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Benser33

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Everything posted by Benser33

  1. Benser33

    High Tier Economy

    Try world of tanks and then come back, see how "bad" the economy here is then. The game was always designed with its economy as such that high tier games are not as lucrative to incentivise people to play lower tiers and keep some of those tiers populated. Although it doesnt really work that way because the economy is extremely generous regardless, I own every t10 ship and since I ran out of stuff to buy I've saved up 300m credits, they even added flags to the arsenal for millions of credits for the people who have hundreds of millions and nothing to do with it. With premium a loss is basically impossible.
  2. Benser33

    EU Server Gone Down?

    Same here.
  3. Benser33

    coal and steel

    Unless I'm mistaken, does the game not automatically offer to convert steel into coal for you if you try to buy something when you dont have enough coal but you do have enough coal+steel? Either way, do not convert the steel into coal. I own everything that can be bought with coal and am sitting on a further 500k of it, yet I am still 60k+ steel short of buying everything of that and even for this entire ranked season I can only earn 5.5k. You may quite likely find yourself in the same situation one day.
  4. Benser33

    Manual Fire Control for AA?

    AA sector reinforcement only increases continuous dps, so only that is further enhanced by MFCAA. It is a multiplative addition however, so for cruisers with a 25% bonus for reinforcing, their dps in reinforced sectors is 125%. This is increased by 20% to 150% because 20% of 125% is 25%.
  5. Benser33

    Lazo Limit

    You get 75 each from the premium containers if you are lacking allowance tokens needed to buy Lazo, once 0.8.4 hits that may be your only option, but you wont get the discount for buying a bundle of containers because only the single container option will be available. https://worldofwarships.eu/en/news/game-updates/update-084-soviet-battleships/#armory
  6. Benser33

    flight control mod. 2

    I'd say yes.
  7. Benser33

    Changes to CV in 0.8.4 and after

    Takin SE on basically every DD is already mandatory but taking SI on the ones that don't have repair party is a waste of points. And TTM is hardly a compromise, it's an upgrade with a drawback, you may as well consider the reduced module hp as the standard module hp because you're never going to consider any of the alternatives because they just aren't worth it. And I can fully believe CVs can strike DDs in smoke, I've done it myself a number of time and been victim of it sometimes as well. It's particularly easy when the DD starts using smoke way too late and ends up stationary in a spot thats easy to aim at. And Midway HE bombs are easily the most powerful of all right now and imo are still too strong and I haven't seen much evidence that the upcoming dispersion changes do very much to alleviate the issue. But anyway, you're just whining generically about CVs now, none of this has anything to do with the early game delay.
  8. Benser33

    Changes to CV in 0.8.4 and after

    Well Autumn starts in September so it seems impossible that this would go live by Thursday.
  9. Benser33

    Update and Ranked postponed again?

    Maybe they were so keen to post their RU BB review article that they forgot about that other less important articles.
  10. Hinden works fine in randoms but it doesnt bring much value to competitive besides having 50mm HE penetration and even then, Henri exists. If the AA was tuned to be more competitive, with 6km range and better damage it would be an overall good AA cruiser and some extra dpm on the guns would make it a more viable alternative to HIV.
  11. Benser33

    Changes to CV in 0.8.4 and after

    153 seconds is stock, you should be using TAE and TTM to bring it down to 117. Your first post was comparing waiting 2.5 mins at the start of the battle as DD vs 45 seconds at the start of the battle with CV as they should both have a delay or neither have a delay. But waiting 45 seconds at the start would be fine as a balance mechanic if it wasn't such a lazy way to solve the issue, it works but it's boring for players. Their suggestions of moving CV spawns further back and starting the game without engine boost, in addition to other changes they're implementing like the nerfed engine boost coming in 8.4 and potential future changes to how CV spotting translates into team spotting are all much better fixes than just having the CV player set auto pilot and do nothing for 40 seconds. WG is still aiming to achieve the same result, they're just doing it differently. I'd assume from the update that they still feel there is value in delaying CVs but not by adding a straight 45s cooldown.
  12. Benser33

