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Everything posted by ollonborre
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22.5k. And if you are so low on credits you strip away consumables, well maybe tier 10 is not the tier that player should be playing but instead focusing on getting his economy back on track. Not going full out premium consumables I can sort of understand, like the plane consumables. But not picking atleast premium damage control on a tier 9-10 is beyond me.
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- Playerbase not being the brightest. - Players not realising you can pick them for credits. - Players that are too cheap and try to save money despite playing tier 10. - Players for some reason thinking it's pay to win. Pick one or several options, only reason I can think of.
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This thought popped into my head around 10 minutes before I went to bed so I understand it is flawed. Farming pure damage should not be the make or break of something of this type (I used WoT as an example and not as the benchmark), something else should also be included to promote teamplay. Spotting damage is included in the marks of excellence in WoT so that is nice but it is still easier to get the mark by damage farming. So what if you based the mark or insignina or whatever on some form of rating? Personal Rating as an example is not a perfect system as again you can push it up by farming damage, but to get a high PR you do need to have a combination of wins, spotting, kills, plane kills and capping so you do get an incentive that way. Want to just farm damage? Then you might not break the higher % thresholds. Want to get higher? Start playing for the win and help the team. Getting kills are the type of mission I hate in this game as it is too random and dependant on what ships are in the que. Personally not a fan because it will make people lemming towards that last ship trying to get a kill and disregarding the rest of the map.
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Only 19 point commanders (and certain missions) generate elite commander XP. So if your premium ship has a 19 point captain then it will generate elite commander XP.
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Are you grinding (or will grind) USS Tier IX DD "Benham" for 800 "Fuel Tokens"?
ollonborre replied to Leo_Apollo11's topic in General Discussion
Rewards for grinding this mode if you don't have interest in the Benham/fail some stages are meh at best (1 camo for 5 tokens or 450k credits for 20 tokens? Like really). But my biggest issue overall with the mode is this: Bathtub mode was fun, Torpedobeat mode was fun, the Halloween modes was fun. This game mode is not very fun. I really don't like battle royale style games and while I don't mind Arms Race that much adding these wacky ships into a game mode I'm already not that fond of kills it for me. -
Belfast, Flint. One thing to consider when picking a BB, gun caliber. With fewer players odds are that you will face more angled opponents so beeing able to overmatch atleast bow and possibly deck on some ships become more important.
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Uptiered CV Implacable = Unplayable. GJ WG.
ollonborre replied to GulvkluderGuld's topic in General Discussion
Played one game in my Haku, did a distinctly underwelming 90k damage and was low on planes for almost half the game. I'm no CV expert exactly (honestly I'm kind of bad) but these constant changes that swings the pendulum so far in either direction is really tiresome, both for CV's and especially for surface ships. -
If you model a ship that ship still needs to pass the balancing department before release. More toys are always fun but the game also need longevity, so adding more and more stuff before more pressing issues are fixed will just result in a quick death for the game.
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So buff the GK then, don't introduce a ship that surpasses it and further adds to the powercreep. I get that people want more ships and since this is an arcade game I even kind of like the wacky designs or those ships that are a bit "out there". But with the introduction of more and more high tier ships for more and more different type of resources, a CV reeeework, non responsive UI and plenty of "sekrit balans data" I can't find justification in adding more gamebreaking stuff before the core problems have been adressed.
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Is the Kurfurst as strong as it used to be? No. Is it so bad that it needs an even bigger replacement? No. The Kurfurst could use some love, and I would be all for it to give it some more interesting armament than the boring standard 4x3 gun layout. Be we sure as hell in the games current state don't need some more behemoths that lol pen through everything and further nullifies the importance of angling. If we go down the route of increasing armament beyond 460 mm to more nations we might as well drop the ball entirely and introduce the Habbakukk or Kitakami with type 93 torps or something along those lines.
