Magni56
Beta Tester-
Content Сount
386 -
Joined
-
Last visited
-
Battles
1155
Content Type
Profiles
Forums
Calendar
Everything posted by Magni56
-
Battleships,steaming pile of failure?
Magni56 replied to LazyVegetable's topic in General Discussion
Kawachi and Myogi are the entry tax you pay to get to the illegal amounts of fun that is the Kongo (once you buy the engine upgrade on her that turns her into more of a sluggish cruiser movement-wise). Also, hit location is important. AP works best if it lands near the waterline at a flat angle. Blowing part of the rigging away of putting some new ventilation holes into the superstructure (which generally doesn't have enough armor to set off the fuse on a BB-size AP shell) won't do nearly as much as sending one into the guts of the ship. Also, people who complain about constant RNG issues need to get closer. Battleships shouldn't try to hang out at max range after the initial phase of a match. Especially against cruisers, closing the range benefits the BB more - and evne agianst other BBs you want to get somewhat closer to be able to aim for citadel hits with some reliability. At this point, it becomes a match of positioning and maneuver first, gunnery second as both sides can hit each other and it's more about not showing vulnerable parts and angles while trying to hit the same. -
Well, I already trained Pyromania on my two DD captains. And my US cruiser captain. Pyromania Des Moines should make for some hot games.
-
Depends on the Tier 7, I'd say. Nagato can hold her own very well in that, Pepsi and Mogami both work as skirmishers and Mahan can still go around murdering other DDs and pestering people with long-range shooting and torp ambushes. Hatsuharu and Saipan are pretty SOL, though. The difference between tiers is nowhere near as harsh as in WoT in general, though.
-
I said it before, I'll say it again: You can't not laugh when someone gets Hood'd. You just can't. Even if it's yourself.
-
Yes, and I have deleted a full-health Amagi with one broadside from my Yamato from 25km once. Lucky outliers like that don't change the overall trend.
-
Also depends on where it hits, I guess. Having a bunch of half-meter tunnels through the engine room including the machinery ought to be at least a bit bit more debilitating than one of them taking off an AA gun on deck. But yeah, it's looking very much to be the case that US BBs will need to rely on their primaries more close-in with the secondaries being only a bonus. Quite unlike the IJN BBs, whose secondaries are capable of ripping up DDs and even cruisers while you can keep the primaries hammering away in the other direction - especially with the Nagato and Yamato they represent some serious damage potential in their own right. Hell, I've had a game with upgraded Nagato secondaries in which a full-health Cleveland tried to brawl me while I was busy killing a Fuso. Turns out that at 6 km, a Nagato will flat-out win a damage race against a Cleveland with the secondaries alone. Took me a good deal longer than expected to kill the Fuso due to some bad shell dispersion and I got rather tunnel-visioned, so imagine my suprise and glee as I get the kill notice just as I'm about to swing around the 16-inchers to get this rabid cruiser off my back.
-
They also have considerably less impressive secondary armament than the IJN battleships by the looks of it, so DDs might have an easier time pressing torpedo runs close. Even the top-tiers have only 5*2 5in DP guns per side and nothing in the line seems to have any secondaries exceeding 5-inch in calibre - which means no secondary batteries capable of firing AP at all, unlike all the 5.5in and 6in guns on the IJN line. Compare the 5*2*5in secondary broadside on the Montana with the 6*2*5in + 2*3*6in secondary broadside on the Yamato. I know which one of those I'd be more willing to get close to with a tincan.
-
Wargaming did not *buff* torpedo speed. All speeds in the game are higher than displayed (or all distances compressed). Ships, planes, shells - everything moves faster than the displayed speeds. And you kinda forgot in your fantasy scenario that the Fubuki is meanwhile getting blasted into tiny little shreds by the secondaries. The supposed repositionging advantage is entirely moot because actually trying to in practice just sees you torn apart in short order. Your damage calculation is also off. Torpedos do 50%-100% of their listed max damage MINUS the effects of the torpedo bulges. Anything less than 6 hits sinking a full-health Fuso is exceedingly lucky. And even the Fuso - the easiest-to-torp ship in the game right now - can and will dodge a spread fired from 4km anyway when it is already maneuvering defensively after having seen you close in for the last 2+km. Now imagine a Nagato with secondaries upgraded to 7km range and a scoutplane out and weep. No, what he's saying is that torpedos - and especially long-range torpedos - are underpowered because they're trivially easy to avoid by anyone willing to invest a bit of effort into doing so. WHich is kind of a problem when DDs (and especially IJN DDs) are supposed to use them as their primary damage generator.
