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Spidyy

Alpha Tester
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    182
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    1958

About Spidyy

  • Rank
    Petty Officer
  • Birthday 10/16/1983
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  1. Spidyy

    Zao, loup solitaire de rang 10

    Ca passe pas, ça coule. Plus sérieusement, t'es la cible à abattre. Tant que tu reste loin, à tirer les BB à la HE en limite de portée tout en zig-zagant pour éviter leur tirs, tu peux te faire un BB seul sans prendre de coup. Mais la majorité du temps, tout les navires qui t'ont à porté te prendrons pour cible en priorité. Même entouré de 3 Yamato. Si tu montre ton flanc même 10 secondes le temps de tourner, un Tirpitz te met une double citadelle les yeux fermés. C'est un bon tireur mais très fragile. Il faut avoir des nerf d'acier pour le jouer. Maaaaais tout le monde te dira que c'est un super navire, alors fonce!
  2. Tiens, question. Quel sont les navires conseillé en ranked? a.k.a les navires dans lesquels tu ne te fais pas insulter en début de partie par ton équipe. :p
  3. Spidyy

    Premium Cruiser Atlanta

    We already have a thread detailing Atlanta in every aspects here : http://forum.worldofwarships.eu/index.php?/topic/40162-necessary-atlanta-upgrades/ I think you'll find some nice info on how to play it. =p I have the Atlanta and I love it. Sure it is primary everytime you get spotted, but once at range, you make fire rains.
  4. Spidyy

    Zao, loup solitaire de rang 10

    Ca c'est pour la théorie, en ce moment avec la recrudescence de destroyers (SHIMAAAAA), t'en a toujours un a moins de 16km de toi pour te spotter dés que tu tir, quand c'est pas un autre CA. M'enfin faudra que j'essaye. =p Ca me fait juste mal de jouer un Zao comme une version miniature d'un battleship furtif. Tout le monde parle de ses torpilles qui envois du feu de dieu mais t'as jamais moyen de les placer sans te faire imploser, a moins que personne ne te regarde le temps d'arriver a 4km de tes cibles, ce qui n'arrive quasi jamais. :/
  5. Spidyy

    Necessary Atlanta upgrades

    Cleveland have 155 DPS from close AA, 36 from long range AA, just a little bit better than Atlanta. I won't compare it with New Orleans or Baltimore, they are the cream of AA ships after all. =p (Respectivelly 347 and 367 DPS) Oh yeah, of course I get the DPS using the last hull of each ships, not the stock ones. Atlanta can be frustrating from time to times, but you are happy to get a good 4 kills, 260 hits and shitloads of plane kills on one game with it.
  6. Spidyy

    Necessary Atlanta upgrades

    As another lot of people don't see your changes as beneficial. It will just render the atlanta way too strong. I don't play Atlanta as a DD, I play it as a close range cruiser, AA escort to protect other ships, anti DD ship. If I don't have anything under the 11km range to hit, either I get closer protecting myself behind islands, or I escort other ships. Cruiser job, on a smaller scale. You say Atlanta can't protect itself against AA without consumable, but it is the same issue for any other CA. Pensacola, Myoko and Yorck. Pensacola have a summed DPS of 207, Myoko have 182, Yorck have 190 and Atlanta have 120 in the extreme condition the planes pass just over the ships. But if you take the farthest DPS, Atlanta is first with 48 over 6km, Myoko have 24 over 5km, Pensacola have 24 over 5km and Yorck have a miserable 18 over 5km. Atlanta is not the best AA due to his small size but is not overclassed either and is better to provide long range AA support than all others. Also, don't try to support your arguments using tier 8 and 9 carriers. The toughness of planes over tiers is totally unbalanced. Tier 10 planes can't be killed at all by a lone CA, you have to move in fleet to take them out, and it is still not enough. About concealment, I won't rumble about a 300m difference between fire range and concealment, it is negligible. I always conceal myself behind islands to get on a more acceptable firing range before being detected, and if I get detected before that, I just fall back and wait to have a better opportunity. The Atlanta is a really nice ship to play due to its 11km concealment. You must not play it as a long range ship like other CAs, which tend to be really boring over time. (Tier 10 battles... Meh) I'd agree about the speed though. 32 knots don't really allows you to get from one ship to another in time to help him. But at the same time it would make the Atlanta a real pest to catch and an even more dangerous foe for DDs. I'd say giving him 1 or 2 charge of engine boost would be nice for such situations. Atlanta is a floating ammo rack, accounting all the turrets it have all over the place. Kutozov is way bigger with less guns, so its citadel is reaaaally smaller compared to the ship size. If you get cit by a Fuso at 19km, then : - you are spotted from that far, which should happen only if you are cornered on the map border. - you are not paying attention to your surrounding. Unless you are engaging a ship and use 100% of your focus to spam HE, pay attention on every enemy on the map. - you sailed in straight line/shown your flank to a BB for a good 20 seconds while being spotted, which is the worst behaviour to have on a CA. So change your way of playing Atlanta, pay more attention on the enemy team, be carefull of your positionning/orientation and you won't get citadels without expecting them anymore. Exceptions/drop of luck can happens, but being cit should happens every 10 games or more in Atlanta. If you have a hard time seeing the shells coming, get the Shell Warning captain skill. If you don't have Situational Awareness, then we can't do anything for you.
  7. Spidyy

