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About Rina_Pon

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    Lieutenant Commander
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  1. Rina_Pon

    The Carrier Rework Kneejerk

    The fundamental mechanics of the new CV I have no real problem with. My complaints come just down to just two things: 1. Too many people are playing CVs. 4 CV battles should not be common. 2. CV perma-spotting breaks the vision mechanics, rendering many ships ineffective and un-fun to play. My suggested solution is to bring back air superiority carriers as a means to reduce the number of planes in the sky. If that means making individual strike attacks more powerful so be it. Anything is better than being nickel-and-dimed to death. See? I am being constructive in my criticism. From the sidelines, since I find so little enjoyment in the current meta its not worth my time to play.
  2. Rina_Pon

    I have a question ...

    The thing is, what I found interesting and engaging about WoWS was its complexity. Not just he armor and angling mechanics, ballistics, and "rock-paper-scissors" asymmetrical ship classes, but probably more than anything was the stealth, spotting, and vision mechanics. Learning to manipulate concealment to your advantage, or, as a DD, giving vision to your team, was a big part of the fun of playing. 8.0 CVs have removed vision limits from game. Now, before you all object that CVs have always provided spotting, what's missing from the game now, that was present in the old pre-rework CV mechanic, is the concept of air superiority. A CV could choose between strike and AS loadouts. In AS, you defended your team from enemy strikes, and you provided concealment spaces by removing enemy spotting planes. And with finite planes, that presented a strike carrier with hard limits for target selection and spotting ability. Post 8.0 it's all strike, all the time. And as a byproduct, permanent vision to both teams. In that environment, there is no value in pushing. In fact there is every advantage to your team all sitting back and focusing anyone of the enemy that foolishly decides to move up independently of their fleet. The games devolve, as they have recently, into two static battle lines shooting at each from opposite sides of the cap about 15 km distant, while the planes do constant flyovers. That goes on until one side weakens sufficiently for sweep up operations to start. Which, for the surface ships, just means late game damage farming or kiting-and-dying depending on which side you end up on. I played Mogami on the weekend, first time in a long while. Never managed to get closer than 12 km to an enemy ship, never spent more than 1 min undetected. No torps fired the entire game. It's just shoot-kite, shoot-kite as your health bar gradually sinks.
  3. Rina_Pon

    I have a question ...

    To explain, since this comment seems to have been largely misunderstood: I am not complaining because I did badly in Colorado, or that Colorado is slow. I am complaining because the most kills I got in a game recently was in Colorado, where all I did (because that's all I could do) was shoot from the back of the fleet. There was no skill involved, no strategy, no plan. Just sail and shoot. It was an example to reinforce this idea that skill and reward have been decoupled in the 8.2 CV landscape. There's no advantage to being inventive or daring. No advantage to knowing the detailed mechanics of the game. Just sail and shoot.
  4. Rina_Pon

    I have a question ...

    What is the point of being good at a game if being good at the game does not help your team win? 'Cause that's where I am with this now. Playing WoWS just feels pointless, like I'm just there to shoot at stuff and be shot at for 15-20 minutes while someone else rolls a dice to see who wins. I have a list of grievances. Here we go: 1. There is no WASD counter to air attacks. You can't really dodge torpedo bombers or any other airborne attack anymore, especially not in a battleship. Unless the enemy CV is a noob, they can hit you whenever they want, it's just how many planes they will lose. This is a very static mechanic. No skill is involved on the ship side, just consumables management. 2. Playing any ship with sub-average AA is pointless. In principle AA ships should provide cover for weaker ships, but in practice no one is going to go out in a random battle trusting that to happen when you can choose to sail a ship with good AA instead. Most of my favorite ships are disadvantaged and unused. 3. Similar to the above. Radar is almost useless, torpedoes on cruisers are almost useless, concealment is almost useless. So few ships are viable now. 4. The highest kills I've got recently in randoms is 4, and that was a killsteal fiesta in Colorado, picking off stragglers since I couldn't get to the front fast enough to have more impact. There is no reward for playing well anymore. Sitting back and shooting at things will work just as well if not better. 5. I've been grinding Bismark. A brawling T8 BB with no deck armor, in predominently T10 MM with 2 enemy CVs. Talk about bashing your head against a brick wall... I all could think of while playing is "why am I even trying to do this?" Ugh. I think I'm gonna take a break for a while. Maybe a long while.
  5. Rina_Pon

    New normal? Four CVs and 2 DDs in a game.

