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Pappus

Beta Tester
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Everything posted by Pappus

  1. You can already look at the stats of the richthofen strike ingame. It is all there to look at. There will be no double torpedo. Problematic is if you have no means of damaging an opponent. Many normal DDs would deplane you before you can strike him dead in a 1vs1 situation. Additionally other stuff for DDs is in testing like 1.5km air detect. Angling against the AP rockets the DD takes 0 or 227 dmg, angling against torpedos you cannot guarantee the hit and even if you hit you would need in the ballpark of over 10 torpedo hits to kill him, AP bombs would overpenetrate for a few hundred if you even hit. Making strikes impotent better bring something other serious on the table and the AP rockets are by far not good enough to warrant that you are a cripple in a 1vs1 situation against DDs or many cruisers. Wasn't it an iron rule that there should be no ship that basically can't do anything against another ship? For this the torpedos need to change into a pattern that guarantees hits. A full speeding DD you can aim perfectly and hit the outer torpedos, but they will actually outrun the middle one.
  2. Pappus

    Torpedo how high

    What kind of question is this? Have you never thought the enemy is far enough from the island just to see he ain't after all and the torps can't arm after all? Not like you see the indicator before the maneuver starts.
  3. Yes I am with you on that one, which is why I asked. The torpedos are labeled as being good to hunt DDs, but they are not good enough to actually fulfill that role. If a DD is distracted or opportunity presents itself you are better off using AP rockets since you can deal 5k+ on that strike
  4. Midway is T10, but it doesn't rely on the torpedo to hunt DDs. The german T10 CV would have the same problem and would equally be outperformed there. The Midway torps are better because if you e.g. torp smoke you can hit an area that is twice as big. The torps are also slow so they don't pass the DD if you drop them from behind it unless it breaks, but if it slows down you have the swift follow up drop to capitalize on that.
  5. AP rockets can have devastating damage against DDs, but of course the requirement is that they are angled sharply and that the spread goes that way. Of course we know who is in actual charge of the angle between a DD and strike craft so yeah when you are a parseval these rats all turn on their AA. Imagine dds willingly turning on their AA and fighting the CV. Not just the special shimas. That is the state of those german CVs against DDs. Making cruiser life miserable I would say you can kinda do it, if you can cit the target and thus force it to either eat your volley or massive BB volley. Obviously there is tons of cruisers that you can't cit or that only need to angle slightly so that you can't anymore. Combine that with the inability to use islands for your AP bombers approach and having no devastating torpedos you are down to the same problem that you have with the DDs. You need them to be distracted or occupied and I was just asking what performance reason warrants this, cause I am not seeing it
  6. But the midway has a way easier time with crossdropping them. Is there a guaranteed way to hit those torps in a 1vs1 situation or at least a good setup? Like midway, come from behind, drop, cross is then a strong chance to get several on target. with the parseval if you drop from behind there is a chance one hits, sure, but there is no crossdrop potential there so you are always back to square one
  7. DDs - even a Halland - need to learn when to retreat to the safety of friendly ships.
  8. Requirements: Open path between both CVs without significant AA obstruction (best if none) for about a minute after you strike with the torpedo bomber, 17,2 km of distance or less (t10 can be further away) Goal: Consecutively strike the enemy CV with the AP bombers thanks to the heal and lack of enemy fighters. Step 1) Use torpedo bombers for a first strike whose true purpose is to put the enemy fighters on cooldown when your bombers are already in the air and moving towards the target. For this you release the strike while being aware of the enemy fighter position and either drop early/later more to the left or right. Step 2) Make sure you do not lose more than 2 torpedo bombers due to AA. If you do, then boost as long as you can, eject and accept that you can't squeeze out as many seconds and that you will have to make up for it by dropping less precise, but faster. Edit: You only need the second drop to slingshot distance against FAST fighters e.g. Lexington. I don't know all the speeds, but e.g. graf zeppelin or implacable just boosting away even on one limping plane is enough Step 3) Bring the AP bombers, heal as late as possible, but as soon as necessary. Hit the brakes hard, turn and hit it again. ------------------------ Don't force this move. Look if it presents itself. Some maps have this naturally happen early on some maps it will barely ever happen. Keep an eye out. It also helps knowing that you can chunk the enemy carrier like this if you spot his fighters going down soon to e.g. a DD being close. 1 fighters = 1 dead plane so if you see only 1 fighter swirling around the CV, then you can just nuke him straight away cause you will only lose 1 due to it. Good Luck P.s. If you have a surefire way to lure the fighters or an even better way to handle the first part, feel free to share.
  9. Pappus

    CV auto pilot problem

    Sometimes a new threat pops up and you want to start moving now and not a minute later when your strike ends and you don't want to cancel the strike either.
  10. Pappus

