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ollonborre

Beta Tester
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Everything posted by ollonborre

  1. ollonborre

    Epicenter

    It's not that bad. Issue mainly is as said before players not contesting the circles but instead go and fight outside it and then whine that the match ended in 5 minutes. Still Standard battles can suck it more than Epicenter.
  2. ollonborre

    3-point Izumo commander skills?

    Alternatively you can look at it in another way, with 1 extra heal you don't have to be afraid to use the heal to soak additional damage like when tanking instead of recovering HP in a calm position. Or if you put BOS vs SI, BOS works only against DoT damage that the heal also is really good at dealing with. So IMO if you have to pick one on a BB I would go for SI, but a combination of the two is always best.
  3. ollonborre

    Georgia's guns

    Why in earth would you go for the Artillery plotting room mod 1? 20 km range is not stellar but going for the reload module gives you that much more damage potential that unaware players just don´t deal with.
  4. ollonborre

    Jean Bart firing torps

    That some spurshial clan mates you got there. But in all seriousness there was a DD or cruiser nearby and that thing launched the torps.
  5. ollonborre

    Increase the value of caps?

    That's quite funny, because for the last 3 years or so games often end on points with the team that does not cap or contest often loosing most of the time. And the Standard battle just drags on and is also decided on points since one team looses some ships and then are to afraid to regain the points lead and the loose on points aswell or time. If you want longer games increase the value of caps or points so people actually move to a meaningful part of the map.
  6. ollonborre

    PTW Fujin LOL

    The "problem" with the Fujin and the Kamikaze sisters are that while the torpedoes are relatively short ranged they do large amount of damage and have a quick reload, not to mention the 5.4 km concealment with a good crew. And then you have the fact that they pray on the inexperienced BB captains mostly, which makes them a surprisingly dangerous tool.
  7. ollonborre

    Atlanta AA 0.8.7

    7 km is impossible for an Atlanta or a Flint, max AA range is is 5.8, yes you can get hit from outside of that range if you leave the AA aura and it has not had enough time to apply damge to you. And with the recent AA changes AA now overlaps like in the old days so flak can still hit you outside the old long range aura. Basically the Atlanta and Flint have become more reliable AA DPS ships like they were in the past, that is why your planes drop so fast if you linger around them.
  8. ollonborre

    WG: 2 options: Hakuryu torps

    Several months ago. They were nerfed to the point where their arming range became unbearable and the speed was hit aswell. Damage was still good and you did drop 4 torps, but with the 2 plane strike you have the same damage output, 10 knots faster torps and just over half the arming distance meaning you get much more reliable dmage and floods. Not to mention with more strikes per squad and easier to use torps the damage potential was so heavily skewed against the long range torps that they had no reason to exist. Yeah the long range ones could occasionaly land a hit but it was just annoying work for little reward, so honestly I'm just happy about the 30k free XP and move on.
  9. ollonborre

    how to upgrade

    My advice is to install the game via the webpage and tell the Wargaming Center to piss off. Less stuff to download every patch, updates overall less often and you don't have to open a seperate client every time you want to play.
  10. ollonborre

    Is the Alaska worth it?

    She can't island hump that good due to similar shell velocity to that of a BB, so the arcs are not nearly as lazy as the other US cruisers. I would say that she works quite well as an open water boat, due to 38 mm deck and great angling potential. The real selling card about her for me is that great tankiness for a cruiser. Using your good gun angles and putting a lot of hope in your deck armor you can soak a suprising amount of damage.
  11. ollonborre

    Troll Players

    Blacklisting only stops chat massages and pings from the player on the blacklist. So you can still have them on in your game.
  12. Powercrept, maybe, not that popular, possible, still a great fun ship to play that can be put in any situation and still pull a decent result out of it? Oh yes.
  13. ollonborre

    Recommended Captain builds for higher tier UK DD's?