    We total the ships of both teams. 4CV.2DD means each team has 2 CVs and 1DD. And yes this is very common now, I would say about half, with the other half being 4CV 4DD.
  6. Rina_Pon

    Zao: In Memoriam

    My Zao captain is pretty much permanently assigned to Atago these days. Same basic experience, but the running costs are lower. I dunno, it just feels much less stressful to play. Even Atago though isn't typically as useful a T8 cruiser as Baltimore, my latest love. In this CV/BB heavy meta, the escort cruiser has a far more significant role to play than the scout cruiser.
  7. Rina_Pon

    Thank You

    I saw a post the other day showing that EU and US player numbers were at their lowest since year 1, though to be fair it was only slightly less than two years ago, off of a high last year. I recall SEA being basically flat as you say. No cause for concern either way, but I for one am getting a bit fed up. I don't hate CVs, I don't even mind the rework per se, its just the game, as it stands currently, is not in a very fun place.
  8. Rina_Pon

    Zao: In Memoriam

    From Reddit, by user u/accepttheusername It is not written by me, but it could as well have been. Zao: In Memoriam Zao. Oh, Zao. You were my first Tier 10 ship. When I first got you your reputation for trollish tankiness went to my head, and I died early and often. I played you as a brawler and picked fights with DMs, Minos, and Hindenburgs in CQC, sailed broadside to Moskva, Henri IV, confident in my turtleback and paying the price. As I played more I learned that you were not a brawler, as your torp angles and health pool should have told me from the start. But you were also not a max-range HE spammer. No, you were a more elegant weapon for a more civilized time. You demanded patience, a steady nerve, and an opportunistic eye. I sailed you 4 km behind friendly destroyers as they poked into the caps, pumped the most accurate HE salvo in the game into any enemy DD that dared to show up, then kited away and disappeared at the edge of your concealment while leaving the sea on fire. As the game went on and the enemy team forgot about me, I would sail you up the flank and carve off half the health pool of a DM or a Moskva holding back the push. The rain of AP and HE from the smoke puffs littering the map never seemed to expect 12 km torps from their flanks. We respected Yamatos and Republiques, but never truly feared them, especially after acquiring your legendary upgrade and bringing your rudder shift below 5 seconds. Once key ships were taken out by your 12 railguns suddenly appearing at 10 km you lead the push, racking up massive numbers with IJNapalm, bouncing 16-inch AP and confident that you could drop back into stealth whenever the PT counter began rising and overmatching rounds began to fall. Even the occasional CV game didn't bother you too much, as your rudder easily dodged DFAA-panicked drops and it took 1-2 minutes for the CV to launch another wave and find you again. Those days are over, unfortunately. No more using stealth to get the drop on dug-in ships. No more following DDs closely. No more dropping back into concealment to pop up where the enemy isn't looking. Once the planes find you, they don't stop coming. A CV can throw 3 waves of planes in the time it takes for DFAA to reload and their drops aren't even panicked. Your base AA just isn't good enough to ward off a CV strike even with sectoring and upgrades and the CV knows this. DCP puts out a double fire that is blooming your detection so you can escape the attention of the enemy fleet, only for another double fire to be lit 30 seconds later. No more making those key solo plays that break the enemy line. Alright, fair enough. Solo play is less viable, I should be doing more teamplay. So I find my AA buddies, the DMs and Minos and Woosters -- oops, they're behind islands and in smoke clouds because they don't have that holy trinity of armor, concealment, and rudder which allow Zao to operate in open water. At the same time, Zao doesn't have the consumables, shell arcs, and DPM that allow DM and Mino to do what they do. I find the Henris, and get left in the dust. Find the Hindys, leave them in the dust. Find the Moskvas and Stalingrads, but their 50 mm bows bounce shells that cut straight through your 25 mm. Find another Zao, but 2 x 0 is still 0. Fair enough, not every ship can do everything. I find AA DDs, the Grozovois and Gearings, and a DM brave enough to push ahead, and escort them in. AA range has been nerfed, but that just means stay closer. But don't stay too close! DFAA doesn't panic anymore, and when the formation breaks as soon as shells start coming in and you have to play with that god-like rudder and throttle, you might just ram the very person you rely on for AA support. Then you're on your own again, with the added bonus of having attracted the attention of the enemy team, and once again -- constant fires! Plane spotting! Alright, so pushing up isn't as viable anymore. Again, fair enough. Meta has changed, but you've always been adaptable. So I find the AA battleships, the Montanas and Republiques and, once in a blue moon, a Conqueror. They fight in open water and have good AA, should be a match made in heaven, right? But while they're fighting well within their range, I find myself on the edge of mine, and spotter plane can't help because I have a catapult fighter. After all, jUsT bUiLd FoR aA, right? So I move in closer so that I can reliably hit -- oh, right moving in closer doesn't work anymore. And AA range and overlap has been nerfed. Very well, I'll just stay at your max range and do what damage I can. No more stealth torp runs, no more peek-a-boo on the knife edge of stealth, just rain HE at 18 km. But what can I reliably hit? Not destroyers, even with your railguns, and cruisers stand a good chance of dodging. So I mostly shoot battleships. But if I'm farming damage off battleships, why am I not in Hindenburg? Because for all its strengths, Hindenburg is clumsy and slow where you are nimble and swift, and feels less comfortable to drive. Why am I not in Mino, then? She has good AA, stealth, and maneuverability, right? Because angry smoke clouds spewing AP are much less frightening when everyone's balled up around AA ships at your max range, and Radartaur is redundant when DDs don't push and get spotted by planes anyway. Not to mention uncomfortable to play when you get spotted by planes that your fully-upgraded, sectored AA doesn't seem to do anything to until after they've shaved off 8,000 health and a Republique has blasted you for another 20 k. So I continue to play you, Zao, hoping to return to those glory days where your stealth, speed, maneuverability, trolly armor, insane accuracy and alpha strike were balanced by a low health pool, lack of consumables, poor turret traverse and weapons angles, and mediocre DPM. I've returned to HE spamming at max range, balling up with AA battleships and what DMs and Minos dare to sail in open water. It's a boring, frustrating, low-impact playstyle, but at least I'm doing damage over the entire game rather than being bombed, shelled, and spotted into oblivion. You can do so much more, Zao, and back when there were only a few CV games and you had breathing room between strikes even CVs didn't hold you back from your full potential. But now? Every other or third game, once the CV has your scent he doesn't let go, and your mediocre AA can't save you from that. Every CV game is like dangling a steak in front of a starving man, letting him smell it but never take a bite. So this is to you, Zao, my first tier 10 and the ship I could always have a good game in. Maybe when the population has died down I can take you out and relive your glory days. But for now, you'll sit in port, forgotten amidst the duels between CV players and DD players, a reminder of what once was. I'm only an average player. There's probably so much more I could do to make myself useful in CV games. But until I learn to dodge and group up with AA ships, until I learn to hang back and not expose myself, farewell Zao. There are far better things to do with my time than spam HE at max range.
  9. Rina_Pon

