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About cellum95

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  1. cellum95

    One reason why I prefer to stay in Asia is....

    1.) Individual player skills are surprisingly mid to high level 2.) Instant teamwork when situation arrives 3.) *Players are competitive 4.) *Each know their roles well enough * - Debatable
  2. cellum95

    Script for Future Video

    I'm planning to do a video on the general roles of the various ship types. This is my first time to do this sort of thing, so I'm wondering if the script that I've done is sufficient for the topic that I've chosen. Line 1: Welcome to the video that will do its best in describing what role a ship type is expected to do in a match. I will be doing the general labels, since one nation is specialized in doing one thing than the other which will be covered in a later video. Note that this is a result of observations and actual gameplay experience. Without further ado, let’s get started. Line 2: Destroyers are generally the stealthiest, fastest, and most maneuverable ships in the game, but also the most vulnerable. With their speed and maneuverability, it is the job of this ship type to capture or deny a capture point, while also doing reconnaissance and harass the enemy fleet. They are also expected to kill enemy destroyers, although some are better than others, which we will be covering in a future video. Line 3: Cruisers is best summarized as ‘jack-of-all-trades, masters of none.’ They are armored enough to bounce some shells, while having enough firepower to vaporize the health pools of enemy ships. They also have fair to strong anti-aircraft suites that can wreak havoc on the attacking planes’ health pool. They are also fast enough to sneak in to capture or deny caps, although the latter is done more than the former. Line 4: Battleships is famously defined by their firepower, armor, and large health pools. They have the largest guns compared to the other types, and this is used to slap big damage on enemy ships. While a secondary role, their extensive AA suite can screen the fleet against aircraft when cruisers are too far away to help. Thanks to their armor and large HP pool, they are expected to bare the brunt of the enemies’ fire, allowing other ships to safely engage the enemy fleet with minimal repercussions. Line 5: Aircraft Carriers are, obviously, defined by their strike crafts. They are expected to spot the enemy for the team, while swooping in to deal harassing damage to soften the enemy and disrupt their concentration. They are also expected to protect their teammates against enemy aircraft by using their fighters. Line 6: Those the general roles that the ship types in World of Warships are expected to do. If you like this video, please like this video and to share with all your friends. If you like to put your own cent on each type’s roles, please comment down below.
  3. It is more on the lines of 'hey, you seem to like this [insert ship class], how about you try this ship and, if it tickles your fancy, buy it from our Premium shop.'
  4. https://www.youtube.com/watch?v=LMQL344VjTc Bonus replays: https://replayswows.com/replay/64955#stats https://replayswows.com/replay/64956#stats
  5. cellum95

    Will the CV topic ever die? WG says...

    I always thought that CVs and DDs can work as a duo in the spotting game, with the former doing an entire sweep of the enemy team while the latter keeping what the CV spotted longer so that the rest can deal damage. (Harassment is also a game both can do well.)
  6. cellum95

    [ichase] even he.........

    ^This. While complete deplaning is not present anymore, the fact is that planes take time to regenerate. Reckless CV players can find themselves often in situations that they have incomplete squadrons, or need to wait to have a usable squadron out. With CVs right now having a more...dominant position than before, making them wait, or making them send out incomplete squadrons, is the single, biggest tactical advantage I think a team can have, especially when its mid-to-late game. Of course, this is going to change when player skill and match events play out.
  7. cellum95

    [ichase] even he.........

