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Everything posted by wilkatis_LV
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Bye bye, not going to miss you. Also, since you now probably will have quite some free time I'd suggest taking some English spelling classes. I hear they are fun!
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Yeah, because exactly what you need on the OPan is more dmg on its bs tier 9 fighters while facing tier 6 & 7 ones. Hell no. In a case of t6 vs t9 fighters the tier 6 ones will get 30% buff from that skill, but don't be fooled - it's not really going to help you as your fighters HP is still far too low. Just go for strifing instead
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Team damage in the Full Nelson contest
wilkatis_LV replied to Ar_Es_Two_Thousand's topic in General Discussion
insignificant TDmg would be you ramming an ally for a few dozen of their HP, unloading a salvo into them is rather significant. Happens to the best of us, guess you can try again :D -
That would be an interesting rule while playing a CV
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Some change, of course, but not a massive one. Have you seen less BBs since they introduced the AP bombs> Haven't really noticed any change. Torps will probably be a bit more effective at it... assuming they will have reasonable range. And yet, they still (most likely) won't change that much, there will be just more people crying in forums how DDs are OP with their ability to kill an immobile potato :D Literally all you need to do to deal with the "camping mass BBs" if buff back up the IJN DDs to where they used to be, at least most of them. Their torps will make the potatoes move like they have never moved before. That's literally all the changes we need.
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-AP bombs are basically like BB AP shells - they work well against some targets and are meh with a chance of BOOM against all others. Obviously it's going to shape your target selection to priorities some ships over others, in the case of AP DBs you'll go mostly for BBs and CAs - Deepwater torps will hit "capital ships" which, as far as I know, would be BBs, CAs and CVs. DDs aren't deep enough in the water, while some CLs might be. Also they'll deal more dmg, and probably will be more stealthy. A point to note - BBs, CAs and CVs make up most of the team (generally around 50...85% of team) so they will ahev a plenty of targets to hit, unless they are so effective that they completely shift the meta -2 or 3 BBs in a match? One would assume better MM prediction at 8k battles jokes aside, as I mentioned - unless there is a MASSIVE shift in the meta, there will be a plenty of targets to hit, and probably more than enough DDs to scare out of their smoke just for fun -The bomb type selection has probably been asked since the game was started, but seeing how it's still ignored - probably not happening, Also generally I find wide spread (except on British CLs) useless, and there's no reason to change the narrow spread. Another point on rearming your CVs bombers - it would probably take longer than just rearming your bombers after they've already dropped, as the "current" bombs have to be demounted. And CVs already have so few maximum drops in a game that they can manage due to time limits. Basically what I mean is what you are talking about seems to be from a very narrow mid-tier view (tiers 5...7 probably), while ignoring how it would affect anything above & below them. Most things really aren't as bad as they seem, just take your time to think it through
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"communication" You might be ignoring those 11 other ships on your team, but your "crew" is still speaking with them. And if one ship spots something they let the fleet know. Oh no, a simple & reasonable explanation, how horrific!
