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About Robby_Hermanto

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  1. Robby_Hermanto

    Where is your Halloween Ship XP?

    What to do with the billionaire Orlan? I didn't see the logic of why WG put the exp there...
  2. Robby_Hermanto

    Commander skill change and CV Compensation

    Just curious question... I understand that this is a silly question. Feel free to bully me. ...Why don't they just copy paste the mechanism from world of warplanes? Those are already researched by experts who already work out the air fight balances since the beginning...
  3. It is relevant my friend. Malfunctioning mechanism causing imbalance. How do we know if a function is working well as intended or malfunctioned - not working like as it is intended? We never know. Our duty is to test and to report what we experienced. One example I'd like to bring out of many other examples: The instant take off and landing time. -Does it malfunctioned as it suppose to requiring time to take off? -Does it really intended to be instant for certain reasons? We never know. Our duty is just to test and report what we find. Regarding the cause is mechanical or balancing scenario issues, lets let the Developers decide the best decision according to their expertise.
  4. Control one at a time That's right. We can only control one at a time. However, due to instant take off and no need to wait for the squadrons fly back for re-arm (just launch another new one after the previous one drop its load), it is mitigate the alpha drop that suppose to be really factually expectedly dropped. This time I don't have a screen shot yet. I will be back to you with screnshots for easier understanding of the point I want to address. In the conventional system, my capability in T6 Ryujo averagely 90k~150k damage per battle (random battle). In the new rework system, my capability bumped up at minimum 155k damage per battle (random battle). Max was 190k, but I believe that is not my edge capability yet. This means: I delivered more damage than I used to with the old system. Conclusion: The damage is still too significant and must be reduced. New Drop Pattern is avoidable All kind of drop pattern has chances to be avoidable. A single drop might be easier. From what I feel by playing just less than 100 total battle in the test server, a single drop in the new reworked system is more deadly than the conventional one. Reason: - It is totally manual. Every player is forced to learn it. Once you get the feel on your squadrons, you drop torpedoes really close as like activated 1 inch before hit. It is really hard to be avoided. -Easier to be avoided? Yes theorically. In fact it is harder. Because defensive fire consumables will not scatter the drop pattern. The squadrons are mindlessly determined like a zombie. If you don't mind of losing planes or gambling if they are able to reach the target before all being shot down, every torp that managed to touch the water is most likely will hit. -In the conventional system, there are lots of factor that will distract a player focus when performing a strike. For example: Approaching opponent fighters while the torp squadron approaching in for a strike. That contributes to the accuracy decision quality of the player. Although all T6 above able to perform manual drop, the accuracy quality will not as good as in the new reworked system, where in the reworked system you have: a clear visual pathway from the wing commander cockpit and no distraction from opponent's fighters. What is in a player mind is optimally focus to calculate the impact point as close as possible. No side factor.
  5. Dear developers, By this topic I would like to address findings of the new reworked CV version. To make it easier to understand, I might bring some comparison with previous conventional system. The purpose is to bring insight of what is going on and bringing you more creative ideas. 1. Devastating power is too high. This talks about DPM (damage per minute). The new reworked CV has DPM more than two times as much compared to the conventional system. Please allow me to explain the steps on how the damage are performed and compare it with the conventional system. New reworked system: -Squadron take off (instant - no take off time). -Fly to target. -Drop bomb/torp/rocket -Squadron fly back to ship (press F) -The view is back to the ship, press a squadron number, take off (instant) -Repeat process. Highlight: The new squadron had already off the ship to deliver another damage to target while the previous squadron had just drop the torpedoes and flying back (the player even no need to wait and see if the torpedo hits). It means: half of the time required between each strike. Conventional system: -Squadron getting ready (required time is various depends on squadron type, upgrade, and captain perks). -Squadron take off (require 10 - 12 secs before the whole squadron airborne). -Fly to target -Drop bomb/torp -Squadron fly back to the ship -Squadron landing (10 - 12 secs) -Squadron re-arming (10-40 secs depend on squadron size and type) --Squadron take off again (require 10 - 12 secs before the whole squadron airborne). -repeat process. Highlights: Every process in the conventional system takes time, and every process must be done completely before proceed to next step. The DPM is also much lower due to high plane to plane interaction (opponent fighter can intercept at anytime they have chance). A Captain must observe a situation very well before decide an approach to deliver a strike. Recommendation: Please implement some restriction to balance the power. Such like: -All torp planes must be back to the ship before the next torp squadron launch. -Take off takes time to get the whole squadron on air, like in the conventional system. 2. Fire and flood chances are too high. Torp dropped, target flooded (seen from the damage counter), opponent use the damage control party, fly around to wait for the duration expires, drop torp for a second time. Good bye and fair seas. The same way for bomb. When I use Yamato, no shell ever kill me besides fire and flood. No ship ever killed by shells unless they are bots, detonated, or abundantly citadeled in a salvo. Recommendation: Significantly reduce the fire chance of bombs and flood chance of torpedoes. The other way is to increase immune period for fire/flood after an aerial strike. Just for by air strike, not other regular ships. 3. Helpless CV/Instant sniping. At first, it may looks balanced when players start to adapt and learning on how the things work. After an experienced player mastered the art of torpedo salvo................. At battle start, we CV player knows exactly where is opponent CV location by just reflecting our CV position on our square to the location of the opponent CV on the mirroring square at the opposite edge. Fly directly to the helpless target CV. Nothing is special. The squadron may slightly maneuvering and change courses to avoid AA ships. Once the target reached, drop torpedo is as easy as hitting straight sailing ships at training room. Fly around to wait for opponent damage control party expired (if opponent decide to press F, back to the ship view, and use the item). A CV in the new reworked system must be accompanied by at least 1 cruiser with good AA at all time, otherwise she will be the first ship sinks. Recommendation: Enable the whole squadrons to take off, although only 1 squadron can be played like in the current system. Please enable take off/landing time. The other squadrons work as plane to plane interaction which perform dog fight automatically when approached. They only fly around the CV like all spotting aircrafts do, despite it is a fighter squadron, torp squadron, or bombers. (Torp and bomb squadrons according to the history also have guns and rear gunner. They also able to perform dog fight although not as excel as fighters). When a squadron is ordered to back for re-arm, it is only empty planes that going to land, the rest should be flying around the CV. The same thing when a fully armed squadron ordered to fly home. They will just fly around the CV instead of landing. By this way, AA cruisers will have their wind when approaching a CV to shot down all squadrons flying around it. When a ship attacks a CV, the whole flying squadrons will approach to storm the ship automatically. This is my review so far. Critics and suggestions are always welcome.
  6. Dear Developers, Problem identified: Service cost of T-VI Ryujo is 5 million credits. Is it true or merely a bug? Recommendation: Investigation and explanation. Detail Information Battle: Random Battle Outcome: Victory Survive battle: Yes Additional Info: I spent so many torpedo bombers to find out how many is the ship stock and to learn on how to drop torpedo effectively.
  7. Robby_Hermanto

