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Everything posted by ollonborre
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Standard tank build: https://worldofwarships.com/en/content/captains-skills/?skills=2,3,12,14,17,23,28&ship=Battleship Somewhat more AA focused: https://worldofwarships.com/en/content/captains-skills/?skills=1,3,12,17,23,27,28&ship=Battleship The second build offers a bit more imagination, but the core should be CE for disengagement, BFT for AA DPS and possibly SI for sustain.
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These suggestions you make are not improvements. If anything they are just retarded and will dumb down the game by making all ships the same and effectively eliminating any class that isn't a BB. Also what is wrong with the skill build you posted? You pick a secondary build on a ship that is not suited for it, so? Context please.
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Dispersion Module is pathetic....
ollonborre replied to ___V_E_N_O_M___'s topic in General Discussion
The dispersion module does actually make a difference on ships that don't have any other viable options. As Beaunidl says a net gain of 4% (if that is calculated with flat or multiplicative, don't know) is not bad and can help land you a few more hits per salvo. -
No "Victory" competition points received in Coop
ollonborre replied to Varian_Dorn's topic in General Discussion
Because those port messages are crap and are often plain wrong. Recently the clan battle notification keeps popping up when there isn't even any clan battles that evening, and the time remaining is wonky as all hell. So it does not surprise me in the slightest that something like this happens. -
CV problem and wargaming's lack of communication
ollonborre replied to Nebel13's topic in General Discussion
Have you tried playing a high tier DD on tier 7+ lately? If you want to actively play the game you will get hounded by the enemy CV if he is halfway competent, and life gets hard unless you go for AA heavier build and "waste" your smokes to survive air attacks or hug friendly AA ships. Not all games are like this, offcourse. But adapting in a DD in this meta has proven to be one of the more difficult experiences yet. -
Can we stop with this "this ship burns more than others" complaint? It simply does not, it is easier to hit because of the size but it does not catch fire any easier than a Montana or Yamato. As for the rest, well I don't know. I personally just run the meme IFHE build and find it fun and occasionaly effective enough on the GK to atleast feel it has a place.
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I stand corrected then, I was not aware of this.
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What? Where did you read that because as far as I'm aware you have never been able to do that as they are seperate resources.
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I don't know, restart the client maybe solves the issue?
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I personally use the sea mines. The range and shorter cooldown means you can more easily saturate an area either forcing enemy ships into unfavorable positions or just to keep them at arms lenght. Also the sea mines are quite hard to detect, and with the slow speed people can often forget about them while you gunboat or disengage and eat torps for some extra damage.
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Traffic Lights Mod
ollonborre replied to TeskeyAlaMountains's topic in Announcements and General Discussion (English)
Helps player to aim vs shows player exactly where to aim are two different things entirely. -
As an old player I don't fully understand you. Previously you could never prevent a strike, just weaken it. In the current state you can actually prevent strikes or atleast not die instantly from it. It will take longer for a CV to kill you nowadays so you stand a greater chance to drop planes and then prepare for the next strike, where as previously you could be left so crippled it was not even worth trying. All in all it is pretty much the same, just different. You will not die/ger chunked to below 50% instantly, more death by a thousand cuts.
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@El2aZeR we need that Gulag meme. On topic, the ships when played correctly does seem very strong. The limited damage control will be a great asset if you can manage it but if you don't you will be left to burn or flood 5 minutes into the game. Also sing praises for a BB you can actually citadel, now the Yamato does not have to feel lonely anymore.
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- soviet battleships
- wargaming fails
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(and 2 more)
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Traffic Lights Mod
ollonborre replied to TeskeyAlaMountains's topic in Announcements and General Discussion (English)
And maybe not introduce camos that screws with you. The space camos are a nightmare to predict their heading since the smoke is so unclear, and the fire effect is easily mistaken for muzzle flashes or is simply too hard to spot on longer distances. -
Team damage penalties adds up over time. If you got instantly pink and the other guy did not then you are the one who has done more team damage over a certain number of games. And on a side note, don't give in and open fire. Just report and move on.
