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Mayv

Players
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    [TTTX]

Everything posted by Mayv

  1. Mayv

    Place the bad players on team of their own skill level

    But sinking players worse than me is the reason I play this game.
  2. Mayv

    Nicolas captain tier 4 choice?

    I use DE on my USN DDs (Farragut, Benson, Fletcher and Gearing) setting more fires is always nice.
  3. It was added in the last patch. Easy enough to miss.
  4. The torpedo detection range is shown in the port now.
  5. Mayv

    British Fleet?

    There is likely to be a RN line added later this year. Will probably be CAs.
  6. Mayv

    Grand Naval Battles - Ships on offer

    The max you can get form missions is 1000 diamonds. Was posted by conway/tuccy in the main thread. If you get lucky and win some for community contributers you might get enough.
  7. Seen Eternus_Damnatio and scrappygwilly in a Gremy/Gnevny division today. They didnt like me and my Blyskawica.
  8. The Gearing benefits more from TAE and torpedo tube mod3. When the Fletcher and the Gearing both have the mod3 the difference is reduced to 25s. With both the difference is 20s. The reason range is sometimes more useful than reload is that the enemy team doesnt always play in a way that lets stay at the closer ranges. They are both good ships and both strong for their tiers. I have been loving the Gearing and dont understand the hate it gets. Anyway we are getting off topic.
  9. Mayv

    Exchanging elite ships xp for in-game goods

    2.5million xp available for conversion. And I dont need the free xp.
  10. Gearing Fletcher Damage 17900 19033 Range 16.5km 10.5km Speed 66knots 66knots Detection 1.4km 1.4km Reload 135s 105s The Gearing has 6km extra range for 1133 less damage and a 30s longer reload. With the 1.4km detection range on the torpedoes hitting targets at long range happens often (or I am just running into all the straight line sailing BBs). And while the Fletcher has a better reload the Gearing is more likely to be in a position where it can use its torpedoes more often.
  11. The Fubuki has 10km gun range 0.6km more than the Kagero. And only loses 0.2km in stealth. Fubuki can stealth fire from 9.0km to 10km and the Kagero from 8.8km to 9.4km.
  12. The mechanics have been changed? Is it to stop the blinking when laying smoke and moving?
  13. Mayv

    FPS stuck at 58

    You likely have V-sync enabled.
  14. Getting the range for that blind shot first try, on a target in smoke that is moving seems like a bit to much.
  15. Mayv

    FPS stuck at 58

    I used to play WoT at <20fps.
  16. There is no reason I would use a Kagero over a Fletcher or a Shimakaze over a Gearing. The Fubuki is still good but in most situations the Benson is better. This is my main problem with IJN DDs. Their flavour, specialty, uniqueness, was good torpedoes. But USN DDs get torpedoes that are on par or better. The Fubuki beats the Benson but only with the addition of the new torpedoes. Concealment is similar, USN AA is better with the option of DF. USN DD guns are better, their smoke is better. More maneuverable, more hit points. Smaller targets. The Fubuki is the only high tier IJN DD worth playing. It got a good new option torpedo wise and since it is at tier 8 its guns are effectively better.
  17. The problem with the Shimakaze guns is that they have low DPM in comparison to USN DDs. The only stat that matter in a DD vs DD fight. Alpha and a high shell velocity are nice to have, but not important when fighting other DDs. A DD fight ens when one sinks or one disengages. All firing HE, with hull allowing max number of guns, no BFT or other modifiers, assuming HE does max damage. The Fubuki and Kagero have 75,600 max DPM. The Benson and Fletcher have 180,000 max DPM. Shimakaze has 107,100 max DPM. Gearing has 216,000 max DPM. USN DDs have over double the DPM of the IJN DDs. And USN DDs are able to put that out more reliably thanks to the turret HP buff. The fast rotation of USN DD turrets allow them to sustain fire on a target while maneuvering, to avoid torpedoes, something IJN DDs cant do. IJN DDs have nice shell arcs and fire chance, which is useful for engaging bigger ships at range. USN DD shell velocity doesnt help here (I actually dont find it bad at all). But isnt this what your torpedoes are mainly for?
  18. Mayv

    aim assist mods?

    The one called brain.exe is allowed.
  19. The Fubuki came out best of the changes made. A new torpedo option was added, that is viable to use. And no changes to its other torpedoes. The Kagero can put worst. The 8km torpedoes aren't viable. The 20km are near useless because of the changes. The best are arguably the stock torpedoes which are available on the Fubuki. Not to mention the Fubuki has better guns, AA, torpedo reload, more torpedoes and MM in exchange for 0.2km worse concealment and a slightly bigger turning circle. Shimakaze has been nerfed. 8km and 20km torpedoes are again not viable. The best torpedoes the 12km are the previous 15km torpedoes with less range and higher detection range. Still usable.
  20. An inspiration for us all.
  21. http://forum.worldofwarships.eu/index.php?/topic/50743-grand-naval-battles-premium-ships-selection-some-thoughts/ More info on the ships here.
  22. Mayv

    DD problem?

    It is 4.7km with CE. Great for seal clubbing.
  23. Mayv

    DD problem?

    Well that is false. If you were spectating the game you could only see what has been spotted by your team. Likely your teammate was tunnel visioning.
  24. Mayv

    DD problem?

    T0byJug, on 06 May 2016 - 11:08 AM, said: MMMM please tell me what DD can fire and stay invisible at 9km without smoke (10km i will give you)? Fubuki with concealment module and CE. T0byJug, on 06 May 2016 - 11:08 AM, said: Agian Tell me the DD that can Approach to 5km with out smoke or an island to hide behind? Tachibana with CE. Anyway this is working as intended. Read up on the spotting mechanics.
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