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ollonborre

Beta Tester
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Everything posted by ollonborre

  1. ollonborre

    Commanders Gifts

    I suppose this is sarcasm, since there is a gift option.
  2. ollonborre

    Soviet DD's- BFT vs AR

    I'm currently grinding the Soviet gunboat line with the end goal the Kebab, but I have run into a bit of a dilemma. Basic firing training or adrenaline rush? The problem I have is which one is more effective overall, especially since this captain will go through all the preceding ships. BFT gives that nice flat -10% reload boost and 20% AA damage, so it is a nice more for your points type of skill. And it helps those DD's that don't have acess to the reload mod. However AR is a bit cheaper and gives you 1 extra point. And once you drop below 50% HP (which you will most of the time) AR gives you a higher reload than the flat 10% of BFT. Where my thinking lies right now is that BFT will help the preceding ships a bit more with that flat 10% on all the time with no real downside. And you also have to factor in that on the Taskent and Kebab the heal will make the AR effect jojo around a bit where as BFT will always work. Plus the added AA bonus on those ships is not unwelcome. So I lean more towards BFT, but if there is something I forgot to factor in or someone have a different oppinion I will be happy to hear it.
  3. On the fifth stage, maybe 1/4 of the way. This campaign has been pretty boring so far, the 1 star requirements are just grinding and the other ones are simply too random. Win a battle, get 3 achievments in a tier 9-10 US ship, 3 stars? Yeah no thanks I will just pick the credit and commander XP ones and play normally.
  4. ollonborre

    fix some bug

    Considering the OP's posting history I think it is fair to say he can't tell the difference or fully understand it. The only thing I can debate on is the turret turning times, especially the Myoko and Pepsi. 45 sec is ungodly slow for a cruiser, but considering these ships firepower 15 sec buff might be a bit much. 5-10 sec would be more of a quality of life change, and with EM this means that you could still make a full turn and the turrets might not keep up all the way but you don't have to reaqcuire your target by that much when you come out of your turn.
  5. ollonborre

    Soviet DD's- BFT vs AR

    Not having AR on the gunboats I can sort of understand. But not having AR on a hybrid or torpboat is a missed oppurtunity, since AR massively helps in the torp department and tour sometimes lackluster guns are that tiny bit more effective. I currently run the BFT+DE setup on the Kiev, and so far it is working for me. Might experiment when I get further up the line but during my grinding I'm sticking with BFT.
  6. ollonborre

    Duplicates

    Also getting mainly duplicates, but as has been said it is not really time restricted so I'm in no rush. And just stockpiling duplicates is the way to go.
  7. ollonborre

    Zao torpedo angles

    True. But with the improved rear arcs of the preceding ships you could use the island reverse suprise to get a torp volley of. In the Zao you sort of can't as you say, so the 12 km torps primarily give you a window to turn, launch and turn back into kiting mode atleast in the way I play it.
  8. ollonborre

    Zao torpedo angles

    What you mean people don't like chasing around a stealthy troll armor flamethrower that now also can dump essentially a Shima volley of torps at you? Stealth torping is certianly a valid tactic, just not one I primarily use. If I'm healthy I will fire the torps more as a complement to my gunpower, since the torps cooldown is a bit too long for them to be a reliable damage tool. If I hit and cause damage/flooding, great. But even if the torps miss it forces my target to dodge and normally that means I can continue stacking damage on it so the torp has done its job anyways.
  9. ollonborre

    Zao torpedo angles

    The torp angles are indeed somewhat more awkward than on the Mogami for example. But with the addition of 12 km torps I found myself using them a lot more than previously so there is that I guess. Still they are more of a "stop following me" tool rather than a pure damage one. Or that has been my experience thus far atleast since people don't like to chase Zaos around the map for some reason.
  10. ollonborre

    More content for tier 2-4

    They are not, but a campaign with tier 4 minimum that can be completed in random battles can quickly turn into sealclub paradise.
  11. ollonborre

    More content for tier 2-4

    Your lack of enjoyment in tier 5+ could also be because you have rushed up the tiers and your knowledge has not quite caught up with the speed of your progression. As for the topic at hand, missions that could be solved in operations and special low tier operations would not be unwelcome. But as others have said, tier 4 campaigns/missions for randoms would not be fun for anyone but the sealclubbers.
  12. ollonborre

    Worcester

    You mean this? The whack a mole citadel version. And even after they reworked citadel it still had a damage potential that put other tier 6 cruisers to shame. Not to mention the AA. I think the only reason why it had merely average stats is simply because the massive amount of games played, and because let's be fair in order to unlock OP Cleveland you need map knowledge and awarness. 2 things that this playerbase lacks in drowes. Back on topic, I kind of want the Worcester, but at the same time I'm looking at the Seattle, reading the comments, watching the vids and I don't get a nice feeling about it. So far the tier 8 Cleveland is pretty strong and has a bit of an utility overload at the moment so ofcourse it is fun to play. Getting a ship with worse range, not a huge firepower leap and sacrificing gun angles in exchange for a heal and the 3 million module sounds scarily like the Ibuki (well, apart from the range but you get the general point), a ship I really did not like.
  13. ollonborre

    This is a poor mission.

