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Everything posted by ollonborre
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Feedback concerning BB rng spread in the current "HE matters" meta
ollonborre replied to Bratwurst_Bob's topic in General Discussion
The amount of [edited] in just one post is staggering. -
But you have the detailed tabs for that? I'm starting to think that having the client in english might not be a great idea for you. Is there a client in your native language?
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Nope. Depending on what option you pick the previous option becomes invalid. So of you pick the free one and have not reached the 50% mark, you can use the credit option. But if you have used the credit option you can only use the gold option or captain XP.
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It is perfectly clear. The results are taken into account after 100 battles. And after 138 battles your average damage is 43107, and the required average damage is 71000. You have not reached that target damage in 100 battles, so the game continues to count.
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Having unlocked the module yesterday at the time of writing I have yet to test it fully, but first impressions are hilarious. With the module you are, as expected, virtually fireproof. Fires with flags and the damage control system 2 module only last 11 seconds and cause 1906 damage, so you can only rely on raw HE damage if you want to take a Hinden with the module down. And with proper heal managment this makes it almost stupidly tanky vs anything HE related. I have not had the opportunity to see how long floodings last (because lol Hydro) but with flags and damage control module you should be looking at 18 something seconds. Also your main armament repairs itself in ~8 seconds. Basically once I installed the module I have never even looked at my damage control key. However there are some things you give up. Your detection jumps from 12.3 to 13.7. That is not brilliant and it limits you harder than one might think. I have had trouble getting undetected into my "normal" positions so a change of tactics has been required. Also because of this I have switched out the reload mod for the range mod, even though that hurt quite a bit. Due to your higher detection the range I found so far atleast that since you will be lit up by every far away BB as soon as you are spotted beeing able to fire back is more worth than firing faster. All in all I like it. With the range module you kind of turn into this hybrid BB cruiser abomination that is pretty hard to kill but can also out DPM most things at range. And when you have to push in you still have a really heavy broadside and turtleback, and even at close range the reload nerf is not really that big of a deal.
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There is a danger I might agree with you and admit I might be wrong-ish. Seems the only way to figure that out is to get that module, so I might switch my legendary priorities.
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Fair enough. Personally I found the Republique quite capable of taking pot shots at distant targets while I'm moving about, so there is that. I just don't think giving up all that range for a miniscule 1.4 seconds is worth it.
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Personally the Republique upgrade falls into that category. Getting 1.4 second reload but giving up 6.3 km range? I always thought that the 26.1 km range is a bit overkill, 22-23 would be perfectly fine considering how this ship plays. But 19.8 km in a very big and bulky BB with 32 mm plating all over just so you can have that 1.4 sec better reload? The WIP version of the module got the range down to 21.9 with a -19% turret traverse and the same reload as the current module. This would have been much more fine and actually more useful. As it stands now I will get it eventually by just playing, and I will probably try it out sometime in the future. But unless it changes I can't see myself using that module much or at all tbh.
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For the bolded part, yes pretty much. As for the rest the fixed repair bill is to stop people from not wanting to push since they are afraid of repairs. Now repairs are fixed, so taking no damage or getting fully destroyed does not matter economy wise. And 180k for the Yamato is not so bad. In the old system a long game where you used most of your heals and got killed got you a nice ~350k repair bill. So with that in mind, fixed repairs, yes please.
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Same. Altough when looking at the server stats it does have the highest winrate among silver cruisers and the highest average damage. Not sure that justifies a nerf since it is not really ahead by much. As for the Alsace, well time to break out the secondary build I guess.
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The Yamato one is probably the biggest no brainer IMO. You get pinpoint accuracy (for a BB) with very meaty shells, so your alpha potential is beyond that of most BB's. Sacrificing 2 sec reload for 28 sec reload is a minimal loss considering you can more reliably put that damage to use. The turret traverse is blergh though but since the Yamato is more of a static BB and always required more planning due to turret traverse to begin with this is not that big of a drawback.
