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About hopfolk

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    Able Seaman
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  1. hopfolk

    HMS Exeter

    I would rather charge a BB in the Exeter than in a Furutaka, Leander, Yorck or Omaha. I seem to remember those ships being a lot less forgiving (plus...no heal) Maybe the armour's just so thin that the AP goes right through the Exeter and hits the ship behind you ^^
  2. hopfolk

    HMS Exeter

    I have received way more damage whilst running from BBs in the Exeter to the point where, if I have a choice of running or Brawling with a BB, I will trust the Torps - that BB's a dead fish if he's alone. The high prow and narrow bow angles seem to bounce shells when they really shouldn't. (and here's why) To plunge through the deck into the Citadel, shells have to first get over that high prow, then there are the two turrets, which essentially block the citadel. Aim above that and it's all superstructure. Conversely, from the rear, there is just the one turret and very very little armour. And from the side, the armour is so thin that most big AP just overpens. That's not to say the Exeter isn't fragile, it is, and BBs shooting HE from the side will pop you every time. Bow overmatch can happen too, but if you are dead straight into the volley, your chance of survival is waaay more than if you angle. +You're correct about the 12% Fire chance - I have updated my earlier post. Thanks :)
  3. hopfolk

    HMS Exeter

    I will try that with another captain as soon as I get a chance. Mine has Last stand - I figured I would be at half health most of the time anyway ^^ Cheers and Warm winds.
  4. hopfolk