    Actually it can be approached in a standard battle. Considering "defended" ribbons also count and can be acquired in greater quantity it is still possible to get this mission done in a standard battle. But domination is the prefered mode, yes.
  14. ollonborre

    Pensacola Captain

    This pretty much. While the other 3 point skills come into their own in most games DE is useful in every game you play, even if you only have a dedicated operation captain. My current setup is the basic one that most people have here, PT-->EM-->DE-->CE. My next skill is going to be AR and I think I might go for AFT over BFT. My reasoning is that you might aswell pick the AA range module since the accuracy one is almost not noticable, so with AFT you push your highest DPS aura to 5 km. This gives you a more of an escort bubble as opposed to a self defense one, and with defensive AA active you will eat planes.
  15. ollonborre

    kamikaze no, but shinyo, sure.

    Some complaints about the Dallas and general stubbordness when shown a different angle to his opinion. Also not wanting to try something new because he felt it was bad over a year ago. That is the thread in a nutshell, no clue what the title is on about however.
  16. Could be because further away your shots spread out a bit more so the splash damage may affect multiple parts of the airfield. That would make sense but I got no evidence to back it up.
  17. ollonborre

    kamikaze no, but shinyo, sure.

    Honestly, try it. The Pepsi works even better in tier 6 than at tier 7 (in some cases too well) and just requires some getting used too. The gun traverse is bad and the armor is still flimsy. But honestly that is pretty much it. It handles really well, the midrange AA is murderous (and with the AA range mod you get 4.2 km midrange AA, not bad since drops tend to be closer), the AP is super strong at tier 6 and with DE you still got 10 203 mm guns so the fire starting potential is also really good. The Pepsi is in my oppinion more fun in operations than the old Cleveland since it is just a citadel farmer and has almost BB levels of firepower vs the thinner opponents in ops.
  18. ollonborre

    Some random questions

    155 Mogami all the way. And for the record I actually grinded her without IFHE, and honestly it works just fine. The massive amount of shells and pretty good firechance means you will still cause nice amounts of damage. Just not quite as much if you had IFHE since you are more reliant on fires, but nice nonetheless. So if you really don't want to spend any doubloons or captain XP I would argue that the 155+ruddershift build still work better for the Mogami even if you don't have IFHE.
  19. ollonborre

    BB HE, HE everywhere

    This might sound stupid, but since the Moskva buff and the soon to be Stalingrad, surely the German BB's in particular should be "sanctioned" to spam HE at them? An angled Stalingrad or Moskva is extremely resistant to AP, but that 50 mm plating means jack vs the German 1/4 HE pen. Might test this when I can in a training room.
  20. ollonborre

    Seatlle 14.7km range???

    Wait what? You loose 0,9 km range when you upgrade the hull? Surely that can't be intentional.
  21. ollonborre

    Complaint

    My Schiny Horse works just fine, dispersion have always been derpy and manual secondaries work just aswell. OP are you sure you give enough broadside for your secondaries to work or do you even know the exact range of them?
  22. ollonborre

    New Cadet

    Welcome to the game! And to hopefully answer some questions: - I wished I knew/learned earlier about overmatching and how damage is calculated, luckily there are plenty of ways to know that now: https://www.youtube.com/watch?v=1jAaPu_FNLg http://wiki.wargaming.net/en/Ship:Gunnery_%26_Armor_Penetration - Tier 5-7 is where most ship lines start to show their national flavour, so getting there you can start to get the handle of your respective nation. - 20 seconds after you fire your guns, same for every class in the game. So if you break line of sight for more than 20 sec and as long as noone is around you will remain undetected. http://wiki.wargaming.net/en/Ship:Detection - I would argue no. Yes there have been some questionable decisions regarding russian ships but when you look at some other ship lines or ships (RN BB's, Belfast, Saipan, König Albert, Kamikaze, Black, to name a few) then claiming Russian bias is a bit meh. - Not sure, check the clan section and see if you can find one. I know some of the should exist. https://forum.worldofwarships.eu/forum/507-clan-zone/ - No skills are universal for all classes (well, arguably priority target), but some skills are universal for some classes. Like last stand for destroyers, super intendent for battleships and advanced firing training for cruisers. Offcourse this can vary even more between ship lines or even individual ships, but the general build for a battleship for example is either Priority target or Preventive maintenance--> Adrenaline rush/Expert marksman-->Super intendent--> Concealment expert. Hope this helped a bit, good luck and don't be afraid to return to the forum whenever you have further questions.
  23. So far I found that the repair ships matter little to the perimeter breach. Every time they breach the perimeter most of the team sits around in the open not focusing the closest ship but trying to snipe the CV or something along those lines. Removing the repair ships only screw over those actually trying to complete the operation at a later stage when those repairships are actually needed. Don't remove the repair ships, teach people about focus firing. But considering the average player in an operation match I would not get my hopes up.
  24. ollonborre

    Friedrich der Grosse - What am I missing?

    Yeah the 406 reload faster, does slightly less damage (nothing mayor) but they have better mid to close range penetration where you want to fight anyways. And they are both good for overmatching since the 420 mm don't pass any mayor thresholds. So it is really hard to argue against the 406 on the FDG.
  25. ollonborre

    Friedrich der Grosse - What am I missing?

    This. Recomending sniping in a ship with 8 unreliable guns is just lol. Use the 406 with the reload mod and a secondary build. This should be less painful and still fun to play (it was for me) so getting the Kurfurst is not that much of a struggle.
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