    First point is down to personal preferance, the rest is the most standard "mandatory" build you can find for the Jutland and Daring if you want an overall good performance.
  14. ollonborre

    What ship tree would you love to do all over again?

    If I had to at gunpoint, IJN cruiser line I guess. And because it has a special place in my heart the German cruiser line.
  15. ollonborre

    Detection question

    Which makes it useless as captain skills and modules are the big equalizer. For example the reload mod does not increase the artillery rating but the range mod does. And in almost all cases the reload mod is a superiour choice. The rating thing needs a complete overhaul or should just be ignored completely.
  16. ollonborre

    Detection question

    Concealment expert and concealment module. The former is a skill you should have at around tier 6 and the latter is mandatory on 97% of ships from tier 8+. Also those ratings mean jackshit and should always be ignored. All that matters are raw values in the respective category.
  17. ollonborre

    Z-46 vs Fletcher in Ranked.

    Fletcher has better gun DPM and much better HE. The Z-46 only real torpedo advantage is the reload, other than that the Fletchers much harder hitting torps are better overall. Not to mention the smoke. So basically the Z-46 trumpcard is that hydro, meaning if you want to outperform a Fletcher you have to play around that.
  18. ollonborre

    New Content Ideas

    The Midway did have missiles in real life sure, in the 1960's refit, not when it was launched 1945... And there are still a crapton of ships we don't have yet from 1910-1945 not to mention the design bucket that have an endless supply of ships that can be reasonable within the WW2 time period. So no we don't have to move forwards.
  19. ollonborre

    Citadel Topic (BB)

    Aha we are talking about the Gneis, my mistake. Still then my point about secondaries still stand. I could not make the guns work on that ship but with a secondary focused build you murder stuff when top tier and is a big pain for top tiers with turtleback, high speed and 8 km secondaries.
  20. ollonborre

    Citadel Topic (BB)

    - Wants to brawl in the Bismarck sisters. - Not going for a secondary setup. The second part is your main issue here IMO. If you want to brawl anything in the Bismarck class ships you want a secondary setup for maximum fun and honestly effectiveness. Especially with the HE pen buff on the 105 mm secondaries you will tear apart cruisers and cause serious damage to BB's including fires.
  21. ollonborre

    Citadel Topic (BB)

    Only a certain amount of ships are truly citadel immune in a brawl(Germans). The rest can still be citadelled with a bit of luck or if you bypass the main belt by making your shells go through the water. But in general even if you don't get a citadel and unless you aim stupidly low you are still rewarded with a good amount of damage. Agree to disagree. True that there is a throw of the dice when fired at broadsides at mid-long range, but in the long run good aim and prediction is rewarded with reliable damage and more citadels.
  22. ollonborre

    Citadel Topic (BB)

    Range plays a large factor in getting reliable citadel hits. The Amago for instance has a form of turtleback, and the Iowa/Montana has a below waterline citadel so in order to reliably citadel those you need to shoot from further away. What you can't citadel up close you need to aim slightly higher to the midsection of the armor belt and enjoy 20+k volleys.
  23. The CV can be a huge asset in damage dealing and above all going for those harder to reach secondary targets (like the BB's on Killer Whale, you can effectively spawn kill them). The problem is that you leave other important closer targets to the mercy of your teammates, and since 99% of the ops playerbase don't read chat you can't coordinate what targets you should go for. Meaning that you can be assured people will try to cross half the map to try and kill whatever target the CV can deal with on its own and screw up everything.
  24. ollonborre

    Ramming function should take the HP into account

    Ramming is a bit arbitrary sometimes sure but it is so rare and is a last ditch attempt to bring someone with you I'm mostly fine with it tbh. As always I prefer them to fix real issues first and then focus on sidestuff.
  25. Yes multiple times both when it was new and post the rework. Biggest problem with this op and every op in general is the playerbase not understanding how you should go about and play it, in this case not camp the base but actually leave the circle only coming back when the main attack starts.
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