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Xevious_Red

Beta Tester
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Everything posted by Xevious_Red

  1. Xevious_Red

    Torpedo Bombers

    Well as an answer to several points: Dispersion at range isnt affected by the aim mod - it shows you where to click, it doesn't suddenly make your shots group together. Hitting things ar 15km+ doesn't require aim mod or extremely lucky. Cruisers are a pain to hit but BB are rather easy. Less so if they're turning like a maniac, but most like sailing in a straight line. If you have issues with rudder speed get the +20% rudder modification. When you see them, if youre broadside turn away - the longer you can drag them behind you in your AA the better. When they're about to drop (pretend youre them, and think when you'd drop them) apply full reverse and full rudder. You might catch one or two but better than a full broadside. Dunno why your AA doesn't work - my fuso just shot down 30 planes in the last game I had, and I was using the fuso as an AA platform to stop our kawachi being targetted
  2. Xevious_Red

    Endless Torpedo Spam

    I don't want to be rude, but I'll probably be politer than other will be: I'd recommend playing more than 6 games, and playing at least some games in the class being discussed before claiming how easy and skillless something is, and recommending they make something take 6- 9 times longer to reload than it currently takes (20-30 secs becoming 3 minutes)
  3. Xevious_Red

    Torpedo Bombers

    [quote name= -was I giving attention to minimap, looking for incoming planes and reacting to their approach, not waiting for them to go and kill me? Saw them comming when they were 12 km away and move closer to frendly ships Just purely out of interest, since our experience of carriers appears to be different, when you moved closer to friendly ships, were you now turned to be facing directly towards/away from the bombers, or was your side still facing them?
  4. Xevious_Red

    Endless Torpedo Spam

    The other thing is something like WoT has an ammo count. Now admittedly its fairly unusual to run out, most tanks have ammo in excess of what you can fire in one game, but there are exceptions - ive had a game where my arty was in a particularly long game and ran out of ammo (all types), and a game with the t43 where I ran out of standard ammo, HE, and ended having to shoot gold ammo at everything as thats all I had left
  5. Xevious_Red

    Endless Torpedo Spam

    Historically ships didnt have a magic fix everything button either - this isn't a sim. At higher tiers the reload on torps is a lot higher, its only low tiers where there's spam really.
  6. Xevious_Red

    draw rate much higher than in wot?

    4% for me too, but i'll cap instead of hunting last enemy if their position is unknown and theres 4 mins or less on the clock
  7. Xevious_Red

    What ammo types do you use?

    Depends on what I am - if i'm a BB it'll pretty much just be AP, but i'll probably only target BB or CA. In something like the atlanta I like to use AP against DD (the 127mm guns dont overpenetrate as theyre so small), and HE against BB (the AP frequently bounces, and HE knocks out loads of modules, especially when its 14 shells every 5 secs with a 98m dispersion). However at 11km I'll use AP against things, since 11km is its max range so I get plunging fire through their deck armour at this range
  8. Presumably the longer AP fuses so more likely to overpenetrate for minimal damage is a buff too. The extra HE damage is the counter nerf, but will those BB actually switch to HE instead of just shooting AP as standard
  9. Xevious_Red

    Atlanta Class Premium Cruiser

    What's weird is I can see all the negative points (and its teeth grinding frustrating when being shot at by someone 12km from.you thats sailing away), but I can't truely badmouth it as my record xp is held by this ship. Some will love her. Many will not. Many will purchase her because theyve seen a video where she gets 300 hits and 6 kills, and come rage on the forums that those games never happen to them.
  10. Xevious_Red

    Atlanta Class Premium Cruiser

    Its an extremely specialised ship IMO - it gets owned by cruisers and BB, while not having the speed or camo of a DD to avoid dying. However take it along with a bunch of US destroyers and its amazing back up for them, dealing with aircraft and destroying enemy DD, you can easily flush out and remove enemy DD. Equally if you can get it to somewhere that range doesnt matter (like C on fault line) and its RoF becomes a better advantage. On the open sea it suffers heavily, especially as it gets shot by people outside of its range. One atlanta on your team is a boon, more is a problem since they cant really do normal cruiser roles
  11. Xevious_Red

    A plea to wannabe torpedo'ers

    I'm of the opinion that close range allied hit = firer's fault, long ranged allied hit= probably victims fault, and by long range I mean 10km+ One thing i would likr is the ability to change the colour of the torp markers, on some maps white triangles are really hard to see. I had a guy say torps in chat. Looked around, couldn't see any near me, sailed on. Said torps again, pinged my map location. Looked around, still couldn't see any. Only was able to see them around 2km and even then they were really hard to see. If there was an option to make them a nice bright colour it would help (or help me at least). Currently i can see enemy torps better than i ser friendly ones
  12. Xevious_Red

    Noob Destroyer vs Pro Battleship

    Define "defends it against several enemies" by not firing any shots/hitting with any torps. Sounds remarkably like "is in vague vicinity of several enemies" Now true you can make some enemies swerve a bit to avoid torps, but thats the limit of it. Now the BB hasnt done much either but its done some damage - capturing isnt worth much xp, but the destroyer will win more often (for those that care)
  13. Xevious_Red

    Torpedoes everywhere.....