    The thing is, there is no universal concept into countering CVs. It is more in the lines of 'okay, what do we have here?' and then try to come up with a workable counter.
  8. cellum95

    Replay Depot

    I can't seem to remember the last time I earned this much medals in one match. Either it's been a long time, or I haven't in my years in WoWs.
  9. cellum95

    Replay Dump

    https://replayswows.com/replay/47414#stats <-North Carolina, Bottom Tier https://replayswows.com/replay/47416#stats <-North Carolina, High Tier.
  10. In my honest opinion, as a Battleship and Cruiser main, the CV rework is manageable. It is not without its flaws, but at least you can still do things that you are used to prior to the rework. (I also played a bit of CV's so there's that). That being said, here are the things I think are the issues that still plague the rework: 1.) Fighters. Or rather the lack of an active role by said planes. The decision to make them a consumable was dubious at best, and that removed a key aspect of a Carrier's role: to provide CAP to teammates. With them severely restrained by 'push button to only put fighters here', this cause what is now seen as Carriers just doing damage, nothing more. Speaking of damage; 2.) Cycling of Planes. When a Carrier is done doing one strike, they can immediately send out another in just seconds. This is annoying and psychologically stressful to practically everyone since there seems no end to this strikes in the horizon. The fact that there are also planes ready to go on the deck of carriers is also a factor, and finally; 3.) Anti-Air Firepower. Now, I get what WarGaming is thinking with the air sector mechanic. If you fly into this zone, your planes will take more damage than the other. The thing, ships of different nations, types, and tiers have vastly different AA ratings that either it does virtually nothing, or it's practically god-like. So what are the possible solutions to these problems? There is not one solution, as the answers to them are complex at best. That being said, here are my suggestions: 1.) Return of Fighters. Now I'm not saying that fighters should be done in a similar manner as the strike crafts. That could be a solution, but that would be boring and not really helping the team a lot outside of taking down the enemy carrier's planes. I think a workable solution is to merge rocket attack planes with fighters. Since the R.A.P are just fighters repurposed into strike craft by literally strapping a number of rockets into them, once their ordinances are expended, they automatically become fighters, flying overhead of a given sector(a wide one at that) to provide CAP friendly ships; 2.) Delayed Cycling. This is inspired by Flamu's recent video. Instead of an instantaneous switch between one type to another, there should be a delay between the cycling of aircraft. For example, if you want to use a dive bomber squadron after you've expended your torpedo bomber squadron, there should be a delay by giving a set time between the arming of aircraft and their take-off, more so if the planes are either damaged(since they need repairs) or outright annihilated by enemy AA firepower. And finally; 3.) Sector Switching. This is also inspired by Flamu's recent video. Giving a DFAA-like sector switch by an instant switch with a push of a button, like DD captains, some Cruiser captains, and a few BB captains with the 1-2 and 3 buttons is interesting. If you want to reinforce a sector, set it immediately and go back to whatever you're doing. Within that sector, that squadron is 80-100% dead guaranteed. Outside of that sector, sure some planes might get shot down but at least Carrier players still do damage. Another solution might lie on the '3' key for torpedoes. Push a button, and AA bubble will be wider, dispersing the damage in a wide area, and push the button again, and the bubble will be narrower, maximizing the damage output of your ship's AA. The former can do damage, but don't shoot down a lot of planes, while the latter also does damage, but plane casualties will be much higher. Of course, these are just my take on the topic this thread is discussing. It might be workable, or not at all. -cellum95
  11. cellum95

    Replay Dump

    https://replayswows.com/replay/47268#stats <- Aoba https://replayswows.com/replay/47269#stats <-Bismarck https://replayswows.com/replay/47270#stats <-North Carolina
  12. cellum95

    Replay Dump

    https://replayswows.com/replay/47004#stats <-Aurora
  13. cellum95

    Replay Dump

    https://replayswows.com/replay/46869#stats <-North Carolina, Bottom Tier
  14. cellum95

    Replay Dump

    https://replayswows.com/replay/46679#stats <-Gneisenau match https://replayswows.com/replay/46680#stats <-Lyon match https://replayswows.com/replay/46681#stats<-Aoba match https://replayswows.com/replay/46682#stats<-North Carolina match
  15. cellum95

    Replay Dump

    https://replayswows.com/replay/46510#stats <-Galaxy Replay https://replayswows.com/replay/46512#stats <-North Carolina(last match of the day.)