    re: Four CV games, all tiers, all the time.

    Plane speed is an effective (de-)tuning parameter, yes. Even a small reduction would drastically reduce CV effectiveness. I'm not 100% sure we're there yet though in terms of need. I'm hearing the term "AA buddy" being floated a lot recently. Maybe when everyone gets the memo about the multiplicative effects of AA, moving in groups will become second nature. That does actually seem to solve most of it. I was in a Nagato last evening, T6-8 game. We'd lost our T6 CV, the enemy still had both of there's. I saved our nearly-dead Shchors, and our chances of winning, by driving right up to him and launching my fighters. Before that I'd spent the whole game 2-3 km off the stern of our Alabama, for both the AA and main battery multiplication. So yeah, the "AA buddy system" is definitely a solid strategy. Exactly how solid I'm not positively sure.
  10. Recently I'm looking at wall-to-wall four CV games in randoms, more-or-less independent of tier. The stress is starting to show. My ability to carry a team is pretty much nil, and my WR is in the toilet. The problem comes down to WG giving away RN CVs in the fly-strike-win event. There's now a large pool of CV players in the queue who are skilled enough, and in CVs powerful enough, to reliably hit enemy ships. These same players are not, however, skilled enough to protect the ships on their team that have weak AA. For a ship like Kagero that relies on remaining undetected to maintain any kind of offensive capability, and with near zero AA, the situation is completely hopeless. You will get spotted the minute you take up any kind of attack position, and you will remain spotted, and focused by air attacks (misc.) for the remainder of your short time left in the battle, during which you will achieve nothing outside of distracting enemy CV attention away from your teammates. An AA destroyer like Sims, on the other hand, is loads of fun. Wait for the planes, kite off, pop DFAA, and watch your troubles disappear. [premium consumables a must] In AA cruisers like New Orleans, it's a bit of a mixed bag. I spent an entire game getting focused by the enemy CVs. Being spotted also meant spending the entire game dodging BB shells and generally dancing around doing nothing offensive. Shot down 39 planes, helped our team win as a result, but I wouldn't say it was a fun experience. For other cruisers it's just a random chance whether the enemy CV decide to focus you - or some other schmuck. BBs have the easiest time of it, since the amount of dpm a typical CV can put into you isn't that significant, especially if you have decent AA, and being plane-spotted isn't such a big deal. But we are still back to the bad old days where if your team happens to have the potato CV and the enemy team gets the unicum, then your team are going to be rolled and there is nothing any cruiser, battleship, or destroyer can do about it. [sigh. rant over]
  11. Rina_Pon

