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Everything posted by philjd
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Well, WG's middle initial is F for Frankenstein.....
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The Regia Marina should be capable of fielding complete trees for DD, CA/CL and BB, with a bit of imagination. Only the CV's will be an issue. Both beautiful and nicely designed ships, they will be a good addition to the game once present.
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Of what.... the Duca is in the shop, that is likely to be the only Italian ship for a while. So if you are waiting for a full tree. perhaps come back in 1 year, or use the Duca to train up some captains while you wait?
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How's that whole BB plague thing working out then?
philjd replied to The_Finnster's topic in General Discussion
Ok, a quick question - are BB's OP, or like any other game with multiple vehicles, some are OP, some UP and rest average when compared to the other ships in the game. BB's are more likely to be the most popular class with players as they are the 'sexy' class, being more famous than most other ships - other than the odd CV. So if you want a balanced load out of classes, perhaps BB's should be designed to be UP compared to all other classes, not by much, otherwise they will not get played and the game goes 'bust', but enough to keep the quantity to about 30% of the queue. -
I learned that lesson very early in WoT... initially - 'wow clan members, do as they do as they must be good', soon replaced by, 'really', for most (which was what I liked about XVM in game - it showed the quality, never perfectly, but better than just trying to judge cold).
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sounds like you had a really satisfying battle. hope you feel better now :)
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That will be time gated by Mr Seagal, not WG.
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How about just picking up sentences from his speeches...so "build a wall - for 'I need support' "it'll be great" - for 'aye aye' "fake news" - for 'no way' "clean the swamp" - for 'highlight target' etc
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It is obviously in need of a buff.....being the best performing DD in it's tier... (and yes, I do not know how to drive her properly before anyone feels like being a turd :) ). Name Tier Type Nation Battles WR ▼ Dmg XP K/D Sh☠ Pl☠ Srv MBH TH Campbeltown 3 DD UK 645,166 53.11% 21,746 746 1.1 0.9 0 24% 45% 12% G-101 3 DD Germany 406,744 52.57% 19,122 616 1.1 0.9 0 22% 39% 10% Wakatake 3 DD Japan 1,857,874 50.29% 16,900 570 0.9 0.7 0 21% 41% 10% Derzki 3 DD USSR 1,049,157 50.11% 14,189 525 0.8 0.7 0 15% 41% 9% Wickes 3 DD USA 1,763,651 48.65% 13,979 538 0.7 0.6 0 13% 41% 8%
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Yes, indeed you can, but as the OP has been playing the game for a while and didn't know that you do not get a warning if there is a friendly ship between his guns and the target I expect it to be unlikely for him (her) to know that you can switch views.
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P for pink (or Ex-Pink really) :)
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I spy with my little eye, something beginning with 'P' ;)
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There is also the HSF Harekaze currently, but that is T8, which may be jumping in too deep. This can be used with the IJN captains and is a decent boat also. (Personally, I'd stay away from <T6 premiums unless they are giveaways or reward ships)
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I think that you have to be quite brave to play aggressively with all the RN cruisers anyway, but yes. not having the smoke does bring a cold feeling to the gut, until tried perhaps. Edinburgh does feel like a step down compared to Fiji, for me that was due to how nimble Fiji is in comparison, but Edinburgh seems to be more resilient (so far). I am enjoying her.
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There is no indicator that warns you that a friendly ship is in your line of fire.
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The guns fire from where the turrets are, not from the gunnery control location (zoomed in origin) - your team mate was between your firing turret and your target. ergo. you did team damage. Torps - you are responsible from launch to them hitting something or timing out. Hit a red, your kudos, hit a green, your fault. Simples.
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You didn't specifically - but the likely outcome of only nerfing long range BB dispersion equates to what used to be in place with the invisible firing, the only difference being that you can see the bugger shooting you, just cannot do anything effective about it. Hence the connection.
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In reverse order :) 2) My worst experience of invis fire was trying to cap in my Atlanta, only myself and a red DD left - couldn't complete the cap as the invisible DD would get that occasional hit to reset the counter - they won. Nothing I could do, other than hope that the guys made a big enough mistake that kept him visible long enough for enough of the orbital shells to touch him and do something... 1) Fair enough, but just a long range BB firing nerf will shift the issue by creating a different one.
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Come off it mtm, with respect - a BB cannot hide from a cruiser (or DD), regardless of how close it tries to get to those it will not catch up, it is not fast enough. So the "BB baby border hugging prevention policy" advocated will be applied in every game situation, result, the CA/DD sits back at 11/12km+ range and spams the BB to death. Your BB driver meanwhile will be hitting his fire button with a hope and a prayer that he will get 1 hit every 30 seconds or so. Now this is regardless of whether he charges in to try to close the range, which he cannot, as a BB cannot chase a CA or DD down. If you want to nerf long range BB fire, then you also need to buff their turret traverse times, manouevering capability and also bring down the max ranges for CA/DD's. A combination of those may provide a viable solution to the problem, but not just the long range dispersion change which merely pushes the problem elsewhere. Personally, the simplest solution would be to limit BB numbers to 3 per side, that means that cruisers can push in and support their own BB's (although I suspect that DD numbers may increase to cover the reduction in BB's, which would be another problem).
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On the German Side, why no mention of Von Spee? A good candidate. https://en.wikipedia.org/wiki/Maximilian_von_Spee
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Sorry guys, you are slightly missing my point. If BB accuracy at long range is totally nerfed so that a hit is a very rare event, then both cruisers and some DD's can sit at range and spam the BB to death without the BB being able to do anything about it in most situations, having only RNG to rely upon to defend itself. This is very similar to the invisi firing meta that was removed (and it was not just BB's that suffered from that, cruisers also had little defence against the same situation but had better chances of dodging the shells and perhaps catching up with the hidden DD if that DD made mistakes).
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I have 2 issues with purely increasing the dispersion of BB's at long range 1) you would have to drastically reduce the max range for CA and some DDs, otherwise they just sit at long range and spam the BB's to death. The BB driver could only hope that the rng god delivers enough 'oomph' to be equal to the task otherwise. 2) Invisible shooting was removed for a very good reason - being shot to death while totally unable to retaliate was a game breaking meta. Drastically reducing the long range accuracy risks a repeat of this even if you would be able to see who was nibbling you to death.
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use an anime mod for him, just for the laugh before turning sound off:)
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She would have to be singing 'In the Navy' by the Village People at the same time ;) Although I very nice idea Spuggy :)
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For the IJN - Rear Admiral Raizo Tanaka https://www.navyhistory.org.au/rear-admiral-raizo-tanaka-and-his-famous-tokyo-express/ https://en.wikipedia.org/wiki/Tokyo_Express Although I would prefer that there were only the smallest of marginal skill 'buffs' for these guys if they have to be added, as it just adds to the "me long timer has better 'stuff' that you have to sacrifice your children to WG to get".
