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LilJumpa

Beta Tester
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Everything posted by LilJumpa

  1. LilJumpa

    Shards - closest or furthest cap?

    Spawn locations for classes are fixed on almost every map. If you want to discuss tactics with every possible team composition heff phun. We wont reach a perfect solution here and most of the people who would need a little tactical insight will not read this thread anyway.
  2. LilJumpa

    Hallo liebe Horde von Wargaming.

    Und da Flieger + Nebel zu stark wären, hoffe ich in diesem Sinne auf ein kollektives Nein. (Auch von Lesta in der Zukunft.)
  3. LilJumpa

    the baltimore sucks

    Mid range (8-12km) Cruiser vs Cruiser play. In the overall Meta she is still the least versatile cruiser compared to all other T9s, which makes her the hardest to play, carry in and reach the same amount of 100k+ damage games as the others can.
  4. LilJumpa

    Shards - closest or furthest cap?

    Good points made for both tactics and lets never forget it is random. But that is also where most guys are coming from with their arguments. My initial point with the CW example was: Why would a simple(!) tactic approach, which is aimed at keeping your forces togeher, letting them support each other at most times and gaining map control be bad for the approach at randoms? Your argument is, that a DD supported by 2 Cruisers could fastcap A and get out relatively unharmed. My argument is, that these 3 cannot be supported in any way by the rest of the team at A and therefore have to be players that really know what they are doing. (Randoms) So my approach to this map is K.I.S.S. (keep it simple and stupid) Visualisation. Keep in mind this is simplest tactic and just to show what I mean: White: starting positions as of the example we had. Green: Initial positioning with smoke options.
  5. LilJumpa

    Shards - closest or furthest cap?

    Try approaching it with a different mindset: You are the Warlead/Shipcommander (whatever it is called) in a coordinated 12 v 12 match on this map. You need a standard tactic to gain mapcontrol. Nothing fancy, since it is still random. From South B+C would be the obvious choice. You keep your forces at distances where they can support each other. Get initial crossfire on B, have BB support on both caps and can have your mainforce on C. A is the risky one, since you split your forces and cannot provide cover on A.
  6. LilJumpa

    Shards - closest or furthest cap?

    hm formatting is eaten, sorry for the post spam. I'll try one more time
  7. LilJumpa

    Shards - closest or furthest cap?

    damn forum
  8. LilJumpa

    Trägheitszünder Erfahrung

    Irgendwie hast du den perk überhaupt nicht verstanden. (Selbst Yamato und co haben 19mm Aufbauten. Es gibt nur 0, 33% und 100% HE Alphaschaden (Sättigung mal aussen vor), wobei HEAP da null dran ändert) Oder ich habe nicht verstanden was du meinst.
  9. LilJumpa

    Shards - closest or furthest cap?

    I don't fancy your example (why the hell is that Atlanta still alive?) But I support your summary
  10. LilJumpa

    Ship Stats, Is there a Pattern for Concern?

    - Your database is flawed, since it a) does not have all players in it (warships.today and wows-numbers have their own database of players who have been searched) b) looking at the combined stats since open beta, with all the changes to ships, consumables, gameplay, mechanics, ...... does not reflect the current state of ships at all Alternative for real comparisons on a 2months/1 week basis: http://maplesyrup.sweet.coocan.jp/wows/ranking/index.html It does not have the funky UI, but the real numbers.
  11. LilJumpa

    Shards - closest or furthest cap?

    All the guys saying A+B from the south: Where would you position to actually support the capping DD? BBs and CA/CL Same goes for C from the north. (I saw that Dunkek pic but doubt you will actually reach that spot early enough to prevent a DD/Cruiser push to C from the south/closest spawn and you would need to secure B to prevent torps in your french behind)
  12. LilJumpa

    Inertia Fuse HE Shells

    You clearly read the thread and understood the tresholds of this perk. If you want to take the perk on 203mm guns just for the Iowas, Missouris and Montanas out there feel free to spend the 4 points.
  13. LilJumpa

