Jump to content
Forum Shutdown 28/7/2023 Read more... ×

ShinGetsu

Weekend Tester
  • Content Сount

    8,985
  • Joined

  • Last visited

  • Battles

    7359
  • Clan

    [UTW]

Everything posted by ShinGetsu

  1. ShinGetsu

    Is this true?

    If anything the problem lies in the tier 6 matchmaking. But it is NOT the ship fault. Also, yes, you do have a part in your WR. My 68% winrate in NC isn't due to luck.
  2. ShinGetsu

    Les croiseurs français teasé sur Twitter

    Alors en fait, c'est en accélération en marche arrière qu'il est boosté : il passe rapidement à -12kts. Par contre oui il est aussi boosté en vitesse vers l'avant de 10%.
  3. ShinGetsu

    BB Ships Magazine Explosion

    Just did a detonation with my first torpedo to hit in the game with Shinonome... on a Bismarck. xD Free 69.200 damage. Fun and engaging mechanics.
  4. ShinGetsu

    Algérie, Henri IV and Duca d'Aosta preliminary stats

    DM have 203, and H4 have 240. We're looking at 240mm guns with the same penetration as 203mm guns (and still weaker than Zao), and with horrible DPM because reasons... Right now the only interesting point of the 240 is the HE penetration and higher AP damage, and that's not even interesting overall given the tremendous lack of DPM.
  5. ShinGetsu

    Yamato

    En réalité je trouve pas que build le Yamato en furtif est très intéressant. Comparé aux US en tout cas. Je suis content avec mes 15km de détection vu qu'en général j'ouvre le feu et je bow-tank au-delà. 15km suffisent largement. Je cherche pas à dévast des croiseurs et à mettre des patates en fufu avec Yama, je sert à me faire spammer pour qu'AR puisse fonctionner et coller des grosses baffes qu'on s'angle ou pas. x)
  6. Mon nouveau record en Yamato !
  7. ShinGetsu

    Arp Voices Bug?

    Btw, I have the same issue, but in reverse : I can't bear to hear that awful Seagal voice, so I previously modded his voice with the lovely ARP Kongo voice. It doesn't work anymore. Any tips to solve this ?
  8. Oops, wrong game ! Oh well. Still waifu material. Some I found :
  9. ShinGetsu

    Which cruiser line for me?

    I do agree with that. The reasons why I'm pushing the RU cruisers is because from tier 5 to 9 it had been a complete blast for me. On the contrary I stopped the IJN line because I kind of fear the Ibuki, and the KM line has the dreaded Yorck which is a very bad moment for most players...
  10. ShinGetsu

    How do I smoke?

    Basically a good smoke is : - Near a cover. - Far from potential torpedoes. (And radars) - Not in the allies line of sight, so they can spot for you. - With 3 to 5 enemies in your gun range, and they shouldn't be at the edge of your gun range, of they will simply turn tail and you would have wasted your smoke. Having only 1 or 2 targets works better with RN cruisers than with HE spammers tho, because HE spammer wants to switch target in order to maximize the number of fire on ships. RN just care about doing damages. Also if you can have a target (basically a BB) inside your torps range or running into it, it's even better. x) Smoking insides objectives such as caps is good and all, but you're a torpedo magnet, and your smoke isn't that big... Also, you can always use the smoke to run away if needed, but that's a big waste of DPM. It's a desperate measure, only use it if you are in a biiiig pinch.
  11. M'en fiche au pire, j'aurais bientôt le Moskva et rira bien qui Devast le dernier !
  12. ShinGetsu

    Animes vos préféré et les référence

    Konosuba S2 est terminé au fait. Globalement c'était une meilleure saison que la première. Le débile de directeur qui a massacré l'adaptation tout le long de la saison 1 est intervenu nettement moins souvent et ça se voit dans l'animation et le chara. Et ils ont fait un chouette effort sur le combat final qui est vraiment cool. Même Aqua à l'air un minimum cool. Plus qu'à attendre une S3. On est à peine arrivé au volume 5 ou 6 là, et la LN en a beaucoup plus que ça. (L'épisode de Vanir est vraiment le plus drôle quand même, non, vraiment, j'en rigole rien que d'y repenser)
  13. CE and AR are must have skills at high-tier. Especially NC, Iowa and Missouri. Add it BoS for not burning too much, your choice between AFT and FP (tho I'm running NC full tank with both AFT and FP and the concealment is still OP), Superintendent since you will bow-tank, and pretty much anything else is free of choice.
  14. ShinGetsu

