Jump to content


  • Content Сount

  • Joined

  • Last visited

  • Battles

  • Clan



About Arx205

  • Rank
    Able Seaman
  • Insignia

Profile Information

  • Gender
  • Location

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. If you feel like stylishly raiding the enemy trade routes just to see if their cargo ships carry tea, this is a clan you may be looking for.
  2. Arx205

    Arsenal not working

    Fun fact: I can enter the NA arsenal site, but understandably, it's no use to me.
  3. Arx205

    Soviet Cruiser Stalingrad Tier X

    My main (although not the only one) concern about this ship is that it's going to bypass the battleship limit of the clan battles. If any developing clans in the future want to reach the upper leagues, they'll be totally dependent on how many players with about 10k+ games they have, regardless what their skill is, or how well is their team coordinated. Even if used beyond their optimum, all those Stalingrads in the other team will just take too long to crack (compared to how fragile some other cruisers can be), and the point advantage over time will be just too developed to mitigate. The ship is going to lock down quick possibilities of advancing, as it is capable of creating crossfire levels unseen as of now (due to the combination of range, penetration, and shell velocity). Making the clan battles 9vs9 format with 2 BB/team allowed may help to mitigate the direct gameplay impact, but then it's another obstacle for the clans still in development, as you need more players to be able to field those teams every day. To summarise - Stalingrad is a stream of concrete poured into the competitive scene at tier X - if someone isn't there until now, it will only get harder as the time passes by. I'm not even that interested in "serious" gameplay, but the issue is more than apparent to me.
  4. Arx205

    Arsenal not working

    I can access the clan tab just fine, but the arsenal is still not working for me. Same thing when I want to access its specific webpage (http://arsenal.worldofwarships.eu/) - it simply behaves as if it doesn't exist. Checked a couple of my own settings, but I'm unable to pin-point the problem. The entire thing appears ridiculous.
  5. Arx205


    Same issue here. The firewall settings seem to allow all the WoWs stuff through, but the site is unavailible, regardless if it's in-game or in a browser. The game itself runs smoothly, no server connection problem.
  6. Arx205

    Premium camos for tier IV and V ships?

    Amusing to find something that people are actually willing to pay for and it's not being released. These camos wouldn't even have to present large bonuses, most people who want them do so for the looks anyway.
  7. Arx205

