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Everything posted by Xevious_Red
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Different situation: You've encountered an enemy minekaze in your BB with at 4km. You've dodged his torp run due to decent turning circle, swung your bow around to him and your front mounted secondarys have opened up, hitting him and leaving him on 5K hp He's now making a run for it, and in 1.9km he will disapear. In 30 secs he can launch torps again. You have about 10-12 seconds before he disapears. You can leave him for secondarys, you can turn your front turrets towards him and use those as well, or you can turn your entire ship so you lose out on most secondarys, but have all main guns. Using your above figures, that 12 secs before he disappears would give me 3 more rounds of firing from the first type, of which only 1 shell doing full damage is needed to finish him. A dispersion of 75m isn't too bad against something like a minekaze especially as he'll probably weave so risks catching one in the side as he weaves. In the 12 second window I have, my ship will fire 18 of those shells. Since destroyers have nice citadels, there's a good chance if this shell hits it'll do full damage. In addition it'll fire 4 times with the second shell type, putting 10 rounds at him each time, a total of 40 of that shell type in the time frame. With an even better dispersion (50m) there's an even better chance of hitting him. Given HE will be reduced they probably wont do full damage, but 3 or 4 hits will sink him. Given that info, yes I'd leave him to my secondarys, allowing me to focus my main battery om another target where it will do more good. If however they had looked like: 155mm x 6 AP Damage: 2k Rof: 4 rpm Dispersion 150m 100mm x10 HE Damage 0.5k Rof 6 rpm Dispersion 100m Chance of fire 5% (Because the ranges of these guns are lower than their DD counterparts, so who's to say the damage isn't as well). With those stats, in the same situation, the AP shells will only fire at 15 seconds, and he'll have dissapeared at 12. The secondary ones will fire at 10 seconds, so they will have enough time for a second volley, but the damage they do is unlikely to kill him In that situation I'd swing the main guns around to destroy him, since it's unlikely the secondarys will finish the job. It's also useful for comparing ship vs ship. The warspite and the nagato both have front mounted secondarys. They both have 5km range. The warspite uses 152mm and 102mm. The nagato uses 140mm and 127mm. Which is better? In the latest patch the nagatos secondarys were made "less accurate" How much did this affect it? The secondary module makes the secondarys "more accurate". How much better? Reliably better? The captain skill gives -10% to reloading speed for secondarys. But I don't know what it is to start with. Using your arguement, you don't need to have dispersion values of the main guns. You can't change it. Similarly you don't need to have turret rotation values either, since you can't change that, so people that feel their turrets are a bit slow can be happy taking a piece of equipment that makes them 15% better without ever knowing the value that they're improving. So maybe you wouldn't look at the values of your secondary weapons (hell I know people that don't look at their turning circle, rudder shift, spotted distance, dispersion, AA range or Secondary range), but others might. Especially since some of the hulls (like US BB) swap out a large number of secondarys for AA. - I played through a few on the x4 weekend, and thus didn't really try out the stock hulls. What am I missing out on losing all those secondarys?
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Looking at your own results, you average 59k damage with your tier 6 IJN carrier, and 73k with your tier 5 IJN. At tier 6 thats equal to a fuso (generally considered OP), and at tier 5 thats way in excess of the average damage for a kongo. How is that "utterly useless"? And more to the point how much extra damage would you expect to achieve to get that from "utterly useless" to "actually not too bad"?
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I think its's a good idea. What would you gain? Depends how you use your secondaries. If they're something that happens around you while you're playing then yeah you probably wouldn't notice. If you're playing a ship that specialises in secondarys (particularly forward facing ones that benefit an aggressive playstyle) such as the warspite/nagato then knowing what your chances of causing fires, dispersion, how.much damage they are likely to cause, how often they'll fire are all important. Allows you to make informed descisions as to whether or not to leave them to deal with a destroyer or if you should use your main battery too.
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I had something similar - just had an enemy destroyer (open water, 4km away, no.smoke). I knew he was there because he was on the mini map, and there was a red icon above him. However his ship model wasn't there. If I went into sniper view, he appeared. If I went out again he disapeared.
