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Everything posted by __Helmut_Kohl__
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My 1 year anniversary and a (mostly) fond farewell
__Helmut_Kohl__ replied to Bindolaf_Werebane's topic in General Discussion
If I had to play in some kind of "Ranked MM" and could not division with my mates anymore, I would leave this game immediately. Bad streaks happen - overall, the experienced players will be on your team just as often as on the enemy team. -
Just dodge, bro!
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Welcome to WG. They created an "OP low tier CV monster" (Hosho) to drag more players into the class. Have fun being raped by these new players supporting the CV class - spreadsheet says you will.
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Like most DDs in the Shimakaze line, Asashio can take on USN and RN DDs easily while kiting away due to ballistics and gun placement. Love it when guys like you don't realize that and try to chase me. Also who says it is a 1v1? Because usually you gotta make smart use of your team as well. As I said - what Asashio gives you is a package that can work at the cap, while absolutely obliterating the backbone of the enemy firepower (BBs) as well. Sure, other DDs are better suited for DD gunfights, but they can never match Asashios damage potential against BBs. It is the overall package, that makes it great.
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I will make this quick @Sunleader, as you obviously have to make your own experiences. You should ask yourself if you are actually successful at the cap - do you get the enemy ships there killed while surviving yourself and do you take the cap in the end? If not, you just need to gain more experience. It is no solution to just ignore the caps from the start. Sure there are people with different opinions how to play DDs, but since I have been doing it quite successfully, my way to approach DD play is at least a good one.
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Sorry to break it to you, but if you have trouble to get a good WR in your DDs, this is the reason. You go off to the flank and your team cannot contest the cap. Even more - they stay away from it, because they are afraid of the unspotted enemy DD. If you want to improve your WR in DDs, don't be that Shima going to the flank immediately. 1. Every DD should take part in the initial encounter at the caps. Don't leave your team hanging. Torpedo DDs can torp for the enemy DDs and spot them for the gun-boat DDs and cruisers, which is very important. 2. At a later time it can be worth it to go on the flank, but only if that doesn't mean leaving your team hanging at the caps.
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Asashio has the shared best concealment in the game and quite decent guns. I love to use these tools to outplay enemy DDs at the cap, while my torp range still allows me to engage the fatties in the back. You are not the first to underestimate the Asashio, but IIRC my stats in both versions of the ship say otherwise. Btw if a DD can't dodge your torps in 12 seconds, he is no threat anyway.
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Don't torp like a moron then. The truth is that correctly used DW torps are much less likely to get spotted on their way that Yudachis attention-whore-torps.
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And that is where the range in important. Asashio's fast 20km DW torps can even hunt down running BBs. I said it before and I will say it again. Having a lot of range ensures that you can use your torps comfortably on reload. But Yudachi torps are not DW and suck with the long reaction time, especially at range, because the gaps will be very wide. A problem Asashio doesn't have (as it is DW).
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... and it will have only taken them 9 patches to do it: https://medium.com/@devblogwows/ddffaf2330d "Visibility system According to numerous requests of players, the penalty to the visibility of the ship after firing, is now lifted 2 seconds after leaving the visibility of the enemy. Now the visibility system will work the same way as for a few updates before version 0.8.0."
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It is not simpler, as the detection alone says nothing without the speed and even then you are surely not going to calculate it in your head. It is 1.9 km btw.
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You are completely ignoring the bad reaction time on the torps (which is - together with the 8s on the reload booster - a significant nerf compared to the old Shiratsuyu), but hey, what ever floats your boat. Some people are happy with 20km shima as well.
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I will stop wasting my time discussing this with you right there, sorry.
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1. It is well worth it when approaching fast ships from behind. 2. You don't get the point, which was that IF it is worth anything, it is on the slow CV torps. 3. You have not played the high tier USN CVs with the 35 knot torps, so you have no idea what I am talking about.
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You would laugh if you knew how often I hit BBs at 16-20km in Asashio. And in CW it is really nice on Gearing for area denial. Overall high range is just more conformable to use on reload. Generally 2p on a DD are just way to valuable to me, to use it on this. I would have to sacrifice something more useful like AR.
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Personally, I consider TA not worth spending 2p on anything but CVs. Even with slow DD torps the difference is 5-10% speed. 2p are too valuable for me to do that, also I prefer having the range. On Asashio DW it is pointless even with the 20km range, as the speed is high and the reaction time is already super low.
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The premium consumable has a 240 second cooldown and it gives you an 8 second reload before your second set of torps.
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It is 12 sec (11.8) with TA and it is bad. The 10 sec (9.8) are the reason why IJN torps are inferior if they do not come in broadside. And now you even get 12 seconds (11.8).
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Shiratsuyu at T7 has the reload booster too, for her 10km, 9.8 sec reaction torps. Just try that and ask yourself if you want to give a 20% longer reaction time to gain 20% more range. Then you have your answer.
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With TA you still give the enemy 11,8 sec reaction time. That is 44% longer reaction time than they have for non-TA Gearing torps. Just ask yourself if you can turn your ship in 11,8 sec (minus your own actual reaction time ofc).
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I also work more than that - sometimes even at night, and I do not get paid more if I do "overtime", as we have no working hours. There is a difference between the Law and what actually happens in real life. People want to have a career, so they go the extra mile.
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2 months? Is it some kind of internship? 10 hours at 6 days is quite a lot in that case, to be honest.
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Friesland: before you spend your FXP
__Helmut_Kohl__ replied to __Helmut_Kohl__'s topic in General Discussion
IFHE on 120mm guns will let you penetrate 25mm but not 27mm. At T9 that becomes less useful, as there is not enough 25mm armor around to make it worth it. I would generally rather go with CE as it allows you to close the distance to enemy DDs. (It is not a true open-water gun-boat after all.) -
Friesland: before you spend your FXP
__Helmut_Kohl__ replied to __Helmut_Kohl__'s topic in General Discussion
Not sure if anyone said it like that. If it gets close enough or has friendly spotting, Friesland can be a beast. But it is also quite managable as an opponent. Especially in a real gun-boat like Mogador. -
Research Bureau - Best lines to reset in the Research Bureau
__Helmut_Kohl__ replied to 22cm's topic in General Discussion
It is still not worth it. Just play what you enjoy or go FXP on Harugumo.
