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Everything posted by ollonborre
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*Laughs in French* I don't know what it is, but this ship just really clicks for me. Yes it is squishy like all hell, yes the reload is meh for 152 mm guns, especially at tier 6, yes it does not really offer anything for the team apart from damage. But crap can this thing deal damage. The speed boost offer it some nice relocation possibilities (even though it is sluggish without it, but hey a gimmick is a gimmick), AP seems to be suprisingly punishing even at ~12 km, the torps are there, can net you some damage and a nice tool to have but are normally not used and offcourse it can set fires like a boss. So personally I'm fine without any change, but since this seems to be a disliked ship in general and that a premium exist that is more powerful (I think, have not really faced it) some quality of life changes are in order? I suppose the reload is long for 152 mm guns, and without the gimmicky speed boost it feels slightly handicapped compared to the other tier 6 cruisers.
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Trying to stay on topic, fire damage is fine. You need more than one fire for it to become a problem, you can heal back 100% of the fire damage dealt, fires take a long time to kill someone and even in cruisers that lack the heal the damage control cooldown is often short enough so as long as you don't instause it when set on fire you should manage fine.
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Get a free T3, 4 and 5 british BB - in co-op!
ollonborre replied to havaduck's topic in General Discussion
You will be able to unlock the ships once the British BB's become avaliable, and if you got all the flags you can get the first 3 BB's without spending any XP or credits. -
Get a free T3, 4 and 5 british BB - in co-op!
ollonborre replied to havaduck's topic in General Discussion
Honestly any tier 5-6 cruiser should work just fine, with the rapid reload on most of them and since no ship has any real armor so it's basically citadel city as soon as the first bot is spotted. I did the citadel thing in the La Galissonniére and it only took me 2 games even in random battles since you only need 1-2 cruisers to show you their broadside per game and you are pretty much set. -
Nothing but Schnellboots obviously.
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The biggest problem with the IJN DD's in their current state is that they are almost entirely torpedo focused, with arguably the deadliest torps when they hit. The problem however is that the torps have the worst concealment giving your targest the longest reaction time. And torpedoes are also a one trick pony, it relies on your enemy to make a mistake. But with all the Hydro, spotter planes and semi competent players in higher tiers landing torpedoes can be a chore. So the higher tier IJN DD's are confined to spotters and cappers if their torps fail. And since spotting relies on your team and capping relies on not being rushed by a DD with better gunpower (pretty much all of them) the problem is more and more apparent. In the current state of the game IJN DD's don't really work since their main selling point is both nerfed and heavily countered. Hybrid DD's or pure gunboats are better at cap contesting and damage dealing meaning they can dictate the pace of the game or carry easier. If you want to go for IJN DD's, go for it. But keep in mind that for example some US DD's and most of the German DD's have better overall torps (concealment, reload, speed) and to top it all off they can also engage in gunfights if your torps miss, so you are never completely useless.
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And if you look at the date of the thread it is almost 2 years old, the game was quite different back then. Your response is valid in the current state of the game, but not really compared to the first page of the thread.
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Premium ships I have to jump on the Atlanta bandwagon, for reasons already explained in the thread. Silver ships though, not sure. I currently struggle a lot with the Edinburgh (but I have only played 3 battles in it, and it is completely stock, so not sure it counts). A ship I never managed to get along with despite free XP the first hull and the range upgrade was the Donskoi. It just felt a lot more awkward than the Chapayev, and with the bigger size and slightly beefier armor it ment that shots that would overpen the Chappy instead regular penned you so you died quicker when you made a mistake.
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Sigh go back 10 pages and read pretty much all of the responses and the problem should be pretty obvious. But if we are going to bring this up, 1 BB volley has a reload of 30-26 seconds on average depending on modules and skills, and has a travel time of around ~10 seconds on the distances we are discussing. A torp has a reload of around 90-120 seconds, much longer travel time, can be spotted by aircraft, ships, sonar and is easier to dodge. The keyword you are using here is "potential". There are a lot more factors that makes torp have a lesser effective damage on average than guns.
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Not sure what you mean? Apart from the fact that the Dunkerque had a better game and the Bayern had a horrible game?
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My experience in the Leander and above is that BB hunting is not something you can reliably do at the start like other HE focused cruisers can. Instead I found that going for the other ships, mainly DD'S and out of position cruisers, meant I often had enough of my smokes and heals left to afford to be more active in BB hunting. Smoke, repositioning, torpedoes and sometimes just brute force combined with your heal can net you some high damage vs BB'S. And for where to aim, well most have been said but I will repeat it anyways: superstructure even when angled works, upper belt, stern is weak enough, side and back of turrets and bow and stern areas when broadside also nets you nice chunks of damage.
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FTFY I am beating a dead horse here, but it is worth repeating to the end of time, when did BB AP become the allround counter to any class? It is not even worth it switching to HE any more, and the few times it is worth it is when you face another heavily angled BB and you don't drive a Yamato. When I play my German DD's I am sometimes more nervous with lots of BB's around than lots of cruisers, because with a cruiser I know he will hurt me consistently and ruin modules. Versus a BB on the other hand you are balancing on a knifes edge all the time. He might completely miss you, get an overpen or chunk of 12k HP, you never know and it is very frustrating. I mean when I play a BB myself I like to shoot at DD's, since because of the above mentioned lottery the rewards can be very nice with extremely little effort.
