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OldschoolGaming_YouTube

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About OldschoolGaming_YouTube

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  1. OldschoolGaming_YouTube

    Smolensk.

    My first impressions of Smolensk and my first build. Have changed it up a bit (3-4 times) since.......
  2. OldschoolGaming_YouTube

    What Were Your Greatest Gaming Achievements Today ?

    Jean Bart is such fun ship!!
  3. OldschoolGaming_YouTube

    up to date smolensk review?

    I started out using my Groz captain with AFT and CE (no IFHE), but felt it was kind of Meeh. So I switched to another 19 pointer that I made a special build with where I went with no CE, but instead both AFT for 19.2 km range AND IFHE and boy did I see a change in damage output!! Maybe to soon to call, I will be trying out some different builds during this week but so far its looking pretty good.
  4. OldschoolGaming_YouTube

    Homing torpedoes for subs confirmed

    Being spotted in a DD is what kills you......? Every time I get spotted in a DD I get instantly targeted by 5-6 ships, as I should. But if you dont feel any risk at being spotted in a DD and feel it worthwhile to try and chase a submarine around the map, feel free to do so! Btw, is RL/RPG confirmed as being able to also pick up subs?
  5. OldschoolGaming_YouTube

    up to date smolensk review?

    Have had crap team all evening but ship has potential.
  6. OldschoolGaming_YouTube

    Homing torpedoes for subs confirmed

    How is it a easy kill to chase something that might at some time produce a circle that you need to chase even further to maybe be albe to drop som RNG bombs on a sube that will probably just sail away? Did you notice in the WG video there was no Red team?! Just 1 DD trying to chase 1 Sub? Why do you think that was? Because if there would have been a Red team that DD would be dead within 2 min. The sub can pop up at any time to spot the DD that wont be able to see the sub and then submerge again before it gets spotted. Sub will pretty much be able to just play with the DD until its dead. And this DD also have the fun tasks to spot for his team, spot incoming torps, chase and fight enemy DDs, push into suicide caps, try and survive CV drops, hydros, radars etc etc etc. And for what? Doesnt it? If WG doesnt give all DDs special heals and special anti submarine hydros you can forget about me chasing after these guys.
  7. OldschoolGaming_YouTube

    I am an Idiot...

    I bought Atago back in the day, sold it (I know....) because I thought it was kind of Meeh, started to feel it was cool again and bought it back for the second time.............. I will go and stand in the corner now.....
  8. OldschoolGaming_YouTube

    up to date smolensk review?

    There seems to be a bit of a debate around the IFHE, if its viable or just a waste of skillpoints. Seems like many of the high damage CC games had IFHE but it might be a waste. I will try both IFHE build and also try using my Groz captain with LS (for the Flamu rudders) and AFT, I will try and upload a review very soon on my channel about what I found. I will definatly go for full range build (19.2km) because the Ships armour is made out of tissue paper so every km I can get away from T10 BB guns will be worth it. Also having 19 km range opens up a whole lot of more islands tactics and such, and the arcs shouldnt be that bad if you ever played Wooster or Harugumo (range build). Having only 15-16 km range puts you in such a harms way it will be hard to disengage in time to survive I think.
  9. OldschoolGaming_YouTube

    How tall islands need to be to block line of sight?

    Thanks! that was exactly the clarification i needed. That explains a lot of situations from the past. Didnt even know that video existed but I guess it explains why you see so many high tier BB drivers using the Target aquisition module ....
  10. OldschoolGaming_YouTube

    How tall islands need to be to block line of sight?

    I was a bit curious since I will be bying the Smolensk today and a way to up its damage output is of course to stretch out the smokes with some island huggin. Now of course Smolensk dont have the very lofty arcs of the Colbert and is then a bit limited on which islands it can sit in stealth behind and lob shells over. So I was wondering what rule/ingame mechanic says how tall an island need to be to hide a ship? For instance there are many islands, like for instance the 2 flanks on "Two brothers" where not even a DD could hide and shoot because of the terrain is so shallow, even if 60% of the ships is behind land. The new map "Crashsite Alpha" also have many very shallow islands. So im just wondering if there is some way to see how tall an island need to be to hide a cruiser? It IS still about 60% that has to be behind land to stay concealed, right? Like a Des Moines peaking out its bow to get the 2 forward turrets on target without getting spotted?
  11. OldschoolGaming_YouTube

    up to date smolensk review?

    Im not sure about this, just saw a lot of high damage CC videos where they used IFHE. Thought I try it out, otherwise Groz captain for sure. From the NA forum where they have it now. 19.2km confirmef! https://forum.worldofwarships.com/topic/198588-smolensk-is-calling-for-244000-coal-when-087-drops-but/?do=findComment&comment=4649835
  12. OldschoolGaming_YouTube

    Homing torpedoes for subs confirmed

    My question is, why would any DD go into harms way to try and chase circles across the map (litteraly chasing a ghost) trying to get some RNG sink bombs in the water while the entire red team are trying to shoot and sink them?!? Why would we ever? We already are doomed to die to get some caps and now this? Forget that BS, sorry, not my problem... WeeGee pls ad some more BS on top of destroyers will ya?
  13. OldschoolGaming_YouTube

    up to date smolensk review?

    Well it is WG we are talking about so I wouldnt be surprised if its a 2 turrets DD we will see come tomorrow......
  14. OldschoolGaming_YouTube

    up to date smolensk review?

    I think Notsers from 2 month ago is the most relevant. That one shows the nerfed ship with 13,5km firerange. But with AFT and module you can get this up to 19.2km (which I will be rockin) This is typical "WG ninjanerf ships after all CCs reviews have come out to just Fu**k with their constumers" tactics. Heres my build for tomorrow https://wowsft.com/ship?index=PRSC610&modules=11111&upgrades=143324&commander=PCW001&skills=2485141507&ar=100&consumables=1111&lang=en
  15. Thanks for the clarification buddy, then it wasnt only me being old and crap and misinformed.... What I ment with the maked question above was, sector management still effects Def AA consumable, right? So, lets say I pop both sector and Def AA at the same time to get the most "Bang for the buck", the new sector -thingy will be active for a couple of seconds while my Def AA (thats also directed to the side where the sector is chosen will still tick on for about 20-25 seconds longer. Now the planes struck me with their first attack and are now on my "weak AA" side, if I now switch sector (to get the last seconds of my Def AA effect on the other side) for the upcoming second strike, but the sector thing is still on cooldown, will then the sector/side for my Def AA still shift to the other side and when the sector thing coumes of cooldown how do I then activate it againt to take up the AA from the now cooldown Def AA? I understand this is a really complex question, but this is the type of questions WGs new implementations spark. So basically im asking. If new sector thingy is active for lets say 10 seconds and then has a 20-ish second cooldown and my regular Def AA has a 35-40 second action time and then a long cooldown, in the example attack above I could use both mechanics for the first 10 seconds to try and defuse the first strike from the CV, then when sector goes on cooldown I could switch my remaining 20-30 sec of Def AA over to the other side (where the squadron is right now) continue to pumble the planes and when my Def AA dies my Sector should be of cooldown again? But how do I then activate it if the sector is still chosen for my Def AA? Activate it again?! And should you stack Def AA and Sector or should you use them to counter eachothers cooldown? So many questions, so few answers .... from the guys in charge of this whole debacle. Dont even get me started on submarines .....
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