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ollonborre

Beta Tester
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Everything posted by ollonborre

  1. ollonborre

    Upgrades to use for Cruisers

    Yeah like VC said that is pretty standard. The 2 modules that can be swapped out depending on the ship and personal preference is the second and third slot. The AA range module is a solid option on most cruisers since you barely loose any effective gunpower and it gives you a bigger AA aura to help both yourself and the team. And this is mostly ship focused, but depending if you have a ship where the rudder breaks constantly (french cruisers) or the engine takes a beating from citadels or HE (most squishy cruisers) then the respective modules in that slot work great.
  2. ollonborre

    Good premium ship?

    When it comes to matchmaking, yes. It can be a bit tricky since the guns are very low caliber for a BB on that tier, so you will struggle sometimes to deal damage to other BB's of the same tier even when they are just slightly angled. But it is fast, has good AA, torpedoes, very good armor and while the guns lack big punch against BB's they have a 20 second reload and are pretty accurate so you get plenty of times to learn how to do damage. However like Negativvv said, a premium account is cheaper and it helps all your ships and speeds up grinding and your overall economy, not to mention it helps you get into a standard silver ship at tier 7 so you can properly learn.
  3. ollonborre

    Radar spoting

    Radar and Hydro are certainly not perfect (*cough* seeing through everything within their radius *cough*) but limiting the vision to the equipped ship would remove even more of the teamplay that has been vanishing from the game in the last year or so.
  4. ollonborre

    Question on HE/AP ammo

    Like domen said, if they are angled swapping to HE or picking another target is the right choice. But always firing HE is not as effective, since HE and fires are light damage so they can be healed back upp by 100% as opposed to AP, and an AP volley against mostly broadside targets will result in more reliable damage. And this is entirely your choice, but I would advice to not play the Tirpitz so much until you get some more higher tier games under your belt. That way you will be of more use to your team (as higher tier players tend to be a bit more competetive and salty) and I'm fairly certain you would enjoy the Tirpitz more once you start to get a good hang of the game.
  5. ollonborre

    Commander XP

    I do it sometimes, on very high level captains when the retraining can be around ~50k XP and I don't feel like playing a tier 9 ship with a gimped captain for a number of games. But most of the time the 200k credit retraining and then slap some flags or camo or both if you have it is generally enough and the cheapest way. The rest is explained well enough by domen3 (and yes the captain has to be max level, 19 points).
  6. I have no problem with divisions. The amount of divisions that don't have a meaningful impact on the game vastly outweighs the ones that do. In my last ~50 games I think 1-2 games was decided by a division that played really well. But most divisions feel just like 3 solo players doing their own thing and the impact is often minimal in my experience.
  7. ollonborre

    new DD player

    No ship can really do that anymore, they removed stealthfire a few patches ago. I can vouch for the german DD's however, I found them starting from tier 6 to be pretty nice hybrids and I really prefer them over the US ones thanks to Hydro and more comfortable torpedoes.
  8. ollonborre

    How to play Algerie?

    Well try harder then Seriously though if you get a streak of bad games stop playing that ship for a bit and then come back to it later, works for me most of the time. Or maybe the Algerie is just your "cursed" ship.
  9. ollonborre

    How to play Algerie?

    Nothing wrong with the ship itself, it is just reliable on the team early on. The damage potential is great, coupled with the great range it can put a lot of pressure on especially BB's trying to move forward. But it lacks in utility and armor to reliably push up towards caps early on, and the velocity I found to be somewhat awkvard so hitting DD's was tricky before I figured out the velocity. Burn BB's, focus DD's when possible and if you get broadside use that nice AP and the damage should help you win more games.
  10. Will put a couple of more games in it and maybe the stats will even out a bit. Or I will just damage whore like no other, decisions decisions
  11. Yeah I know, suprising even though most of my damage was actually done to cruisers in most games (have only been 1-2 DD's per team in the10 games I played but 6-8 cruisers, really weird honestly). Not sure if I could have done something different or better or if it's just bad luck.
  12. ollonborre