    Trägheitszünder Erfahrung

    Um bessere Ergebnisse mit HEAP/IFHE zu bekommen muss man sich einlesen und auch sein Zielverhalten dementsprechend anpassen ansonsten merkt man genau gar nix. Einlesen: - HE Mechanik - Auf welchen Geschützen macht die Fertigkeit Sinn, da ich gewisse Panzerungsgrenzen von Schiffen die ich regelmässig antreffe überschreite - Wo muss ich hinzielen Wer weiterhin nur auf Ziele und Stellen schießt (BB Superstructure) wo er auch ohne den Perk durchkommt, der merkt nur eine verringerte Brandwahrscheinlichkeit.
  14. LilJumpa

    the baltimore sucks

    The US CA line is a prime example why you should not skip ships. Each ship in this line T5+ prepares you for the further progress and ultimativly for the T10. If you skip a step/ship you are missing a part of the learning curve. If you play each ship to a point where you understand it and end up doing at least a little above average (compared to US CA Serverstats, nothing else) you will end up doing well in the T10. You skipped the Pensa and most of the NO. So there is no surprise you complain about the Balti because you never learned how to play the ships. Prediction: unless you grind out the Balti to a point where you have good results in ~10 battles in a row, you will suck in the DM at least in the first 50+ games.
  15. LilJumpa

    Fiji > Belfast

    Heal and the RN AP (Belfast has standard AP) go a long way. the players sitting still in one spot in the Fiji will likely to do the same in the Belfast. ----------------------------------------- Hi Ectar, nice to read you again
  16. LilJumpa

    Inertia Fuse HE Shells

    Yes, on the Belfast. Obv not on the others since only the secondaries would be affected and that would be a questionable 4 pt skill then.
  17. LilJumpa

    Inertia Fuse HE Shells

    a) The stuff you would have to give up to select the skill b) the fact that HE explodes on impact and that torpedo bulges or other armor layers act as spaced armor and would prevent you from damaging/hitting the citadel c) Modules like AA guns, secondaries etc. like to eat your damage on the HP pool of the ship and keep it for their own HP pool ;) It would reliably work on RN cruisers I guess, but thats about it. (edit: at certain distances)
  18. LilJumpa

    Sea Wolves: Forward!

    With all the Missions going on I almost forgot about that one ^^
  19. I'm not Kurbain, but I might have an answer for that, just by comparing the different planes: Purpose: - Spotter: enables you to shoot at a far a way target - having 2 planes does not give you any benefit here - Fighter: attacks enemy aircraft - 2 of them, double the damage or double the aircraft they attack, additionally they put enemy CV planes into panic mode widening their drop Spotting enemy ships and torpedos: - Spotter: has a larger radius around the ship (up to 4.2km) but a shorter uptime of 100s - Figher: smaller radius (up to 3.2km), longer uptime 360s (on CA) Both planes have the same ability to detect ships and torpedos, with a maximum aquisition range of 11km and a concealment of 4km. So in conclusion, the skill for a ship which only uses spotter planes is not nearly as strong as for one using fighters. In addition, you usually launch the spotter when you are far away from the action and it also gives you that top down aiming view , which is kind of hindering when fighting agains DDs at closer range.
  20. LilJumpa

    Priority Target: Lustigster T1 Skill

    Er mag lustig sein, allerdings verdeckt diese Zahl das Icon das den Grund angibt warum man gespottet ist (den Flieger oder das Radarzeichen) Für mich deswegen momentan ein nogo skill, da ich keine Lust habe das jedesmal zu modden und mir die andere Information wichtiger ist. Edit sagt noch: Lasst euch mal in einem RN CA spotten und bewundert die Zahlen von 5-12
  21. according to sub_octavian: Atm only main battery and torpedo armament. Might be adjusted to secondaries though
  22. Maybe I just have a brainfart, but most of my heavy cruisers actually have better concealment (Atago, Zao, Balti, ...)
  23. LilJumpa

    Inertia Fuse HE Shells

    http://forum.worldofwarships.com/index.php?/topic/112361-dealing-damage-heapifhe-edition/ this one?
  24. LilJumpa

    Inertia Fuse HE Shells

    yes, thank you. I obviously forgot the joke and sarcasm tags.
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