    Ok well I'll give something constructive that most newer BB captains tend to miss: If you're having trouble with torps, first look at how you're playing. Torps come from 4 main sources (minor exceptions aside) - Torp bombers from carriers. - Japanese cruisers -US destroyers - Hidden destroyers (IJN, gremy) Torp bombers are easy enough, as soon as you see them (and you said you look at the map plenty), start avoiding them so they dont come at a broadside. If you see them heading in your direction try and head either towards or away from them. Away is better if theyre a pair. This lets you not only be running parralel to their torps, but keeps them in your AA longer. If you have some cruisers around they'll soon be toast. Crucially you dont even need to avoid all the torps, one hit can easily be repaired and HP regained, you just need to avoid eating a full broadside. Yes this will put you out of position. Bad luck. The enemy carrier however wont be doing much for a while though whilr he waits for planes to rearm. Bonus note: dodge the first 2 waves and I'll bet the 3rd wave goes for an easier target. Japanese cruisers - yup they can fire torps. Check the ranges (know your enemy) and you'll find at mid tier they're around 7-10km. A japanese cruiser is a light snack for a BB since they're a huge ammo rack. One volley usually kills them on a good day. Now here comes the key part: if hes turned his side to you, and hes the correct distance away, he's launched torps. You might not see them yet (and wont for another 7km), but make a course change. At that range a minor change will make them miss. You shouldn't have let him nearer than 8-9km anyway, if hes managed to get that close then youve either been ignoring him, or you are far too close to land (or your kongo got put on big race where it barely has room to turn). If you're fighting lots of enemies, use the 30 sec reload to check around with RMB and make some course changes - youll have plenty of time to reaim while the next shell is loading. US destroyers - these have fast torps, lots of them, but are short ranged, and crucially the torp range is worse than the spotted range of the DD. Their normal tactic is you use an island to close with you, so they (and their torps) only appear at about 2-3km. Quite simply, dont take your BB near land or into choke points. You wouldnt drive a heavy tank through the magic forest and complain you got killed by unseen TD's, so don't sail a BB near islands. If they come out to open waters, then as soon as they appear start avoiding. Again if you can get so youre heading away from them it'll take ages for them to catch you, all while your rear guns shoot at them. If they try using a smoke cloud simply dont go near it, and certainly not in it. Hidden DD - these can be annoying since they can launch from open seas unseen. Its worth noting when the game loads how many of these the enemy has, and keeping track of them when they appear/die. However that said, launches from 10km are very hard to hit with if theres any course change at all, so dont just go in a staright line. You should ensure that youre not the furthest forward ship, that job falls to cruisers and US DD to flush out IJN DD. The thing with BB is they have effective ranges and they're not as simple as "brawl" or "snipe" Imo its roughly: Over 20km - useful if you're trying to reset cap. Worth a pop if theres nothing else in range, like if an enemy BB shows up while you're enroute to wherever youre going. Otherwise a waste of time. 16-20km - out ranges most cruisers. Hard to hit cruisers at this range though. Useful for engaging an enemy BB who has cruisers when you dont, or you realise you've just met half the enemy team on your own, since the cruisers can't actually shoot you while you deal with their BB 13-15km Danger zone. You can hit BB easily (and theu can hit you). Cruisers can now hit you, while they're still tricky for you to land shots on 10-12km A lovely range for accurately killing cruisers 8-10km An even better range for killing cruisers, multiple citadels likely. IJN will drop torps so you'll need to change course if youre against those 6-8km Great against things without torps/short ranged ones like phoenix or omaha. IJN cruisers shouldnt be allowed this close. Danger zone if a DD shows up in this range, evasive manouvers will be needed 4-6km secondarys start firing. Anything that has torps will be torping you. Use this range against lower tier BB, clevelands etc. Be aware they probably have secondays too. If youre being clever and know theyve launched already you can close to this distance and let the secondarys help you, if not avoid. If a DD has made it this close you need to be on extreme evasive manouvers and hes a priority farget, even then you're likely to eat some torps. Under 4km: you cant turn fast enough to evade torps, so if they got this close you messed up. Anything non torp using, be wary of being rammed as that can mess up your day Hope that helps You'll probably find btw the neg reps come because every time theres a new wave of testers it the same thing - its never "can people help me be better at...." its alway "OMG nerf this its so obvious". These statements go away after a week or two (i.e when theyve learned not to sail on a straight line into a smoke cloud), but reappear whenever theres a new batch of testers
  14. Well mostly i suspect it will sort itself out with people getting better, just now the noob mistakes are happening at tier 5 and 7 instead of 2 and 3, which is mildly annoying as the sims works great in a wolf pack of other sims. Trouble is now I don't know if the guy behind me is going to help out or enthusiastically sink me with torps as soon as his target lock for his guns kicks in at 11km. I personally hope they make team damage/kills prohibitively expensive - average players will occassionally have an expensive bill, those that tk on a regular basis will lose money hand over fist
  15. Xevious_Red