    World of HE spamfest

    Given that this game doesn't care about realism anyway, maybe it would be a good idea to promote skill improvement of a player, instead of discouraging them form picking hard tasks, which is pretty much a reason why it's becoming a campfest or a lemming party beyond any concievable measures. Creative perception of availible tactics and individual thinking are currently being punished in randoms and I don't like it. And it comes down to game being too "flat", with just a few variables to use to your advantage, which are very rarely enough to overcome overwhelming numbers. My view is that a very skilled player should be able to defeat much larger number of ships if they do not coordinate properly or just in general fail to understand their strengths and weaknesses.
  8. We have the Arpeggio of Blue Steel ships for quite some time now in the game. As a matter of fact, they have inspired me to look up for what this fictional universe even was. By now I’ve seen all the animated adaptations (honestly there aren’t too many) and I’m up to date with the manga. Now – the ships we got have their own voices and looks (although only colour-wise), so I thought to myself – why not make them have their own personalities? They are not meant for competitive gaming anyway, why not go a little bit crazy and create captain specs that reflect what the mental models behave like in the Arpeggio universe? Anyway, I’ve been trying to make those setups diverse enough, yet not overly ridiculous. (the missions took place before I had some of the ships required tier-wise), but I’ll describe what I think should be an option for such an approach. I’m not covering upgrades, consumables, and I leave the order of picking those skills to you. If need be, I may recommend something there as well later on. I don’t have all of them This presentation contains explanations, so obviously some spoilers are coming, though most of you reading this are probably keeping track of the Blue Steel. In case of conflicting information, I preferred to stick with the manga. First of all: the Kongō sisters. 1. Kongō As a flagship of the First Oriental Fleet, she is commanding and playing a role of a spectator, until the circumstances force her to deal with the I-401 herself together with an assembled task force. She covers herself in spatial distortion to call in Ise as support, and when she’s immobilised and struck by aerial-dropped warheads, her bow continues a descent towards Matsushima II, with an eye of capturing Chihaya Gunzō. She is usually judging the situation correctly, although her overconfidence in technical superiority can make her vulnerable. Her sinking by airplanes made me go for absolutely no skills that can be effective against planes. · Priority target – she’s the flagship, of course someone wants her down. But she also seems to have some kind of an insight into the enemy attack, much due to the information provided by her subordinates. Besides, Kongō’s ability to perceive threats is explicitly mentioned by Hyūga while creating a diversion against Hiei. · Preventive maintenance – not that easy to get to the Kongō herself, which is why it’s even harder to aim at specific parts of the ship. · Expert marksman – a good commander can react to enemy movement quicker, in fact I remember at one point she says something along the lines “Swift and decisive should be an ideal of a warrior”. She also has a very good sense of target selection, as stated by Iona in chapter 70. · Last stand – even after breaking into multiple parts, her bow continues chasing the Matsushima II. Do I need to say more? · Superintendent – additional flagship equipment can be introduced from the orbit. · Vigilance – see the comment on the priority target. · Basics of survivability – Kongō can adapt to the situation pretty well, a bit like in case of the expert marksman. · Concealment expert – while using flagship equipment, the actions of Kongō remained pretty mysterious for 401’s crew. In fact, they had to rely on Hyūga’s experience of what a use of this equipment might even mean. 2. Hiei Hiei is very strict and wants to rely on an analysis of the Joint Tactical Network resources, consisting mostly of past records of Fog experiences and engagements, that are being uploaded by all the ships. She admires Kongō, but lacks her insight. Incapacitated by Hyūga bringing a gun turret at her face. Not a very bright way to go. · Preventive maintenance – preventing damage to vital parts can be somewhat improved by analysis of damage sustained by other ships in the past. · Jack of all trades – Hiei surely has went through multiple pre-arranged scenarios, so in most situations she’s able to get her assets out a bit more quickly. · High alert – not really a good name for a skill for Hiei, but the thinking behind it is sort of similar: she has stored the things needed in an order that allows her to access them a bit more freely if an opportunity arises. That’s not en equivalent of a tactical flexibility however. · Superintendent – I’m sure they can find some spare space for additional nanomaterials being stored. And who would arrange this space better than Hiei does? · Basic firing training – purely because training, Hiei loves it. · Advanced firing training – just as above. · Fire prevention – even the Fog has to possess manuals for that. 3. Haruna Haruna seems calm. She usually is. Unless she gets into some serious combat for someone she wants to protect. Sunk by Hakugei 3’s torpedo at Yokosuka. In the defence of the Osakabe residence she has torn vehicles apart with her bare hands and taken out helicopters by hand grenades. A truly manual AA and close combat platform, isn’t she? Owner of a very large coat with plenty of spare volume underneath. · Preventive maintenance – a bit boring? Haruna doesn’t think so. She’s just the one responsible for technical calculations in her duo with Kirishima. Perhaps that’s why she survives the explosion at Yokosuka much better. · Expert marksman – at close range there’s a lot of aspect changing, better be prepared for that. And apparently she could outpace her adversaries easily. · Adrenaline rush – the only Fog ship who has gone berserk, almost annihilating Japan by overriding Maya’s fire controls in anger. It took an intervention form the Admiralty Code to stop her. · Superintendent – the coat! She surely has something extra hidden in there! · Basic firing training – when fighting multiple enemies at close range, every gun has to do its job as fast as possible. · Advanced firing training – being the first to strike is an advantage by itself. · Manual AA – you surely can handle those guns by hand, if you can throw grenades at aircraft! 