
ConsiderableHat
u/ConsiderableHat

Please stop playing non-German carriers.
It has become an inescapable rule that the team with the German carrier wins, because they're grossly overpowered and by comparison the other carriers amount to their team being down a ship.
If you could all just stick to the Jerry carriers, we can have an even playing field again.
Also, does divisioning up with a friend and together taking two of the team's three destroyers and driving them into one corner of the map and spending the entire game doing nothing but spam the comms wheel count as 'harrassing others' or 'griefing'? I put it in as griefing, but I'm not sure what the definitions are.
Them being in a fail division of a Farragut and a Clemson that ended up in a tier V match is just the breaks of the game, but being the only DD against two enemy DDs (who ganged up on me, naturally) was disconcerting to say the least.
linkffn(a wizard's guide to banking by bakuraptor) is a story that merits more attention than it's getting: if you want excitement, adventure, dry humour, and world-building that's virtually seamless with canon, this is the story for you. The premise - which the summary doesn't spoil in any significant way - is hilarious.
Just got my first flame review on my first published fanfic. And I quote:
However, once you revealed yourself as a commie and/or supporter of perverts from LGBT movements, I knew that I had to quickly stop reading your fic.
I'm somewhat at a loss to know what that's about, since I haven't mentioned LGBT issues for good or ill and I'm pretty sure unkind remarks about the tories, Brexit and the National Socialist German Workers' Party (not all in the same context, I'm not that lunatic) don't qualify for being a red-under-the-bed, but whatever.
If a player sends the same comms wheel message four times in a row in under a minute, he's silenced on that message for the rest of the game.
For the time being, once it gets to the tenth repetition of 'set a smoke screen' I just quit back to port rather than put up with it.
... of needing 8k damage to finish a mission and getting it in a 162,609 damage game?
We're a hundred points ahead, we have two caps to their one, all their destroyers are dead, (by eerie coincidence, I have two cap ribbons and four kills, all but one of them destroyers) all that is needed to win the game is not die and you're half way across the map from the nearest enemy with less than two minutes on the clock. It took more effort to lose the way my last surviving teammate did than it would have taken him to park behind an island and wait.
But no! His little clownshoes paddling furiously, he steamed across the map to find the best broadside-on-to-the-enemy position he could in order to strip the last lousy thousand hitpoints off a fail-divisioned Arkansas while the ne
Maybe I'm noticing it more due to having decided to spend some time with my less-played ships so my carrying capacity isn't what it normally is, but I've just been killed for the second time by a destroyer pooing smoke in the wrong place and unsighting me from incoming torpedoes, it being the fourth game in a row where none of the destroyers made it in to the fifth minute of the game and the less said about the cruiser play the better.
AFK player, fail division, battleships that ran right at the start.
Despite being the first one dead, I came top of the team. The game only lasted as long as it did because red team stopped to take all three caps before pursuing the BBs to where they'd run and hid.
Naturally, it happened on Strait. That map is cursed for me.

... is more light cruisers. They top out at tier IV at the moment, with the not-very-good exception of the Atlanta. The Brooklyn and Cleveland class would fit handily in tiers V and VI as an alternate route to the Baltimore (which was an upgunned Brooklyn variant anyway). Because while power-washing DDs out of the game with 5-in Atlanta guns is fun, it's fast, convenient, and effective with 6-in guns and you can do it at longer ranges. The Atlanta's bullshit launchers are problematic against small, fast-moving targets beyond about 8 km.


