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Nechrom

Beta Tester
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    [UNICS]

Everything posted by Nechrom

  1. Nechrom

    kamikaze no, but shinyo, sure.

    Atlanta has 11.1km range fyi I don't see what the issue is. Aoba has 14.9km range as a CA. HuangHe and Leander has 13.2km range. Perth has 12.8km range.
  2. Nechrom

    Indianapolis Marathon (01.06. - 16.07.)

    I didn't even see that I had it before completing it. Not having a "survive" requirement makes it so much easier. Weekends actually tends to make my base XP go up. The downside is that whether you win or lose feels more like a coin toss.
  3. Nechrom

    Indianapolis Marathon (01.06. - 16.07.)

    You mean stage 18?
  4. That's because Henri's two shell types have widely different drag coefficient. That's pretty unusual. The drag difference between USN 127mm and RN 114mm is 0,018. The difference between Henri's HE and AP is 0,0612.
  5. BBs want all the skills. CAs want CE and then they're like: "Now what?" CLs want CE and IFHE then they're like: "Okay..." DDs want CE and possibly AFT and almost every 3 point skill. I don't think I look at the 2 point skills much aside from EM, AR and LS. Not a lot of my captains have more than one from there.
  6. Nechrom

    Legendary upgrade missions

    The variability on that is huge though. The base XP you can't do much about, but the 15 wins can be knocked out in co-op if you can stomach it, the free XP is literally 2 decent battles with perma camo and dragon flags, XP is the same as free XP although not as big of a potential increase and credits you can easily buff as well although not as much as XP and free XP.
  7. Nechrom

    Massachusetts: Skill-Setup

    Trust me, they are. Max range full broadside BB you will not hit a single shell on his bow or stern other than the odd stray, unless he is slowing down or speeding up. Did a training room with a NC at max range. Here are the first 9 salvos: This is using my build with no fire chance signals. So 5% base fire chance and no IFHE (yet). ManSec + AFT + BFT, all secondary upgrades and the signal flag. Never got a single fire, or hit for that matter, on the bow/stern sections.
  8. The RN 114mm shells have 0,329 air drag while USN 127mm shells have 0,347. For reference the IJN 100mm shells have 0,3137 to compensate for weighing almost half as much as the USN and RN shells. And we know how those 100mm shells turn into mortars beyond 10km. While the 114mm shells won't lose velocity as fast as the 100mm shells due to their weight, they also start at a 25% lower velocity at the muzzle.
  9. Nechrom

    Massachusetts: Skill-Setup

    Of course I understand that it's not nothing. I was just trying to get my point across that percentage increases isn't worth much if what it's increasing is very small in the first place. 7% base fire chance. It'll be as low as 3,77% for same tier targets and as low as 2,98% against tier 10, when we're talking theoretical effective fire chance. In practice you can't aim the secondaries so they will most likely just pepper one spot on a ship. So you'll see even lower score screen results for fire chance.
  10. Nechrom

    Massachusetts: Skill-Setup

    50% of nothing is still nothing.
  11. Eh? They are way worse than any other light gun. Gearing has 792 m/s, while Daring/Jutland has 746 m/s. Both have almost the same shell weight and air drag. I'd like to see these shell arcs...
  12. Nechrom

    Legendary upgrade missions

    Universal Soldier - Grozovoi For Honor - Zao All the references.
  13. Nechrom

    Massachusetts: Skill-Setup

    That goes the same for fire chance. Higher tier ships have a higher base resistance to fire. Just the other battle I got 113 hits with my secondaries on same tier or lower ships (Alabama mostly and a handful on an Indianapolis) for 14k raw damage. That gave me 2 fires for whopping 407 dmg. Would one more fire have done more than 1.4k damage? Maybe, if DCP was on cooldown. Whatever use you get out of fire chance you're getting it versus other BBs which also happens to be the class with the most heals and overall survivability. The important targets like DDs and cruisers are going to worry much more about higher DPM than a couple of % more base fire chance per hit.
  14. Nechrom

    Massachusetts: Skill-Setup

    But +10% DPM is effectively 10% more damage. While +50% more fires is very reliant on your target, their build and class. DDs and to a less extent CL/CA will hardly be affected. Fire chance also depends a lot on the length of the engagement, and you basically need to reach a certain level of fire chance for it to be really effective. Buffing bad fire chance by 50% may sound like a lot, but unless you can start fires faster than the target can put them out, it's not going to do much.
  15. Nechrom

    Massachusetts: Skill-Setup

    I'm looking to get BFT, AFT, ManSec and then I don't know if I need IFHE or not, if not then CE.
  16. Now I just need to figure out how to best whip up a special captain for the Massachusetts. I have plenty of 10 pointers, but that won't do for a secondary meme-build.
  17. Nechrom

    The "new" Grozovoi

    I'm not sure why you can't have the best of both worlds skill-wise? I'm running CE + AFT and SE + SI. That works well for me. SE isn't just for the heal, it's more or less mandatory on any high tier DD unless you're running some special meme-build. The heal just makes it even more valuable. I don't know why you feel you need to paint yourself into a corner by building hard into a single niche. Grozovoi is a jack-of-all-trades and always will be. It's never going to be the best at any one thing, so why mess with that flexibility which is the actual strength of the ship?
  18. Nechrom

    The "new" Grozovoi

    Heal may not be needed but it compensates for not being good at avoiding damage (bad handling). The increased range further reduces the need for quick rudder shift and tight turning circle. Sure you might need SI now, but on the other hand what are you giving up? DE? Not a huge deal in return for being able to use 5 different consumables at the same time. I really like this new Grozovoi. It's now more like a Khaba that sacrifices some survivability and DPM for a lot better versatility. You can now play it very successfully as a long range kiter/spammer but also do a bunch of other things and be of more utility than a Khaba or Udaloi would. The heal really helps, and with as much radar as there is nowadays, 3 smokes is more than enough. Being able to fall back on effective long range spam if needed, is more powerful than you might initially think.
  19. Nechrom

    Decision - assistance required!

    On one hand Kronshtadt is more unique (very different from Minotaur or really any cruiser). On the other hand Musashi still has Yamato's armor and guns (less accurate though) on tier 9, that can be pretty hilarious. If you are not close to getting the Yamato, then Musashi will be a unique experience just like the Kronshtadt. It's mostly down to what you prefer. I would check out some YT videos of gameplay, maybe read LWM's review of both.
  20. I should just be happy to be alive at all. Thanks for giving me perspective. All my problems are now solved.
  21. Roughly as bad as "me, but in a clan" minus a whole bunch of coal.
  22. Yes. All of them. Earned Kamikaze R, bought Kamikaze and Fujin. Earned Graf Spee, bought HSF Graf Spee. Bought Aigle, completed the missions anyway. Bought Oktober, completed the missions anyway. Bought Duke, completed the campaign anyway.
  23. 0 (zero) [edited]me for being a loyal customer I guess.
  24. Nechrom

    Moskva After Update

    I rarely see Moskva players do the nose in tactic. Maybe that will change. But at the ranges where most Moskva players operate it's not going to make much difference since plunging fire is the enemy back there. Maybe if a Moskva can survive long enough to get in close, then it'll be a tough nut to crack from the front.
  25. Nechrom

    Is Edge Surfing Ever OK?

    Are you absolutely sure about that? Because I distinctly remember being able to actually drag the entire manual drop maneuver around, not just changing the angle.
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