    Changes to CV in 0.8.4 and after

    For starters, Shima torps reload in 2 mins. Secondly, the delay wasnt designed to prevent CVs from getting early strikes on people, just to reduce their early game spotting that interfered with positioning. Even if they did add a 45 second delay, thats not going to protect you from having to reload torps again if they get destroyed if youre getting striked 60 seconds into the game. Besides, you're still comparing a delay on armament reloading like guns and torps, which was added because people TKed in cap etc, to a delay on plane launching added to reduce spotting. They exist for entirely different reasons, just because WG changes their minds on CV delay doesnt mean every other class should be exempt.
  13. Benser33

    Changes to CV in 0.8.4 and after

    I'd also argue that shima waiting longer for 15 torps of ~24k listed damage each, a total of 360k damage, makes total sense compared to something like even a haku torpedo squadron which can drop 12x 10k dmg torps for a total of 120k dmg if all TBs get their drops. Even if the Haku can make 3 squadrons worth of strikes in 2.5 mins, which it would probably struggle to do, it would only match the damage potential. But of course, there are a lot more things to consider when it comes to torps, like how shimas launchers have quite poor spread and her positioning is a lot easier to anticipate than fast moving aircraft. Besides, the reason weapons start the game empty is because years ago when they started fully loaded people would just torp each other in the spawn to TK each other and BBs could fire at the enemy spawn immediately on some maps.
  14. Benser33

    Changes to CV in 0.8.4 and after

    Agreed, the delay didnt sound unreasonable.
  15. Benser33

    Changes to CV in 0.8.4 and after

    Probably because maneuvering the CV hull is not the same as positioning other surface ships, it's not like you're positioning planes near caps but unable to use them for attacking, you can't even start positioning for 45 seconds.
  16. Benser33

    Changes to CV in 0.8.4 and after

    You still have to fly to your targets every time, whether the squad gets destroyed or not.
  17. Benser33

    Changes to CV in 0.8.4 and after

    BBs dont get sent back to the spawn once they fire.
  18. Benser33

    Changes to CV in 0.8.4 and after

    So you're saying the flow is broken but you aren't going to have it fixed until autumn? The changes sound good and all, I like the sound of the more varied and intelligent changes to delay the CVs power in the opening minute of the game, and the limited MM of CVs in t8 games would be great, but that is a hell of a long time to wait for something you admit is broken.
  19. Benser33

    ST, new ships

  20. Benser33

    flight control mod. 2

    Of the two slot 6 upgrades that matter most to CVs; Flight Control Modification 2 (+5% plane speed) and Air Groups Modification 2 (+7.5% plane hp) I would suggest that FCM2 is the more useful of the two, because the speed allows you to avoid some of the damage you damage you might take from AA by letting you spend less time inside AA bubbles dodging flak and taking continuous dps, but it also improves your damage dealing capability by reducing the time it takes for you to get to your targets by 5%.
  21. Benser33

    ST, new ships

    I can't provide any source so I could be mistaken, but I was sure they hinted at the next line after French DDs being a European cruiser line.
  22. Benser33

    Give me some Advice on Großer Kurfürst....

    Well assuming you want to keep ManSecs, your options are still between fire chance and range or the ability to penetrate some thicker plating. Its really personal preference, no matter which you pick youll find yourself in situations where one is more useful than the other either way. You just have to remember your limits when you pick your fights.
  23. Benser33

    Give me some Advice on Großer Kurfürst....

    Huh, interesting, the ingame menu states 49mm pen when the maths works out as 48mm. Although the rounding of the penetration isn't very consistent and there's honestly no difference between 48 and 49mm, there are no such armor plates in the game.
  24. Benser33

    Give me some Advice on Großer Kurfürst....

