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ilhilh

Beta Tester
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    [FIFO]

Everything posted by ilhilh

  1. ilhilh

    Romanian Naval Forces

    Even if they were to do this they would probably end up with a multitude of lower tier ships... and only in the DD and perhaps CA classes.
  2. ilhilh

    DOES THE UK have a TEAMSPEAK

    Might have to go on there. Was going to say that we have a 512 man server that could be used but that perhaps makes more sense.
  3. ilhilh

    Aiming MOD Exposed!

    I can't believe people are arguing over the semantics of lead-indicator vs aim-bot. Everyone knows what it does and just because you have to move the cursor to the arrow yourself doesn't change the net effect as it is not tricky to manually aim at point X.
  4. ilhilh

    Aiming MOD Exposed!

    This is a game breaking mod in my opinion. It reduces the game to deciding when to turn and speed up/slow down - where you position your ship - because then you just need to spam fire at the arrow every time you have reloaded. The arguments that it makes no difference because you still have RNG are horrible. Yes, you might still have RNG but you are not shooting too far in front or just catching the stern which gives hits of 300 or something - instead you are in the ballpark of their citadel with your shells and RNG will decide whether they hit the water or superstructure or turret etc - and hence you are much more likely to score citadel hits RNG or no RNG. No one can seriously argue that it doesn't improve your chances of damaging the enemy surely? This is an easy case of a mod that should be considered illegal. The problem is that if they cannot actively police which are good mods and which are not then they should just block them entirely.
  5. ilhilh

    800 Mb update

    I played Ocean a couple of times. The first time we just had chat of people complaining how lazy the map makers were nowadays (yawn) and I tried to get everyone to work together but only about half listened. This half did not include either of our carriers who proceeded to run the other way into the jaws of the enemy. As for me in my Nagato, another BB, the 3 Cruisers in front of us and a DD we put up a decent fight using something that looked a lot like teamwork... but the losses on the other flank were quick and without corresponding enemy deaths so it left us massively outnumbered. Still, I think I will continue to at least suggest some coordinated approach to this map... it might help
  6. ilhilh

    800 Mb update

    Some of it might be just wanting an easy kill but things like the American cruisers have such a RoF and accuracy that they are a big threat and cannot safely be ignored. Add to that the weaker armour (better chance of citadel hit) and lower HP you can reduce the targets you face (and guns shooting at you) quicker. All of this depends on ranges of course because at larger ranges BBs are easier to hit and at closer range BBs become more of a threat, but the CAs are often a good target choice I think. I did read something about the armour models being incorrect for most ships and when implemented properly secondary armaments (for BBs) and main guns on CAs etc will be less effective i.e. less likely to get citadel hits.
  7. ilhilh

    I'm struggling with Carriers...

    Yep, but I was in a game with a guy complaining because he was the only carrier with a very fighter heavy layout. It isn't a common occurrence but it does happen. I want to say it was fighter only, but I am not sure whether that is possible so I may be mis-remembering. Anyway, as a player you won't get better at TBs if you don't play them that is for sure...
  8. ilhilh

    Random idea about BBs armaments

    That is unfortunate... but perhaps still accurate. Maybe they could do some balancing based on accuracy but I still think secondary armaments should fire to realistic ranges.
  9. ilhilh

    Random idea about BBs armaments

    Am I right in thinking that the current secondary armaments do not fire to anything like the limits of their range. Why is this? Is it purely to make it easier for enemies to get closer?
  10. ilhilh

    Invert Y-axis

    Maybe you can use WoWs to wean yourselves off such crazy habits
  11. ilhilh

    Nagato hit rate above 10km

    I found that it took a lot of time for me to start consistently hitting targets at the higher ranges like I could in the Fuso with ease but now I have adjusted. I am not sure why it seems so different and perhaps it is all in my head, but I did not enjoy the Nagato at all for quite some time. Now, I am pretty handy at it getting 1 or 2 shells on target from a salvo and it is just down to the gods as to whether I hit for 20k, 4.8k or 307!
  12. ilhilh

    Fix MM please

    I didn't bother screenshotting today's battle but me in my Nagato Vs an Amagi. 1 v 1. Unsurprisingly I lost...
  13. ilhilh

    battleship already nerfed?