    HMS Exeter

    It just so happens: I’ve seen and heard a few players’ reactions to the Exeter in it’s current incarnation and it seems some are having a struggle finding this ship’s niche. Here are some of my observations from playing the last few days in both PvP and PvE modes. They are aimed at those who need a few clues. **This ship is NOT a Furutaka** and needs to be played in it’s own style. PROs: Very low detectability: 9.6Kms with Captain skill and Cammo This allows use as a Spotter, Positioning for Torpedo Ambushes and DD interception. Excellent Torpedos: Good Angle of fire, Decent Damage, British Selective fire, 8Kms Range and Low Reload time. The Single firing Torpedos allow you to hedge your bets and cover expected AND reactive target positions almost guaranteeing one hit per side. 203mm Guns with AP+HE: 3 x 2-Gun Turrets, Two front, One rear. 14.3Kms Range. Sporting less, but larger guns than most cruisers at it’s Tier, bow-tanking and using the front turrets a-la-French BB is fairly effective. Maneuverability: British Acceleration, Decent Speed and Good rudder shift. This allows some sneaky-snakey avoidance whilst attacking or retreating and the acceleration lends itself to island-ambush torp runs. Repair Party: Yup, Very Good Repair Party on a T5 Cruiser! Because this ship with Smoke would be OP and Recovering some HP after a Torp run makes perfect sense. Anti-Air: Pretty good, with Deployable Fighters. When escorting a DD, you can increase their chances of not being blown up early in the game by deterring or killing Aircraft. YOU will be spotted though. Flat Trajectory and Decent Muzzle velocity: The guns work very much like Russian Guns – less lead, predictable aiming, good grouping. CONs: People Hate Me: This ship draws a lot of fire in Random PvP Battles. Don’t know if it’s because it’s new or people think it’s weak, but the shells rain down as soon as you are spotted. BB shells Amidships will pop you but the Exeter (or as I like to call it “Exit here”) excels at surviving, like a Cockroach. Slow Guns: The Traverse and Reload times are both somewhat slow due to the larger calibre. Which would be fine if you had more guns. But you don’t. Indifferent AP: You won’t be Citadelling any BBs any time soon, though Cruisers seem to pen/overpen predictably, Which would be fine if you had more guns. But you don’t Indifferent Fire Chance: 12% Fire Chance plus Captain / Flags if used. (Edit) Which would be fine if you had more guns. But you don’t Long Range Guns: 14.3Kms range. Whilst good for reaching out and touching someone, your detectability radius balloons out a long way after firing. Flat Trajectory: Low ballistic arc. Island firing is pretty much a no-no as you need to be so far back from the island to fire over it that you can be shot if spotted. PROs + CONs Summary: The Exeter takes advantage of the British Tech-Tree idiosyncrasies and will only work if played using them all together. That is: Accelleration / Single fire Torps / Maneuverability / Repair Party. It’s weaknesses (and some strengths) stem from the larger gun size and limited quantity of guns AND the current “Shoot-on-Sight” propensity in PvP games. Most likely to Excel at: Choosing it’s fights, Murdering unsupported DDs, Surprising BBs. Denying CVs. Most likely to Fail at: Making Friends, 8km Cruiser Engagements, Being Focussed at <12Kms. PvE: The Exeter can be a beast in Co-Op games. It’s ability to confront enemy BBs in 1-on-1 or 2-on-1 engagements makes it rather useful in those games where your team is down a few players and the Bots still have a few BBs left. It does suffer in engagements with other Cruisers as it’s rate of fire and inconsistent gun damage is often uncompetitive. That said, it is a great ship for following your DD teammates and murdering enemy DDs with your HE. Be Brave, Be Slippery, Kill Toasters. PvP: The Exeter in PvP needs (like any Cruiser) to avoid being shot at medium range. At long range, 10-18km you can wiggle away from enemy fire, drop off the radar then reposition. At close range, 4-7km, you can torp all the shps, melt DDs with HE and even AP-Citadel some cruisers. No problems. At 8-10km, though, you are in detection range and rather vulnerable, as your gun bloom will make you a fat target that everyone, apparently, wants to kill. Worst case scenario is being in open water, chased down by a supported DD in that 8-10km band where you will be beaten up if you turn and fight the DD, and can’t get away. The one rear Turret can’t kill DDs very well so you are forced to turn and fight but must use your torps cautiously since the DDs support will hit you amidships if given the chance. That said, the Exeter Bow-tanks like a champ and your front guns are in their element when doing this. You CAN charge down single (and now burning) BBs and torp them. The Repair party is excellent for healing up between fights BUT has a rather long cooldown while your repairmen take Tea and Scones in the Galley. As a longevity tool, it keeps you effective much later in the game than non-healing Cruisers, but is of less use to keep you up while Brawling. The AA is pretty good and with your fighters and maneuverability, CVs should probably give you a pass but they often don’t, so kill their planes BUT remember, spotted outside of your control is likely to get you killed in this boat. Starting Strat 1: (use HE) Follow DD towards Cap providing AA support and Anti-DD support. Use Islands or Run and weave if Enemy team move in. Starting Strat 2: If no DDs in game, head to Cap and spot+call targets, maintaining 10km from enemy boats. Sow torps. DO NOT SHOOT. Starting Strat 3: Position in centre of map, behind Cruiser line and use long range HE fire to light up enemies at 12km+ I hope these words have some value to players who might be feeling that the Exeter is less than they hoped. It does demand spatial awareness and benefits hugely from a good team. Essentially, it’s like a huge DD with no smoke, that can repair itself.
  5. hopfolk

    any chance of a ramming rework?

    Just had a few Co-Op games where it's nigh impossible to get a kill because everyone's ramming the Bots. Sure it makes the games go quicker but it's hardly skilful and wastes everyone's flags by not allowing people to farm damage. Of course... it might be the most efficient way to kill things in a P.E. cos they're what's doing the ramming...
  6. Hi people. I was messing around on Google maps (all rights reserved, images belong to Google inc blah blah) and wound up looking at Gdynia - then the Blyskawica.. One thing lead to another and I have some images from maps that nicely illustrate the size of these things - cars for scale! Enjoy!
  7. hopfolk

    Submarines might be balanceable. Really.