    KM CVs first look

    This largely depends on the cruiser. There is many cruisers you can't citadel even if you are flat and others you can cit at an angle (e.g. mino). Honestly it isn't even that easy to find an attack path that is actually flat 90° - even on standing still targets. You would be surprised how often you are 10° off. A good practice is slingshotting to the flank of a cruiser or going for him after dropping something else to mask your approach a bit or catch them offguard. It would help if the attack planes would get a nice HP boost, so that we can actually do that. Occasionally you will find a bowtanking cruiser and that is also decent, but you might wanna bring the bombs on that one rather. However AP bombs being the real & reliable damage dealer - at least for the parseval - is more a fantasy than anything else. A fantasy like dealing 28.2k damage in a single pass with AP rockets, which of course can happen. Will you sometimes blow to 100k dmg in under 5 minutes? Yes. Will you sometimes be under 20k dmg because your shots don't cit, go wide or whatever? Yes. You will average 1 cit per drop even on still cruiser targets which puts that drop in the realm of 10k, which is not that impressive Definitely looking forward to the T10 KM CV just so I can't be uptiered anymore, which is always a bane for cv weaponry.
  11. Bought 12, got the Tier 4 bonus mission. I didn't know the chances would be that bad, which is okay. If your business practice is basically to target whales and trick people once, that is your decision. Personally I would think at 1-2€ per lootbox (like most games) you would make more money over all or putting a guaranteed day of premium in. IIRC people that studied lootboxes said that the best practice is that the worst result should be at no loss. For example if a day of premium costs 2€ and a box costs 2€, then the minimum you would get is a day premium. You know so people don't feel like they burned money for nothing. Kinda like the free spins. Bad luck protection also exists in other games. They all manage to make me spend way more than you, because most of your stuff feels it is settled at a bad price. For example xp conversion into free xp, containers that are basically barren unless you get the mission at unknown%, ships at the price of new AAA game titles. Pretty sure this isn't the first thread about it nor will it be the last. Just wanted to add one voice to it. Have some nice drinks with that money.
  12. Pappus

    So RN CV's no longer the worst?

    I dont know how I feel about this weakness against DDs, I am hopeful that the t8/t10 can exert pressure on them via secondaries. The dive bombers are really [edited]awkward to fly. I experimented a bit with AP rockets against CVs and there is quite a few that can be citadelled. Not sure if this will hold up for T10, but the AP rocket potential dmg if they can citadel a CV is quite devastating. 36k per drop potentially. You could weave this like strike something on the way to CV and end up with the final drop on the cv. Doing that twice would then almost kill those cvs, which you can then wrap up with a torp drop or whatever.
  13. Pappus

    NEW CODE!

    Yeah definitely not valid anymore. Thank you though I tried all your suggestions diligently. At least we know the validity expired now.
  14. Pappus

    NEW CODE!

    That is where I tried but it said invalid so I thought I had to put it somewhere else
  15. I have to say it doesn't feel comfy dropping - especially in chain - with those. Anyone managed to feel comfy in those yet?
  16. Pappus

    NEW CODE!

    Where do put the code?
  17. Well I don't mind. You getting your carrier does not take away from my experience, my beef was just with the company and their practices nothing more. Hope u enjoy the ship
  18. This is correct cause you don't get the ships you want to play LOL Yeah I ignored them basically all, I thought I would test it out. I understand perfectly now. The chances are not listed. I don't know if it is 5,10,15,20 or whatever % chance to get one of those. I still don't. I recall one event had % listed I think the british dd event? I don't know why it isn't like that anymore. I understand. What is the rate of getting e.g. 24 hours premium? Where can I see those 10% for missions listed when I look at the premium container content? Ah, right, right...
  19. Do you have to pay the 7500 (or loot them in boxes?) or can you just straight out buy the skin later like other camo? I don't know how it usually goes. Basically I definitely want those Iron Cross skins and was wondering if that means I have to pull out wallet immediately during the event. Thanks
  20. I would actually enjoy a lot more information condensed onto the HUD about the ships we fight/see. Like radar yes/no, torps yes/no and maybe classification for certain things like gunboat DD, torpDD. Think archetype since we do indeed have them by now. No matter what people believe just remembering as many stats as possible to gain an advantage is not skill. This is just knowledge. Every time I come back to play for a month or two there is dozens of new ships, new lines, new gimmicks. Some ships you rarely see. AA values simplified (bad/medium/good). Stuff like that so people can make a somewhat informed decision without having to memorize every ship by heart. People that love this knowledge aspect would still be able to gain their advantage anyhow. Speed, armor layout/oddities are still things they would know that wouldn't be represented in there
  21. Pappus

    dont understand the GK at all

    Firedmg you heal will remove the saturation. Is just how it works and that screenshot there shows it unless you think 70k is the HP of the superstructure. Possibly even 100k if we add the SAP
  22. Pappus

    dont understand the GK at all

    To be honest saying that you can tank HE shells in the GK is just wrong. You can't. Yes they shatter on non-superstructure but it doesn't matter since your superstructure against HE spammers will never be saturated since you keep healing it up with the heals due to fire dmg. Not even talking about those special cruisers these days that create a constant stream of piss on you and make you feel like you yoloed into two enemy fleets.
  23. I wouldn't mind as much being chat banned if I was still only playing CV but a bit of chat helps on the other classes which I cannot do, because I get salty reports against me constantly.
  24. Pappus

    Are you happy with current Ranked System?

    Those are two very different effects. Currently they throw the dice to get a streak long enough to get them to rank 1. With the change you don't need to throw the dice you just need to wait since the remaining players become worse and worse. Under the current system good players remain longer, but if 50% of them disappear basically immediately the system is emptied rather swiftly.
  25. Pappus

    Are you happy with current Ranked System?

    The best 50% would mean that eventually even sub 50% winrate player would get to rank 1. Since the better player get out more and more
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