    Question about Ashitaka & Kii

    Hey guys, I tend to have a good credit maker premium ship that currently available for sale (also hooked up by that cashback offer). 1. I read about Makoto Kobayashi camou function on these ships. Is it purchaseable right now? 2. What is the current best credit maker ship that available for sale? Thanks. All answers are highly appreciated.
  8. Robby_Hermanto

    How to get the pin-up codes?

    Hi guys, I am trying to follow all the clue in every video posted by Dasha and Alena to find out the codes. Unfortunately due to my noob eyes that took too much torpedoes, I still can't find it. I have watched the video all over and over again and still got no clue. Can anybody help me to show the correct way to find where are those damned codes? I know there are some other threads already provided the codes, but I would like to get it in a fair sportsmanship way. This is the only "Code" I can get from the video, but it still doesn't work.
  9. Robby_Hermanto

    Hurray, CV Rework!

    My question a while ago regarding RN CV is answered...! Hohoho, time to move back from DD bridge to CV bridge.
  10. Yeap I get your point well. The message I want to say to WG is: Where there still chances for the guarantee to be missed, it is better they write: "Maximum Waiting Time for a Random Battle is no longer than 5 minutes in normal circumstances" instead of "Maximum Waiting Time for a Random Battle is no longer than 5 minutes".
  11. Robby_Hermanto

    I post my replays here because I want to git gud

    Could you tell me how to watch that?
  12. Robby_Hermanto

    So why is everyone choosing sharks?

    I am an Eagle. No idea why others choose Sharks. Everybody have their own personal preference and it is too diverse to learn.
  13. Robby_Hermanto

    Carriers- how am I so unlucky?

