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Darth_Glorious

Beta Tester
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Everything posted by Darth_Glorious

  1. Darth_Glorious

    Operation Dynamo. The issues

    Gallant AA is too good with AA built (same 12,7 mm guns as Anthony but with 6 x DPS, lmao)...30 planes kills and 25 boats kills
  2. Darth_Glorious

    Operation Dynamo. The issues

    I'm pretty sure that some people don't know how to ctrl+click plane, so all the plane kills go to the ones who can . Ctrl+ clicking plane buff your AA DPS by 1,3 X so you have 1,3 X chance to shoot them down.
  3. Darth_Glorious

    We saved Parks

    That Park is a trap to lure people to the minefield to remove some players early on. Saving him don't give you any secret achievement except distracting you from the real job. I managed to save about 9k by protecting all 10 other civilian ships
  4. 152 mm gun has a smoke penalty of 0.21 So for 12 guns, 1 salvo = 0.21 * 12 = 2,5s of smoke reduction time Kutuzov has 8s reload : With 109s smoke (20s work time + 89s active time): - Before smoke nerf : It can shot 14 salvoes before the smoke disappears (109//8 + 1 = 14) - After smoke nerf : It can shot 11 salvoes before the smoke disappears (109//(8+2.5) + 1 = 11) So it loses about 3 salvoes
  5. Darth_Glorious

    Graf Zeppelin

    Graf Zeppelin fighters are tier 8 in name only, They can only compete with Enterprise fighters
  6. Darth_Glorious

    Graf Zeppelin

    I like those Shuriken/Iron cross torp pattern. It is much better than Enterprise torp pattern
  7. Darth_Glorious

    Operation Dynamo. The issues

    1 trick to save the 5ters is ctrl click on the enemey fighters who engaged our RN fighters first, not the ones who are flying to them.
  8. Darth_Glorious

    Operation Dynamo. The issues

    Gallant AA is trash but it is too fast for those S-boats
  9. Darth_Glorious

    KMS Graf Zepplin

    See ? The torp pattern is an Iron cross
  10. Darth_Glorious

    Operation Dynamo. The issues

    I got a lot of sub 4 km kills when my team faiedl to intercept them.... 1 of my tactics is turning my back to those boats or paralle to them, slow down to 1/4 or 1/2 speed, shoot them until when they are in 3km range and accelerate to dodge their torps. or you can charge to them and shoot them at close range
  11. Darth_Glorious

    Operation Dynamo. The issues

    And he was sunk by bombers afterward in the base zone
  12. Darth_Glorious

    Operation Dynamo. The issues

    Staying together is too hard for some people, like that Anthony rushing to the base
  13. Darth_Glorious

    Operation Dynamo. The issues

    Got 5 star in the 1st try. Then 21 kills streak in a 5th try and I'm bored....
  14. I don't like that crap, German DDs already have worst smoke screen.
  15. So when I smoke myself, a teammate BB comes near me and shoots it gun and I lose my smoke. Genius !
  16. https://sea-group.org/?cat=5&lang=en
  17. As a premium, Nelson is given back his superheal. Monarch and KGV reload time buffed from 28s to 25s
  18. Conqueror now use 4×3 419mm main guns by default (stock module). Players may unlock 4×2 457mm guns for 35k XP and 2.5m Credits. Conqueror and Lion lost some 40 mm and got 4 x 2 20 mm Orlikon which give 24 DPS (240 DPS with DFAA)....So they are more fragile than Hood UP rockets...
  19. Weell, look like they don't want to remove their radar
  20. https://sea-group.org/?p=3216&lang=en Nelson --> prem KGV moved to tier 7 Monarch moved to tier 8 KGV, Lion, Conqueror got DFAA Lion and Conqueror can choose between DFAA or radar
  21. They don't want a new Mogami
  22. For what i know: Monarch is prem tier 8, 3 x 3 15 inches guns shoot 15 inches shells KGV is regular 8, 2x4 and 2 x2 14 inches guns shoot 15 inches shells profit for WG
  23. Darth_Glorious

    Just Citadelled a Montana with Neptune, But How?

    It is clearly an armour bug... maybe due to the mismatch between citadel hit box and the armour hit box,
  24. Darth_Glorious

    Normal penetration damage on DDs

    Because the bug still exists in some forms, they did not fix it completely Moreover, they explained the water arming rule which says that shells landed near the ships can be armed in contact with the water, slow down considerably to the point that it can dive to the ship hull. This rule is created to help BBs vs low armoured ships like DD and CA/CL.
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