4. Kirishima The most aggressive of all four. To a point she basically becomes target-fixated and doesn’t want anyone to interfere in her dealing with it. She doesn’t mind firing everything at what she wants to see go down. Kirishima doesn’t care too much about safety procedures or checking surroundings – target first. Sunk by Hakugei 3 in Yokosuka with Haruna. Further records might show a character evolution towards a calmer approach, a bit more like her twin sister, but as seen in the encounter with Atago, Kirishima is still willing to advance despite the odds not being in her favour. Or rather not considering them at all. · Expert loader – it’s better to take out a target fast, with a weapon that gives the best chance of success. · Expert marksman – every gun on target as soon as possible! · Adrenaline rush – she indeed has more fun the harder the situation gets. · Basic firing training – extra rate of fire. No need for further comment. · Basics of survivability – in case a turret gets knocked out, she will surely work hard to get it back into an operational status. · Advanced firing training – extra range for reaching engagement distance quicker. · Manual fire control for secondary armament – everything at the target, no distractions shall be given a thought! Then we have Takao, many fans’ favourite: Takao Takao is very mission-focused and has a “bad habit of putting firepower first”, as she describes herself at one point. Obviously caring for the captain, a ship that has weathered more than a single storm. When in control of herself she wants to pose as indifferent and elegant, though in reality not many ships outmatch her very emotional approach. Takao has gathered a fair amount of information about tactics and has developed a brilliant insight into what the next enemy move might be. Oh, and she loves heavy and destructive armament. · Priority target – in her battles Takao is aware of the enemies facing her. Only her sister Atago was able to outsneak her. Even so, this was some mental model adventure, not an actual combat. · Expert loader – this is one of the firepower skills. Takao likes hitting hard and decisively, which is hard to do with the wrong type of ammunition loaded. · Jack of all trades – having performed almost every mission conceivable, Takao has skills that allow using her specs to the maximum extent. · Adrenaline rush – for the captain she shall not fail, no excuses. · Basics of survivability – in a battle against U-2501, Takao has performed one of the most extensive repairs ever commenced by a Fog ship. · Superintendent – mostly for the sake of the additional heal, reasons as above. · Vigilance – she has a fairly decent record against torpedoes, but of course no ship is capable of taking them all day long. · Concealment expert – this is Takao when she sneaks up to watch Gunzō, or when she gets into Chihaya Saori’s house. And finally, four Myokōs, although those are the least developed characters, so I went with quite basic ideas as a base for my work here. I got somewhat compelled to rely much more on their versions form the movies, because that’s what made them more developed as characters. It became a weird mix of those as a result. In the manga they are quite plain and acting as a background. In fact, we’d be able to say much more about Lexington, Vampire, Yukikaze, Repulse, Chōkai, Nagato, Zuikaku, even though many of them haven’t fought so far at all. It’s not a criticism towards the original plot, as the animated version is already closed and it has created its own universe. The much more complex comic-universe keeps expanding, so it makes sense some characters seem incomplete for now. 1. Myokō Myokō is the most serious mental model of all, comparable in my opinion to some extent with Atago only. Keep the jokes away. She leads the other sisters into combat, maintains order amongst them, and keeps a large part of communication with Hiei. Because of this, I decided that she should get a pretty “boring”, purely utilitarian WoWs Myokō-class setup. · Priority target · Preventive maintenance · High alert · Jack of all trades · Expert marksman · Adrenaline rush · Last stand · Demolition expert · Concealment expert 2. Nachi Eyes and ears of a fleet. This lady will see you before you see her, transmit your location to everyone, and let them sink you once she stretches her back sitting calmly on a deck pillow she owns. No damage-wise improvements, every intel perk you could possibly imagine. · Priority target – there’s no way you get close to Nachi and aim at her unless she lets you to do so. Or unless you have a supergravity cannon with a horrendously strong tractor beam like Matsushima II. · Direction centre for catapult aircraft – 2 planes for double spotting of torpedoes and ships. · Incoming fire alert – a shot can be detected quite easily by her surveillance sensors. · Jack of all trades – not a straightforward pick at 2 points level, so I went with an idea that we’ll at least get the access to hydroacoustic search faster. · Superintendent – more charges of hydro or floatplanes per battle, less likely to get surprised · Vigilance – I don’t think I need to explain that · Radio location – some additional info as to what is the nearest threat or target. · Concealment expert – to make Nachi spot first, instead of being spotted first. 