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Sea_viper

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Everything posted by Sea_viper

  1. Sea_viper

    Premium Ship Review: HMS Warspite

    Great post! But I wanted to add that I found Engine Modification 2 very comfortable to use on my Warspite. Since I don't really find its rudder to be slow but often find Engine responds and acceleration too slow to keep reasonable turn rate.
  2. Sea_viper

    Remove Detonation

    Becareful of what you wish for. If all of you hate detonation because it is random, WG may say: screw this, lets make ship detonate every time they got hit in the magazine and turret disabled everytime it got penertrated, and have the turret burn until it is distroyed unless you use a repair party. Totally no rng involved
  3. Sea_viper

    Submarines Confirmed!

    Put subs right infont of enemy spawn, see who are going to camp now!
  4. I will say this one more time, cutting range won't make bad players push.Bad players will do all sorts of silly things regardless of what you do. Cutting range on BBs only make battles more predictable and boring. If people here understand that many BB will get punish for showing broadsides, they should also understand that BB can't really change their heading much once they are engaged another BB at medium to close range. So if you cut the ranges, BBs essentially are immediately commited to brawl once they engage each other, which is so predictable and stupid. Currently, Range and dispersion are amajor balancing factors for the three lines of BB, if you cut the ranges of all BB, you will favour german BBs who are all dedicated beawlers. And WTF are you going to do with the other lines?
  5. Not the most damage did in a game I had with Warspite, not even close. But it must be one of the most hilarious game I ever had. Standard battle at Fault Line. We spawn at the north, and I spawn in the central group of battleships. I asked the CV to spot the red Gremy. We all start steaming east. Our pair of USN DD went for a suicide run along the west side of the eastern islands and died (they killed a kamikaze R though) Then the red Gremy was spotted heading our spawn right through the centre. I double back to our spawn and find that the Gremy actually tried to smoke up and cap. He got shot by at least 3 ships at less than 10km, My HE salvo finished him off. Then an red Konig stumble into the middle of the map and make himself an obvious target. I was like... I am going balls deep and just head out and brawl. Steam into the eastern half of the centre. Well I am quite well supported and have 100% confidence heading out. The Konig got focused and died really quickly. Then a wild Konigsberg appeared 6km off my starboard and try to rush me. Turned to port and head west again. Well, my main battery didn't got much shots off because of the turret traverse, and the shots I land are overpens because of the short range. Hilarity ensures as the Konigsberg chases me and tried to buttsxx torp me from my stern and my secondaries just keep firing. At the same time, I find my guns were pointed to the second red Konig sitting broadside in between the southern islands. I end up eating 2 torp and did 1Xk damage to the Konig. My teammates and secondaries help killed that hentai trailing Konigsberg. Next I head for the eastern edge of the southern islands, then the third red Konig appeared, angled. So I lolpen his turrets and bow. He tried to ram, friendly torped him (torps almost hit me instead) and he got killed by me from a few meters away. (Well, he will miss anyway... I guess) The game was basically won by that time, but there is one more thing to do, the red Dunkerque was at the Northwest side of the map and threatening our CV, I steam Northwest from the Southeast side of the map, and with the help of the spotter plane, I start penetrating that French lady with my big guns at various positions angles. Unfortunately my teammates interrupted and cap out the game. Oh, and I didn't even drop below 50% hp and got the dreadnaught medal I mean... I wish I have the replay file, anyone? Additional content: On the other hand that full heath Yamato and his friend.
  6. Sea_viper

    When a fully speced Warspite saw this MM...

