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Everything posted by ollonborre
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When will Belle Epoque be added to the Armory?
ollonborre replied to Xavier69's question in Q&A Section
Probably in a couple of months. Not entirely sure but I think last time it took 6 months before we got the last collection added to the armory. -
Which is why I said "most" of them. Paper ships that fill holes in existing lines or are interesting enough I'm happy with. 60 mm deck, magic 30 sec turret traverse and retarded anti AP armour schemes, not so much.
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Huh did they change that, because I was 100% it did?
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If we talk about the GK then IFHE gives a huge damage boost to the 128 mm guns so it is worth it. The 105s also gets a big damage boost so again, worth it. As for durability, with auxiliary mod 1(or what it is called) and preventive maintenace I rarely have much trouble with keeping those turrets alive.
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Due to the arcade nature of the game I don't mind paper ships and think the game would be pretty boring without most of them but each to their own. So in the case for the Italians I don't see much of an issue to just get more improved Romas or similar designs for tier 9-10.
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The game is only taking main battery and ship type into consideration when you look at the captain skills. You can still pick the skill and it will work on both main guns and secondaries no problem. Those crosses are mainly there to deter people from picking skills that are ineffective for that type of ship (such as fire prevention on a DD). Some skills still don't work so the crosses do their job their but in the case of secondary BB's IFHE certainly work. So sadly you did a bit of a mistake picking concealment for now. Recommended 4 pointers for the Massa are usually IFHE, AFT and manual secondaries.
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Of sorts, and at the same time not considering all black ships have a capital B behind their names. So the Graf Zeppelin is defacto a different ship to Graf Zeppelin B.
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Cheat? AFT stands for advanced firing training which is a captain skill. I suggest you look up what it does.
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The thing is, the Yubari with BFT is actually pretty damn good at picking of planes all things considered. You have the manuverability to dodge most air attacks and the close range DPS does catch most clubbers off guard. It is the best non BB (and CV) plane killer at tier 4, however with the tragic AA state of most tier 4 it is more of a in the land of the blind the one eyed is king.
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She was pretty bad, combining very high detection with poor armor and a horrible stock grind with the only real redeeming quality was that you got the Yamato in the end. Now with the deck plating buff she is a lot more survivable, and the accuracy made her guns much more dealdy and comfortable to use. She is not bad anymore.
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Legendary modules: which do you really think worthwhile
ollonborre replied to Camperdown's topic in General Discussion
I have had sucess with it, especially in the CV heavy matches and how I like to play it where stealth is more of a secondary option for me. I tend to switch between stealth and legendary and I can't quite decide because like I said for me the legendary is pretty fun and works for me. But I certainly see the negative aspects don't get me wrong. -
I do when the coupons are about to expire. The coal loss is often repleneished fairly quickly over the time it takes to receive another coupon, and more flags and camos are always juicy.
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SI is IMO more useful the higher up you go (or if you get early access to heals) than on lower tiers. So I would swap SI for DE as a core build. Then SI once you get to tier 8-10. So the final build if you intend to use expert loader and maybe take your Des Moines into clan wars should look something like this: http://shipcomrade.com/captcalc/1110000000000010000001100000001119 That is my US CA captain in progress, but feel free to mix around with the last 4 points (RPF is a pure personal preference).
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Which is missing the point entirely of this thread and shows why most BB players are abysmal. Offcourse you don't walse straight into the middle of the map and get crossfired to oblivion, and you don't hug the map border, there is a so called middleground where you can position aggressively and effect the battle and tank with an escape plan. When people say BB go tank the random pleb hears that as suicide rush into the enemy team and then complain about no support. Positioning and pushing when the time is right is what most sane people mean by tanking.
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Check your filters in port. You have most likely ticked a box that hides some form of camo.
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Legendary modules: which do you really think worthwhile
ollonborre replied to Camperdown's topic in General Discussion
The DM legendary greatly increases the survivability on it in CB and for us atleast keeping ships alive outweigh the rather small radar reduction (which can be largely negated with the radar module). Each clan setup to their own I guess. -
Legendary modules: which do you really think worthwhile
ollonborre replied to Camperdown's topic in General Discussion
Zao and Yamato are pretty much mandatory. Hindenburg is more of a sidegrade, you become almost immune to fires and flooding, repair very quickly but you loose stealth. Fun to use if you can play around 14 km detection. Großer Kürfurst is also nice. 1 km less range for higher DPM on both main and secondaries. Play with a spotter plane and IMO it is the overall better option. Wooster, eh I don't know. Higher duration on consumable sounds nice in theory but you already have pretty high duration on consumables anyways and I don't think giving up stealth is worth it. HIV legendary is good for randoms, questionable in CW as you can't disengage. Republique is alright. I normally don't like BB's with too much range but the Repu kinda needs it sometimes due to the squishy armor, so cutting that range down massively is a bit of a mixed bag. Still very high RoF and you can suprise a lot of broadsiding people. -
Shinome, Worth the grind? Or are legendary captains better?
ollonborre replied to ________________Morrison's topic in General Discussion
I think she is. It is a good little DD and the rewards along the way are nice enough. -
But leading is still a part on the whole aim aspect, so while RNG is a factor on BB's it is possible to fight against it and potentially overcome with good prediction, target lead and knowing what parts of a ship you can pen and thus want your shots to land. All of these factors IMO is part of the whole aiming process and can't exclusively be blamed at poor RNG.
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And that still would not matter overly much if it retains the accuracy formula which is simply broken. Hopefully the Slava will be forgotten and die out somewhere far away from the live servers.
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Max out hangars. When the 4 torp bomber squad got nerfed and then removed full stealth lost a lot of value. Concealment expert is not a bad choice but as for modules increased planes on the deck is better.
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Wait I'm confused, the detection ranges only apply to enemy ships where as friendly ships spot their own teams torps the second they are launched provided the launching ship is within your render distance. Is there something else you mean or did I mix something up?
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4 or more ships have to damage you. If less than 4 no Dreadnought is given.
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Disagree. The triple torps are better than the Furious ones, and while the bombers can't pen much they pen enough and sinve you drop 5 million bombs the fire starting potential is still very good. Not to mention they wreck DD's. If anything the Ark Royal shows that the Furious is just meh or even bad. In the current state I would rate the tier 6 CV's Ruyjo>Ark Royal=Ranger>Furious.
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PT-AR-EM-SI-DE-CE-IFHE. Reload mod for randoms, range mod for Clan Wars. That is the setup I run and I don't have any real problems with turret traverse. I have other problems with the ship but that is mainly because I don't like it very much. Besides my personal oppinion the HIV is still superbly strong.
