Mesrith

Verified Tanker [NA]
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Everything posted by Mesrith

  1. Anyone with experience care to break down the German cruisers? I free XP'd the Konigsberg and am enjoying it so far, although I find it harder to carry a game in it than most battleships. -Is the Nurnberg good at tier 6? It looks to be essentially the same ship with a rate of fire buff. Does it work well one tier higher? -Is the Yorck as terrible as the official forums make it out to be, or is there a certain playstyle that makes it work? -Hipper, Roon, and Hindenburg all seem good to great on paper.
  2. Just checking in to see if this project is still something you're concerned with. Concerns about the site's reliability have become common for the past few months, if not longer. The ship leaderboards haven't worked in awhile. One-day stats get hung up and become 3-4 day stats. Site access comes and goes, along with signature errors. Today it was even alerting Chrome and Firefox that the security certificate wasn't verifying.
  3. Warships.Today doesn't care if anyone looks up someone. It doesn't work that way; it pulls straight from Wargaming, only lacking very new accounts. Thank you. My only question would be whether this is reflective of all accounts that play for some length of time, or if it's just indicative of how busy the revolving door is at low tiers with new players coming, reaching tiers 3-4 mostly in Co-Op, and then quitting. Either way, I'll move on from the subject. It's clear that WG hasn't made this game for competitive modes like those that I enjoyed in Tanks, so I'll just play it for what it is.
  4. IFHE. Concealment is useful, but you'll spend a lot of time using islands or friendly smoke to stay alive, so IMO it's a lower priority than IFHE.
  5. I've only done each Operation for the 5-star rewards since they were released a month or so ago. They spawn and then charge directly at the team to get focused down. I know that it's fashionable to trash bad players by saying the AI is better, but wake me up when any non-terrible player has something less than a 90% win rate in PvE. Back in the realm of numbers, only one ship above tier 6 has more than 500k games played. Tiers 9 and 10 are entirely barren with only a few-hundred thousand games combined. The most popular ship in tier 6, the Cleveland, has 10% of the PvE games that is has in PvP. The most commonly-played ship in PVE, the St. Louis, has fewer PvE games than the Colorado does PvP games according to Warships.Today. Now account for the battle duration being at best 1/3 that of a PvP match, and I think we can put this claim of there being more than 10-15% PvE-only players to rest.
  6. A clanmate tested the reset last night. If you've gotten a 5-star reward previously for a scenario, you don't get it again when it revolves back around a few weeks later, so you can't even repeat these weekly for free premium time and commanders. If there are a ton of people doing them, it's because they enjoy playing only tier 6 and shooting bots that are programmed to do nothing more complex than charge straight forward. I suppose it's possible, but suspect that they'll prove as popular long-term as Team Battles did. Remember how packed those were for the first two weeks? Jump into a conversation that's been going on for a page or two and then cry off-topic when asked for facts. I like your style.
  7. Any links with numbers to back this up? Because if forum representation is anything like the actual numbers, PvE-only players are a very small fraction of the population. I have a very hard time believing that even 20% of players mostly do PvE, let alone 40%. In what way? Speaking for my clan only, we do 2-3 runs a week (usually all on the day of reset) so that people can get the easy prizes, then we forget that Operations exist until the following Wednesday. We haven't even done them since Ranked started.
  8. The inclusion of this new PvE mode is part of what's triggered my latest rash of pessimism for this game's long-term outlook. The game needs clan content and tournaments to keep PvPers interested. Instead, what 2017 has brought us is a PvE mode that 97% of the server does once per week to get their easy 24 hour premium and 10-point commander. But the twelve Co-Op-4-Lyfers on the forums are thrilled with it, so it's a success, right? We also got two (soon three) new premium carriers and a few gimmicks instead of an actual carrier rework. WoWS is lacking either a plan or the resources to execute that plan. My gut says that a plan is there, but that Wargaming has gone full-throated Save Tanks mode, and Ships has just enough resources to keep the lights on and keep the population steady. There certainly doesn't seem to be anything coming soon that would retain more players and grow the playerbase instead of merely replacing churn.