    The mutually antagonizing passive skills/modules

    Well you say that it's obvious, but what if the BB has competent team mates? Or doesn't go alone, so his team mates do the spotting - no need for the TAS then. If he had both the concealment skill and equipment then you could knock 30% off your detection range which is quite a few km. The other question is how do they interact? Lets say I have a BB that normaly gets spotted at 20km. Against someone with TAS this becomes 24km (+20%). With a concealment system against a normal foe this becomes 18km (-10%) With a concealment system, against someone with TAS do they cancel each other (+20% -10% = +10%) giving 22km, or is one applied first - if my conceal syatem brings my spotted tange down to 18km and the enemy TAS gets +20% that makes 21.6km
  16. Shouldnt take that long regardless - couple of games against bots, then onto pvp where the fact that you know the map/how to lead/where citadels are/how to aim torps and how to dodge them will quickly put you at rank 6, and realistically theres no need for skills or equipment or free xp at tier 2 Im interested in what the ranks after 6 hold theres a bunch more that are locked atm
  17. Xevious_Red

    USS SIMS: Upgrades

    thats a fair point i'd taken it at +20% accelerating, but it may well be +20% acceleration only when changing from low speed settings to higher ones. Still useful for times when you're using low speeds to hide and ambush then accelerate away but less useful if you just leave it on full speed permantly
  18. Xevious_Red

    USS SIMS: Upgrades

    Up to you, all money and xp gets reset for OBT anyway so unless youre struggling for silver then might as well try them out. ATM I think i have about 3mil silver since the CBT appears to have increased earnings The steering mod changes how fast the rudder shifts, i.e time between you pressing Q and the rudder being at maximum. This does therefore make you turn faster. However, whenever you turn you lose speed, so the propulsion mod gets you up to speed faster, meaning you bleed less speed when zigzagging. One makes you slightly turn faster, one makes you accelerate after the turn slightly faster
  19. Xevious_Red

    USS SIMS: Upgrades

    You'll lose the extra modules and the captain yeah. At the start of OBT you'll have a completely fresh Simms
  20. Xevious_Red

    USS SIMS: Upgrades

    you can still put the extra modules on it. Beed to be rank 6 IIRC before those become available
  21. Xevious_Red

    Too many cowards

    Then someone else with the exact same user name as you (which isn't possible) has played 10155 games, including 375 in the T18, the seal clubbers tank of choice.
  22. Xevious_Red

    USS SIMS: Upgrades

    Agreed on the propulsion mod. Also useful for when you slow down to a near stop to set up an ambush then need to accelerate back up to full speed afterwards
  23. Xevious_Red

    The Gremyashy... the type 59 of WOWS?

    Do you own aby other premiums? I know they net bonus xp, just havent really looked into how big a margin they get.
  24. Xevious_Red

    Too many cowards

    yet despite having played literally a third of the number of games you have, he scores 4.5k more average damage, has a better k/d ratio, is only 1% lower wr (and at 100 games that can change very easily), and plays a lot lower tiers (has one tier 6 vs multiple tier 6 and 7). How exactly is he so bad? Vs the one time I was in a game with you, where you stopped your yubari dead in the water, got shot by my division mate (rather easily since you weren't moving), and then in all chat statted accusing him of using the aim bot
  25. Xevious_Red

    Premium ship prices, from pack

    The russian tier 3 is 1750 more than the tier below it, and only 200 less than the tier 5. Ships seem more expensive than their tank counterparts (1500 for a churchill 3, 2450 for a murmansk, both are tier 5), although ships are a lot easier for captain training (only one member so doesnt need a set layout, and doesnt need to be the same type) which is what low level premiums are usually used for
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