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Everything posted by Pikkozoikum
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Hm, mir gefällt das Schiff an sich gut
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What's up with the Norse names for German premiums?
Pikkozoikum replied to Prospect_b's topic in General Discussion
Guess that wouldn't happen, same reason why the ship Deutschland got renamed. Imagine a ship with the name of the Führer would be sunk -
dd nerf Huge DD nerf might be coming for patch 0.9.1
Pikkozoikum replied to Jethro_Grey's topic in General Discussion
Asashio is pretty much underrated and it's my strongest DD xD I took her for a few games into Clanbrawl 4vs4 with CVs, and it worked pretty well, because it zones effectivly the enemy BB. I even killed a CV on long range xD Though the new mod will nerf her a lot. BBs will mostly take that mod and that are her "only" targets :-/ -
dd nerf Huge DD nerf might be coming for patch 0.9.1
Pikkozoikum replied to Jethro_Grey's topic in General Discussion
Makes IJN DDs more viable, which I like xD You know, in the land of the blind, the on-eyed is king -
Hello guys, just wanna give you some hints and tricks, which could help you, when you decided to play the CV rework. Trying to make just short descriptions. Note: I'm seeing this from an IJN view and this is not a complete guide. Table of content Autopilot with CV and AAA AP bombing with different impact angles Aiming with AP - dive bomber against light armored vessels (depends also on the AP bombs) Aiming with AP - dive bomber against heavy armored vessels My general advice for AP bombing Accelerating and slowing down Turning Keyboard and Mouse usage Using Fighters Autopilot with CV and AAA I recommend to chose a zig zag course with your carrier, which makes aiming harder for enemy aircraft attacks. Also switching the AA side is recommend. The Screenshot in the 'spoiler' shows, that the CV moves in zig zag to the east, while switching the AAA to the right side (to the south) Edit: I don't recommend that really anylonger, since the sector change, which "only" increases the continuous aa dps. Another tactic: Since fires and floods last very short, the threat of a burning flight deck is minimized. That encourages to go close with the team. A few km behind the last bb of the team could give some extra AA power. I wouldn't choose a sector with that tactic, because there is too much change, and the CV player is too inflexible for changing sectors. AP bombing with different impact angles The angle of the impact of the bombs depends on the angle of the plane. Take a look at the screenshot in the 'spoiler'. Steep angles of the plane leads to a better impact angle, thus thicker armor could be penetrated, while a shallow angle won't penetrate thick armor, but has the advantage not to over-penetrate thin armor. Aiming with AP - dive bomber against light armored vessels (depends also on the AP bombs) The first example is about a stationary Cruiser and where to start the dive. Look at the grey crosshair. The grey crosshair mostly shows, where the dive bomber will be in the dive stage, thus aiming in front of the cruiser would lead, that the stage after the dive would be directly above the cruiser. The next screenshot shows how it looks like, if you're above the crusier. The planes are not steep angled, since the dive is already over. Now showing an example for aiming at a moving cruiser, where to start the dive. In many cases you will have to accelerate, since cruisers are pretty fast. And another screenshot: this shows, that AP bombs penetrate dds (Kagero). Note: Not all AP bombs work against all light armor vessels, especially T10 AP bombers have a high penetration capability. Aiming with AP - dive bomber against heavy armored vessels Against heavy armored targets it's recommended to drop the bomb while the dive. I'm showing you a screenshot, when to start the dive against a stationary bb. The grey crosshair is directly above the BB. The next screenshot shows how it looks like, when to release the bomb. The planes are in a steep angle. Now an example how to aim at a moving BB. It just needs a little bit lead, look at the grey chrosshair, it is aimed at the tip/nose of the BB, since they're slow, and the BB will be at that point, when you start the dive. My general advice for AP bombing Generally I use the AP bombs only against larger cruisers and battle ships, because the ap bomb mechanic and penetration capability is pretty hard to figure out. The Shokaku can dive bomb dds, while the Hakuryu can't. Also I had the experience, that I divebombed a Buffalo multiple times and got only overpens, but in the training room, shallow or steep bombing - both lead to citadells. So it's still somehow confusing. Accelerating and slowing down When the planes are at max speed or slowed down, it will affect the dive. If a target is close, and the squad is accelerated, the squad will often shoot over the target, so it's more recommended to approach a target with normal spead, or slow down. With more experience speeding up can be a pretty good tactic. Turning The turning circle is smaller, when slowling down. This is pretty good for Divebomber and sometimes for Torpedobomber. Attackplanes often need some more range and a longer approach. So in case of the attack planes after an attack run - instead of a small turn - I accelerate to get farer away. Dive bomber = Slow down and turn Torpedo bomber = Depends more on situation Attackplanes = Accelerate and turn then Keyboard and Mouse usage Keyboard is mostly for maneuvering (avoiding aa), turning and coarse movements. While you should use the mouse for aiming. The mouse control reacts only in a cone of ~45°, outside of this cone area, turning with mouse is disabled. Beside that, the right mouse is for looking around, but it behaves in the same way like it would be with guns, thus the airplanes will move to the spot, where you aimed, before you hold down the right button. Using Fighters Generally don't use fighter directly on enemy strike planes, they take too long for the engage. Use them like a smoke to cover a helpess mate (especially dds in caps). You can also fly a head and place the Fighter in front of a DD. Just predict, where the dd or ship want to go and place it there, so it will have a bit cover to take the objective. Beside that, Wargaming anounced that one fighter kills one enemy planes. Most fighter consumables are more or less same, but the Enterprise has for example 6 fighters, and larger patrol area, while most CVs at T8 have only 3 fighter planes.