3. Haguro A racing boat of the Fog. You’ll have a hard time landing a hit, and if you do, the engines will probably be held in a decent condition by the operator herself. She likes to move. Got sunk by I-401 after mistakenly colliding with Nachi in a sharp evasive turn, which is perhaps partially in line with her reluctance of maintaining order or in this case – formation. · Priority target – for the very sake of dodging · Preventive maintenance – to reduce the chance of rendering propulsion or steering inoperable · Incoming fire alert – as in case of priority target · High alert – fix everything as fast as possible · Expert marksman – in quick engagements slow turret rotation would have been a liability · Last stand – let’s say she can protect her vital areas so that only a part of the crucial system may get disabled with one shot · Basics of survivability – for the times when it’s better to conserve forced repair · Vigilance – harder time for torps to hit as well · Concealment expert – coming in and out so fast you may not notice when 4. Ashigara A crazy mental model, a direct contrary of Nachi. She goes as close as you can to hit as hard and as often as you can. Always in the vanguard, always as aggressive as possible. But make no mistake – she’s still a part of the Fog and does not do it because of selfish desire for glory. If need be, she can take a hit so that other ships will be able to endure longer. Still – perfectly honestly – she loves doing things by herself. · Expert loader – as expected of a hyperactive ship skipper. · Direction centre for catapult aircraft – since we can’t equip double energy swords, nor a launched spike… · Expert marksman – at close range this is necessary. · Adrenaline rush – Ashigara is used to “stressful” working conditions, yet they still manage to excite her. An adrenaline addict, I’d say. · Torpedo armament expertise – as with expert loader. · Basic firing training – because more shots is what she really likes. · Demolition expert – some ships just want to see the world burn. · Advanced firing training – because Ashigara really wants to bring out every weapon as soon as possible. So it’s mainly a trait of impatience. (As an alternative you may even want to switch demolition expert and double fighter plane for manual secondary armament, but I just think this is starting to take too much toll on the in-game ship’s performance. Not recommended, but closer to the personality.) Maybe I’ll revise them as new chapters come out with additional information on the characters, but right now I feel like those options are the most relevant set I could make.
  9. As of now recruitment is suspended due to the current clan size limit being reached. If you are still interested, stay tuned and we will announce when are we accepting volunteers again.
  10. It is. Although I'm writing this as a clarification for others, because from what I see you made it to our server.
  11. A short story that probably makes no sense or tea, but may just make someone smile and ask for joining There were no lazy days in Yokosuka naval district. This one was no different. The harbour was full with different vessels undergoing maintenance, every sailor or yard worker had a plan for the day and the good name of the Navy required those duties to be executed with care and devotion. A group of NCOs were counting horses disembarking from a freighter, some officers were bringing new maps on deck of one of many destroyers anchored in the vicinity. A special transport arrived today. It was a cargo ship straight from India, with a load of tea. Not many knew why did this ship arrive. Nobody dared to ask or question such an extravagance. After all, orders had to be carried out. The origin of this confusion arose several weeks earlier. It was on a battlecruiser Kongō, a majestic ship, even if no longer the most advanced one, that the story began. A senior stoker came running to his direct supervisor and, still somewhat shivering , he shouted: “Our ship demands some tea, sir”. The officer frowned, he did not hide the behaviour of his subordinate annoyed him. “A stupid prank. What a ridiculous idea, do you take me for a fool?!” But before he managed to punish the man, that one screamed in despair: “I swear, I do swear that she requested tea!”. Trembling and ducking, he seemed to realise how silly he must have sounded like. The matter seemed not as easily dismissible as at first glance. Maybe there was indeed something going on… They both went down to the large belly of a ship that size. All the ducts, pipes and boilers cleaned well, as the warship rested between exercises in port. Both sailors moved amongst the machinery with clear sounds of footsteps echoing in complex spaces. It was not long after when they heard what seemed to be a sound of water vapour maybe, some sort of boiling, or cavitation, no one knew for sure. The ship indeed cried out with its own internals, sounding a surprising “Teeeeeeeeeeeeeeeeea” as the cables, walls, and hand railings vibrated with a dull buzz, making the whole situation even more unsettling. The officer understood that the stoker was not lying indeed. He found the ship commander, who also did not want to believe the story, but as more men were called as witnesses, the case had to be investigated and taken into account as plausible. Finally, it was reasoned out that the ship indeed sounded its own wish, though nobody understood how could that possibly come to pass. A large order of tea was purchased. Still, there were few ideas how would a ship want the tea. After all, there was virtually nothing in the manuals about tea-feeding procedures. The next days moved forward and the ship did not seem to repeat the call. Finally, the admiral ordered the tea to be distributed amongst the crew of Kongō each day at a certain hour, for everyone to participate. The sailors called this event “Kongō’s Tea Time”. The government first thought about charging some high-ranked officers with a fraud, but soon they were convinced that there was indeed more to the events than just overgrown imagination. Who would have thought that so many years later this will turn out to be a name of a gaming clan? Perhaps Kongō herself.
  12. Arx205

