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Everything posted by Hawg
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Good place to see ship specific module and captain skill recomendations?
Hawg posted a topic in General Discussion
Is there a good place to find up-to-date recommendations on ship modules and captains' skills for various ships? Something like a "theorycrafters" website where people are actually crunching the numbers to come up with the optimal combinations for each ship? I've managed to google my way to find a few bits of advice here and there, and ocassionally someone like Flamu will have a video with good tips. But many times the recomendations I can find are either out of date, or just seem wrong. Just wondering if there is a good site for this sort of thing that I am missing because i am wasting a lot with the trial and error method. -
I think we are agreeing with each other....
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Good place to see ship specific module and captain skill recomendations?
Hawg replied to Hawg's topic in General Discussion
Thanks guys! -
I think you have to take CV's out of the equation unless you are comparing other players who primarily play CV. More so than any other ship type, a very good cv player can absolutley make or break a game and can really carry or destroy his team's chances. Just look at the last ranked season, 90% of the top 40 or so people (in terms of games played to reach rank 1) were CV (iirc). My stats are pretty much an embarassment. I basically yoloed my first 1000 or so games because I find passive game play to be boring as hell. I also didnt know stats were tracked. The thing I do care about now though are the charts, my charts are showing that I am generally slowly improving the more I play. As long as that keeps happening Ill be happy. If their trajectory starts pointing downhill Ill be sad.
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PSA: Get free stuff (port slot, premium consumables, camo)
Hawg replied to Takru's topic in General Discussion
Awesome it worked, thanks for sharing! -
This is a stupid Edited thread-------- dont [edited]equip it if you dont like it. Jzus Edited christ. This post has been edited by the moderation team due to swearing.
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Maybe harder in terms of controlling your inner desire for action... and maybe controlling your temper, but I'm not sure they are any harder in terms of "skill".
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What will you buy with your coins in the "Clash of the Elements" event "Gift Shop"?
Hawg replied to Leo_Apollo11's topic in General Discussion
I disagree... 150 coins a week is a significant effort... 200 is an unreasonable effort... I'd say 500 is a fair price for both the camo or the Kamakazi R... that would be 163 per week if you consider the 10 free coins we got to start. That's like 5hrs a day or so for 21 days, which is a crappile...- 80 replies
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Looking back at it... I don't think it was worth going beyond T7. I say this mainly because at least for me, the subjective "fun factor" has gone way, way, way down the more I play at higher levels. Part of this is because of the passive meta, which does not fit my game-style at all. I find that if I want to do well in a T8+ battle, my best bet is to start the match, then go heat something to eat, or go do dishes, take a crap, whatever, but basically do nothing for the first five minutes of the game. Then maybe some of the team have moved up and I can join them and be somewhat aggressive.... even then I still get caught pushing only to find the rest of my team have bailed and run like chickens. At T10 I have the Shimikaze and the Minotaur. At T9 I have the Tashkent and Izumo. The Shimikaze was a huge let down, I enjoyed the Jap DD line until the Shimikaze (which I got like the day before the patch that nerfed stealth fire). It's stealth is good, but at T10 the enemy is sure to have tons of radar, hydro, and often CV's, so its very difficult to stay undetected. The main batteries aren't bad, but at this tier they really pale in comparison to the the artillery of the Russian and American dd's. On paper the torps look great, but in reality they are pathetic, because they can be seen for miles away and they take forever to reload. Its really a ship that imho is in dire need of some buff's from WG. The Minotaur is fantastic in the right hands, which unfortunately are not my hands. To be effective in the Minotaur you have to play ultra conservatively, hide behind the rest of your fleet, wait for them to get in place and then fine a spot to become a machine gun. Turn your broadside to the enemy team for even a second and you are toast. Because of its reputation, its sort of like the Belfast where you always become the priority target... Let the smoke dissipate, and you will suddenly see the entire enemy team shift from their current targets to you, and "poof" you are dead. The Izumo is kind of fun, but BB play is just so slow imho, I just can't hold back and join the "fire from 19km" club that apparently is the best way to be successful in BB's in the current meta. As a result, I eventually either just get sick of playing it, or I yolo (but have fun going down). The Tashkent is the the line I am currently griding, not because I particularly like the Russian DD play (I can imagine it was really fun before the stealth fire nerf), but because I've read so many things about how much fun the Khaba is. I have many of the same problems with the Tashkent that I have with the Minotaur, I just hate standing back and letting my team slowly move forward before I get into the action. And due to the horrible stealth on the Russian dd's you basically have to play it like a zig-zagging gunboat running through your fleet so you don't become the primary target. If you do, you are melted. If you try and cap, you are melted. (And be prepared to get a lot of crapfrom team members because you did not rush in for the cap.) Bellow T7, people generally play more aggressively. There is less of the shooting from the edge of the map. Less of the battles where the first 10min is positioning and only the last 5min is actual battle. So for me, I find my "fun per battle" is significantly worse at above T7, and the only reason I do it is to satisfy the collector urge in me.