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I do agree that the map is... mediocre at best. Sometimes it looks like you are going through an island, other times it looks like you are miles away and the next thing you know you are beached in the middle of a supposedly open sea. Just get it to max size with your NumPad "+" and use it for general location / direction source, not a fully accurate one And I this comment I couldn't agree more with even if I tried: The less Ocean maps we see, the better. It's literally the worst map I've seen in the game
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-Have heard many people complaining about the gun sounds on Nelson, not sure what's going on there -As far as I know Nelson isn't supposed to have / didn't have a nameplate on her aft, at least not the "build" that we have in the game
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That's kinda a general theme for US CVs. Also it's about time for Zuiho to be the better one, Bouges have dumped on that flattop for far too long. Jokes aside, without the manual (Alt) attacks tier 4 and 5 CVs are useless, you might aswell skip them and start learning to play from tier 6
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Haven't heard of anyone playing the game in 4k, the UI scaling is too awful for that. Chances are they play on pretty much max graphics for everything. Maybe even they use some separate graphics "upgrade" to improve it (I know Notser used to and probably still does tweak the Anti-Aliasing on his own). Also while watching the game you look around and pay attention to how it looks, while in game you tend to be more focused on what's happening and what to do. That might be a slight part of it :P
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They still are DB drops, they still are purely random. You might hit all bombs and all of them overpen, or you might hit 1 bomb and that scores citadel. DBs are just inconsistent like that Keep in mind that Zeppelin isn't released yet, it's WiP. It can and probably will still get changed before the final release
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These issues have been around for the longest time, and have always got the same answers from WG. The difference is that suddenly in this patch way more people seem to experience them, altho WG still seems to discard it as "problem at your end"
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16k battles tho, now that's dedication O_O Anyway, more clan stuff has already been teased so they are working on it (and hopefully we'll see it soon) As for the MM - all classes except CVs can differentiate by +/- 1 ship per side. If the MM queue is starved of DDs, it can't print new ones in out of thin air, it's going to grab that 1 who is available. And that means that your team has either a cruiser or BB advantage over the enemies. And with the reasonable popularity of RN CLs - they may (assuming the player has a vague clue what he's doing) replace a DD, especially at mid tiers where your screenshot comes from. It's not a definite loss just because you didn't get the DD. There probably are plenty of games where you won with the enemies having a DD while you didn't, you just don't remember them as they aren't "bad experience". Basic confirmation bias
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You might have "accidentally" completed it, new missions start on Thursday mornings This week missions were 1) win 5 games 2) kill 5 cruisers 3) kill 1 DD + win battle 4) 30k fire dmg to BBs + top 3 by xp 5) 150k dmg + survive + win You can check it by going to your "Exterior" in the port and then the "Flags" tab, there you should have the blueprint flag. Last week was the "Front View", this week you get "Side View"
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Brits: Special case across the board?
wilkatis_LV replied to FishDogFoodShack's topic in General Discussion
On every other BB you just fire AP, it works against everything. There is no drawback to it, so you almost never use HE. Now on a ship that has to actually follow the game and pick what amo it's going to have loaded - you say that's an advantage somehow? A "no downside" case? Because I'm pretty sure having AP work against everything you meet is better than having inefficient AP against a BB or HE against a cruiser Keep in mind 2 things about the detectability - Firing guns throws your stealth out the window, and those "11 km" are from the NEAREST ship to the enemy with LoS. -They still are BBs with BB range. The second they fire they will be spotted by anyone 20+ km around them for the next 22 (not 20 like everyone claims, if you pay attention to that in game you'll notice it actually lasts 2 extra seconds) seconds. And as far as I know they have around 25 sec reload? Barely enough time to re-stealth before your next shot is ready to go -DDs tend to still be up front using their low detectability, and if (for example) you have a friendly DD 5km from you that Conq can't come closer than 16km to you from that direction without being spotted. To be fair it's not really that different from what other BBs get with full concealment build. IJN tend to be around 13km and NC is around 11.8km (if I remember correctly, these numbers might be slightly off). Actually compare to others before shouting how unfair it is Armour might be good, but high tier BBs won't care, they will still pen it. Just hope that they don't overmatch something important. The part about armour was meant against cruisers at those short / medium ranges, that's where it might count AA is good on the mid-range guns, yeah (like 5km or so). It's self defense AA unlike what cruisers tend to have. Nontheless, their AA (as far as I know) is weaker than USN and stronger than IJN - somewhere in the middle. And it's not like a CV can't get a drop on them, especially if someone has worked them over with some HE for a bit Yes, they seem to be on the stronger side, and at the same time they seem to reward correct play instead of derping away at 20km like literally every other BB in the game. I do think people are heavily overreacting about them, just like about every single change / proposed change in this game. Sometimes it feels like 99% of this games population are 14 year old girls, everything upsets everyone -
Lmao Check the left side of your screen. You are looking at "Events" now, and it shows that there is an EVENT called "UK Battle Mission - Week 2" going on, so there will be missions connected to it. On the left side below the "Events" tab there is "Combat Missions" tab. The mission "Ships and Tea" is shown there. It has been like that since they've introduced this mission system lol
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Brits: Special case across the board?