    Ingame economy

    The obvious answer is to shoot at DD's and cruisers, since lower max HP-> more creds and Xp due to %. Other than that capping is sometimes a rather easy way to net some extra credits and you get the option to shoot at DD's further boosting that amount. Honestly it's kind of hard to say what should net you personally the largest income, I don't really have any big problems making money myself and I tend to focus on dealing damage and supporting caps and it works fine, even in silver ships.
  13. Which is why the Belfast is so laughable, because that is exactly what it is. The Belfast has the tools to deal with almost every situation it is put in, I mean you can smoke up and have both Hydro and radar making it so hard to get the jump on you. And with IFHE (or without it even) you fling 12 shells every 7.5 seconds at your target melting them suprisingly fast. And if all else fails you got 8.7 km concealment so you are pretty much free to roam around at will. It can contest caps, defend caps easily, be a main damage dealer, hunt DD's, flank easily and if all else fails it has the HP pool to absorb enough damage to either escape thanks to concealment or deal enough damage that the trade is worth it. Getting these kind of results in a tier 7 ship after the first 10 battles should not be this easy, because honestly it was not very hard with the fun sized toolbox it has: Saying that the Belfast is a fun and/or good ship is perfectly fine, because it really really is. But don't for a second think it is balanced.
  14. If I do a stupid rush in a BB I have the HP, armor and heal to stay alive for an eternity compared to if a cruiser would do the same, not to mention my big guns and mentioned tankiness means I will be able to dish out a fair amount of damage despite playing like an idiot. So no, this is mostly false. BB's in general are so much more self sufficent than other classes. And any situation were a cruiser or DD gets caught with their pants down, a BB put in the same situation will often have the chance to put up more of a fight or even get out alive.
  15. The hilarity when people try to defend the BelfastLike said before, this is no debate wether or not "omg Belfast killed me pls nerf naow", but more along the lines of the fact that the Belfast has too many tools in its kit, fact. No ship should have all the tools at once like the Belfast does, and that is what makes it broken, period.
  16. ollonborre

    Ocean why.....

    Ocean is alright. There are certainly worse maps and with the introduction of domination on Ocean it actually becomes tolerable.
  17. ollonborre

    Destroying main guns

    Some guns can still get through at very very close ranges. And the turrets can still be penetrated from the side, rear and top. And someone correct me if I am wrong, but does HE deplete turret module HP? I know you can damage turrets with HE but can HE do enough module damage and destroy them?
  18. ollonborre

    British BB blueprints, Tea and Ships mission, question ..

    We get all all 3. EDIT: Now that reread it on the main site I'm not so sure. 3 flags will give you the Iron Duke, that is clear. But it is not clear whether or not you get the previous ships for free aswell, or maybe I'm a bit too tired to read it correctly.
  19. ollonborre

    Cursed Ships

    Sort of the Kurrywurst, as in the sense that I seem to never get consistent results in it and is in general overaggressive so I die meaningless. Other than that I suppose the Atlanta because I think it is one of the few truly difficult ships to do well in.
  20. ollonborre

    The Best T10 Cruiser?

    Yeah I know, I personally use AFT because I think the AA bubble is much more useful. But a lot of people seem to use manual AA on the Hindenburg so I just mentioned it.
  21. With manual secondaries and AFT, you still got points over for fire prevention and super intendent. And with main battery mod 2 your guns still pose a threat with added fire tankiness and if something ventures within 10 km you will still be very effective. But yeah IFHE is probably not worth it as stated before.
  22. ollonborre

    The Best T10 Cruiser?

    Except it really really isn't. Put on the relaod mod, DE, CE, AFT or Manual AA and congrats, you now have the most versatile tier 10 cruiser with good durability and either great AA aura or the best Hydro.
  23. The traverse speed will be bad all the way to tier 10. And again, if you want to brawl and think it is boring sitting a bit further back then probably reconsider your choice of going up the IJN cruiser line.
  24. If you want to brawl you picked the wrong cruiser line. IJN cruisers are medium to long range ships with nuclear HE and can slow down anything wanting to charge into you with their good torpedoes. And as for the bold part, what? The Myoko is a beast of a ship, with solid armor, great guns, torpedoes and is pretty fast. And with a base 17% fire chance, great HE damage and 10 guns burning down BB's is the easiest thing in the world, not to mention a spotted DD will really be punished as long as you can hit it.
  25. Just no on both of those statements. The 203 mm guns of the Furutaka are great for a tier 5 ship, because you can simply overmatch any other tier 5 and even most tier 6 cruisers resulting in solid AP damage. Aiming under the turrets and beneath the smoke stacks will grant you citadels if you manage to land shells in that area. Also your HE fire chance is by far the best, so targeting battleships is no issue, as you can easily set fires on them and farm easy damge.
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