ToomasWoT
Beta Tester-
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Everything posted by ToomasWoT
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So one of the most annyoing things about playing a DD is having a single carrier on the enemy team with one fighter squad and spending 90% of the game spotted and unable to do anything in the game because everyone knows where you are and have their guns pointed at you the whole time. So my suggestion is why can't we have like a fuel limit on the airplanes, especially the fighters. After a certain amount of time the planes have to return to the carrier to get refueled, wether they have spent their payload or not. This would make life a little more enjoyable for DD captains now that the devs have nerfed the absolute crap out of smoke screens compared to what they were before and giving you a new "ability" which, let's be honest, is pretty worthless, "I have dreamed of the day when I could use an active ability to make my ship go 0,5knots faster!"
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so I unlocked the upgraded guns on the mutsuki before the latest patch and now they've been severely nerfed? In the research tree you start off with 4 guns stock, then going up the hull upgrades you lose 2 main guns for some extra AA and in the last patch the upgraded guns gave you pretty decent turret traverse and doubled the rate of fire (10 rounds/min or something similar, don't remember the exact stats) basically making getting the upgrades worth it, you lost 2 guns but gained rate of fire raising the DPM back to the levels of when you had 4 guns. This patch seems to have severely nerfed that, the turrets now turn slow as S*** and the rate of fire is down to 5.5, so now it's truly pointless to even get the upgraded guns cause you lose half your DPM. This makes it near impossible to keep your guns on target when in a fight to the death with an enemy DD or trying to return fire at someone while taking evasive action. This brings me to my general opinion of the Mutsuki so far, what's the point of even having guns on it when they're next to useless, you're completely defenseless vs. american DDs unless you land a lucky torp on them. Anyone care to explain the decision to nerf the upgraded guns?
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in my experience it's the same kind of dilemma as running a fighter setup on a carrier, you either go with the 155 and overpower other cruisers and destroyers or you go with the 203 and support your battleships, theyre both good choices to go with, you just need to change your playstyle accordingly. Once the armor patch comes I feel the 203 will be more worth it.
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DD needs balance, buff needed at high tier, little nerf at low.
ToomasWoT replied to asukamaru's topic in Archive
the experience I've had with destroyers, I have the tier 5 and 6 IJN ones and the higher tier ones have no point in playing them compared to the USN destroyers... you might aswell remove all the guns on the japanese ones and replace them with more torps... at tier 6 you have a 6km surface spotting range and slow 10km torps but it seems almost impossible to hit torps safely and trying to sneak close to launch them at like 5km where you're still relatively safe from secondaries you will likely run into a US DD that will destroy you with the cruiser levels of DPM... If DDs stay this way then there's no point to the high tier japanese ones, just play the US mini-cruisers. Maybe some buffs to the torpedoes will make japs more worth it, maybe make them more stealthier cos that seems to be the whole japanese theme, Stealth. -
Having trouble with IJN cruisers, help needed
ToomasWoT replied to AshFall's topic in General Discussion
I'm up to the mogami and unlocked everything for it today. Generally, theyre good at dealing damage, not so good for taking damage, rapid firing guns, fairly mobile, you need to learn to zig-zag like a destroyer to minimise incoming damage, try to keep others at range. I dont use the torps on them that much other than blind firing them next to an island or forcing someone into manouvers when they get too close Love the Kuma, has really nice guns and fire rate on them and if you zero in on the citadel of an enemy kuma/phoenix/omaha you can wreck them in about 3-4 salvos, really bad when you start taking hits however, kind of need to surprise an enemy from a blind side, Aoba was ok but I didn't like it that much, used 20k free exp just to get past it, my problem was I was one of the first to get spotted and rekt by BBs 15 km away before I even got to do anything, nowhere near up to par with the cleveland unless you can use your torps on something. And then there is the Mogami, really good ship, have had no trouble doing 70-100k dmg in games, if you learn the evasive "zig-zag of F you" you can go 2v1 vs. clevelands and pensacolas and wreck them, torpedo launch angle is really weird, you can only launch them behind you, for running away I guess, but you won't be doing that much unless you're outnumbered, the 200mm guns are not worth it (yes, I did actually try them for one game), all in all a great ship with great guns, speed and manouverability and good AA aswell, I can understand why theyre swapping it to tier 8 coming patch, it stomps most things. -
I don't see a problem in having 2 per team, especially if matchmaking would work the way it's intended to as it will on final release, there is no way 2 fighter squads from an independence can take on one saipan fighter squadron, the gap in stats there is way too big, but most players who complain here about torpedoes just have poor map awareness and only notice the torpedoes when theyre about 10metres away from their ship. if you see something that can carry torpedoes close enough to you that can hit you with them, go evasive, simple as that The only problem I see with CVs is the speed on some of them, I think they should not go over 30 knots, I was chasing an independence in my Gremy the other day and he was facing the right way when I got in spotting range and there was no way I could catch up to it, 30 knots would be enough to keep close to your main fleet while being close enough to rapidly service your planes and if you get caugh on the wrong side of the map then you should be punished for it, not be able to run away from destroyers with your 34 knots top speed and making them manouver while spamming torps at them, if you miss your torps the first time you should be dead, not be able to reload 3 more times and try again