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Suggestion - Limited Repair Parties.
Hawg replied to ApesTogetherStronK's topic in General Discussion
Not that realism really matters, but the history irl behind this is a bit unintuitive. You would think that once a ship was torpedoed, or hit by artillery, etc, that it would be pretty much out of commission the rest of the battle and at best practicing self-defense as it tried to hobble back to port (and that certainly was the case in many instances). But I've been reading some of the accounts of battles from the named ships in this game and I'm continually amazed by the damage that the ships were able to bandage and keep fighting. So my point is, from a historical standpoint (for what little that may matter) the ability to continue healing and repairing is not as fantastical as one might think. -
This part of my comment from another thread, but I think its actually more relevant to this thread, because what I am proposing would force BB's to move closer to the action, so I'll repost it here (this was in response to whether there should be an accuracy penalty, or shell dispersion penalty for shooting from smoke, or behind an Island, when you are only able to see the enemy ship because someone else in your fleet is able to spot them):
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Why not? In the "real world" when another ship in your fleet suddenly spots an enemy in the distance you can't suddenly see them unless they are within your visible range. You may know their position from shared coordinates, but you would have to aim based on those coordinates, not based on sight. So if you are hiding behind an island and can't see the other ship on your own, at best you should be able to plot their location from the shared information of the other ships in your fleet (i.e. you can see it on your minimap). This should be true for spotting by aircraft too. It should mark the location on the minimap, but not make that spotted ship visible as a target to anyone who is outside the ships detectability circle. This would be a big change for sure, but I think overall it would be a good one because it would allow for easier balancing. Right now if you are a low visibility DD sneaking in to cap a zone at the start of a battle, and you accidentally get spotted by an aircraft, you suddenly have 8 ships targeting and firing on you, none of which may be in visible sight of you. That's just wrong, and it helps lead to the current stale upper tier game-play where people are sniping from the edges. If a BB wants to get any shots in, they better be damn good at placing shots based on coordinates instead of visual site, or they need to get closer to the target. Perhaps there could be another way to shoot based on coordinates built into the ui to make it so you could still fire at ships you can't see yourself (at reduced efficiency) but who are spotted by another ship in your fleet (because in WWII that was the way that many of the long range shot were done, not by visible range)?
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Don't you mean "shell dispersion"? And I voted no, because it would be too big of a penalty for the ships that drop smoke since they are balanced with this in mind. But, I think it would be a good idea for ships that enter smoke that they didnt create. Actually on that topic, I think one thing that could help with the current problems in game is to change it so that you can only see targets that are visibile to you in game, targets that are spotted by another ship would show on your minimap and map, but you wouldnt actually be able to see them until you got within spotting range. This could help solve the edge of the map sniping meta we have now at higher tiers, plus it would make positioning much more important for everyone.