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If you talk about the message that pop in chat, that one can mostly be ignored if it is just ramming damage. You need to do a stupid amount of ramming damage in order to get a disciplinary penalty (as in turning pink). You don't turn pink if you only rammed a guy twice, do consistent teamdamge though and you will get punished. As for the other penalty I assume you mean the fine in credits and XP. The other guy also gets a fine, but you don't get compensated so to speak as you used to. Mostly down to the fact that some people exploited/could exploit this. Basically you both pay a fine and no one wins.
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Proof that giving the playerbase even more retard proof tools can't fix general shittyness: Should find plenty of stuff here. https://wows-numbers.com/player/500452484,ollonborre/
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Buff/reduce Republiques current superstructure
ollonborre replied to Affeks's topic in General Discussion
AFAIK it is not about HE, that I don't care much about and accept as a weakness. It is about getting that strip into 32 mm of armor so you don't get a 10k BB volley 90% of the time people fire into your superstructure despite your angling. -
Buff/reduce Republiques current superstructure
ollonborre replied to Affeks's topic in General Discussion
The Republique is overall a fatter target from the side than the other tier 10 though, and since it is clad in 32 mm armor everywhere any AP happily dig into the broadside I do think the Republiqe is fine overall, but I would not mind getting that tiny "shottrap" on the superstructure sorted out if you will. -
Buff/reduce Republiques current superstructure
ollonborre replied to Affeks's topic in General Discussion
The Republique already eats more HE damage than any other tier 10 BB, it has a huge flat broadside, it can get citadelled from long and close range and it is the tallest BB in the game. Getting a slight superstructure buff to stop massive pens from the front is not really dumbing it down. -
Buff/reduce Republiques current superstructure
ollonborre replied to Affeks's topic in General Discussion
Well the ship is not bad, far from it. It has some of the most comfortable BB guns I have used, it is fast and packs enough base stats in its secondaries and AA so they still help even when you don't spec for it. It is pretty soft though. It can tank a suprising amount of damage but any form of mistake results in a ton of AP or HE pens and huge damage. And the superstructure fault shown in this thread means you can't fully angle against people that aim higher. -
Yes but it does not really matter that much what us random plebs think, since WG tends to go for balance>realism (when it suits them). And honestly that is my oppinion aswell. Game balance comes first, and the type 3 shell does not fall into that category.
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No I see the point, but I don't get it. Why introduce a gimmick that is: a) Not needed. b) Historically accurate yes, but also completely useless. c) Trying to cover up a legit weakness of an already powerful ship.
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French BB Richelieu. How the hell to play this BB?
ollonborre replied to SR_FRIOL's topic in General Discussion
While bowtankig is legit in the Riche, don't forget you are fast, have great firing arcs and fast turning turrets. Going full on bowtank in every game was the mistake I did that leads to frustration, because there will be a time when everything is beyond optimal firing range, and taking potshots at 19-21 km is not going to get you far. Bowtank is normally the way to go, but sometimes going stealth, popping speed boost and then just start roaming/playing it like a normal BB will also yield good results. -
Like VC said, it's pretty much not even a choice. The 12 km torps do everything the 8 km can do with the bonus of having longer range so you can area deny even better and fire from stealth. The cooldown is pathetic though, but with the pros I already mentioned you can now use your torpedoes every game instead of 1/10 or hell even 1/20 games.
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Not really feeling the weekend tbh.
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Jeezuz check the date of the thread people... This whole smoke debacle has been discussed a lot since the Flint got released, and with that perspective the Atlanta could easily become extremely strong and we don't really need that (as the Flint very nicely demonstrated). Also the Atlanta is no more sluggish than any other tier 7 cruiser, and it is quite nimble. Getting torped to death or caught offguard is purely a fault of your own.
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Not sure. Even if you use the smokefiring playstyle you are extremelu sluggish and vulnerable to being counter torped in the smoke. Try it for sure, but I would be careful with it.
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I would go rudder shift dodge heal build, that is sort of what the Kebab does best. If you want a smoke firing gunboat the Gearing or Yueyang are probably better since they got better smokes and more useful torps. The Kebab has speed, weirdly potent armor and flat arcs for easier gunboating so not using those qualities is a bit of a waste. So I would not go for concealment. Also RL is a personal preference, but I would rather use those 4 points for improving the guns or picking SI.
