Good point . Add to that where he said he is never leaving . First assumption would be because he plans on staying a very long time , but maybe he plans on dying soon . <| sep |> I don ' t think harassing an admin and aggressively calling him names counts as open discussion <| sep |> Es cierto el discurso tiene que extenderse a las mayoras sociales . <| sep |> It ' s faster and more maintainable with separate microservices , I guess . What ' s more important , it ' s scalable and flexible . Take a look at Feathersjs for the CRUD stuff and SocketCluster for realitime . I ' m currently experimenting with them and I see no drawbacks whatsoever . <| sep |> A typical T 8 high rank 52 match was like this ahoy this was my little phrase team agrees on cap AB while with the time a certain map meta set in , so from a starting point the teams always went to a certain cap , I have seen very successful tactics that went against the common meta . one DD lays a smoke screen between start point and the designated cap point , BBs usually sit down there anything that becomes visible will get shot at . Quickly . And high tier players do know how to aim the fleets rotate around the middle obstackle , there usually was such a thing on each map DDs try to poke around , BBs try to position themselves , both teams test the enemy anyone trying to move into the other area will usually die quickly however successful coordinted pushes happened radar cruisers usually hug middle obstackle or move with the BBs people try to findkill a DD to get the numbers advantage through the whole game , smokes get renewed or placed into new areas both teams try to chip away the other ' s hitpoints . Either at the sides of obstackles or lobbing shells over them . DDs try to surround the enemy , lots of area denial with torps most players have very good map awareness , they know where to go and have a plan B to get out once things go bad . It ' s a bit like chess with thinking ahead a few turns . eventually , one team gets the upper hand of better positioning , then it usually ends fast as the ships are focussed down quickly one after another sometimes , both teams are an equal match , these battles are adrenaline to the end a single salvomistaketorp can change the outcomeSo all in all , quite different from randoms . But intense and interesting . CVs have a huge impact as spotting is very important , the whole DD flanking game won ' t work that well with CVs around or without CV support . DDs are important for smoke and flanking . Also having the upper hand with caps is important , many battles were decided by points .