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submarines SUBMARINES - discussion, feedback, opinions
Pikkozoikum replied to WG_Lumberjack's topic in General Discussion
Not sure what you are refering to, but ships can shoot at submarines with HE at periscope depth with Splashdamage. As far as I know, most people just don't know how to aim and over shoot mostly Just because the title is World of Warships doesn't mean, that we can have more. -
it's not like they could need a buff (or change)? xD
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Well, most cruisers won't take the module, I guess
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dd nerf Huge DD nerf might be coming for patch 0.9.1
Pikkozoikum replied to Jethro_Grey's topic in General Discussion
The 12 km gets "nerfed" by the module and the module also reduces the damage. 5% less dmg, 100m earlier spotting. It's of course less a nerf, than for DW torps obviously, but it's definetly not a buff. ;) Also we have to consider, that IJN torps are known for the highest max damage, which gets more nerfed by additional torpedo protection -
dd nerf Huge DD nerf might be coming for patch 0.9.1
Pikkozoikum replied to Jethro_Grey's topic in General Discussion
I could imagine, that many BB players, especially newer ones, would take the other module. I mean, if you don't know much about the game, what is important and what not, then what would be commons sense for you to take? Should a super large BB with bad concleament go for more concleament or for an aiming system? My common sense would say, that concleament is useless on a BB and aiming is more important I mean despite how it works in World of Warships, in case you would have no idea about mechanics in the game. -
dd nerf Huge DD nerf might be coming for patch 0.9.1
Pikkozoikum replied to Jethro_Grey's topic in General Discussion
You mean the 20km? The 12 km have 1.7 km detection, so 100m earlier spotted but also 5% less dmg -
Shima torps are already easy to dodge with huge reaction times, what would be the thinking behind increasing the torpedo detection of those torpedos? xD
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Guess that wouldn't be a great buff^^ I mean there is one ship, with bad torpedos, which gets a slight buff, while it's bad for most others dds. But then it als reduces damage, so I wouldn't see a big issue with that xD
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Montana might get a buff soon
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Hmm, I thought Amagi has 1.8 and Kii 1.7
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Die Spezialität der Japaner sind wohl die Torpedos. Ein Goody, dass nicht eingesetzt werden kann, weil immer DDs vor einem her schwirren. Zudem sind Torpedos da zum Versenken und um Gegner zu Manövern zu zwingen... Eine Waffe, die nie eingesetzt werden kann, ist eine nutzlose Waffe
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Nein... Es geht darum, dass Spiel angenehmer zu machen, denn Yoshino ist ein Schiff, das grundsätzlich auf hoher Reichweite kämpft und so gut wie immer in 2. Reihe sitzt. Wenn ein DD auf der eignen Seite startet, kannste die Torpedos gleich vergessen, selbst wenn der DD ganz wonders ist. Denn bei den extremen Reichweiten der Torpdeos, hat der DD immer gneug Zeit noch reinzufahren. Und das jedes mal zu kommunizieren ist nervig und macht keinen Spaß.
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Warum ist die Treffer-Chance höher? Eigentlich wäre sie dann sogar geriner, da sie DDs nicht mehr treffen kann xD
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Kitakami gibts nicht mehr, und es geht nicht darum, dass die Yoshino Asashio torps bekommt. Sondernn das die Yoshino-Torpedos einfach nur Deep-Water sind. Zudem hatte die Kitakami auch nur relative kurze Reichweite ^^
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Hmm, the torpedos are quite different. Asashio has one of the best reaction times close the Yue Yang, whiel Yudachi are pretty bad?
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You can't generalize it. Different people, different opinions, some are bothered by CVs, some like CVs
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RTS and Rework have also complete different mechanics. So we can't compare those This is why the discussion is actually so pointless. Same arguments/facts/data are only valid for the benefiting side, for the other side the same arguments (etc.) are invalid. Actually you can compare the total damage, the question is only, what you want to proof with that and if it is useful.
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I was more refering to the data, which shows every variance of ships. Like comparing all T10 cruisers, if some over or underperform. Wish we would have access to such diagramms. They also showed relative damage
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Is this still about my initial statement? :P