    Le Budyonny

    Ouais, je suis d'accord, chope CE d'abord. Ensuite part sur les trucs utiles comme Priority Target (t'en aura vraiment besoin), SI, IFA, ce genre de choses...
  15. Il vaut largement le DM le Hinden ! Il est beaucoup plus polyvalent, beaucoup mieux blindé, et si il a pas son punch en HE, il a de quoi faire des dégâts massifs en AP sous les bonnes circonstances. Par exemple cette partie ! La première salve de la partie sur l'Atago, ça l'a calmé direct. xD En fait ce navire punit très fort les erreurs adverses. Si en face ils jouent tous bien, on peut pas faire grand chose. Dieu merci (?) il y a une forte population d'incapables sur ce jeu ! Sinon, petit carry peinard en Dunkerque, en partie t7 pour une fois : Y a un Fubuki qu'à tenté de me choper à la sortie d'une île à 3k HP. J'lui ai dit nope. :3
  16. ShinGetsu

    Which cruiser line for me?

    I still think the KM cruisers are the most adapted to brawling gameplay tho. Strong AP at low range, overall good armor with a quite well protected citadel, and good torps with correct forward angles. And I disagree that the RN line doesn't really change. You could play Fiji and Edinburgh without sitting in your smoke all time. Neptune and Minotaur are far too fragile for that. Your only option is to sit in smoke whenever possible, and it's a very, very static gameplay. Honestly I loved Fiji and Edinburgh because I could do some agressive move sometimes, and their gameplay was closer to Kutuzov than anything else. Neptune was a huge disappointment. It may be because I didn't have good results with Neptune too, but Neptune/Mino gameplay is vastly different to what I did with very good results on Leander/Fiji/Edin. Btw I played Hindenburgh again today as I said above. Here's the result :p I took this screenshot for a reason : 8 AP on Atago : 5 citadel hits, 32k damage. That was my very first salvo this game. The DM got killed in quite the same circumstances; he waited for me, broadside, at a corner. I went angled, citadelled him for 18k damage, and destroyed his engine in the process : he couldn't accelerate and turn fast enough, the next salvo killed him with another 2 citadels. This ship is very strong in FFA in facts. Because more than anything else, it's a ship that punishes very heavily the errors from your enemies. If they don't do something wrong, you're stuck to either ambushing or long range HE spamming. But when you find a broadside, when you can get your 16 torps on someone, when you hydro a DD inside its smoke... the damages are devastating. EDIT : I don't talk much about USN cruisers because I never played them. I do know DM in good hands is very strong though. Nobody wants to see a DM appearing at 10km in their broadside. Nor do they want to get spammed behind an island with HE doing 4k damage every 6 seconds. And yes, they are indeed good brawler, but the lack of torpedoes is still a huge let down in this case.
  17. ShinGetsu

    For whom should the game be balanced

    You do have a point. I was more thinking about the overall mechanics when I was writing my post. Like why broadsiding isn't as heavily punished as it was previously is a very bad idea by WG, or in the contrary, why it is stupid to have overdifficult CV gameplay... Indeed, in an ideal game where every player knows how to aim perfectly, RU DD tends to be useless. (Though I'm pretty sure we'll have a good number of Ognevoi in competitive gameplay soon. ) But that doesn't mean you have to lower the game at potato level, and that's what I don't like from WG. They tend to simplify some of the complex mechanics so that the average bob would be able to do something without even trying. KM BB line is a typical example. If you add more difficult-but-rewarding ships, it's way more interesting than another easy-to-play-with-one-hand ship, though most potato players would be happy with the latter... I still think a game SHOULD be balanced in regard to good/very good players. Not to unicum, and certainly not to the average joe.
  18. ShinGetsu

    For whom should the game be balanced

    I'd say, in my opinion, a game should be designed for good to excellents players, so that unicums would be players that actually manage to overperform on a challenging game. And it would also be better if WG designed the ships with the ranked in mind. Designing the game for potato players is a very bad idea. Designing for the above-average player may cause massive overperformance when the player is over that level. Designing with unicum in mind is even worse. The playerbase will run away at the difficulty.
  19. ShinGetsu

    Which cruiser line for me?