  9. On the NA server, when we ask about this, we get told "In due time". Due time, of course, was at least a year ago. The game has lost so many players that would have been interested in sticking around if there were an actual end-game. At some point, WG decided that Ranked Battles was enough. They keep murmuring about doing something for the competitive crowd, but I suspect it's going to be more tier 8 stuff, and probably too late to have a real impact on the game.
  10. I've played three games this season. It's just more of the same and I'm pretty done with it at this point. It would be cool if they'd ever allow tier 9 or 10 to be worthwhile for anything more than randoms.
  11. You want to be where the enemy ships are, not where you hope they're going to be. For example, look at the map North/Northern Lights. Most players with a clue will agree that going to D is a bad idea. There's a long island chain that completely isolates you from the rest of the map, so even if you win a local fight there and sink 1-2 ships, you're cut off from the rest of the game for the next 3-5 minutes. It's a complete waste of a top tier battleship, and players routinely get mocked for doing that. So why do good players continue to go to A? It feels more open, and is slightly more connected to the rest of the map, but it's the same basic concept. If you commit to an early A push and the enemy sends nothing there, you're not firing your guns for several crucial minutes while your team dies elsewhere. Sometimes the enemy sends an equal amount of ships there and you're able to beat them, get the cap, and win an early advantage, but by pushing a flank position early in the game, you're gambling that the enemy is going to reward your poor decision with a poor decision of their own. The only time I like doing a flank push like this is if I'm in a destroyer + radar murder division that is almost guaranteed to net 1-2 destroyer kills. It varies from map to map, but you typically want to start in a central location so that you can take shots at people streaming to the flanks, engage whatever remains in the middle, and then be able to react to whatever happens on the minimap. It's a constant balance between "having enough targets" and "being the target of too many ships".
  12. This game doesn't actually have that many applicable skills, so it's pretty easy to narrow down which you need to improve upon. Since others have already provided replay review I'm not going to do that, but analyze yourself and determine which of these you're lacking, then focus on it. Shooting skills. Beyond just hitting straight-lining targets, you need to be able to predict player movements. Most players won't pull a 90 and sail away at any sort of angle, instead they'll pop a 180 behind their team and hope that enemies will just shoot something closer. I get a lot of my devastating strikes by waiting until I see the rudder commit, and then shoot into the turn, landing shells on them at their most vulnerable. Target prioritization. Make sure you're shooting the right things instead of focusing on raw damage. I run into quite a few good players on the server that seem like they're playing for WTR and just padding damage all game instead of making harder shots to damage or kill destroyers. They'll happily ignore that dancing Udaloi at 12km in order to fish for another fire on that full-health Yamato at 15km. Map awareness and positioning. It's almost never worthwhile to go to a flank at the start of a match; you're hoping that the enemy chooses to go there and gives you something worth shooting at. Start off in a central location so that your guns can always be firing. Pay attention to the map and what both teams are doing, and react to it early enough that you're in the right position to deal with it 3 minutes down the road. If you're kiting 2-3 enemy ships and they start turning around, you're going to be out of the fight for 5 minutes unless you've paid attention and turn to chase them in time. Always keep your guns engaged. Kind of minor, but make sure you're maximizing consumables. Don't use Damage Control on a single fire, make sure you're getting a full Repair Party, make sure a destroyer isn't already exiting your radar circle when you pop it. To be a better player, you have to consistently contribute more damage and kills than the red guys. It's an oversimplification, but you really do just need to shoot more often than them (positioning), sink them faster (target prioritization), and hit more often (aiming). This game doesn't have a gaggle of weak spots or counters to memorize.
  13. I still love mine and play it the same way that I always have (essentially Fletcher Lite), but what do I know, I basically never solo anymore.
