Jump to content

almitov

Players
  • Content count

    77
  • Joined

  • Last visited

  • Battles

    3669
  • Clan

    [BGNAV]

About almitov

  • Rank
    Able Seaman
  • Birthday 06/25/1986
  • Insignia

Contact Methods

  • Skype
    pebu3opo

Profile Information

  • Gender
    Male
  • Location
    Sofia, Bulgaria
  1. As I mentioned, KM BBs tend to take damage at more average rate - no insta-deaths but at the cost of getting damaged by normal AP pens more often. They have huge superstructure and thin upper belt which causes them to get penned with ease and take more HE damage. Micromanagement is key. You need to recognize when you should be pushing, where to do that (in order to minimize the amount of guns firing back at you) and when to hide like a pu$$y behind an island while waiting for your heals. This comes with practice. If you want BBs that are good at bow-tanking and are generally a lot tougher when angled properly, you might continue with IJN/USN. RN BBs at higher tiers have nothing to do with QE, which you seem to like. They play more like super-heavy cruisers - they are fast, do lots of damage for short periods of time but are really vulnerable. RN battleships tend to take loads of AP and torp damage, which can greatly reduce the efficiency of the "zombie heal" at T9/10. While they do not get citadelled easily, they will quite often take 15-25k damage in one salvo from another BB, even when angled and have next to 0 torpedo protection. KM battleships at high tiers also have poor torpedo protection and have the worst maneuverability of all BBs, but they have hydro. Don't get me wrong - RN BBs are extremely powerful, it's just not because of their toughness. It has a lot more to do with their stealth, agility and ridiculously OP HE shells. I've managed to hit a bow tanking Yamato for over 20K while setting three fires on him with a single salvo in my Conqueror. In total I did over 50K damage to him with a single salvo as he did not have damage-con ready.
  2. KM BBs are not what they used to be. They are still good, but in current meta the deep water torps + ridiculous HE spam will melt any BB that comes too close. And KM BBs do not perform well at anything but close range. Timing your hydro in the upper tiers is crucial at the moment. The lower tiers are are really boring and sometimes annoying to play. Bayern combines a very awkward mix of overmatching and low penetration guns. It is most visible when you hit other BBs of tier 5-7 - you either overmatch and do huge damage, or you get bounces/shatters due to the inexplicably low pen values. That is if you hit anything at all (this trend is consistent across all KM BBs). Gneis is a serious downgrade in terms of main battery but is really fast and has torps. Also it has great AA. Bismarck is quite good at brawling and has hydro. FdG is a bigger Bismarck and GK is FdG with more guns and different (better) secondaries. From tier 7 and above the secondaries work really well. T8 and above, they get the legendary secondary range as well. Something to note with KM BBs - they have turtleback armor which is a double-edged sword. They are generally easier to pen and have poor torpedo protection, but they are really hard to citadel. You will take more damage when angled compared to USN or IJN BB of a similar tier, but you will not get citadelled to sh!t if you show broadside when trying to retreat for example. Overall I find KM BBs easier to manage as they take more consistent damage over time and you can typically make more use of your heals. This comes with practice of course. For GK I would like to note that for me it performs best as a multitasker. It has very bad angles for the rear two turrets, so it is best to fire the front guns at one ship and the rear ones at another instead of showing flat broadside to fire all four turrets at a single target. Also this way you can target up to 3 separate targets (front guns, back guns and secondaries) with ease.
  3. Prinz Eugen/Hipper - How to make it work?

    Lately due to CW I have gotten quite used to the Des Moines and it really can pen at ridiculous angles and citadel other cruisers to sh!t. With the Hipper I noticed that the AP becomes good either at very close range or against perfect broadside cruisers at mid range. Also it did not yield good results against broadside BBs at more than 6km in my attempts so far... I probably will get better at recognizing when to switch ammo type on this ship as I get used to the penetration values. My main mistake with that is expecting similar pen values to USN AP.
  4. Prinz Eugen/Hipper - How to make it work?