-
It's 15.2km on the Colorado, which is tier 7. That's before the FCS upgrade, though. Turns out that BB players have been spoiled range-wise so far thanks to the pagodas. High maximum range is gonna be a speciality for IJN battleships, it seems.
-
DId you ever play a higher-tier IJN cruiser or any higher-tier DD? Because you sure as hell can't launch torps "willy-nilly" with a 90+ second reload.
-
It's funny how people still believe this stuff about the goons only being able to win through numbers and "having no idea" and all this assorted stuff. Because at the end of the day, what actually makes them such a pain to deal with is a mixture of good organisation, very fast learning and a lot of dedication. These guys having "no idea how the game works" didn't exactly stop them from running some of the biggest and most succesful clans in WoT. Might be because the "no idea" thing tends to last for only a very, very short time as far as they're concerned. So yeah, I'm gonna be sitting here with the popcorn, laughing at all the people now making fun of the goons (and motivating them further) when the horrorshow starts. Yeah. They did that because, you know, it works in H1Z1. They're capable of these thing called learning and adapting. And they're a damn sight faster at it than most people.
-
Hahahahahahaha. No. That old EVE cliché is well and truly dead.
-
That's great. Except overall their impact on the match is negligible and they end up being nothing but a burden on their team. And yes, it very much is different than engaging at closer range because anything that maneuvers in the 12+ seconds your shells are travelling will just plain not be hit. And if you cannot close in without getting torpedoed, you just plain need to train more. And "close range" is not 15km or 10km. 15-10km is what's de facto effective range for a battleship to actually bring its firepower and resilience fully into play.
-
Wow, so it might take like ten games then. That's such a disaster, that is. How people think that upgrades aren't affordable is cute.
-
Wow. An *entire million*. That's like five games or so worth of credits.
-
If you think a BB is "totally useless" because it cannot sit out at 20km lobbing shells that will not ever hit anything except possibly another BB, you're just plain playing battleships wrong.
-
No, no it really is not a problem and any "solution" to it would just flat-out make DDs unplayable and reduce torpedos to be only used in suicidally close attacks, removing the overwhelming majority of their actual uses. Pointing out that CVs have limited aircraft is a complete red herring as that is an utterly differnet situation alltogether. You wanna make that comparison, let all gun-only ships only have enough ammo to fire twenty or so slavoes while you're at it. It's just fair, after all. If you drive in between your team and the enemy team, you are quite simply making a mistake. Trying to blame others for it does not make it any less of your mistake.
-
Main Battery Mod 2 doesn't do anything for your accurracy, though. It just makes the turrets turn slightly faster in return for slightly longer reloads. I'd go with Secondary Battery Mod 2 and the Steering Gear Mod 2 in place of the Damage Control Mod 2 to maximise brawling capability.
-
That "spamming" requires several players to collectively gang up on you. Would you also complain about "shell spam" if two or three cruisers all decided to start pounding you simultaneously?
-
Nah, that's just people playing the Nagato wrong. She's a worse Fuso at sniping, but she's death incarnate if you get close and personal with your opponent. You wanna get within 10km or so for the 16-inchers to really hit their stride and 7km is where the true magic starts with upgraded secondaries. Between the armor, the quick rudder and the murderous secondaries, Nagato is just a murderous brawler.
-
I'd wait until the patch. Having a smokescreen ought to give the Kita some interesting uses.
-
Mutsuki - waste of tier 6 japanese destroyer
Magni56 replied to Userext's topic in General Discussion
Um, yeah? Buffing the rotation speed on them isn't going to take away the longer rnage and considerably faster rate of fire of the guns on US DDs. And I don't think you can buff the traverse on american DDs all that much more - ever seen how those things whip around on the Sims, Benson and Fletcher? -
Mutsuki - waste of tier 6 japanese destroyer
Magni56 replied to Userext's topic in General Discussion
Except that the "bolt-action sniper rifle" ends up having the roughly same per-shot damage, accuracy etc. You know, unlike actual bolt-action snipers IRL and in diverse computer games, which actually offer strenghts over automatics in return for their drawbacks. -
As a tip, close in on your opponent frontally, only swerve enough to unmask your reat turrets, then swerve back during the reload. You're near-impossible to get citadel-pen'd and a much smaller target in general that way while still being able to bring your full firepower to bear as you close the distance. Fuso in particular has no way to really deal with this in a duel - if she tries to mimick your maneuver, her slow rudder and restrictive turret arcs will commonly reduce her to only using three turrets and if she tries to keep broadsiding you to keep all her guns in the fight, she also presents you a lovely broadside view and flat belt that just invite 16-in citadel hits. Either way, you have the advantage.
-
Either a bug or the RNG deciding to give you a result about a thousand times less likely than winning the lottery.