    With a 30 second ish reload time if I have AP loaded and need to deal with destroyer then it is getting a face full of AP with HE for the next salvo if it survives
  14. ilhilh

    thread gone missing

    In the OP you put bacic rather than basic in the link but the link still works for me when I am logged in. Very random.
  15. ilhilh

    What am i doing wrong in nagato

    I had a couple of hours almost exclusively using the Nagato last night and feel I am getting somewhere now and did this whilst fighting the first 5-10 minutes at range and then moving in closer. Despite having A turret destroyed within the first 2 minutes I was able to consistently hit different targets with only 6 shells per salvo. The problem was that half of tehse salvos resulted in damage figures of 307 and 1314 and stuff like this with occasional big hits. When I got close in I managed to really dish out some pain though. I still think that it is far inferior to the Fuso but I am starting to feel like less of a noose around my team's neck and am at least pulling my weight more often than not even if I often couldn't consider myself to be 'carrying' very often.
  16. ilhilh

    Exploiting platoon system!

    The lack of many tier IXs (there are no BBs and carriers at that level) mean that you seem to get some screwy matchmaking up there and there is often tier VIIs etc going up against them. But, I don't see that set up as exploiting the MM...
  17. ilhilh

    Fix MM please

    You have to keep in mind that the problems in mm might be largely due to the relatively small player base currently. The more people playing the game, the more ships are in the queue and then hopefully it is more likely to pick more obviously even teams. And then you will get your standard WoT style of matchmaking which most people complain bitterly about anyway...
  18. ilhilh

    Fix MM please

    I think there was about 270 so I kind of get it but usually I queue longer and get into a 'normal' game. That time I queued for about 2-3 seconds and was straight in. I would have preferred to wait... although we did win
  19. ilhilh

    Daily Missions

    Once you get to the Fuso you will be fine - that thing chews through planes
  20. ilhilh

    Fix MM please

    More testers please?
  21. ilhilh

    German ships in the near future?

    Well, those were the 2 ships of the same class. And sure they will arrive but you can see plenty of complaints about Royal Navy not being included at launch and given its history it definitely has a claim to it. However, I think IJN/US makes sense for the initial 2 and as has been mentioned this is partly due to them having pretty much all classes of ships at all tiers. They will get added though
  22. ilhilh

    What am i doing wrong in nagato

    The Fuso is far superior with the increased number of guns, RoF, ship speed, turret rotating speed etc. Hence me keeping the Fuso and buying the Nagato. I am still making the adjustment myself and things like the shell velocity take some getting used to. I definitely think the Nagato is going to a bit of a crap grind but am hoping the Amagi and Yamato are worth it...
  23. Sensitive aren't we?
  24. ilhilh

    Ramming - A legitimate tactic?

    I have to agree that it is legitimate and a valid tactic when used appropriately. Just last night I rammed an enemy 75%+ health Kongo with my badly damaged Kongo and took us both down. It was very situational, and he really should have avoided it... but he didn't. At the time it was me +1 BB against 3 BB. We had fairly hammered 1 BB down to a fraction of his health and I was still concentrating on him as I died. This left our BB to kill the low health one and then it was an even fight number wise. But, just because it is legitimate and valid in the right situations doesn't mean that there won't be plenty of people who do it in the wrong situations...
  25. Last night I was minding my own business in my Kongo when I see some pesky torpedo bombers looking like they are heading my way. I turned hard to port to comb the tracks of the first wave and escape unharmed. But, there was a second wave coming in on a different angle and it had to pass over a (mountainous) island that I was now approaching. I decided that my best course of action was now to turn hard to starboard as by the time I completed my turn I would be running parallel to the island but tucked in pretty nice and close. Given the height of the island I figured I would be protected from the torpedo bombers as they wouldn't be able to drop their torpedoes from such a height and there was insufficient space for them to get down to a respectable height, release them and them have any hope of hitting me. Turns out I was wrong. And it cost me half of my health. In fact the mountain probably stopped my AA from disrupting the incoming wave which might have increased the spread so my choice was about as bad as it could have been. I also didn't shoot down a single plane as a small **** you to what had just happened. Unfortunately I have neither screenshots of video to show how close I was or how high the mountain was etc. I realised that a lot of this was based on my assumptions about what torpedo bombers could and could not do and this is not necessarily backed up by any facts. So my questions are: What kind of height could airborne torpedoes be dropped from? I always thought torpedo bombers came in nice and low before releasing torpedoes (perhaps to stop them either breaking their backs or not being able to stabilise at the correct depth). Is this reflected in game? How quickly after hitting the water do torpedoes settle on the correct depth and become a threat to the vessel they have been fired at? Again I always thought that if they were dropped too close they wouldn't have time to 'arm' so they effectively had both a minimum and maximum effect range. Is this reflected in game? If anyone could shed some light on both the reality and the game mechanics that would help me avoid that kind of thing happening again! Thanks
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