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Everything posted by Panocek
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Russian DDs, especially from tier 7 onwards are more of a light cruisers on too much coffeine - very fast, very good fast firing cannons - high shell velocity and flat trajectory helps hitting evading targets, HE shells are okay but their strength are AP rounds against anything broadside. On negative, they are quite big and have cruiser like manoeuvrability, so torpedo evasion isn't always that obvious in these. And from tier 8 onwards they get actually workable torpedoes - 8km range can at least act as area denial, they are slow tho and you need dedicated concealment setup to launch them unnoticed. IJN DDs are torpedo boats, with surprisingly good cannons from tier 7 onwards - yes, IJN 127mm lacks turret traverse and reload to slug it out against other DDs, but HE damage and fire chance are massive by destroyer standards, combined with usually superior camo, they have significant first shot advantage USN DDs are supposed to be middle ground - gunboats capable of carrying out torpedo runs, in practice until tier 7 they rely on ambushing people around islands if you want to make use of their torpedoes. From tier 5 onwards they use (in)famous 127mm Dual Purpose Mortars - very low shell velocity is almost crippling against anything more manoeuvrable than battleships past 10km, but in knife fights below 6km they usually come on top due to superior RoF and turret traverse. And on tier 9 and 10, they have actually very good torpedoes. For cap contests, USN DDs are usually the best due to combining decent concealment with okay torps and good short range capabilities, russians are the worst due to bad camouflage, they can get into cap zones first though.
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Budyonny certainly have her drawbacks but you can minimize most of them by staying at long range. And unlike Cleveland, stronk rashian 152mm can hit things past 10km.
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If I somehow find spare 15lvl RU captain and 25mil laying around, then I might give Kebab a go.
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So basically Kebab is tier 10 Tashkent... While I actually liked Tash, that lack of agility is something I don't like A LOT in DD.
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If you don't like repair costs on T8 already, don't go higher...
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Cleve is shadow of its former glory, and everything not involving AA or getting close and personal Budonny does better I'm afraid Fun ship wise, I have lots of it with Udaloi - nice package of speed, agility and dakka.
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Implementation of FCS into World of Warships
Panocek replied to Torpedobeatz's topic in General Discussion
Random thought - replace "Artillery Plotting Room mod 2" 7% accuracy bonus for Iowa/Montana with showing sort of lead indicator. Maybe not direct "aim here", but lets say two lightbulbs (horizontal and vertical) changing color from red to green, based on how close you're aiming to the prediction. -
North Carolina have very low velocity for AP shells, thus they enter plunging fire at quite short range, past 14km or so.
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And people really wonder why high tier games are not popular?
Panocek replied to Trigger_Happy_Dad's topic in General Discussion
And you think in WoT, WT, LoL and even not so free to play GTA V its any different? -
What to do in a high tier match if you're in a CA
Panocek replied to BadGene616's topic in General Discussion
Noobs won't read anyway I'm afraid. Most players don't visit forums, let alone try to improve themselves/ask for help. -
And people really wonder why high tier games are not popular?
Panocek replied to Trigger_Happy_Dad's topic in General Discussion
Are you trying to tell me you care about that karma thingy or what? And noobs are everywhere, low, mid, high tiers. In other games too Constant playing your favourite low/midtier boat gets dull quickly. At least I need some degree of progress -
MM is working as intended, move along citizens...
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%range should do the trick as well.
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Let this be a lesson to us, never trigger the Battleship community!
Panocek replied to Syrrender's topic in General Discussion
Torps have lead indicator and suffer no RNG -
In test server there was UI bug, Vigilance increasing radar spotting distance. I guess it carried over to live
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Guessing 5.4km spot range and F3 torps mix well...
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If they do, they will "sale" for ru server...
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Turret destruction still happens, but so far it looks its less likely to happen. Usually it takes serious salvo to knock out turret.
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Cruiser peasants dare to set BBmasterrace on fire
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So far so good, but there is one thing that annoys me Rounded reload times, not showing minor improvements to reload from skills, upgrades etc. And "it can't be done" is cheap answer, as in next row you have turret traverse nicely showing tenth of a seconds.
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Actually going back to Minekaze gameplay should suffice
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Have you tried to actually get closer to the enemy?
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Doing 300 fires with Błyskawica is just as doable as 10mil dmg with tier 8+ battleship.
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I just like to watch AA guns blazing. But for some reason every tier 7-8 CV I encounter in fully AA decked NC/Iowa always have full hard on about my ship, which usually ends with 30+ plane kills. Or closer to 50 for Iowa.