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All the cons about dealing with BB's can be summed up in one word: positioning. If you get broadside or even a slightly angled superstructure your AP eat away a BB's HP suprisingly quick, and you don't really miss fires when the BB can't heal as much from the damage you deal and the damage is consistent. And if the BB does angle find another target, send torpedoes, smoke up until the BB gets bored or just stop firing and reposition. So while you can and will struggle initially with angled BB's, a bit of repositioning, target selection, torp usage and voila the problem often goes away.
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British cruisers are very strong and some are even borderline OP from tier 6+. And not sure where you read they are a waste of time, quite the opposite infact. Smoke, manuverable, heal, good torpedoes and the special AP can cause consistent damage even to angled targets provided you aim well. The russian tier 4 BB is not for sale anymore and most likely won't be for quite some time. On an unrelated note, try to play against actual players. Not only are there more ships per team you will learn more and in general become a better player. And if you care about it, rewards are much better in random battles, not to mention you can more easily get flags in random battles.
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https://playtogether.worldofwarships.com Here you have all the info on how to get the ships. Basically all you have to do is play. Oh never mind did not notice the duplicate topic. Your question have already been answered.
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Meh it seems fairly fine. It is insanely squishy, reload is long for 152 mm guns and while it has torps they are pretty meh. Only reason I think I do well in it is because people just can't stop giving me broadside and sail in perfect straight lines. Hell even BB's underestimate the AP and give you free 4k volleys.
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I'm with El2 here. The turtleback alone would have made the Germans get their own flavour and is a big advantage. Add to that the size and manuverability and it would be fine. But it is when you add primarily the Hydro when things start to shift to bad balance wise. Turtleback, fine, secondaries, more options are nice (not the buffed ones, no idea what the mindset was there), poor TDF and is huge with poor handling, great you actually have some flaws. But then you add Hydro and negate or even remove the only real disadvantage it has.
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I might go back to the Donskoi at a later stage. But for now I sold it, could not for the life of me play it. It feels squishier than my Chappy, because it is bigger and actually have some form of armor that likes to arm AP fuzes. And I share the OP's oppinion about the guns. The reload with the alpha just does not feel very threatening, and while the AP is nice the caliber is low so when people start to turn you loose effectivness quickly I find. Like I said, I suck/sucked in the Donskoi and much rather bring the Chappy in a tier 9-10 game due to faster reload, usable stealth and a great radar. But that is just me though.
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Need more Tirpitzs and Bismarcks in matches
ollonborre replied to Jaki_AJK's topic in General Discussion
Wait what the hell? The nerf to the damage is going to be pretty negated by being able to shell everything 1.5 km further away... On topic, the Bismarcks and Tirpitzes are not all that bad. You can't really citadel them but regular penetrations hurt them badly, their big superstructures are easy to hit and set on fire and while they reload quickly 380 mm guns have awkward dispersion and don't hit super hard. And as said before most Bismarcks and Tirpitzes attract the worst BB players this game has to offer. I've seen more of these ships with the HP perk than DD's, they torp from 15 km away, fire nothing but HE and they tend to snipe much more. The ships are good but thanks to the playerbase all I see is free damage the more of them there are. -
Yeah we "testers" have "tested" so much during for example beta. The tester thing is nothing more than a gimmicky title that means [edited]all. But you don't care about that so why even bother. Bb fuses should not arm as easily or as often as they do on DD's. Playing my german DD's I feel as if I get penned more often than overpenned. And when playing BB's why bother with HE when you can just fire in the general direction of a DD and get a random 4k damage hit?
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Is this possible? Landear did not sunk with 7 torpedos
ollonborre replied to Luis_Veloso's topic in General Discussion
Which is funny since you can't play them at all On topic damage saturation to the point where you can take 5 torps in one area and still be alive is just silly. Damage saturation should just reduce damage taken, but not negate it entirely if WG insist on having this mechanic in the game. -
Was this not sort of confirmed a while back? I have not noticed anything on the tier 5, but watching some replays it looks like the higher tier frenchies have a noticable shell drag at longer ranges. This could just be confirmation bias however.
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The Hipper is an unmitigated disaster and needs huge buffs
ollonborre replied to Pocktio's topic in Cruisers
I'm not disagreeing that the Hindenburg is weak, atleast server wise, and the skill cap is certainly very different. But it is still my favourite ship in the game and I perform pretty well in it, just because I love that flexibility it offers. And to get back to the topic at hand, I think the Hipper could do with a small RoF buff for starters. It has the lowest amount of guns with 12 sec reload, with unreliable shell characteristics apart from broadside targets. Drop the reload by 1.5-2 seconds, retain the durability, and give it slightly better AP pen angles and I think the Hipper can turn out quite alright. -
First off, that bold part. BB's have recieved nothing but buffs directly (AA buff, Hydro, Radar) or indirectly (new skill tree, torpedo nerfs on IJN, stealth fire removal). And the more I read your posts the more I feel it is not the overpenetration mechanics that bugs you, but RNG. If a shell hits an area that is thick enough to arm it, you get a penetration, if not you get an overpenetration. But where your shell lands is in the hands of mainly your aim, and RNG. And crappy RNG is something you have to accept if you play BB's, it is the one thing that keeps them in check.
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The Atlanta is 1/3 fun and 2/3 of finding the optimal position and hoping nothing finds you on the way there as even a patrol boat with a 50 cal can probably pen you. I am not exactly brilliant in my Atlanta, and it is very very crew skill dependant. But as I said it is fun, sometimes. I would never recommend it as there are far better options at tier 7 if you want a premium ship (and if you want an american tier 7 premium, just wait for them to sell the Sims again), but if you really want a dakka machine that is map dependant, can still bring a nice profit and explodes as soon as anyone even lands a shell close to it go right ahead.
