ttchip
Beta Tester-
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Everything posted by ttchip
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I'm fairly sure I'm somewhat decent of a player. My winrate actually dropped a lot since I started playing top tiers just because those USN cruisers cannot carry games even if their lives depend on them. New Orleans was particularly frustrating as even the AA was lacking.
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Holy hell, that ship seems terrible! Oh well. Thanks for the port slot and the credits.
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"Wither" achievement. How many have you got? :)
ttchip replied to viceadmiral123's topic in General Discussion
Also, forget about destroying BB main turrets with HE. You usually need high caliber AP for that. -
On american battleship line where to spend free XP
ttchip replied to sisito0o's topic in General Discussion
I disagree in the sense that Colonrado can really use the free exp for the first hull upgrade. The stock ship has virtually no AA and, as a result, you'll hate your life if you encounter CVs. You could argue that North Carolina and Iowa can use it a bit more as having the first hull upgrade for those tends to increase your hitpoints by quite a lot. Given, however, that the base ships themselves are undeniably great, you don't really need to spend the free exp on them. -
Name one cruiser that uses this ability over AA barrage if it gets the option to do so. It is so hilariously useless in just about every way once you get those cat fighters and/or spotter aircraft going. Other than that you present some sound advice.
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Dev guide to fixing "WHAAA CV ARE OP PLZ NERF"
ttchip replied to JesusRaptorTank's topic in General Discussion
I feel like they don't need much of a nerf apart from an increase in plane spotting distance and a slight reduction in movement speed for the carrier itself. The current ~6.5km buffer is not enough in high tiers, given how fast those planes tend to be. Maybe have the spotting distance depend on their speed similar to torps. Edit: I'm not talking 15 km here. Something between 9 or 10 km would be nice, though. If they want to make it really fancy, they can even make it dependant on the amount of planes left alive in a squad. 4/4 (6/6) would have the longest spotting distance, lower amounts could have lower spotting distances. In any case, I'm just spitballing stuff. -
What Were Your Greatest Gaming Achievements Today ?
ttchip replied to Hanszeehock's topic in General Discussion
*cough* Pensacola is a fine ship once fully upgraded! -
Here's another "lifehack" against DDs: As long as their smoke generator is running, you can see a blob of smoke coming out of the DD's arse. You can use that to get an idea where he's headed and, if the DD is stationary, shoot him. Apologies for the weird perspective on that one. I'm currently running a scout plane on my Baltimore.
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That works until you realize that he's stationary and you can see where his shots come from. I hereby encourage all DD captains to try and pull this nonsense. It makes you that much easier to kill. Edit: I've compiled a set of screenshots showing off what I mean.
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How so? The guns are roughly on par with Nagato minus their range*. It has far better AA. It is slower and more maneuverable. The only severely lacking aspect is its healthpool. *) That's kind of a non-issue since neither ship can afford to sit back and snipe.
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The only buff it kind of needs is a buff to its health. 55-60k would be somewhat adequate.
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Daily 1.5x is an experience multiplier. It does not apply to credits.
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I literally laughed out loud when I saw that pic.
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If you think you'll be able to pull the same kind of profits in regular vehicles and in higher tiered prems you're delusional. Wargaming will nerf the crap out of those regular vehicles if only to incentivize people to buy their prems.
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I take it you haven't really seen what IJN CVs do with DDs then. Where does that leave DDs in high tiered matchups without their supposed counter, CLs? As is, they're only countered hard by CVs in high tiers so I can't really agree with that assessment. To be fair: They're not agile at all. They're just pretty damn fast.
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I've never seen that aura kill more than one plane per five seconds - even against lower tiered targets. Regarding Baltimore's overall AA: This ship is literally an AA bot. Expect it to shred planes because that's all it does well. Everything else about it is roughly on par with Pensacola and that ship is considered lacking at tier 7. You do understand that the DP AA does virtually nothing outside of those 40 seconds, right? You do understand that you counter literally every other ship if it isn't within 4 km of a friendly ship with a boatload (literally) of AA? Carriers being garbage at taking out semi-stacked balls of ships is the price they pay for that. Keep in mind that you don't need to launch a single airplane to force the enemy to ball up - your presence and the threat of an attack is enough to force that play. Incidentally, this makes working together with DDs a very lucrative opportunity as balled up ships tend to not maneuver very well, making them decent enough targets for large amounts of torps.