    If I was to recommend builds for GK:- I'd say a regular BB build like the following; MAM1 is just the best option for slot one and further increases GKs already very high turret HP. DCSM1 and DCSM2 help you cope with the inevitable fires and occaisional floods making it easier to recover from the damage you take and increasing your ability to resist the 100% repairable fire and flood damage and thus preserving your Damage Control consumable for when you really need it, especially when paired with signal flags. ASM1 and MBM3 improves the main battery performance by a small amount while giving the secondaries a minor boost. You may prefer to take AAGM1 in this slot. CSM1 reduces concealment, allowing you to get 10% closer and thus improving your gun performance while allowing you to still disengage, and also increases dispersion of enemy fire. The usefulness of PT should already be apparent. EM lets you get and keep guns on a target, helps you maintain gun tracking when combat does come to close quarters and reduces downtime when you are forced to make a 180° turn. AR increases your damage output as your health drops. As a BB with such massive HP and thus quite generous Repair Party values you might even choose to remain at lower HP to get more benefit from AR and use your repairs to keep yourself alive but low. BOS and FP continue to do what the DCSM upgrades aim to achieve. SI provides and additional repair which is invaluable, the added hydro and plane are not usually very helpful, but the extra ~18k hp from the repair is worth more than any other 3pt or less skill. CE continues to do what CSM1 is chosen for. Or a secondary build like this one; Much is similar to the above build in terms of survivability. Upgrades are taken to improve the range and DPM of the secondary battery at the cost of the main battery. The legendary mod provides more reload speed than MBM3 and reduces turret traverse by less, while also increasing the DPM of the secondaries even further. It would be better than MBM3 in every way if it did not reduce maximum range by 8%, dropping range to 19km. For secondary spec though, this is worthwhile. The benefits of BOS, FP and CE are lost, making fires more dangerous and concealment worse, but you can still survive fires with smart use of damage control and repair party. EM and AR are kept as you will benefit from both when approaching 10km ranges, especially if the many opponents who can outmaneuver you try to do so. Secondaries also benefit from AR so that's nice. BFT provides the secondaries with a generous reload speed boost that increases general DPM as well as increases the rate at which fires are started, especially if you include fire flags in the build to enhance that. Manual fire control provides a very beneficial boost to accuracy that makes causing secondary damage much more consistent and effective, particularly against cruisers and DDs. I've elected to take AFT in this build but your choice of IFHE or AFT is up to you. Without IFHE the 150mm guns can penetrate up to 48mm of armor easily and the 128s can penetrate 31mm which is perfectly sufficient for almost any DD or Cruiser but struggles against most BB plating and some of the more heavily armored cruisers, though I prefer for the 128s to act as fire starters with their 2.7s reload. IFHE boosts the penetration of the guns to a point where only 50mm+ plates can resist them, but the 128mm guns lose 1% (5% -> 4%) fire chance and the 150mm guns lose 3% (8% -> 5%) as well as being reduced from 11.6 to 9.7km range, which is still pretty good to be fair. Personally, I choose to play GK secondary build, but since I have every t10 BB I play it secondary because thats what makes it unique to me. I have Montana or Repu or Yamato if I want to play a BB in a more conventional style.
  25. Benser33

    Give me some Advice on Großer Kurfürst....

    You can test the effects with a tool like https://wowsft.com/ Here you can see the max dispersion with a 20.61km range is 268m. But with a range of 23.91km it increases to 300m dispersion. Because GKs dispersion is among the worst possible, extending the range further may allow you to take shots you couldnt otherwise but it also exponentially reduces the likelihood of hitting at target by one of the worst factors in the game. When it comes to playing GK, probably the most important thing to do is remain in control of an engagement while being as threatening as possible. Meaning, stay as close as you can to the fight, but do so from far enough away that if you need or choose to disengage you can cease fire, let your detectability range drop and fall back to repair or reposition. Finding this balance can be difficult and it relies on so many factors. If you elect to go for a regular tank GK then you can keep further distance, staying around 15km to be able to disengage at will but improving your chances of hitting your targets. You can try to "tank" the enemy by baiting shots in your direction by making yourself an easy target, showing more broadside, etc, but you should only do so when it is enabling allies to trade more effectively than whatever damage you're taking. With the amount of CVs around lately though, the risk doesnt usually pay off now as its difficult to disengage with aircraft keeping you spotted from such long distance so you can still find yourself getting focused and paying for it. The tank build is usually played like a regular BB, maintaining distance and being a sniper if you're really afraid of being permanently spotted by DDs or eating torps or just are not good at reading the map and realising when its time to turn around. As a secondary GK you must more crucially be aware of when you must keep a distance and stay back, taking opportunity shots, and when you must move forward and get into secondary range. This is obviously even more risky, so you must only make the decision to push or engage someone so close when you know you have the advantage already. GK is notorious for having an armor scheme that works very well against shells fired at a low angle due to being a close range thanks to its turtleback armor scheme, and of course with a secondary spec the GK will naturally be a better close quarters combatant than most other ships but it's not worth pushing towards someone to threaten them in close quarters when then have 3 cruisers hiding behind islands 10km behind them and any DD support.
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