    In the game, USN Fighters are overall excel over IJN fighters. It is not because they are stronger, but it just they simply have 6 planes in a squadron instead of 4 in IJN. Please note: on T5, IJN has a higher fighter tier than its USN counterpart. It is deceiving to players who just learn to play CV line. You will feel weaker on T4, but feel capable on T5, but then weak again at T6. With a 10 skills commander, players can access a skill called "Air Superiority" that will add 1 fighter extra into your fighter squadron. This makes the powerful USN squadron who already have 6 become 7. For IJN, this will make your 4 planes become 5. To improve your performance on IJN CV dealing with the situation: On T4 and T5: Not much can be done. Just try to avoid those fighters and race the damage for you have better striking capability (2 torp bombers of IJN vs 1 torp bombers + 1 dive bombers on USN). On T4 and T5 will be the best chance for you to learn cross dropping torpedoes. Fluency in this will results you a better CV player compared to those who only play USN CV line. Or Try to distract opponent fighters away, and then your striking squadrons sneaking around the map undetected to find opponent CV. Sink opponent CV as soon as possible. On T6 and T7: Let say the situation is opponent commander has Air Superiority skill that makes them have 7 fighters in a squadron and you don't. You are on an IJN CV bridge, your opponent is a USN CV. You should use the module of 3 fighters setup. Make the squadron of no 2 and 3 always fly together, and squadron no. 4 in a bit distance. The IJN CV without "Air Superiority" will be on a very huge advantage. If you need to engage a dogfight, use that combo of squadron 2 and 3 VS 1 squadron of opponent. The win chance will be 100% (with condition of no enemy AA interference). The worst chance will be you lost 2 planes of each squadron and opponent will lose all. Then now you will ask, "So what is the huge advantage?". The answer is: T6 USN CV (Independence) has very a limited fighter stock. Once she lost the first 7, she only have 5 planes left to replace the loss and it is already ALL of available fighters. While on the other hand, IJN CV can replenish 3 times of a full squadron in case she make mistake to losing them. On T8 and above: I believe you already have excellent skill and need no more guide. From T4 to T7, IJN averagely excels in performance compared to USN. This is according in line of the history. At the beginning of Pacific war, IJN has better quality: more agile, more speed, more range, more deadly. Along as the war progressing, US has better economy to replace the loss, research for better planes, and deploy them to the war theater on time. My current achievement is at T7 of both nation. About performance, T7 Hiryu is the best. There are some other premium CVs I have like T7 Saipan and T7 Kaga. Both offer unique gameplay and both are balanced in my opinion. Do not use strafing unless it is necessary. This is the most common behavior of T6 players who just get access to strafing mechanism. They strafing all around with bad accuracy resulting their fighters rushing deep into opponent ship clusters (include me when had that strafing euphoria). Your fighters will be more effective as one click to enemy squadron although it is strafing against you. You might lost 1 or 2 planes when approaching each other, but then the strafing squadron passing by and leave opponent fighters on their tail "strafing" on them. Use strafing only to opponent fighters that locked in a dogfight, excel over your fighters, and your engaging squadron is at nearly perish. The other use of strafing is for opponent striking squadrons who running away from you. Please note: every time you strafing, you will lose 1 fighter as the cost (except for Saipan, strafing has no cost). If you are on a T6 USN CV, try to avoid your fighters direct clash with IJN fighters, unless the IJN uses strike loadout that makes her only have 1 fighter squadron (T6 Ryujo). On T7 IJN CV even have 2 fighter squadrons on the strike load out setup, while the T7 USN CV: Ranger still have only 1 fighter squadron. When you are in the USN CV, engage opponent squadron when it is alone and has no back up to assist the dogfight. From T6 above, ships averagely have better AA. The knowledge you should know is: which ship is a prey, and which ship that must be avoided all the time. Don't bother to bomb an Atlanta, Kutuzov, or Baltimore although they are in an appealing position. For some other ships with average AA power, you can just send all your striking squadron to sink her (if it is really necessary - gather all of your striker squadron on a spot and then send them all together at once. The expectation is they reach the target all together at the same time). You will lose one to four planes but you will manage to deliver a blow. The most important point is: you should determine which one to kill first and which one to kill later. Avoid ships that could contribute loss to your planes at early game to keep your damage power steady to the end of the game. Aim for helpless ships with weak AA first. You might want to slam a DD first if you are good in cross dropping torpedoes . It will contribute much to the team. Continue it. The effort is really rewarding. You will learn a lot from your defeat. Do not give up. Additionally, try to do scenario battles that changes every week. Some of if will give you reward as: 10 skills Commander which you can use to lead your main vessel.
  14. Robby_Hermanto

    Why there is no British CV line?

    Attacking personal status altered from the topic discussed is merely a sign of inferiority. According to the forum rules, I need to have 5 battles to be eligible to post. May I ask if there is any other rules written that 1k battle is not enough? There is no fight everyone off. People said their opinion, and I said my opinion. Opinions might be different based on each person background experience and opinions might against each other. That is healthy in a community. The unhealthy one is when someone saying an opinion and then answered with a bully by attacking personal status. It is much better if you would say your own original opinion (if you have any), rather than to suggest to follow other's opinion. Please don't be afraid. My ships all are virtual. They don't really drop bombs and no real torpedoes. I also don't have real shells to throw at anybody. We discuss, we play, we have fun. Nothing should be afraid of. Sounds good enough for you?