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Victory Campaign and early access too tier V,Vi,Vii,Vii BBs
ollonborre replied to Spookie1's question in Newcomer Questions
The tech tree Soviet BB's can only be made avaliable from missions you get from the soviet containers, either the ones you buy for gold or real money, or grind with the currency you get for completing the Victory Campaign stages. Once a mission is aquired you need to get 10.000 base XP and then you get the ship, a 3 point captain and a slot. And if this is like any other similar campaign you get to keep those ships afterwards once the tech tree goes live. -
Belfast most certainly is, as is the Flint. Belfast is OP once you unlock personal skills how to abuse the massive toolbox it has, and the Flint removes proper positioning because you can just create your own "cover" whenever you like, and it has torps that can be used offensively aswell. Sure you loose radar but a slight change in playstyle towards damage dealing rather than team utility negates that problem completely. And the smoke screens are not exactly that small. Belfasts smoke screen can get cramped, but the Flint can put up a DD sized cloud, and every good player know that beeing stationary in a smoke is a death sentence. And if you run such a division, well the Belfast atleast will have Hydro so torpedoes are normally not that much of an issue unless 2-3 DD's carpet the entire smoke screen. And good luck coordinating that with random teammates. Radar is the only proper equaliser here, but then again smoking up all 3 ships at once means that the division will have vision from allied ships. So the chance of a radar cruiser sneaking up on your dakka spewing death blob is extremely limited.
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How's the worcester and cruisers like that balanced?
ollonborre replied to mantiscore's topic in General Discussion
In all fairness the Harudrama could have been avoided if they made something new and interesting, like 1/5 pen instead of 1/4. That way you could have avoided the 32 pen fiesta. But nope. -
The last points on your Henri captain?
ollonborre replied to OldschoolGaming_YouTube's topic in General Discussion
This is the build I currently run, and it is perfectly adequate in both randoms and Clan wars But you could just as well swap it out for JOAT and EL as Tyrendian says for added flexibility. Basically as long as you have IFHE and concealment you can alocate those last 5 points at basically whatever tbh (apart from RPF) . -
Yup changed it, had to look in the port to make sure. Was convinced it was 30 mm but I was mistaken. Still does not change my orginal point, if anything it solidifies it further.
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How's the worcester and cruisers like that balanced?
ollonborre replied to mantiscore's topic in General Discussion
I would argue that the Wooster is strong when in open water and OP when island hugging properly and the CV is either a tier 8 or not overly competent. Removing Hydro would be a nice way of atleast removing some of its swiss army knife potential. And let's see how the proposed IFHE screws up changes the game. -
How's the worcester and cruisers like that balanced?
ollonborre replied to mantiscore's topic in General Discussion
Once saturation kicks in the Woosters damage drops quite dramatically, same for the Atlanta. Not to mention both ships are pretty damn squishy (Wooster can troll you however) and once you starts to get some distance even a BB can avoid their shells. A Wooster positioned behind an island is a pain, but the effectivness lowers the fewer ships continue their push towards that section of the map or try to dig it out with flanking. Also contrary to popular beleif, a stationary Wooster gets absolutely blapped by CV's if you island hug for too long. -
Azuma is a made out of ricepaper and spam at long range due to its fragile nature. The Alaska is a mid range support ship with 27 mm bow and 36 mm deck that makes it stupidly tanky compared to the Azuma. It also has improved AP pen angles and radar for utility. So yeah playing the Alaska as an Azuma basically wastes 2/3 of the ship if not more.
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Most likely not. You do have the Makarov(?) at tier 6 which basically is a Nurnberg but it sadly is Soviet so you can't use your german crews for it. If they do add premium camo for tier 5 ships then that could be a nice middleground but as off now you will have to make do with the Königsberg as a standard ship. It is still a great little ship though and with enough modifiers and captain build I'm certain it can be a good little moneymaker and captain XP grinder if you are that dedicated.
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Loosing a close friend surely sucks, my condolonces. As for the column I see no real reason why not.