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What Tier are you hitting lots of citadels with CA against BB? I'm not doubting you, its just that I am unable to replicate that. Even with Russian CA's that have tight grouping, I can hit the beam all day long from 90degrees and not get any citadels against BB's. I can get them against everything else, but not BB's. I must be doing something wrong. (I am talking with AP shells)
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What will you buy with your coins in the "Clash of the Elements" event "Gift Shop"?
Hawg replied to Leo_Apollo11's topic in General Discussion
Im still holding my breath in hopes that WG will recognize that 500 is a more reasonable price for the Kamakazi R and lower its cost. My face is turning blue though.- 80 replies
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Yes i got hit on the broadside, while turning... the problem with zig-zagging is you eventually have to turn and he either was good at reading my mind or just got lucky but he hit me right as i was turning... its kind of beside the point though, at least 40-50 of those hits on him were broadside. I even tried some AP but made no noticable difference.
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Yeah my mistake was getting hit. What else? Not playing a BB? And why do you doubt its true? Don't belive it if you want, but I have no reason to lie.
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US Carrier Groups (Modern ones) are just floating airforce bases. Their primary targets are land, ninetyfive percent followed by sea and air targets making up the remaining five percent. So yeah maybe they are no longer relevant for naval battles, but that is not their job anymore, bombing crapon land is what they do now.
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I just had a battle where i was playing my t7 Russian CA, I was in a fight with a BB that was focusing on one of our BB's, I hit him 113 times and set three fires, managed to widdle away about 80% of his hp. At that point he finally sunk our BB (who had been busying targeting another) and then focuses on me (Im at full speed about 12km away zig-zagging) -- he looks at me and sends one volley my way and takes me from 100% to 5%. I felt like a fly that had been pestering a bull, only to have it sqash me with its tail. 113 freaking hits =~80% vs 1 volley = ~95% Balancing in this game is not easy, but when stuff like that happens it makes you think about playing BB's, which is like ultimate sloth fighting in its speed and excitement.
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Gameplay New RTSG game mode for CV's. Remove CV's from normal battles. Instead they get their own RTSG mode where they not only control their CV and aircraft, but also the other ships on their team.
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I've been trying to grind my way through the Russian DD line, which is a strange beast to play with short range torpedoes and crappy stealth. You have to depend on your speed and zigzagging to survive, which is hard after the patch that makes your visibility equal to your firing range. But now that I've made it to Kiev I'm finding that any time anyone so much as looks in my direction I'm getting my engine module incapacitated. I've been keeping track and I am averaging 2.5 engine incapacitations per game for the 10 battles I've done in it. Its basically a death sentence in this ship because as soon as you slow down and stop moving you're dead. I've had battles with 3 and 4. Sometimes it happens immediately after repairing. I have the Captain talent "preventative maintenance" which is supposed to give me "-30% to the incapacitation of modules" and I have the "propulsion modification 1" which is supposed to give me "-20% to the risk of the engine becoming incapacitated". But they don't seem to have reduced the frequency at all. I have to think its more than just bad luck, I have to think this is broken, or WG just expects me to play the Kiev like a Yamato and bow tank as I scoot around in reverse?
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damn.... not sure how I overlooked that, I have it on all my Japanese DD's... /facepalm
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I'm noticing that I can be in smoke lately and suddenly I am spotted (and immediately targeted by 500 of the enemy) and it is not showing the radar icon indicating that radar is the reason.... this is without anyone less than 4km away. I can only assume this is a bug. Have any of you been noticing the same thing?
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Thanks, I guess that's what's going on... I was just thinking it was the 2km limit. Does that 3km work even through islands?
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Clash of the Elements Event rigged by WG - magical points to make the losing team seem losing less
Hawg replied to eliastion's topic in General Discussion
Other than illustrating the lack of morality on WG's part, does it matter which team wins?
