Jump to content
Forum Shutdown 28/7/2023 Read more... ×

Ubertron_X

Beta Tester
  • Content Сount

    2,657
  • Joined

  • Last visited

  • Battles

    25756
  • Clan

    [NWP]

Everything posted by Ubertron_X

  1. Ubertron_X

    What is this?

    Thats why it is called a MINI MAP! Geez, people these days...
  2. Ubertron_X

    Restrict CV's to one per team.

    Make 12 vs 12 CV battles and leave the other bootes alone!
  3. Ubertron_X

    QoL suggestion - tagging ships

    1. Use 4-row ship display 2. Sort by tier . . . 4. Profit Edith: However I would like to have an option to not show certain ships, e.g. all the "free" clan wars ships I already have...
  4. Ubertron_X

    .

    https://playtogether.worldofwarships.eu/ Also works for players who have been away at least 90 days afaik.
  5. Regarding torps one has to note that the skill can be fooled as it will not react when the DD captain is not actively using his gun sights unless he has to, i.e. when he always stays on the launchers (which I usually do).
  6. Well in that case the automatic Situational Awareness skill needs to go first... In general I am with you regarding less meta information, however it still needs to tie in with the limits of the game mechanics and engine.
  7. PT is by no means a mandatory skill (like CE is for most bootes). The skill just provides a ton of meta information and it is up to you to understand, comprehend and act on them. Some information can be shared / emulated by other skills, some can`t. For example I found IFA better for the purpose of mitigating damage and maximizing DPM in a CA, however IFA fails short in other areas where PT provides good input. It is up to you to use the (or rather any) skill to full effect.
  8. If you need to push vs a DD it can be invaluable though...
  9. Depending on my capatin builds I use it on some DD and some BB (3x 4-level skills leaves two 1-level skills). On CA I exclusively rely on IFA instead of PT and with good results.
  10. Yes, you got that right. WG is after you and there is absolutely nothing you can do about it.
  11. Ubertron_X

    How good is the Tirpitz now

    1) Tirpitz = old ship, Massachusetts = new ship => power creep and many experienced players will already have Tirpitz in port and opt for the newer ship. 2) Not all Tirpitz B or Massachusetts B are bought ships, you can get them with luck too.
  12. Ubertron_X

    Wg, isn't cossack a bit too much?

    König Albert wants to have a word with you...
  13. Ubertron_X

    The Black Friday deals are here.

    Just to be sure, will this be a 2nd Tirpitz in my port or "just" the skin?
  14. The thing about BB's is, they are not as noob proof as everybody usually tells you they are. While they probably are harder to kill then most other ship types and maybe are more forgiving when it comes to mistakes, they are in no way easy to master. In the end it all comes down to positioning (in relation to the objective, nearest cover, the enemy fleet and your own fleet) and timing (when to move / attack / kite ). Therefore it is of utmost importance to be able to read and comprehend what is happening on the minimap (you will need some experience in order to be able to "read" the flow of a battle) and also know the capability of your own and other's ships. A battleship that does overextend will usually die early and hurt the team. A battleship that does hang back all the time will not support the common cause and also hurt the team. One possible strategy is to "ride" the concealment radius of your ship, so you can go in and out of detection whenever you desire (of course the lower your concealment the better, hence everybody is recommending CE captain skill). Once you have mastered this then you need to master when to and how to do decisive pushes. Early pushes are usually called for by most CA players but they are somewhat of a gamble because you can't be sure if your team will be able to capitalize on your move or just abandons you. Late pushes can already have cost you the game because the enemy already has a decisive lead. So you need to determine when you can push for full effect (ideally even surviving the push). Usually it is somewhat save to push once the enemy ship numbers start to drop and you can be sure that you will not be focus fired on by more the 2 ships (maybe even 3, depending on the your ships and the enemy ships) and/or your flank has a clear numerical advantage. If faced with superiour enemy numbers often your only chance is to try to disengage while kiting the enemy, hoping that your team will win the other flank and come to your aid eventually.
  15. Ubertron_X

    How to play secondary ships

    What do you run 5th slot? Personally while secondary builds are fun, I found me too easy to be outmanouvered, aka let the secondary ship push in, kill it from afar and just counterpush. It's hard to utilize secondary range without overextenting and being overpowered, especially early game.
  16. Ubertron_X

    DD cry babys

    ...
  17. Ubertron_X

    DD cry babys

    Thats the point. Sorry if I have not been clear enough... And while we are at it gib all DD's the ability to use single tubes (as the British already do) AND to reload single tubes (as the Halloween subs do). Make flooding great again.
  18. Ubertron_X

    DD cry babys

    If only you could launch 68kt torps at 5.4km or 76kt torps at 5.6km...
  19. Ubertron_X

    DD cry babys

    Torpedo OP, plz nerf!
  20. Ubertron_X

    Did ramming always work like this?

    Yes, always like this...
  21. Ubertron_X

    Buff German secondary damage?

    Best ship for solo kiting half the enemy team on your flank while your team horribly fails against one smoke capable ship and a rock on the other. So where can I get one?
  22. I have LOBUZ idea what you are talking about. Maybe if you went _KTM_ and did a 1160 no-scope you would have been better off...
×