    I just recently got past the cr@p, called Yorck and bought the Hipper. I find it quite refreshing to play. After I slapped double rudder shift and started playing at mid to long range I tend to do quite well in almost all of my games. Of course I have only a few battles in it so far, but I don't find it lacking. The DPM is quite low, but it is accurate and can fire on cooldown for most games due to its range and fast shells. The AP is far superior to the Yorck's, but not nearly as good as the USN CAs. The HE is... reasonable. For me the Hipper is well-balanced average CA. It does not excell in anything but does reasonably well in most cases. A small buff on its DPM would be nice, but it can be used as it is now.
  5. Lately I don't have much time to play, but at the moment I am grinding through the second most horrible ship for me - Yorck (I still hate the Monarch the most :D ). Seeing people talking how the Hipper is cr@p makes me wonder if I should keep my free XP for skipping it... Yorck is utter sh!t and has only one thing going for it - it is T7 and that in most cases means it would be top tier. Hipper on the other hand is T8 and so far my experience with T8 ships was that they often face T10s and almost always face T9s... This won't be an easy grind, I think.
  6. Indecents on tier X

    I have always found Conquerors fairly easy to kill. The zombie heal makes them nearly immortal to HE spam and fires BUT does not help much against heavy AP damage or torpedoes. Even when angled they still take tons of damage. The key for surviving in one is to use its stealth and avoid taking unnecessary hits. Yes, it does have ridiculous damage output and honestly needs some type of balancing, but it will be really hard to do so. If the HE pen is nerfed, people will likely slap IFHE on. If it is nerfed too much, so that even IFHE would not help - it will become completely useless. AP is unreliable on this ship - you may get the occasional over 20K salvo (even without citadel hits) but you will also very often see your shells splat at a non-angled Yamato's belt at mid range. The short fuse of the AP shells does not really prevent overpens that much but stops the AP from being able to hit underwater citadels - if your shells touch the water, they're gone. Nerfing the fire chance won't really do much difference too as pure HE damage is the main source of its damage potential. I would say that the right way (IMO) to balance it would be to lower its HE damage potential (not the penetration). Overall I would probably repeat myself but the best balance towards a damage-dealer type of ship was, is and always will be to focus it. Kill the most dangerous enemy and laugh at its teammates while pummeling them. Play in divisions and you will start feeling differently about many ships that are otherwise considered to be OP.
  7. Indecents on tier X

    I really do not agree with OP on this matter. The Yamato is hardest to play due to the high and awkward shaped citadel, but its lolpen super accurate guns more than make up for that. Gameplay with it is a bit stale though and can get a bit boring - you usually keep at mid to long range and punish severely enemies who don't pay attention. Bow-tanking capability is high, but should be applied only when close to cover. Crossfire or brawling is what gets it killed, needs team support. The Montana in its current iteration is extremely tanky when angled, has great turret armor and dominates mid-range encounters. With its exceptional AA, good concealment and relatively accurate guns it can act as a solo warrior if needed but is best suited to kill cruisers who are a threat to DDs or friendly CA/CLs. The GK is, and always was the ruler of close range encounters - it is useless at long range, but becomes very fearsome up close. Hydro + its brutal secondaries make it great for leading the charge when needed. From all BBs, the GK is best suited for taking offensive actions even when there is no one to support it. Smart use of cover is still important though - as with any other ship it will die fast when focus fired by many enemies. And we get to the infamous Conqueror. It is simply an annoyance, not a gamechanger for the team and people need to get to understand that. Does it do lots of damage with HE and fires? Yes, but if the enemy allows it. It has the lowest HP pool from T10 BBs and takes by far the most damage. Focusing it will get it killed really fast. With my Conqueror I often see BBs who put a single fire out and keep staying out in the open. Of course I will do my best to set 2-3 fires on such players - it's free damage. And when I light them up again, they start running around like headless chickens... Now a bit of (hopefully helpful) advice for playing against all of the BBs: - Against all BBs you will find one thing to be very effective - creating a crossfire between BB fire and DD torpedoes. In most cases they will not see the torps and will turn bow-on or slightly angled to the BBs, thus getting crippled by the DDs. - HE spam from CAs or Conqueror may be used as a deterrent - when they face permanent fires with low chance of doing damage in return, most BB players will retreat. Does not work on Conqueror though - its heal is super effective against HE. - Call focus fire on dangerous targets. If there is a BB that is getting in a good position, you should call for focused attack on it. Especially important vs Conquerors - they will melt quickly instead of setting your team on fire and hiding in stealth. Sadly, there is one thing in common between all those methods - they require at least a bit of team-play and that's a rare thing in random battles. This is why the Conqueror is so strong lately - when it lobs fire and brimstone at one person, the rest of the team is usually not paying attention to it. Play in divisions with different ship classes for each division mate and coordinate your attacks - even under-average players will get decent win ratios this way and will be useful to the team.
  8. What do you use on your BBs?

