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cellum95

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About cellum95

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  1. 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.'
  2. https://www.youtube.com/watch?v=LMQL344VjTc Bonus replays: https://replayswows.com/replay/64955#stats https://replayswows.com/replay/64956#stats
  3. 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.)
  4. 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.
  5. 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.
  6. 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.
  7. cellum95

    Replay Dump

    https://replayswows.com/replay/47414#stats <-North Carolina, Bottom Tier https://replayswows.com/replay/47416#stats <-North Carolina, High Tier.
  8. 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
  9. 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
  10. cellum95

    Replay Dump

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

    Replay Dump

    https://replayswows.com/replay/46869#stats <-North Carolina, Bottom Tier
  12. 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
  13. cellum95

    Replay Dump

    https://replayswows.com/replay/46510#stats <-Galaxy Replay https://replayswows.com/replay/46512#stats <-North Carolina(last match of the day.)
  14. cellum95

    Replay Dump

    This is just an update to the second link of the third thread: https://replayswows.com/replay/46460#stats
  15. cellum95

    Replay Dump

    This post is made possible by the suggestion of dejik_nyo since in hindsight, it is better to keep the replays into one single thread. Here are the links to previous threads relating to what is said on the title: I will be putting my personal replays for people to view and criticize so that I can take their feedback as something as a lesson to continue learning to play the game.
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