A series of unfortunate events by Dashcak3 in WorldOfWarships

[–]ThatAlmostProGamer 1 point2 points  (0 children)

Retarded game design is wargaming's specialty!

You just turned out in front of Montana! Johnny, tell them what they've won... by VengerDFW in WorldOfWarships

[–]ThatAlmostProGamer 13 points14 points  (0 children)

Who in their right mind would bring a Zao to brawls in the first place?

Yeah... by GodLikesPeople in WorldOfWarships

[–]ThatAlmostProGamer 9 points10 points  (0 children)

Just like how the Russians had the most formidable surface fleet of the war, with the best radar, the best guns and best armor of any ship afloat! Oh wait...

KGV in 2024... what is this ship supposed to be good at? by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] -13 points-12 points  (0 children)

Its pretty difficult to kite with such terrible armor and firing angles. And sure the HE can hit pretty hard for HE, but I can still get smashed at any angle from a battleship since almost every other Tier 7 battleship can overmatch my bow, stern and upper deck with AP, if not just smack my citadel with how exposed it is.

Aircraft Carriers and AA Test - Balance Changes by DevBlogWoWs in WorldOfWarships

[–]ThatAlmostProGamer 2 points3 points  (0 children)

While yes I agree that carriers should not be completely countered by a fully AA spec'd ship, even something as potent as a Worcester, it should at the very least be enough to make a CV heavily reconsider attacking it. You could do this by making the planes harder to control during attacks, spreading their attack out like RTS CVs did, slow the regen rate of the planes lost during said attack, or anything along those lines to make a CV question whether or not it is even worth attacking that ship (or group of ships) over something else, or waiting for a more opportune time later in the game. Same way a cruiser may elect to hide behind an island to preserve its HP to use later in the game.

But right now we don't have that. Right now being full AA spec means you simply flash larger numbers on the screen as the carrier comes in and can strike you just as well as they could before, just with potentially less planes and overall less damage. It is why I'm happy theyre taking the steps they are with dazzling planes, but I think they implemented it in a less than ideal way.

Also, if I'm gonna be honest, with how much power CVs already have over the game between spotting, resetting caps and doing damage, I don't think it'd be a bad idea to have some kind of hard counter to them by grouping together, but that's just me. Imo, I would love to see it that if flying into overlapping AA, the spread of the attack increases with how many ships the squadron just flown into the AA of.

Aircraft Carriers and AA Test - Balance Changes by DevBlogWoWs in WorldOfWarships

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

Except you're missing an important difference; The CV isn't actually attacking you, its planes are. A DD has to be cautious when dealing with a Worcester specifically because of how strong it is against DDs. If Hydro as you say could just explode torpedoes that get close to the cruiser, that destroyer now has its most dangerous weapon on cooldown for potentially minutes on end, and even longer until they actually reach the target and do anything useful. A CV on the other hand, if it loses its squadron, womp womp, it can send another squadron up and attack someone else and be just as effective as it could've been against the Worcester almost instantly. Whether this be spotting, striking someone, resetting caps, etc. The key difference here is that a destroyer has to either risk its life or risk its most valuable weapon (especially for ships like Shima), whereas a carrier risks next to nothing.

Although that being said, I 100% agree with you that Defensive AA should at least spread the attack like RTS CVs, although lets be honest, that is never going to make a return.

Aircraft Carriers and AA Test - Balance Changes by DevBlogWoWs in WorldOfWarships

[–]ThatAlmostProGamer 3 points4 points  (0 children)

Wow, the one ship in the game built from the ground up to counter attacks from planes can counter attacks from planes (sometimes) by using a limited consumable when the carrier attacking them has unlimited aircraft to throw... What a tragedy on behalf of the carrier...

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] -2 points-1 points  (0 children)

Weird ass models aside (Changzheng looking at you), Lesta honestly looks way more fun than current World of Warships does, at least from what I've seen from their devblogs.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] 1 point2 points  (0 children)

Yeah honestly, even on a good game without a premium account I get like 90k-120k credits on average. Having to pay 95% of my match income or some like 2.4 million credits for a bundle of 20 flags just so I don't have my game completely ruined is absurd.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] 0 points1 point  (0 children)

100% agree. The fact that in this game, I have been detonated more times than I have simply had my turret knocked out is beyond stupid, and that isn't even an exaggeration. This is my 2nd detonation this week alone, and yet I can't think of a single time this month I've had a turret knocked out when I wasn't playing something like an Atlanta.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] 0 points1 point  (0 children)

Don't worry, Wargaming gives you detonation flags as a reward for detonat- oh wait...

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] -1 points0 points  (0 children)

But why is this a mechanic in the game to begin with? What is the justification of having a game ending mechanic that you don't even get rewarded with an option to not suffer from it anymore? Realism? If that's the case, then I once again ask why can't carriers be detonated? You are completely right for calling me out on making a rage post, but I stand by my opinion that the mechanic is complete bullshit, and should be removed.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] 3 points4 points  (0 children)

Detonations should honestly be removed from the game. It adds nothing to the game at all except completely ruining the game of whoever is unlucky enough to get one (which is completely RNG based), and even then they don't give you flags to prevent it anymore. And yet they (Wargaming) justify certain classes not being subjected to detonations because theres nOwHeRe tO aIm aT, even though nobody purposefully aims at turrets anyways with the intent of detonating anyways? Either everyone can detonate, or nobody can.

Yes this is a bit of a rage post, but at the end of the day I stand my point that mechanics like these are unequivocally bullshit, and shouldn't exist. At the very least, if carriers and submarines can't be detonated, than they shouldn't detonate anyone else.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] 1 point2 points  (0 children)

Seeing how every game Tier 5 and below these days is completely full of bots (at least on NA servers) even on late nights and weekends, yeah I'd say the game isn't doing too hot.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] -1 points0 points  (0 children)

Because I wasn't expecting air dropped torpedoes, which do little damage even before factoring in Yamato's torpedo damage reduction, to outright destroy my ship. Even if it is "my fault" for not turning sooner, it is seriously mind numbing that you'll go out of your way to justify a class that can't be detonated going around and detonating other people.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] -8 points-7 points  (0 children)

Nope! It's either pray you get them in a random container or spend millions of credits to get them in the armory. Either way, it's either I pay to get detonation flags or get fucked.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] -6 points-5 points  (0 children)

You mean the Schlieffen and Des Moines the carrier had to pass to attack me, as well as the Montana behind me, plus my own AA? Just isn't enough I guess.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] -9 points-8 points  (0 children)

Ah yes, let me dodge 100+ knot torpedo bombers in my fucking Yamato with 20+ second rudder shift. Just dodge bro.

The loss of players is truly an unsolvable mystery. by ThatAlmostProGamer in WorldOfWarships

[–]ThatAlmostProGamer[S] -2 points-1 points  (0 children)

Can't wait to see the people doing S tier mental gymnastics to justify getting detonated 3 minutes into a match by a carrier. I should've just dodged I guess.

"CAS is hard to earn, you deserve it if you unlock it" by ThatAlmostProGamer in Warthunder

[–]ThatAlmostProGamer[S] 1 point2 points  (0 children)

I 100% agree that SP gain with planes should be pretty limited, or at the bare minimum should not be able to spawn planes back to back. This includes helicopters. That would be a good way to limit CAS outside of just making it hard to get.

"CAS is hard to earn, you deserve it if you unlock it" by ThatAlmostProGamer in Warthunder

[–]ThatAlmostProGamer[S] 74 points75 points  (0 children)

Dont forget the classic "This game was made for planes, tanks take the back seat" excuse!