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CV Plane Repair - Regenerate aircraft over time
Xevious_Red replied to Silvercat18's topic in General Discussion
Depends how fast they regenerate, how many regenerate. I'm not oppossed to them repairing enough for say a half squadron. As in all your planes die. Then X amount of time later, you get a half strength wing back. Enough that you can do stuff, but at a penalty (because you've had all your planes shot down). I also wouldn't be oppossed to it being a tier 3 captain skill, since you have to take one of those to get to the rank 4/5 ones, and currently there's only 1 carriers can use, and even thats not massively useful. -
As said above, it'll be abused. You'll get players that seal club. Now some of these will be doing it for stats, and those 'might' be put off by it displaying which league those games were in. Others however sinply do it because they immensely enjoy playing tier 2 with full equipment, 5 skill captains against people that havent worked out where to shoot yet, as they can sail around, get 6 kills, post "get rekkd noob" in all chat and generally feel smug about how "great" they are. On the other hand you get what would be know in WoT as armchair rommels (so armchair napoleons?), that are terrible, but THINK they are amazing tacticians. We had one yesterday. He went one way. Whole team went the otherway. He crashed into carrier that was parked behind island. Raged at carrier for being "in way". Our team pushes one flank while BB support centre. Once we've got a DD or two into their cap with nothing to threaten them, our BB swing back towards our own base to defend it while our DD win the game for us. We're now winning 10-3, their base is being capped, nothing can make it back to stop us. He (being dead of course). Starts raging that we're a noob team. That all our BB are noobs who aren't team players, and just want "easy kills". Advanced mode will attract chumps like that like flies.
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I got a lovely fine the other day - was engaging an enemy BB, just closing to 6km. Friendly cleveland descides that now is a great time to overtake me, putting himself between me (a nagato), and the enemy. Luckily I spot him in time, and hold off firing the main batteries because he's now completely in my way. Forgot to turn off secondarys though didn't I? So the AI suddenly opens up with all the front secondarys (a lot), and then fines me for the privilage. I got them turned off, but not before it had hit him with virtually all of them (he was about 0.5km away)
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Only thing I can see is when I load a BB I'll wait in the queue for 2-3 mins. (Along with other BB). If I load a cruiser/destroyer then as soon as I press battle I'll be put in a fight. Now I don't ever feel that Im put upon in these fights, but I doubt the MM will ever let the numbers of CA/DD build up atm. I know that it says max queue waiting time is 5 mins, so maybe it just dumped all the remaining BB into one match? Different note, how did it play out? Interesting, challenging, or a dull long range shoot out?
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Bear in mind if he's got the firefighting equipment, your chance of fire drops to 7%. You can take the pyromania skill to add +7% to your chance.
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NERF % chance of fires on HE shells!
Xevious_Red replied to Battledragon's topic in General Discussion
Warspite, wyoming, new york, new mexico, nagato. Won't count the south carolina because out of the 4 games I had in it once it got sunk by the first volley from a new york, once the game ended before I came into range of anything despite me moving at full speed towards them, and once I moved at full speed towards enemy and had time to shoot at a destoyer at max range before the game ended. So the warspite is a bit faster (24kn), but that was the one I suffered the triple fire in. The nagato does 26kn so is reasonably faster. The others are all 21 and under. Edit: now maybe its something thats more prevalent at higher tiers. Most of my post patch BB games are at tiers 4-6 with a few tier 7. I see that you have a reasonable number at tier 7/8. Did you have the same issue at lower tiers, or did it only start becoming a problem from 6 upwards? -
NERF % chance of fires on HE shells!