    GK - Tried full secondary + IFHE build, then tried secondaries + endurance build. Both are usable, but I find good positioning + IFHE more useful. When I get HE spammed, I just take cover near an island close to the main action. This way I exchange shots with one target while being safe from the other enemy ships. Bow-on BBs are a pain without IFHE, but with it they melt quite fast when they enter the secondary range. Overall - endurance build is safer while IFHE build is more rewarding but a lot tougher to play. Concealment instead of IFHE is also useful for getting closer to the enemies but will make you sweat vs bow-tanking BBs. Montana - Endurance build for CW and endurance + concealment OR AA + concealment build for random battles. I still stick with AA, but most of the time it is useless and I cannot in good conscience advise you to do that. Stick with endurance and stealth. The ship is really tanky vs AP when angled and will survive a fair amount of HE spam (and even torps). Yamato - I abandoned the secondary build for endurance + stealth. The secondaries on the Yama are no joke, but the overall damage they do is next to nothing compared to what you can do if you can survive longer and have better concealment to hide when maneuvering or between shots. Another thing to note is that the lolpen guns make the enemies focus you a lot more. Conqueror - I went AA + concealment on that one. AA is not that useful most of the time, but I did not want to spend more points on getting secondaries as I would not really want this ship too close to the enemy. Enduring more fire damage is next to useless as this is the type of damage you can heal 100%. Best played at mid-range, just outside of your concealment circle (between 12-13km). This way you will hit most of your shots but will be able to hide between salvos. The AA build will help with those pesky planes spotting you when you least expect it. On all my BBs I use Steering Gears Modification 2 (rudder shift), Concealment System Modification 1 (detectability), and Damage Control System Modification 1 (fire and flooding). I use accuracy on Yama and Monty, reload on Yama, GK and Conqueror (if memory serves right). The rest I don't recall on the spot, but for secondary/AA builds I tend to go with secondary range and health. For the Conqueror I remember I used the main armament health module as its turrets have molten butter as armor. EDIT: As usual my post contains a lot more information (possibly mostly useless) instead of a straight answer :D
  9. Tanky crusier with good AA

    Aoba is not what most would call "Tanky"... Yes, it hits hard and p00ps torps at you if you chase it, but it also is really unforgiving. The slightest mistake and the Aoba quickly and forcibly becomes a submarine... Remember - you cannot always be bow-on to the enemy and with the RN BBs' ridiculous concealment values you may get spotted by a BB while being broadside to them without even spotting them back. The Monarch (which the Aoba will face often) is a good example - typically plays mainly with AP as it does not have the famous OP RN HE shells. It will be like you're a balloon and it's throwing needles at you. If it misses - great, but if it hits - back to port it is...
  10. Conqueror Commander build

    I went with this build and it is working quite well for me: http://shipcomrade.com/captcalc/0100000000100010000011000000100119 I do not see a reason to go with fire prevention of any sort. Fire and HE damage is the damage type I would love to take in this ship. I can really make use of the zombie heals then. AP damage on the other hand is making my life miserable - I can use one full heal and two partial ones. The 4th heal is typically useless as it will only heal me for a few pixel columns on the HP bar...
  11. Ships like warspite?

    Everyone keeps saying that, but in Nagato and Amagi I had great problems with their accuracy... The shells were just flying all over the place, so I often had to brawl (something these ships are the worst for). Izumo and Yamato however more than compensated for that - with them the shells fly like one most of the time and if my aim is right, a lot of pain is delivered with each salvo.
  12. Vigilance, does it makes the difference?

