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The_Gathering

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About The_Gathering

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    Chief Petty Officer
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  1. The_Gathering

    General Submarines related discussions

    WG better save the non-submarine iteration of their game, just in case... I have no desire to play WOWS anymore at all, when/if subs are introduced into randoms. None whatsoever.
  2. The_Gathering

    Post 0.10 Update Decision: Which Tier X to Get Next?

    Well, that's fair enough, I guess. I'm sitting on a pile of +140m credits with nothing really to spend them on, so I see things through that lens. A lot of DD builds have been completely screwed by the update; they now require many more commander points to retain their previous qualities. So, right now - I can't recommend DDs, I just don't know what is what, right now; their meta is a mess with a few exceptions. The Worcester and Mino - I've wrecked these cruisers playing destroyers, such as the Khaba with its fierce guns. But the Mino has smoke, which enables it to play at its best efficiency in most situations. The Worcester requires islands to hide behind, which makes it very situational. Like Russian cruisers, the Hindenburg is overall solid, a good gun platform also at range. It's one of the cruisers I'd very much avoid having on my flank, because a flanking Hinden can really ruin my day, no matter what tough BB I happen to play.
  3. The_Gathering

    Post 0.10 Update Decision: Which Tier X to Get Next?

    I wouldn't free xp my way into tier X, with all the flags, camos and boosters available now. But anyway, of those listed either the Hinden or Mino. Depends entirely on your preferred play style, as they play very differently. Avoid the Worcester; with the range nerf and firefighting skills nerf to cruisers, a tier X short range cruiser with no smoke, is imo a sailing steel coffin.
  4. The_Gathering

    Grinding for ELITE CMD XP

    The first easy daily mission give you 1.000 elite commander XP, I believe. You can also get 5% in your battles. So, don't waste precious elite commander xp for promoting 19pt commanders to 21pt commanders, if you don't need the 2 extra points in your build.
  5. The_Gathering

    0.10.0 - Commander Skills Update

    Watched Flamu's video on new cruiser skills; he straight up said that he doesn't think they do. He really lambasted how unworkable some of the new skills are. He tested the new 4pt skill Outnumbered and could not even trigger its effect when sailing straight for the enemy cap and spotting + engaging enemy ships himself, including the camping enemy carrier. They ask you to spend 4 pts on a CA skill that is very difficult to activate,
  6. The_Gathering

    Dead Eye

    Lulz... It's a great skill for long range BBs. Just know when it's the right time to start advancing with the team and when it's not. As in my game above, you might even cap a cap circle for the team, for the trouble. I also tried Dead Eye out for a couple of battles in tier 7 + 8, playing BBs more suited for brawling at mid- to close-range? My verdict so far - its effect is very debatable. I'd prioritize a survivability build on BBs such as the Lyon or Gneisenau over a Dead Eye build, I think. As for German BB secondary builds, I'll stick with them for now. They're still fun in randoms, but I reckon they aren't suited for high skill competitive play anymore. I might make a single 14pt German BB commander for an alternative build, to practice the more restrained long range playstyle.
  7. Use the button on this page to reset all your captains for free instead, no accumulated xp is lost https://worldofwarships.eu/en/news/general-news/commander-skills-update/#elite-xp-retraining-and-recruitment
  8. The_Gathering

    Dead Eye

    The whole point of playing a heavy BB with super long range like the Yamato, is that you can hit ships, while they can't hit you back. Just like in real naval history. In the initial phase of the battle, for sure. So, this update doesn't change the way I play that particular ship. Because the Thunderer is a fire breather (or, it can certainly be played very well to that effect), your main objective should always be to stay alive and preserve your HP pool for as long as possible. Why? Fire breather ships accumulate damage done over time and they become more and more effective at it, as the battle progresses; enemy ships end up spending all their available repairs and heals, which makes them very vulnerable to fires and floods. To add - Super Intendent is gone for BBs and its extra charges are now a tier 4 skill, which a lot of players won't choose, making an end-game fire breather ship even better.
  9. The_Gathering

    0.10.0 - Commander Skills Update

    Full secondary build Tirpitz, tier IX battle The good news is, it's still fun so I'll definitely keep a 19pt commander exclusively for this build. The not-so-good news is, yeah I'm getting hammered from sniping enemy BBs (~13-15km distance) when I approach the caps. And my secondaries start fewer fires than I'm used to. Hmmm. Secondaries end result: 131/442 hits 2 fires It's not as bad as I feared, but there is a noticeable drop in total damage done by secondaries and the number of fires started, compared to my average Tirpitz game result pre-update.
  10. The_Gathering

    Dead Eye

    Not Dead Eye related, but here goes: Full secondary build Tirpitz, tier IX battle The good news is, it's still fun so I'll definitely keep a 19pt commander exclusively for this build. The not-so-good news is, yeah I'm getting hammered from sniping enemy BBs (~13-15km distance) when I approach the caps. And my secondaries start fewer fires than I'm used to. Hmmm. Secondaries end result: 131/442 hits 2 fires
  11. The_Gathering

    Dead Eye

    True. What I can tell you so far, is that the shells are noticeably tighter grouped, which definitely has an impact when firing at broadside or semi-broadside targets. I'm not sure Dead Eye has any noticeable impact, when firing at targets with their bow or stern towards you. I still can't hit crap when firing at DDs at medium-long range. At least, the DDs crew might get more wet than before, from the nearby water splashes..? ;) Dead Eye won't really make changes to game balance between the opposing teams (all BBs will have access to it), but the concern is centered around how it will impact the way you play and how that impacts the gameplay.
  12. The_Gathering

    Dead Eye

    So far, I reckon Dead Eye does exactly what it says it does. Yamato: 1st salvo: 6 hits out of 9 shells vs Kremlin ~25km range 2nd salvo: 3 hits out of 6 shells vs Smolensk ~19km range 3rd salvo: 5 hits out of 9 shells vs Republique ~22km range etc... The enemy Kremlin basically 1-shot a tier IX battlecruiser on our team, albeit at a shorter range. To be fair, the player said in the chat, that he didn't know if he had Dead Eye on his commander.
  13. The_Gathering

    Dead Eye

    I really hope you are on to something; I haven't tested any of my German BBs yet with the new build. I do think you might be off with the 'cost of 2.5% secondary accuracy' nerf. Flamu compared his tier X German BB secondary build pre- and post update vs a Des Moines. Post-update, his secondaries only did around ~50% of the damage to the Des Moines, compared to pre-update in the exact same timespan. He stated that the build was now garbage. I've saved quite a lot of postgame screenshots from some of my Tirpitz games, so I'll be able to compare old postgame stats directly with the new commander build.
  14. The_Gathering

    0.10.0 - Commander Skills Update

    There's no *technical* reason as to why you can't convert a 19pt commander to a 21pt commander (or a 13pt to a 15pt or 16pt and so on); you simply increase the commanders accumulated XP by multiplying it with a fixed constant, dismissing any XP overflow above the XP requirement for 21pt exactly. But overall, there was no reason to introduce 21pt commanders at all. Other than, well, you know what...
  15. The_Gathering

    Dead Eye

    It's not the worst thing I can think of, you know...
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