Xevious_Red replied to Battledragon's topic in General Discussion
I understand the situation. What I'm saying is that I (personally) have never had that situation in all the BB games i've played since patch, apart from once where it was entirely my fault. Therefore, if it happens to you a lot, and to me not a lot at all, then either: -I've been super lucky -You've been super unlucky -All your opponents have been efficient teamplayers who co-ordinate well together. -All my opponents have been feckless idiots. -We use our BB in different ways resulting in you being focussed by unmanageable amounts of HE while I only get focused by manageable amounts at a time. -
-People who "don't cap kill all" are wrong because it'll usually result in a loss, and everyone will get less xp. -People who do a super early cap (usually encounter) are wrong, because although its a win, noone gets xp, and noone enjoys it. -People who ignore the cap completely are wrong, they'll lose because enemy caps out/they're outnumbered and die -People who always go for the cap are wrong, they'll probably die in the enemy circle being shot at by 6 enemies. The key is knowing when and where to cap, and there's not a fixed guide.
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Every time I've played it, I'm never with my mate
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NERF % chance of fires on HE shells!
Xevious_Red replied to Battledragon's topic in General Discussion
I play mostly BB and don't really get this problem. I get set on fire a bit, but not usually beyond a manageable level. Only time Ive had a serious problem with HE was I once went to A in my warspite, where I ended up in a situation with me facing a sims, a farragut, 2x clevelands, a nagato and a fuso. That time fire became perma-fire. Out of interest, according to your profile you skipped the first 4 US battleships and went straight to tier 7. How come, given that previously the higest BB you had was the kongo/warspite? -
Defensive fire skill - not working Iwaki Alfa
Xevious_Red replied to LittleNipper's topic in Archive
Depends why you're training in them. I had a captain in my phoenix learning all the BB ones (repair works, turret speed etc). He couldn't use the BB ones obviously. However when the US BB came out and he got transferred to one of those they were useful. (Yes I'd trained a captain in prep for US BB being released) -
Every time I load into game they're all US BB, lots of people are trying this new line. CV's are an acquired taste anyway, they're generally the least played class for most people. I know I was excited for US BB, wasn't fussed about the IJN carriers myself (still haven't got past langley for US). Suspect that numbers will even out soon. Besides depnding on who you ask, BB are now the best thing since sliced bread, or completely unplayable and useless
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They seem to be different per DD. The sims was a low mechanical sound. The minekaze makes me think of an ewok purring and is much louder. I'll frequently sail around with the torps selected since i'm unlikely to use the guns on the minekaze
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Settings, audio, voice notifications. Turned the volume on that dowm to zero, got rid of the silly notification voice over. Kept the "click" noise which is ideal
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similarly I did 77,000 in an atlanta against BB. However in a BB vs BB fight with me using AP and them using HE the AP came out better everytime as long as I was sensible with my aiming. In a HE cruiser vs AP cruiser, again AP came out better. In a BB being shot at by HE CA, if they ended up withing 10km the CA died. If the CA can kite the BB at near max range then it can put some pain on the BB but I don't have an issue with that
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Well my first impressions apparantly are rather different to other peoples. I heard HE was the new king, so I went and loaded up HE on my warspite (which always had a decent HE). I encounter a cleveland, he shoots me with some HE and starts a fire. I let loose with all barrels, I'm laughing, already imagining him having one maybe two fires, half his guns perma destroyed, massive loads of damage....... Nope. 3k damage. A few secondarys destroyed. Disapointed I load AP and sink him with 2 volleys. I put fire out. I repair majority of damage he's done. I play some games with the south carolina. I hate it immensely. Mostly because it never seems to get anywhere. I get lucky, and its on x4 se I have enough xp to get the next one. I buy the wyoming. I have trepidations as I hated the south carolina that much. Being not that impressed with the HE experience from earlier. I load AP (which is apparantly "useless"). Encounter another wyoming. He's using just HE. I do sensible things like only exposing my side when I'm ready to fire. He doesn't obey this philosophy. He sinks. I don't. Just as I'm putting the fires out, along comes another wyoming, full health. I'm now on about half health. He's using just HE as well. I apply the same policy as before (I'm still using AP). He sinks. I don't. Boayed up, I fire long range at another wyoming, plunging fire. All bounces. When to use HE becomes immediately obvious - long range when they have an armoured deck, or when they're on a silly angle to you. If you're able to hit a flat part, AP is infinetly better. Play some more games with wyoming. Giggle with joy whenever I meet a BB using just HE as he's essentially an xp pinyata. Get best game with it having done 95k. This value is silly high for a tier 4 ship. Instantly becomes a "keeper" ship. Ok go try something else. Fancy having a go at air superiority, but I hate langley. However! X4 might mean I can get rid of it sooner. Suprised to find langley's "top option" actually features no fighters at all. Since Im forced to use TB descide to take 2 sets. I'm rubbish with carriers, so I try some manual drops on things. Ships might turn more, but they still seemed to catch a few torps. Ended with 35k damage which I didn't think was too shabby (sure someone will come correct me and tell me the average damage for a langley is twice that). Since I've been playing with BB, and not dying horrendously to fire, I descide to go use some cruisers. Took out the pensacola. loaded HE. Ended up fighting 2 DD. HE didn't kill them as fast as I'd like. Kinda wish I'd just shot their citadels instead. One dies, but I die too. Take the pensacola out again. This time I'm loading AP. End up fighting a nearly full health HE cleveland. Every time he shows his broadside to fire, he gets a load of AP shells. He sinks. I dont. Realise Im trying to use HE in situations where I'd normally use AP. (Shooting targets that AP will penetrate). Descide to go try using a ship where I wouldnt bother using AP at all, like..... 127mm guns against a battleship! Load up the atlanta. Do some minor shooting of destroyers/other cruisers. Then I find a new mexico, on full health. It can have a tight turning circle all it likes, that thing is slow. And now, 122 he hits later, its also dead. Took about a minute. An atlanta at less than 11km should be an easy kill for a BB. Instead he was too interested in shooting something else further away, and died for it. So then I tried the Sims. Bunch of battleships with no cruiser support (probably descided they didnt need cruiser protection because of their AA/turning). Used the guns on them from 10km. Was like shooting fish in a barrel. Still found torps usefull - they can turn certainly, but the ruddershift to stop/change direction is ponderous, so wait till they try turning, then aim torps further along that turn (at this point the torp marker is a guide not a rule). To make it fair I played the minekaze, since that doesn't use guns normally. Didn't really notice much difference TBH, long range torps were poor before the patch, can't see that changing. Short range ones are still ok, fired while you're still unseen reaults in the normal amount of hits (for me at least). In none of my games did I feel that another class was tons better than me, nor would I stop using AP. Difference is I now won't ONLY use AP. I can't comment on the jap carriers, haven't tried them, and my experience with US cv is very limited
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Ok fair enough was wondering if they'd made it into a short term immune from fire sort of thing. Depending on how much fire damage I'm taking I might start looking at the equipment that reduces fire time instead of the default reduced rudder shift
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A question, since I dont actually know the answer. If I'm on fire and taken a bunch of damage in my BB, I normally press R to repair (put the fire out/fix module), before pressing Y to "heal". I remember reading that the intention was for the damage control team to keep a BB alive under intense shelling. If I didn't bother pressing R first, and just went straight to "heal" - do they put the fire out? Or does it burn as they repair, meaning they essentially cancel each other out. Similarly if they're in the middle of "healing" my ship, can I catch fire? I've honestly never paid it much attention
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Newbie Question on how to spend/use my Credits
Xevious_Red replied to mediaman1111's topic in General Discussion
well when it changes to OBT everything gets wiped and you'll get all your gold back, so its not entirely terrible -
Wargaming stop messing with my aiming.
Xevious_Red replied to sintlucifer's topic in General Discussion
What happens if you unlock the target? The guns will no longer track the target, but does the shell now go to the appropriate distance? If it does then that'll work as a temp solution, albeit annoying to pick aiming point, unlock, adjust slightly and then fire -
Newbie Question on how to spend/use my Credits
Xevious_Red replied to mediaman1111's topic in General Discussion
You can only buy upgrades once they've been researched. Similarly you can only buy ships once they've been researched. If you look at the modules, the upgrades will be a greeny colour and have a number next to them. If they have a star there then it means research "cost" - you'll need to "spend" this much xp to unlock them (you can only get xp by playing games). Once it's researched you'll then see a different number with a little stack of coins next to the module. This is the cost in credits to purchase and mount that module. Same applies to researching/buying new ships
