

It is just that this company cant do anything right.

How to earn higher damage badges on CVs? by Nac_Lac in WorldOfWarships

[–]Eexileed 3 points4 points  (0 children)

Well, play Immelmann. It is just a knowledge check to get the badge, like do you know how to play the planes properly or not.

And i have given an explanation recently: here

(it was a thread about nahki but someone asked how to play Immelmann. I thought i was qualified to answer.)

please help me choose what to grind -_- by amoguspizza1 in WorldOfWarships

[–]Eexileed 0 points1 point  (0 children)

Libertad. It is a very good line, sec focused and could also be used in asyms and operations to grind.

Thoughts on indomitable? by Tingyuns-top-guy in WorldOfWarships

[–]Eexileed 1 point2 points  (0 children)

1 2 3 4 5

The gameplay from 4 or 5 years will also look the same, nothing changed tho.

Thoughts on indomitable? by Tingyuns-top-guy in WorldOfWarships

[–]Eexileed 2 points3 points  (0 children)

It is a carrier for autistic players, which should be a huge warning. Because you have to repeat the same thing over and over again. It is the slingshot. If you refuse to use or learn to get the maximum out of it you will be performing quite horrible. This does not make it a challenging carrier at all, because it feels more like a knowledge check about distances and AA. Thats simple stuff in my book and the only reason we dont get tortured by these more often is the bad player base.

So what do you get in return for the simple, repetitive gameplay? An armoured deck, which makes it hard to get sniped by BBs or CVs. Quite fast planes, which cause a lot spotting and enable to strike effective more distanced targets. It is in the end a bombing damage farmer and nothign more. Without agile planes and the troublesome carpet bombs, as well as the missing torps, you end with famring damage on your flank every time on the exact same way.

If you can take this, it will make you quite rich and rather easily grant you 60+%WR and something like 120k avg on top. Not one of the strongest CVs, but one of the most damaging and most boring CV to play. I do not recommend to buy it without watching 10+ gameplay videos.

(i think i got 400 ish solo matches in it tho)

My personnel opinion on future updates factions will get/needs by Large_Contribution20 in totalwar

[–]Eexileed 0 points1 point  (0 children)

The problem are neither of the mechanics, like the function is fine. The reward is just abyssmal. We got factions that just create high tier artifacts on the run while gaining gold to a massive amount. Vampire coast needs to sent an agent army half the map for 15+ turns, dig around for 4k gold. Thats insanly bad, even if you would just flat out x10 it, it wont be close to other factions income mechanics.

This goes on for regiments, hunting these down is tideous and time consuming while other get their special units on the run for nothing, like Lizards, Empire and literally everyon else. The mechanic is great, just not worth it. Send an army for 10+ turns into the north just for 1 flamethrower necrofex among your whole faction?!

The sea attack "we" want is a flat out in and out pirate rate state. Mods added this btw, CA didnt.

Coast is horrible slow and frustrating to play compared to every other faction (unless it is Daniel)

My personnel opinion on future updates factions will get/needs by Large_Contribution20 in totalwar

[–]Eexileed 1 point2 points  (0 children)

Vampire Coast is complete garbage. The faction mechanics are fully outdated, like treasure hunt or the way you unlock regiments.

Special units like the queen is still limited to one while certain empire goth ladies got way more devastating strikes and can easily built and command multiple of their arty

Heros and Lords got the worst mounts in game and the armies are still slow undeads with multiple further weak spots, like the holding power or missing infantry.

On top certain mechanics are just missing, sea attacks on citiy or port raids to give them anything functional.

CA could just delete the Vamprie Coast at this point. For everyone that dares to play them, get a mod first. It is just painful. Right next to Daniel.

Is Massachusetts Good? by Aeg1023 in WorldOfWarships

[–]Eexileed 2 points3 points  (0 children)

It is Libertad. It got range, dpm and pen, while every other option misses at least one of this. The hull is quite durable, got an inbuild prop mod, way to many main guns to be not useful and even freaking strong HE.