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You're hilarious. You farmed 48 plane kills, four kills and 1.9k base exp on a defeat and you're complaining about OP AA after it. The only AA in the game that needs a nerf is Cleveland since Cleveland gets the same amount of 127mm DP AA as Baltimore. See, that DP AA ticks once every five seconds and it cannot down more than one plane per tick.
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Regarding accuracy: South Carolina performed a lot better than Kawachi for me both in CBT and here. Kawachi is just a horrible ship. Myogi is the polar opposite of Kawachi and it worked much better for me. Your mileage may vary.
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And yet, people use similar samplesizes to prove that these ships are bad. The bit about HE and Kawachi revolves around Kawachi being far too inaccurate to shoot AP effectively, meaning that shooting pure HE is a legitimate choice in Kawachi. Also, AP versus CVs all day. Cruisers can use HE to torch them. I prefer bearmauling their rather oversized citadels instead of having the chance to set them on fire once every 30s. Edit: Since you wanted me to shoot AP against a DD or CV, here you go: Two citadel penetrations out of four shells ain't too bad, ehh? Those pics stem from my first game in Myogi here in OBT and that game happened earlier today. I can dig up a replay I had maybe a week or so ago where I shoot and sink a Mutsuki with two salvos of AP in my New York because that's what I had loaded at that point in time but the general gist of shooting HE at DDs is right. CVs, though? No chance.
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Can't say I agree about South Carolina being terribly bad. 52k average damage and 1.4k average exp seems like quite a lot for a tier 3. Kawachi, on the other hand. Boy. Kawachi is the reason why South Carolina looks good. It's slow and it has shite range. More importantly, even if you get a target in range, you won't citadel it because Kawachi's potato guns can't hit the broad side of a barn from 300m, let alone 10km. This leaves you with the option to shoot HE and who really wants to shoot HE with a BB?
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Inb4 "But that's what the cruisers are supposed to do!".
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Considering how poorly Nagato performs at these kinds of ranges in the game, I don't really see the need for an even longer range.
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It is. I posted this screenshot in another related thread. See all those tier 4s? Guess how much they did. If you guessed "nothing" you'd be wrong: One of the Kumas torped a teammate of ours. Oh and having a booger in such a matchup is a waste of time. Hiryu bearmauls booger's planes. Taiho can just ignore them. Only ships I've seen do well in these kinds of high tier "fail"platoons are Minekazes and we all know how IJN DDs progress after it. Virtually every other mid tier ship I've seen platooned with a higher tiered ship ended up being worthless.
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Picked this one for two reasons: It shows off how "special" matchmaking can be and it has quite a lot of mismatched platoons. Here's what happened in the match: Even though the enemy had two higher tiered carriers than virtually all of our team, they decided to spread out in what appeared to be an attempt to show off entropy. The resulting spread meant that almost everyone got picked off by both carriers. One of the Kumas even managed to torp a teammate while trying to torp the enemy Mutsuki from a distance of 9km. By the end of the match, we had managed to kill one enemy and only the Colorado and I were left when the enemy capped. This is insanely frustrating.
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It is a completely [edited]-backwards concept to pay a fee instead of paying on a per-plane basis, that I can agree with. Don't really know how true it is as I really didn't care too much about repairs on Langley and I haven't touched any CVs higher than that in OBT. Oh and you do get experience for shooting down planes... That game was completely unremarkable as far as my own damage was concerned. It still gave me 3.2k base exp. Got a couple of those games with similar results. So I'm fairly confident in claiming that we do in fact gain some amount of experience through plane kills. Yeah, that one's pretty bad.