    Großer Kurfürst (Tier X)

    GK ma piękną siłę ognia. Z pewnym haczykiem. Mianowicie, jak wszystkie niemieckie pancerniki, wykazuje wysoką tendencję do rykoszetowania na umiarkowanych kątach uderzenia pocisków. Tutaj często trzeba trochę poświęcić swojego hp, żeby wyjść na pozycje umożliwiające bardziej komfortowe strzelanie. Okręt jest to w stanie przez jakiś czas wytrzymać, a jeśli w pobliżu nie czai się zgraja niszczycieli, to efekty takich wypadów są często bardzo zadowalające. Uzbrojenie poboczne oczywiście bardzo solidne i dość godne zaufania, choć w przypadku szarżujących niszczycieli trzeba jednak sobie pomóc baterią główną. Opancerzenie jest dobre, ale oczywiście nie należy przesadzać z ekspozycją, chyba że mamy plan jak przehandlować tę stratę na cele taktyczne. Z drugiej strony z kątowaniem też nie przesadzać, bo zdarzało się oberwać salwę 16 tysięcy w nadbudówkę od frontu, lepiej prowokować ludzi do strzelania w kadłub, spora szansa, że wiele pocisków się odbije. Na cytadelę jednak trzeba czasem uważać, szczególnie na dużych dystansach, ale im bliżej, tym jest ciekawiej. :D Lubię względną autonomiczność tego okrętu, można próbować samodzielnych akcji nawet jeśli drużyna zdecydowała się chować daleko z tyłu. Głównym problemem pozostają lotniskowce, ale z punktu mechaniki rozgrywki głupio byłoby, gdyby okręt nie miał wad.
  13. The Poiboat saw a nerf indeed. Though not a major one. I've always been reluctant to use smoke on this one. It is a big warning for the enemy team: "Look! Torps will be approaching from there!". Maybe it had some use in battles with carriers, but then again - smoking up takes away all the potential for spotting (one of your main tasks, even if not awarded accordingly) and torping. And it's easier for the radar ships to know when will they face a good chance of catching you off guard. The guns were very situational anyway. And since the positions for which Shiratsuyu aims are usually at an angle on bow about 80-40 degrees and as close as possible, there is little possibility of smoking up your fleet. I'm still scoring consistently good results with the Shiratsuyu. You need a bit more concern while capping, that's most of the change.
  14. Arx205

    IJN figters vs USS fighters

    The problem with low tier Japanese carrier gampelay is more about the size of the maps you're on, not the planes you've got. The higher the tier, the less likely are the squadrons to meet each other in the sky due to rapidly increasing map size. And as the number of the squadrons rises, they are also harder to command, giving more breathing space in general. From what I see, at Ryujo you already should start worrying more about some insane AAA you'll face (tier VIII battleships and cruisers) instead of the enemy fighters. These anti-aircraft suites will ruin your strikes very often, but it does affect USN all the same. In fact, if you wish, you can reverse proportions at tier VI by having 15 vs 14 fighters, but having tried this out myself, I stick to the standard 1-2-2 setup. It's much due to that AA, which will leave you as a spectator (and spotter at best) very quickly if you go fighter-focus.