    I was like: only one tier 6 BB and two tier 6 Cruisers on each side. My counter part is a Dunkerque which I can't wait to penetrate! No one can overmatch my bow! Muahahahaha
  7. I mean, for christ sake, the point of this game is an arcade representation of naval warfare, the mechanic is arcadeish, sure, but what is the point of this game if people insist on making ships lose their distinctive qualities? What is even more annoying is the lack of understanding of how battleships are played. Look at the armor viewer and estimate what kind of ranges the ship is designed for! On top of that sniping and kiting can be a legitimate strategy for winning games, and it is not like there is no counter for it. If you look at some clan wars from Flamu's youtube channel, you will find that ALL classes of ships have their place. It is not like the BBs range make Cruisers useless, it is just that BB IS the natural predator of cruisers.
  8. Exactly, I find the spotter very useful in getting the exact heading of the target while aiming at medium and long range shots since the normal view have very bad angle resolution of the targets and the mini map one is only slightly better. I use premium spotter plane on my Warspite and have a +30% hit rate on it.
  9. That is some interesting stuff
  10. One more thing about range,If a ship can reliablly engage targets up to ~18km, having a lock on around 21km would be really useful when both fleets are closing. Regarding the CV match up though, I think the main issue is that in both standard and domination, Good CV player will rofl stomp if airspace is left uncontested. The benefit of spotting while supressing dd already give one team a huge advantage. So For these two gamemodes, mirror CV seems reasonable. Of course, there should more creative way to balance the air power which involve mixing a large tier range. e.g. Introduce dedicated light carrier with fighter and scouts in small group. (Bouge, I am seriously looking at you... stop running 6 plane squads with your tiny deck) BUT it doesn't have to be the case if there is a new gamemode. Now that Bastion is under testing, it is possible to make assault mode using forts and surveillance tower, where defending team starts with multiple infrastructure and attacking team have CVs. So these infrastructure can compensate the lack of spotting from CV.
  11. You will ruin the game if you cut bb's range that much. mostly because above tier 6, none of the BBs armour are designed to fight at less than 16km except for the Germans. Look at how big the citadel of Iowa is above the water or how thin is the armour on Amagi, these ships will be ruined if you cut their range. And isn't that makes the game boring if you take so much tactical option out? And the guy trying to scale shell damage with range is even more silly. He must be completely oblivious to the penetration mechanic. I think these kind of straigt up brainless nerfing suggestion is really harming the game. I mean, do you really think cutting the range will make campers charge? No! They are still going to skirt at 16km at get deleted by constantly showing broadsides, than they turn to german BBs because it got punish less for being stupid and continues to do minimal damage because of dispersion and bad aim... I mean, no matter what you do, some players are going to do stupid things because it is online gaming. So instead of forcing players to do the same thing, the game should give good players tool to punish bad plays and a economy that reward good plays. Now, the true reason why High tier BBs like camping so much have much to do with the repair bill. High tier BB captains literally got punish by the economics if they push, since tanking do not give any reward, all they are doing are losing tons of $$, more importantly, they can't use all of their fire power while angling. In a big fleet engagement, the guy getting High Caliber and Confederate is normally the guy behind the one who got fireproof and dreadnaught. And all the tanking captain gets is a bloody repair bill and a few flags. Well, I understand that reward taking damage is not a viable idea, but how about scaling the repair bill with citadel damage and losing the ship only?
  12. Sea_viper

    High-frequency direction finding consumable proposal

    Wow, it is a very cool idea!
  13. Sea_viper

    RN CLs With New AP

    First and foremost, the new shell is bassically not AP. it is CPBC or SAP, surprisingly, it is the ammo most RN 6" cruiser got in real life, and they don't have ap at all. They have HE, but it is against shore targets only. http://www.navweaps.com/Weapons/WNBR_6-50_mk23.htm Which is very different from the cleveland with is superheavy AP http://www.navweaps.com/Weapons/WNUS_6-47_mk16.php In general, UK use SAP for any guns that is smaller then battleship caliber(Even heavy cruiser got SAP. http://www.navweaps.com/Weapons/WNBR_8-50_mk8.htm) So why SAP have strange penertration behaviors? 1. They have much shorter fuze time, so they rarely overpen, but also rarely got citadel. 2. They don't have AP cap, so their krupp value will be crap. BUT since AP cap have a limited working angle, shell without it will auto bounce at higher angle. 3. Since the shell wall is thinner than AP, the shell fragments will be smaller and do less damage. (in steel structures, blast effect will be contained by compartments, but heavy shell fragments could penertrate most in armoured rooms ) So I am actually quite happy that they are going to introduce SAP shells, since it was quite widely used in RN and add something new to the game. But I am not sure whether they should remove HE....
  14. Sea_viper

