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Nottherealaborn
Nov 12, 2012

BadLlama posted:

So you only need to account for lead time the game automatically figures out drop like in WoT?

That's bogus. Best part of navy field was having to memorize the angles of gun fire needed to ht anything.

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Nottherealaborn
Nov 12, 2012
Managed to get my app in on mobile. God I hope I get in.

Nottherealaborn
Nov 12, 2012
gently caress yes, got in as well. Can't wait to run my ship aground.

Nottherealaborn
Nov 12, 2012
At the start of battles just tap 2 to select AP. Tapping again will unload the HE and load AP without having to shoot.

Nottherealaborn
Nov 12, 2012

Avynte posted:

Navyfield was terrible with the lack of islands. Hope you're in a BB because outside of the first suicidal torp run, no one was crossing no-man's land in the center for a long time. That or you loved sailing up and down waiting for someone stupid enough to get close to your guns / grinding cash via AA.

The jump from dominating low level games in a CA to getting dominated while in a low level BB definitely was the worst part of Navyfield. The open maps weren't completely terrible because of the fog of war system they used where you had to scout enemy ships with either planes or lower level ships. It definitely got old though.

Nottherealaborn
Nov 12, 2012

Fart Car '97 posted:

Today I got was driving a BB and two DDs let a volley of torpedoes off at me and another BB near me. We both went into evasive turns that caused our hulls to brush together.


We instantly stuck together and stopped dead in the water and both volleys of torpedoes went wide when I should have eaten a few and the other guy should have been wrecked. But we both came out scratch free and proceeded to wipe the destroyers.

I had that happen to a teammate and I at the beginning of a match when we turned into each other. We tried going in opposite directions but were held to each other like magnets. I had to come to a full stop in order to magically demagnetize my ship from his. Physics is a cool subject.

Nottherealaborn
Nov 12, 2012
Let's stop arguing about destroyers and battleships and instead just all agree that carriers basically suck and need fixing to be fun.

Nottherealaborn
Nov 12, 2012
I'm really loving the phoenix. I think I've enjoyed it even more than the St. Louis. A lot of powerful guns with the added torp gimmick is amazing against teams of terrible, terrible pubbies.



Nottherealaborn
Nov 12, 2012

Adventure Pigeon posted:

They were supposed to on paper. The problem is, if destroyers don't counter battleships, then what does?

Carriers don't do so well, especially if you're in a match with a higher tier carrier. Plus, you only get 2 carriers per side per match.

Cruisers are countered by battleships.

Battleships do?

Destroyers counter subs of course.

Nottherealaborn
Nov 12, 2012

Keksen posted:

I'm only up to tier 4 in the BB line but so far I'm doing way better in Cruisers than in BBs, so I must be doing something wrong. Every 30 seconds I get to shoot at something and if I'm lucky enough for my shots to RNG into their citadel the target gets hosed but more often than not I feel I would be doing more damage just shooting at them every 8 or so seconds instead. :confused:

People are saying the Kongo is good though, so maybe I'll have an epiphany once I get there.

I'm in the same spot as you but I'm enjoying tier 4 BB much more than tier 3, mainly cuz of the extra range. I assume they only get better from here.

Nottherealaborn
Nov 12, 2012
The balance system currently overvalues carriers too, which just makes them even worse. I've had games where we got 1 carrier and the other team got 0 carriers, so in return they gave them two extra cruisers and the stronger battleships. Needless to say we lost horribly.

Nottherealaborn
Nov 12, 2012

Vorkosigan posted:

Patchnotes: http://worldofwarships.com/en/cbt/news/update-0302-downtime/

Most important thing: Added a limit of one aircraft carrier per squad.

Wouldn't want a division to be too powerful by wasting their space on carriers...

Nottherealaborn
Nov 12, 2012

NerdyMcNerdNerd posted:

I really hope the gun portion of the game doesn't turn into WoT bullshit where you want to kill yourself if you're stuck with a stock gun. It's nice that stock ships are actually threatening and dangerous.

Seriously this. On top of that, the tiers mean that higher is better, but not higher is impossible to play against. Earlier I was put up against mostly tier 7/8s while in my tier 5 Omaha but was able to hold my own for the most part. In WoT that tier difference would have meant I was better off in a body bag at the round start.