    Good thinking, Endala. Using Scenarios, wargaming could test Subs out as NPCs, too. That would be suitably terrifying.
  8. Okay, this thread probably pops up now and again... and again... But I was thinking about balancing Subs today and wrote down some pros and cons that almost convinced me that they could sort of work. Take a look: Cons 1. Forward-firing “blindfire” deepwater torps with no aim-arc (would add a skill-check to their use) 2. Limited submerge time 30s / Air recharge time on surface 20s (would counter the invisible menace / slackers) 3. Slow when submerged 22kts (makes planning an attack crucial) 4. Depth charges on DDs are hard counter (there's always got to be a counter, right?) 5. Max two per team (unpopular, but they're going to be annoying so...) 6. 40mm Armour (otherwise they would sink... oh wait) Pros 1. SUBMARINES (!) 2. Difficult to hit with Artillery (low profile in water, small size etc) 3. High damage Torps 18k (few launched, hard to hit with but nasty) 4. Immune to Torps and Artillery when Submerged (Vulnerable to Depth charges) 5. Detection range 7-10kms (again, to make sub captains plan and think) 6. No fires. (because they're wet, right?) Enjoy.
  9. hopfolk

    Insta-Service Carrier?

    I wish I knew how :)
  10. hopfolk

    Insta-Service Carrier?

    2 x TB squadrons came at me and bracketed me, then the same two squadrons came back at me within 30 seconds.
  11. hopfolk

    Insta-Service Carrier?

    Hi ppl. Just played a map and saw a Zuiho insta-service it's TB squadrons - like, they flew to the ship, disappeared, reappeared, then started flying right back at me - no wait, 2 TB attack sorties in as much time as it took to fly back to the CV. Has anyone seen this before because I assume it's some kind of hack. TBs on the Zuiho have like a 25 second service time, don't they? Cheers Hopfolk.
  12. hopfolk

    Suggestions thread

    Suggestion for new ship class: Corvette. These ships were small (smaller than destroyers) single-gun scout ships. fast and difficult to hit or spot. Their inclusion into the game would be as a low-damage high-utility role. Read: Destroyer with no Torps. Currently they are used by various coast-guards.
  13. hopfolk

    Suggestion to Wargaming to improve Teamplay.

    Meh, I didn't complain about "Kill-stealing" but instead about people altering their tactics in order to gain kills at the expense of the team. IS THAT TOO DIFFICULT TO UNDERSTAND? Thanks for deliberately misinterpreting the subject and attempting to make me appear like a whiner though. I <3 this community... no... really I do. And Stewie... The poll is almost perfectly balanced: 12 Potatoes vs 9 Bananas, so HA - joke's on you.
  14. Hi people. If there is one thing about the way people in this game cooperate that drives me nuts, it is the deliberate kill-whoring that seems to be present in all but the very low tiers of play. Some examples: 1. Players stop firing at the ship they are engaged with, to attempt to kill another low-health enemy ship - resulting in their death or loss of HP. 2. Players delay their barrage until the enemy ship is at low health, then unleash a full barage to sieze the kill. 3. Players disengage in a 2 v 1 fight and use cover until their teammate is dead, then swoop in to kill the damaged enemy. 4. Players See an easy fight with many of our team vs a couple of the enemy and turn around, abandoning their teammates. I cannot fully condemn this behaviour, because it is encouraged, in the most part, by game mechanics demanding kills for missions and achievements. I would appreciate if wargaming gently mnoved the focus of the game away from kills and more towards damage done. Even if they just awarded the "kill" to the player who has most damaged the target, it would be an improvement over the current situation. * Disclaimer - I understand that this is a team game, I understand that it belongs to wargaming so they can do whatever the hell they want and I understand that 99% of the replies I get to this post will be hostile. All I want is that people think about it a little - we are all wasting our time competing for an arbitrary game mechanic that rewards scumbags rather than tactical players! Fair skies and calm seas, comrades.
  15. hopfolk

    EU Server down? - Now confirmed back online 10:10pm

    Earlier game, my shots were colliding with an island that they were VERY clear of. Shortly after that, I sailed into the scenery and the game ended. I think they may have taken the server down to roll-back.