    Necessary Atlanta upgrades

    I soooo don't agree with your request. - Smoke screen, I have enough of all those DDs smoking anytime, don't need to smoke myself to death. - Tier 8 upgrades, maybe for firing system. The concealment is fine as it is. It still is a cruiser and 11km is far enough. - Torpedoe upgrade, the Atlanta didn't had torps at the beginning (alpha and closed beta), they gave some to it, I don't think it needs anymore range. It is an anti-air boat, not a torpedoe boat. - AA upgrade : Atlanta got the best AA at 6km for its tier, making you efficient against planes the moment they enter your AA range. It goes to 7.2km with the captain skills. AA consumable or not, it is your choice to make, but his AA is really enough against tier 7 planes. - Lowering the ark and removing it the possibility to shoot over small island while staying in cover? No thanks. - 3% concealement? I'd rather have those 4% chance of evading a Colorado hit and stay alive while firing than staying hidden and doing nothing. The only change I'd like to see is a huge boost of the sonar to fight DDs hiding in the smoke, but it is needed for any cruisers. I am having a huuuge amount of fun with my Atlanta as it is. Except for a better sonar, it doesn't need anything until the next possible big change in gameplay mechanics.
  8. Spidyy

    Zao, loup solitaire de rang 10

    Je cherche pas la simulation ni le réaliste, juste que lorsqu'il font un navire qu'on se fait suer à monter en passant par cette plaie de Mogami pre-nerf et d'Ibuki, qu'on reste avec un navire tier 10 capable, pas qui se fasse nerfer à la machette quelque mois après quand il n'en a pas besoin. ;(
  9. Spidyy

    Zao, loup solitaire de rang 10

    Le problème, c'est que si je veux un navire en papier juste pour son armement principal, je fais un Hindenburg ou un Des Moines, pas un Zao... Bref, je l'ai vraiment mauvaise maintenant.
  10. Spidyy

    Zao, loup solitaire de rang 10

    Je viens seulement de réaliser que le Zao est passé de 200mm à 152mm de blindage en plus du nerf des PV. J'ai tellement envie de le revendre maintenant...
  11. Waaah, je me rappel même plus la dernière fois que je l'ai sortit le Myoko. Depuis que j'ai le Zao, Myoko me laisse un arrière goût un peu fâde. Par contre on peut me surprendre souvent en Atlanta ces temps-ci. J'adore ce navire. Et navré si je ne cite personne, j'ai une mémoire des noms misérable et passe sur le forum surtout pour me déstresse après avoir fait une partie de misère.
  12. Spidyy

    Arpeggio of blue steel débarque sur warship

    Maintenant que j'ai vu des ARP Kongo jouer, je me dis que ça aurai été sympa de mettre les effets de tir de l'event Space Battleship Yamato pour les tirs de canon.
  13. Spidyy

    Arpeggio of blue steel débarque sur warship

    On y est, les missions sont là!
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