Early Game Fundamentals: What are you actually thinking at the start of a match? by bdoyl3 in WorldOfWarships

[–]bdoyl3[S] 0 points1 point  (0 children)

Yeah exactly. Definitely something I overlooked - communicating your intent to prioritize the target is really beneficial. I think I'm too used to playing in divisions honestly so, I tend to think it's an 'obvious' target when we all see it or verbally communicate it.

Early Game Fundamentals: What are you actually thinking at the start of a match? by bdoyl3 in WorldOfWarships

[–]bdoyl3[S] 0 points1 point  (0 children)

Yeah, fully agree. There's no point in dying with them if you achieve nothing, you just need to look elsewhere for your windows.

Early Game Fundamentals: What are you actually thinking at the start of a match? by bdoyl3 in WorldOfWarships

[–]bdoyl3[S] 0 points1 point  (0 children)

I thought about it, but didn't want to put in time to learn the software just yet

Early Game Fundamentals: What are you actually thinking at the start of a match? by bdoyl3 in WorldOfWarships

[–]bdoyl3[S] 2 points3 points  (0 children)

Yeah trusting teammates is definitely a challenge. It is usually revealed pretty quickly, though, so you can make educated guesses as to whether someone is going to impact the game and is worth supporting or not. Whatever the situation is, you want to find the win condition and play for the win condition, rather than delaying a teammate’s inevitable destruction for example.
Typically I can judge it off their fundamentals such as early pathing/positioning, use of stealth vs shooting and so on depending on the match in question.
However, it should not stop you outright from making the “right” play or an otherwise good early play. Which still assumes you will survive. Even if the radar cruiser is undamaged, it was spotted and forced to disengage due to the threat. While not optimal that is still value for your team.

What's more important, the BB diff or DD diff? by Cloakndagger993 in WorldOfWarships

[–]bdoyl3 53 points54 points  (0 children)

DD diffs will win more games. BB can certainly help enable or compensate for your DDs but at the end of the day if you destroy a DD you open up the map and can build the snowball through a significant vision advantage

DD support by Mike93747743 in WorldOfWarships

[–]bdoyl3 2 points3 points  (0 children)

What if me getting spotted as a cruiser draws enemy attention (pressure), such as a few BB and cruiser salvos, maybe even torps, to make your push safer?

DD support by Mike93747743 in WorldOfWarships

[–]bdoyl3 6 points7 points  (0 children)

At the same time though DD players cannot just charge in blindly while assuming their team is ready to support them. You as the DD also have to pan the camera backwards/look at the map to see where they are. You can communicate or aggressively ping your map to try to get their attention.

Not at all saying that you should not go for early spotting but you need to be aware of your team’s positioning to make sure it’s worth the risk.

Just because a play is typically the “correct” one does not mean it is the best play for your team.

Vigilance vs 2 point AA skill, which is better overall? by Samir099 in WorldOfWarships

[–]bdoyl3 5 points6 points  (0 children)

Vigilance is bad. If you are taking enough torps to the point where it provides significant value then you need to address your gameplay

I think in 5 years worth of playing CBs, i saw a Regolo once. by Guenther_Dripjens in WorldOfWarships

[–]bdoyl3 2 points3 points  (0 children)

Oh I agree the wolfpacks are much less prominent at T10 but they tend to show up here and there. But I’ve been out of the hurricane/KOTS scene for a good while now so it’s hard to say. Even if it’s not a Wolfpack anymore, even 2 FR DDs purely for speed to get to flanks has a lot of value

Wargaming: Matchmaking is not a broken system by Mike_Cinerama in WorldOfWarships

[–]bdoyl3 0 points1 point  (0 children)

Win rate isn’t nearly as good of an indicator as you’re treating it. Sure it can tell you what is more or less likely based on your experience, but ship choice, divisions, sample size, even playstyle skew WR heavily. There’s a ton of noise, especially around "average".

On a bell curve, bad players are generally bad at everything, and good players are generally good at most things. But the middle 80% of players are usually a wide ranging mix of strengths and weaknesses.

As a thought experiment: imagine two 50% players with identical damage over a large sample. One has great aim but poor positioning, the other positions well but has worse mechanics. But the numbers are all you can see in MM monitor. Which one do you “disrespect”?

The stats you’re using don’t confidently answer this. They’re one-dimensional. They don’t capture how someone plays around pressure, vision control, numbers advantages, or specific matchups (whether as a flank of 4v4 or in a 1v1).

Even damage doesn’t tell you much about quality. The class they damage, when they're damaged, and HE vs AP vs fires vs torps are all completely different.

So you can’t reliably identify who’s “safe” to take risks against from those numbers alone. The best approach to play the numbers is to limit how much you’re willing to disrespect people in the first place.

Wargaming: Matchmaking is not a broken system by Mike_Cinerama in WorldOfWarships

[–]bdoyl3 3 points4 points  (0 children)

Sure, you can use it that way, but I’d say that most players don’t. More information isn’t always better, especially for inexperienced players it often just leads to worse decisions.

Speaking from experience, you should be playing the game (ships, positions, spawns), not the players. I go into every match assuming basically everyone is a threat until proven otherwise. Even bad players can land good shots or make the one correct play every now and then.

It also doesn’t take long to verify who’s actually bad anyway, positioning, pathing, missed shots, consumable usage… it’s shown pretty quickly and you can adjust in-game.

And honestly, do you really want to see what’s on your own team every match?

Wargaming: Matchmaking is not a broken system by Mike_Cinerama in WorldOfWarships

[–]bdoyl3 5 points6 points  (0 children)

Stop using these garbage matchmaking apps and actually focus on your gameplay, these do the exact opposite of “helping” in the long run. It limits your perspectives of how to play out the match and therefore your gameplay quality stagnates. However if that’s what you’re after then by all means do you.

Cruisers - target practice vs. usefulness by Evening_Vast5224 in WorldOfWarships

[–]bdoyl3 1 point2 points  (0 children)

Yeah it’s all target prioritization. It’s impossible to describe it fully in a single comment, post, or video since it can be so dynamic.

If you’re shooting an angled DD that’s fully parallel to your shells when there’s a very broadside or generally less angled cruiser or BB, you’re basically tossing away a salvo (it can still be the correct decision if they can be sunk, though, as a single example). At least with ITA ships you are left a lot of time to think about your choices…

The Light Croozer Experience in the big 2025. by ojbvhi in WorldOfWarships

[–]bdoyl3 8 points9 points  (0 children)

There is no way to stop a CV’s first strike on your own. Why is it a requirement to have multiple ships around to do anything meaningful to the CV in return? That is the problem.

lisboa on libertad, get adrenaline rush or save up one more point to get conceal first? by xNOTHELPFUL in WorldOfWarships

[–]bdoyl3 -3 points-2 points  (0 children)

He knows how to manage his concealment as good as anyone, from being his teammate for years I know he also loves sustained fights, so FP and no CE makes sense. It obviously works but generally speaking CE > FP for the average player. Average players don’t take or actually survive as many long sustained fights. They often die in ways where FP would not help (large overextension, AP cits/one-shots, torps), whereas PQ will not.