    Last minute respeccing

    Got most of mine sorted out during the 0.8.0 respec., where I decided against full AA builds on the basis that the popularity of CV seen at that time wouldn't last. That proved correct ... mostly ... until recently now everyone has the RN CVs. Resisted the temptation to go all in on AA this time around, too. Again assuming that people will soon stop playing CVs and the current omnipresent 4 CV meta will blow over. About the 4 CV meta ... I'll leave that for a separate post. I have some, ah, opinions on that topic.
  12. Rina_Pon

    My thought about Space Mode

    This year's Space Mode is much improved over last year. For starters, it is some ocean on an alien planet or moon, so the gravity physics don't seem so odd as they were when the mode was set in actual space, and meanwhile having visible ocean makes aiming and situational visibility possible, unlike last time. That said you probably have a point about DDs, as last night the queue was filled mostly with BBs. So the playerbase at least have concluded that DDs aren't competitive. That said, I think most of the problem lies in the DD players (and everyone really) being unfamiliar with the map, game mode, and enemy ship capability*. DDs I saw were playing far too casually for a T10 match. Once people twig to the fact that their DD is going up against DesMoines and Zao, and learn the ins-and-outs of the map, I'm sure they'll tighten down their positioning. *even I had not realized they were unnerfed T10, I noted they were Tier VII and didn't pay it much further thought before jumping in. I'm glad they got rid of upgrades and modules on these event ships, so you only have to kit out a captain and its ready to go. Buying modules, even if you got the money back after, was a pain, and building in upgrades/modules already is a nice QoL touch.
  13. Rina_Pon

    Need tips and tricks for Nagato

    Rina's short guide to the Nagato: The premium camo - olive drab, broad cream bands - is one of the nicest-looking in game. Highly recommended. Also a nice high-end captain, like Yamamoto. My 15 skills are PT, PM, EM, SI, CE and FP. The wiki recommends AFT and manual secondaries over CE and FP. In my experience, I don't get enough use out of the secondaries to make that investment worthwhile. Armor is very solid against mid-caliber AP, and she has enough speed to control engagement range. Burns easily however, even with FP its still a big worry., Nagato playstyle inverts depending on whether she is the top tier BB or the bottom tier. Top tier you play flagship, position for map control, tank, and rush to flank. Bottom tier you play second line support. Either way the strength of the ship are the easy to use, accurate 16" guns. By easy to use I mean flat arcs and fast shells, so hitting what you want is pretty much point-and-click. Reload is slow so select targets carefully for maximum effect. The biggest mistake people make with Nagato is not playing aggressively enough when top tier. She has a substantial secondary battery, and brawling is entirely within her skillset. Just don't get in a bar fight with a full health Colorado. Even outside of brawling range, however, you always want to be as close as possible to a target. Winning is all about finding survivable opportunities to do so.
  14. I learned something new today. Thanks!
  15. As per title, iirc it used to be if the tubes were knocked out they would have to reload after the repair. Today I had the port tubes on my Furutaka hit as I was closing to strike a Kaiser. I was like "oh well, I'm cooked" when 10-odd seconds later they were back up and ready to fire. Kaiser was even more surprised than I was.