  14. It hasn't. Warships.Today is still the best WoWS stats site, but the reliability has been very poor lately.
  15. To be blunt, there's a sizable faction of regular forum members that have been around for quite awhile, and believe there's some moral superiority of the WoWS forums vs the WoT forums. These people are typically bad or mediocre players, they're stat-haters and stat-deniers, and insist that any discussion of stats (or even the possibility of being good at the game) is "toxic" and bad for "the community", whatever that may be in their minds. I suspect that they were equally bad at WoT, and fled to a different game hoping that they could create some anti-stat utopia where nobody would ever point out that they're A) not amazing players and B) don't know what they're talking about in regards to gameplay.
  16. It's working for me at the moment, but to give you an idea: I'll often (perhaps 30% of the time in recent weeks) search for a player and get the blank loading screen, and after 10-15 seconds the loading text will go away as if it's finished, but it will remain otherwise the same blank screen with only the player's name. I can refresh multiple times and still get nothing. Signatures have been crashing fairly regularly, giving just a white image with text along the lines of "the website was unresponsive". Last week I did not have any daily stats; instead, I had a streak where it would simply add my day to the previous ones, so that I had a 2-day, then a 3-day, all the way up to a 6-day stat line as my lowest interval, despite playing games each day. I still get an error about once a week where my WTR will drop from its current ~1645 down to the 1620s, on both the website and signature, as if it loaded some older expected values. My battle count will be correct, so it's not temporarily missing games played. As always, thanks for the timely response and the work that you do.
  17. Still no French ships; ship images are broken and have been for a few weeks; the website seems to be under heavy load recently and often refuses to work even after refreshing. Is Warships.Today doing alright? EDIT: French ships are finally showing up for me.
  18. LittleWhiteMouses's ship reviews are usually very good. Since she doesn't do videos, she doesn't seem to get caught up in how much attention she can get, so she never feels the need to go pants-on-fire-screaming mode. She's also very detailed and thorough, covering a ship from multiple different viewpoints, as long as you're ok with the wall of text.
  19. Firstly, Shima is fine, and it's still the best torp-spammer among them. I prefer Gearing torpedoes due to the speed with TA, but having 15 of them at over 20k damage each is unique. It's gotten multiple buffs in the past few weeks; torpedo detection reduction, gun range, and turret rotation. It's terribleness was vastly overrated before the recent two patches, but now it's definitely in good shape. Secondly, in any competitive environment like ranked battles, Shima would have even more of a role than it does in randoms. Just like the Shiratsuyu was an excellent choice for clearing out smoke piles n the previous season, Shimakaze would be an excellent deterrent to smoke-camping and a valuable area denial tool.
  20. I'm pretty tired of the cycle of: Ship is leaked, everyone claims amazeballs status based on paper stats. Ship goes into early testing, it's inevitably awesome. Ship makes it out the Community Contributors, and the ship is suddenly hot garbage, because outrage over hot garbage drives more clicks and views. Forum community goes into uproar about how this iconic ship (they're all iconic, apparently) should never be anything less than top of the line. All prior SuperTesting is apparently disregarded, Wargaming appears to bow before community sentiment, and the ship gets buffed before it sets sail. Community Contributors fawn over how awesome the ships is now, and by the way, everybody should absolutely buy this ship right away. I'd be ok with a few premiums coming out that aren't immediately at the top of their peer list for damage and win rate, otherwise known as "properly balanced". Even if that means I occasionally pass on a premium like Hood.
  21. Assuming equal skill levels, I'm confident the Saipan with 2/2 still wins most of the time. The speed advantage and monster strafing power against planes 3 tiers below yours is going to mean that the Kaga has to play a much better game. Having said that, I agree that most carrier players are pretty bad, especially at tier 7 with two premiums to account for. Kaga will probably be in pretty good shape.
  22. Fighter-heavy loadouts don't win games; sinking ships does. The problem is that because of the way Wargaming has "balanced" the carriers with various squadron sizes, the IJN ships get a usable amount of fighters even in their best damage-dealing strike packages. The USN is penalized for having a 6-plane base fighter squadron by being pigeon-holed into either damage or fighters, rarely both. I will say that the current Kaga setup seems better than the previous arrangements they were testing.