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Voodoo Magic attempt to complete Azur Lane Collection
ollonborre replied to Admiral_H_Nelson's topic in General Discussion
Think that was the Arpeggio thing. And as I recall it was indeed something about their collab ending. -
Well he is not correct. The Flint is like the Atlanta very points heavy to make work. But once you have a high point captain the Flint is a monster. 13.7 km range with 9.6 km detection is enough to move about and engage most targets, and the US smokes removes careful positioning. On topic, if you get a loosing streak just take a break, not much else you can do without risking getting tilted.
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Scharnhorst, Tirpitz and G. Kurfurst Brawling
ollonborre replied to The_Wallet_Warrior's topic in General Discussion
For maximum memes you want IFHE on the Kurfurst thanks to the base 32 pen. Other than that I would suggest picking fire prevention aswell for added survivability. Sure you give up expert marksman and BFT but AR works on both main and secondary guns so you gain that. -
Aaaah I see. Yeah that seems pretty pointless, thanks for clearing it up.
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Gonna chime in here with a question, how exactly does last gasp work? Maybe it is my english or I just don't get it, but "restores the engine boost of the carriers last strike squadron" seems like a really weird skill. Because to my mind it does not provide anything useful. I read of a previous explanation that when you make your final attack with a squad the boost is refilled, but at that point the squad returns to the CV (so you can't use boost) and a new squad is launched (which comes with an already full boost). So anyone has a better explanation how this skill actually works and if it is worth having?
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This is setup dependant. As a main DD it is not perfect, but if you have a more dakka focused setup the Aki becomes an extra CL with a smoke screen. And in this setup it has monster potential.
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The top pick for clan wars and the ship that is insanely strong at the moment is underrated?
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Sacrificing smoke for radar on the Edinburgh is not that bad of an idea. Thanks to its stealth and super heal it will be surprisingly annoying to get rid of unless you can burst it down quickly. As for the Lo-Yang, it will boil down to how you decide to use it in the lineup. As a smoke bot the Benson is better, but if you have a more aggressive lineup the Hydro+US smokes will be really powerful around the caps. Especially if you bring something like a Charles Martel with you to trail behind your smole.
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Secondaries : Cruiser HE power at 10 km or not ?
ollonborre replied to Beastofwar's topic in General Discussion
Do you? Because so far you have never provided anything that pretty much the rest of the community can do better with even more impressive results. -
Kidd and Lo-Yang will surely be top picks, I can guarantee that. And BB's as you say only really have 2 solid options unless you want to do some funky strategies. I think the cruisers are going to be the most interesting category where you will have plenty of viable options. Maybe the Atago will shine again, and Charles Martel could be an interesting mini Henry.
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Secondaries : Cruiser HE power at 10 km or not ?
ollonborre replied to Beastofwar's topic in General Discussion
And pulled in an amazing 94k damage while bullying tier 7 ships in a Mushashi Jeez this guy is so delusional and insane it's almost not even funny. Almost. -
Online (hopefully free) gunnery resources?
ollonborre replied to Ace42X's topic in General Discussion
This is mostly the case for all warships (and as far as we know it is modelled ingame, ergo the magazine hitbox is beneath the turrets). -
It is a pretty nice skill to have, while they are weird at times they do massively enhance the AA capabilites of ships that has crap base AA (like the Königsberg). Basically they are your strongest AA tool provided you throw them up in advance before the strike comes. And as Zigiran says, using them to spot over islands give you a lot of valuable information. Going for the extra fighter skill is not something I would recommend however, there are much better 1 point skills (priority target is basically a no brainer on almost every ship). If you want to improve the AA on the Königsberg you need skills like basic firing training, but even that is not something I would recommend. Improving your guns or survivability is top priority, air strikes are just something you have to live with.
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Bring him back? Nah his toxic rants are not really missed by anyone, hilarious as they were though.
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Might wanna provide any info on this? Since all I could find was this: Either that or a ship of the line with a similar name.