Nottherealaborn
Nov 12, 2012

Rech posted:

Does Langley have exceptionally lovely fighters or are they all like that? I just unlocked it and played couple games against bots to figure out the controls. I sent my fighters after a scout plane and they chased it around the map and spent most of their ammo and werent able to shoot it down. Similar thing happened when I sent them after enemy fighters. They just sat next to the enemy Langley shooting at each other with no effect. For some reason the enemy Langley didnt use AA guns. My planes ran out of ammo, returned to rearm and I sent them back and finally they were able to shoot down 1 enemy fighter. When I sent them after enemy torpedo planes it seemed to make their torpedos go all over the place but again nothing was shot down.

My torpedo planes seemed to work just fine but playing a carrier seemed even more boring than playing arty in WoT. At least you get to shoot a gun instead of staring at your planes do nothing.

They definitely need to fix the way that fighters work. For one, they should get more ammo imo. It's really annoying when you take out a group of fighters and then want to kill the TBs they were escorting, but no you only had enough ammo for the fighters. Also, I'll have fighters run out of ammo and thus need to return to base, but the enemy fighters are still engaging them. Since they are engaged, they will just sit at the same location slowly dying rather than attempting to return to the ship.

Nottherealaborn
Nov 12, 2012
I had a game where there were two enemies left against 8 of us. One enemy was on the other side of the map while the second one was starting to get swarmed by my entire team. Since everyone saw it would die soon and they wanted the kill, 5 or 6 ships shot all of their torps (note that these are coming from all directions since they had convened on the ship from different directions and different distances). Inevitably a friendly died from the torps. The guy who killed him acted incredulous that someone got hit by torps that he sent from 10km out (well beyond his torps range). I called him out on it and he told me to "wake up. Destroyers shoot torps. That's what they do".

I'm not sure how much a dummy lock would work for torps since they travel slowly enough that someone could still potentially run into them long after shooting. You just gotta hope your teammates aren't that stupid.

Nottherealaborn
Nov 12, 2012

Elmnt80 posted:

Its an essex class carrier you turbonerd.

The Yorktown class is separate from the Essex class, but I believe one of the Essex class was named Yorktown. Confusing poo poo actually.

Nottherealaborn
Nov 12, 2012

Hammerstein posted:

That's a thing. While your planes are in range of a cruiser's barrage ability your attack angles get horribly wide for torps and the circle for divebombers also almost triples.

It essentially makes carriers even worse. Your divebombs will all miss because of this. Haven't seen its affect on torps yet though.

Nottherealaborn
Nov 12, 2012
And as an excuse to include two Alaska class ships they can add the Guam as well.

Nottherealaborn
Nov 12, 2012
I think this picture sums up pretty well just how lovely the matchmaking system can be.

Nottherealaborn
Nov 12, 2012

MoraleHazard posted:

I use the right mouse button. Aim where you want the turret to face and then hold the rmb down as you maneuver the ship. I do this to "pre-aim" turrets, especially on a battleship when I'm rounding an island or coming about to take on a different ship, etc.

I think he's more referring to the fact that if you are currently in a fight and aiming one way, the guns on the other side of the ship or the guns that are only slightly off firing position will not maneuver until you are firing at an angle that they can fire. This means that if you fight a ship on starboard side, finish them, and then start firing at someone that is port side but very forward of your ship and you keep a similar heading then only your front guns will maneuver to aim at them. Once you finally change heading so that your back guns could fire at the enemy, they still have to fully turn around your entire ship since they didn't pre-maneuver at all.

edit: beaten to it

Nottherealaborn
Nov 12, 2012

NTRabbit posted:

Has anyone else had a problem where if you shoot at a distant target and lead it like normal the shots all land the range you aim at, but if you put the reticle right on the ship the shots all land ~2km short? I was shooting at a stationary cruiser with the reticle right on it, shops kept dropping into the ocean nowhere near the ship, not close enough to even be unlucky RNG. I moved the reticle to the left so it would be leading him if he was actually moving but at exactly the same distance, and every shot landed bang on range. It was bizarre.

I've had the same thing happen to me occasionally. I thought at first it was because my shots kept the momentum of my ship, but occasionally when this happens they miss in the opposite direction than what momentum should carry them. Anyone got any answers?

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Nottherealaborn
Nov 12, 2012

JuffoWup posted:

I wonder how effective ap dive bombers will be. That may change our view on the fighter heavy loadouts considering the really quick change over on dive bombers versus torp bombers.

Hopefully they err on the strong side so that carriers at least have something going for them.

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