    Warspite in need of boosted range with matchmaker mod

    Now, staying close to the center of the map does not equal to getting ambushed. The whole idea that sailing closer to the center = island hugging is wrong. The point is to have your guns bearing down on the most contested areas for most of the game, which is very different from actually sitting in the center. (which is the job of the german bbs) And other matter is that, by turning away from a destroyer rushing you, most of the encounters are very survivable for the Warspite. If you got ambush so hard that dd pops up on your broadside at less then 3km, and you didn't expect it coming, you have situational awareness issues.
  15. Sea_viper

    Warspite in need of boosted range with matchmaker mod

    It is obviously the captain's fault...
  16. Sea_viper

    Warspite in need of boosted range with matchmaker mod

    All torpedos were removed after the rebuilt in the 30s, ammo for 4" and pompom were stored in the old no.1 boiler room that had been vacated due to new smaller machinery. So there shouldn't be anything explosive in those two comparments.
  17. Sea_viper

    Warspite in need of boosted range with matchmaker mod

    Well, NM will have even more trouble doing damage in T8 game
  18. And there should be a few 38-75mm deck plates inside the bow and stern of Warspite, but I can't really see them in the viewer...
  19. Sea_viper

    Amagi - Propulsion Mod?

    In the Warspite, I find the engine mod useful keeping my speed up into and out of course changes. But I don't think you want to change the speed that much in amagi
  20. Sea_viper

    Warspite in need of boosted range with matchmaker mod

    Premium spotter plane FTW!
  21. Sea_viper

    T6 French Premium: Battleship Dunkerque Disappoints

    I want to comment on a point regarding angling 20-25 degree instead of bow on. It is only a trick to make people shoot at your belt and autobounce. If the enemy know what he is doing, he can shoot through your bow regardless of that small angle. Of course it is a good trick, but it cannot be relied upon. (This is from my experience of driving the Warspite around)
  22. Sea_viper

    Warspite in need of boosted range with matchmaker mod

    We have gone through this in detail in previous thread http://forum.worldofwarships.eu/index.php?/topic/48276-warspites-armour/ The Citadel of the QEs are define by the 2"/51mm/40lb torpedo bulkhead in the original plan, which I think the current model is ok. With the ship lower in the water, I rarely get citadeled in Warspite. Your opinion may differ. The reason why Warspite is soft against higher tier (155mm+) HE and (15"+) AP is because of the casemate module. The 6" batteries have 25mm armour all around with 38mm+ floor, yet the two decks count as the same module... If you look at New Maxico, the entire forecastle deck is counted as aux. compartments... Side notes Warspite don't like fires. A 500lb bomb hit Warspite during the battle of Crete, set a fire in the secondary batteries and cause more casualty than getting fired by the HSF and FritzX combined. But She remained in station until battle of Crete draw to a close.
  23. Sea_viper

    T6 French Premium: Battleship Dunkerque Disappoints

    I love seeing Dunkerques in my Warspite. Since it is guaranteed 10+k salvos regardless of angle for engagements under 12km while I can bounce shells all day long. I am not saying Dunkerque is a bad ship though. Dunkerque is a typical example of trading firepower for mobility, so you should not be fighting head on with Bayern and Warspite (who should never lose to a Dunkerque in 1v1 when played correctly) anyway. I think Dunkerque will be quite a comfortable ship to play unless... 1. CV heavy game 2. BB heavy T7 and T8 games 3. You have a very campy team
  24. Sea_viper

    Warspite in need of boosted range with matchmaker mod

    I find Warspite quite effective regardless of tiers though. Since its guns is reliable against most targets. Its main weakness is that it can't tank/do damage very quickly. So it can't really swing the tide of battle in short period of time. You need to engage in medium intensity fight over longer period of time to make the most out of the heal and reliability of the guns.
  25. These tactical consideration separates average player from good player in DD and Cruises. Since mechanical mistakes is very unforgiving in these two classes. But for BB and even more so, CVs, overall tactical considerations are much more important. E.g. And auto dropping CV that help spot DD is more helpful than manual dropping CV that keep fixing on large HP targets. Or broadside sailing battleships that help the team is more useful than campers.
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