    I currently do not have this skill on any of my captains and refer to WASD hacks map awareness for dodging torps. Most of the time I do fine, occasionally I eat a torp. There are the very rare occurrences of slapping sideways in a torp wall and getting annihilated, but those are extremely rare and usually due to me out-thinking myself and counting on the enemy playing smarter than they actually do. These are so rare, that wasting 3 points is in fact pointless. On the other hand eating even 1 torp in my GK or my Conqueror is nasty business. Taking it on the nose will slap a huge chunk of HP off me, but taking it on the side is likely to result in citadel damage that can't be healed for the most part. On GK it is not that good of an idea to put Vigilance - it has KM hydro. For the MegaZao however, it is a decent skill to have. Torps on the side will hamper your zombie heal if they do hit your citadel (which happens most of the time). For Yamato and Montana I would never take this skill - the occasional torpedo will not do enough damage to make having this perk useful as these two BBs have very good torpedo belts.
  13. Oh, it is definitely retarded OP and brainless to play. What AP can do, HE can do with more consistence AND set the enemies on fire. I scored 24K with HE (plus 3 fires) on a slightly angled Yamato. The very same game I shot at another Yamato's broadside with AP and did only 6K damage... I think they should seriously nerf either the HE pen or the fire chance AND maybe make the AP a bit more consistent, so that there would be a good reason to swap ammo. The reason I mentioned this ship (and the RN line overall) is that these are the only serious HE spammers that I currently have. I have Des Moines and the situation there is the same - I can set a BB on fire once, they will repair it in 90% of the cases and then I'll just pop 3-4 new fires and drain their HP fast. The problem with the DM is that it lacks shell speed and range and most of my encounters (not that many at all) with BBs are up close, near islands where AP at their broadside does a hell of a lot more damage. Most of the time I don't shoot BBs though as they tend to stay at 18-20km range (because, you see they have no tanking ability plus "great" accuracy and can use this range well... ). The same happens with the mid-tier cruisers I play, but it is expected there - players may not be that experienced at this level (I mostly play BBs, so setting the enemies on fire is not my thing in general).
  14. Yesterday I bought the Conqueror. 3rd game with it and I managed to top my highest damage record by making 330K damage. This all happened due to people putting out 1 fire, just so that I could then set them on fire again on 3-4 places... Good job, red team! Keep up the good work ;)
  15. NERF this STUPID BROKEN SHIP "FLINT"!!!

    When the Flint was released, I also thought that it will be too OP to handle - USN smoke means that with premium consumables it will only be visible for 30s every 2 and a half minutes and as I already have Atlanta, I know what it is capable of. Also the 9.2km torps are a lot more usable than the LOLanta's... Add to that the fact that this ship will be played by skilled players and here you go - OP. However, once I started meeting them in combat I changed my mind. It is really nasty if it catches you off guard, but is hardly a game changer. If you are in a DD - avoid it at all costs. Torp the smoke and hope for the best (most Flint players stay with AA, not Hydro and could be vulnerable to good placed torps). If you are in a CA/CL - use mostly AP. If the Flint is bow/stern on to you, fire 1-2 AP salvos to disable some turrets and commence HE spam. If you see any broadside - go back to AP. In a BB, try to fire AP when it is angled. The Atlanta/Flint has too thin armor and slim profile, so firing at a broadside will almost always result in overpens, even at the citadel locations. I have tested this and even New Orleans overpens the Atlanta citadel at range lower than 6km. Now everyone will discard the advice above as this is not relevant when you can't actually see the enemy (USN smoke, remember?). Well, that unfortunately is countered by at least a bit of teamplay. Most cruisers at this tier will have hydro available (and even radar for a few), but they usually are too afraid to go anywhere near it as an enemy BB may delete them. And people who push are usually killed fast due to focus fire and lack of support. This is where communication comes in - If you are going to push and spot the Flint, make your intentions known to your team first and ask for confirmation. If everyone is shooting at something else or running away - you will die for nothing. If you need someone to go spot, allign the team members at this flank and ask for spot once everyone knows what needs to be done. A lot of players are actually good at angling armor, firing accurately and predicting enemy maneuvers but are not that good at reading a strategic situation on the minimap - if you push and they do not get what your intentions are in time, you will just give the enemy a nice gift of XP and credits, while cursing at your team. You will be the one to blame here though. Before anyone comments on my stats or anything - I have made and am making the same mistakes a lot of times. I know what needs to be done, but in the heat of battle I don't always think straight and do make mistakes. However, most games where I have communicated with my teams were victories, so that definitely does have an impact. Now if you face a cancer division (3 Flints/3 Belfasts or any combination of them), you will need a really good coordination and aggressive gameplay that is hard to achieve in random battles. Talk to your team and organize an assault on those ships or they will win. If you face 2 divisions from the same clan... well you're boned then. But that is usually the case, no matter what ships they picked anyway.
×