wilkatis_LV replied to FishDogFoodShack's topic in General Discussion
-Higher fire chance and higher HE Pen (caliber divided by 4) are there probably so they have more effective amo against BBs as the AP will most likely be underperforming, also it promotes more thought in your amo choices -AP will be better against CAs/CLs (possibly DDs) but weaker against BBs, simple tradeoff -Better heal with less charges, but the way how you use it puts you in more dmanger. Yamatos heal is like... 16k? So I can pop it when I can heal around that much already, meaning I might still have as much as 80k health spare. Conquerors heal is like 40k, with max hp at 80k. So you literally have to go down to half health to use your heal fully in BEST CASE where all dmg you took was fire not AP hits. And then you are at your 40k and some tier X DDs torps show up next to you. Bye bye -Pretty sure that if you go the same concealment build Cruisers still get it better, you can't compare a stealth build ship with a ship that you give no stealth upgrades. And because of your BB firing range the second you pull the trigger everyone in the game will see you anyway -Underwater citadel promotes you playing at close range instead of derping at 20km. At close range shells will pass over your citadel without touching it, at longer ranges shells will come in at an angle so they will still hit it. And at that point it's just the question if your armour can hold up -
Upcoming nerfs on smoke and IFHE. PLEASE STOP THIS MADNESS
wilkatis_LV replied to Grumpy_Shark's topic in General Discussion
Thing is, you can't balance the game around only the "good players" or only around the "potatoes". Just because "good" players can hit something in smoke doesn't mean it's a good mechanic for the rest of the community. Just because something is easy enough for a "potato" to do doesn't mean a highly skilled player won't be able to abuse it. Game has to be balanced for the average not one of the extremes. At the same time I do dislike these PROPOSED (as they are just testing them, no need to overreact just yet) smoke changes. Smokescreens are torpedo magnets already, and there are many ships balanced around having a smokescreen (looks at British CLs). -
USS Indianapolis - located after 72 years
wilkatis_LV replied to mtm78's topic in General Discussion
I mean Baltic sea is averaging like 200 meters or so? So I haven't even seen really deep water in my life but yeah, 5.5 sounds pretty deep (that's what she said, giggity) -
What you aren't taking into account is how you get to that HP. Remember that not all damage can be repaired. It's easy to regain health if you are constantly burned, but it doesn't do much when you get smacked by AP. Their citadel is low as they try to promote close up gameplay for BBs. At close ranges you can't hit the citadel as the shells will go over it, at long ranges the shells come in such an angle that they will go right in it, so the citadels armour protection is going to be what matters there. And then there is the fact that you have to survive long enough to use all your heals. Just because you can regain a lot of HP doesn't mean you will do it, especially as you have lower max HP and torpedo dmg reduction - a well placed torp spread could delete Conqueror like it never would on Yamato
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USS Indianapolis - located after 72 years
wilkatis_LV replied to mtm78's topic in General Discussion
Well, Mariana trench actually goes up to 11km, so that would be just half way there -
text is often incorrect, icons show what you actually need the 3 star missions require tier IX and X crusiers in this mission
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Which nation's ship branch should I progress through...
wilkatis_LV replied to Confused_Blue_Dragon's topic in Newcomers' Section
UK CL line isn't exactly new-player friendly, I definitely wouldn't recommend that as 1st. The upcoming UK BB line seems to have similar properties as the ammunition choices will be much more meaningful compared to other BBs Good starting lines for new / new-ish players probably are German and Japanese BBs. German BBs can take hits like noone else (and rarely get citadelled), while Japanese BBs tend to be quicker than others with quite reasonable accuracy on their main batteries. As for FXP - better either save it up for Nelson / Missouri or just use it to unlock modules on your new ships so you don't have to play them stock. Use regular XP to unlock next ship in the line. -
It would be a desync unless out of my 4 torps both sides hit and the middle ones go through a target Kappa that's some weird desync there :D As for guns being unable to fire - try to rotate them to side and back again, Shift out of zoom and back in, hold the RMB and shake your mouse a bit - those tend to help me whenever it happens (altho it's not guaranteed that they will, sometimes it just like your crew refuses to fire lol)