    ... Torpedoes hitting ==> IJN, RN or KM (Russians have great torpedoes, but the range... you have to be at point blank, on ship supposed to snipe) Citadel ribbons ==> mostly Soviets or KM Close-range brawls ==> Germans mostly, though it depends on the ship there. Rapid-fire guns ==> Soviets or RN. Though Hindenburgh does have a great rof. And of course, Des Moines too. BBQ ==> All of them but RN, tho I'd tend to say mostly IJN (best BBQ-maker ingame) or Soviets. All in all... this is too large of a criteria. xD
  20. Why are you totally ignoring the gunboat DD ? Do you think before posting ? And anyway, that's not the topic here...
  21. ShinGetsu

    Which cruiser line for me?

    I have the Hindenburgh, I stopped the IJN line at Myoko (I may go further on that line tho), I'm playing Donskoi to get Moskva atm, and I stopped the British three at Neptune, since both Neptune and Minotaur doesn't seems that fun. - For the KM tree, I found Hipper rather enjoyable. Hindenburgh is a solid all-rounder, but I'm not playing it much. I kinda lost interest in it at the moment, as it's a little too much a jack of all trade for me. But I still like it, and I probably will play it more if WG finally decide to change a bit the meta in high-tier. It have very strong AP damage wise, you punish quite heavily broadside BBs, and the HE aren't as weak as it seems. They are good enough to get some fires on BB, and they still do reasonable damage. Also, at close range, any cruisers opening his broadside is killed within the next two salvoes. AP aren't forgiving any mistakes there. It also have 16 torps but the torps tubes are very, very fragiles and the torps themselves aren't that brutal compared to IJN or Soviet torpedoes. (Guess I'll play it today, for a change :p) - For the RN, I stopped at Neptune because I did not find its gameplay fun at all. Fiji and Edinburgh were very good cruisers, but both Neptune and Minotaur have very static gameplay. Basically either you smoke and spam, or you hide waiting for your next smoke. If you are spotted without cover, you are dead. Simple as that. (Not even mentioning the huge focus you get the second you are spotted. The counter jump to 5 in no time, and everything hurts you) Edinburgh was actually funnier because it has some armor and you can at least fight other cruisers, you don't have to sits in smoke the whole game. And Fiji is OP, but really enjoyable. - Soviet are actually my favourite line at the moment. They have horrible handling, but I love railguns. You have to play at range, and spam. I found Kirov absolutely hilarious to play, and Budyonny was a very solid tier 6. Shchors have Yamato-like handling, but it have very good firepower and is very fast. Chapayev is great thanks to the concealment and radar (though I freepexed it like a scrub, I want M.O.S.K.V.A.), and Donskoi that I'm playing atm kinda reming me of Kirov, and I love that. The whole gameplay is simple : stay far, spam, and try to either not get focused, or kite. IFHE skill is a must have for the whole tree. Donskoi is really fun IMO, but as I said, you have to like using railguns at range, it's a sniper gameplay. AP are very strong too, that Izumo yesterday that offered his broadside to me at 16km received three time a 8k salvo, before i switched back to HE and started burning him down. :p Radar is also very fun to use, though the short duration means you have to warn your team you're going to use it, so that you'll maximize its effects. Moskva is the logical end of the line : you got railguns on a strong, solid and fast ship, but with paper side armor, very bad concealment and truck-like handling. From what I know, you either have the choice between : - All rounder for close and mid range : Germans - HE-spammer for mid-range, and great torps + concealment : IJN - Very static gameplay and AP spamming : high-tier RN - Sniper, supporting role with railguns : VMF - Strong HE, strong AP, very good handling, but no torpedoes, more for mid-range : USN.
  22. Having a whole new line of CA similar to CLs fragility is... a bit meh.
  23. Yeah, but that's the point. BB have far too much survivability. Doing something wrong is not as punished as it was before the citadel changes and the introduction of immune-to-Devastating-strike KM BBs. I'm not talking about a BB playing angled or bow-on there, I'm taking about the fact you can do something horribly wrong in a BB and still come back with more than half your HP. On the contrary you don't even need to do something wrong with a cruiser to get deleted, while DDs get destroyed by their errors like they should.
  24. ShinGetsu

    Le Budyonny

    Sauf qu'il fait encore plus mal avec IFHE. Tu as 30mm de péné en HE sans le skill, 39 avec. Ça change tout. Tu passes les sections à 32 de tous les BB, et les sections 38mm des BB US. Je conseilles ça pour grind la branche perso : http://shipcomrade.com/captcalc/1100001000100000000001100010000119 (ça ressemble au build de Verdandi, mais avec IFA qui est bien utile dessus, et avec EM au lieu d'AR) Et j'ai prévu ça pour Moskva : http://shipcomrade.com/captcalc/1000000000100010000001100000100119
×