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Everything posted by Ictogan
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I can't hit sh*t when using it. I wish they would allow us to keep the normal camera perspective when using it .
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Just because the citadel is hard to hit it is OP? LOL Even though you get less citadels on it, shells are also less likely to overpenetrate. And when angled, the citadels on the other tier 8 BBs are just as difficult to hit as on the Tirpitz. It's got bad accuracy and penetration. In a BB vs BB fight I would much rather be in my Amagi than in my Tirpitz.
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[0.5.4.1] DDs I Feel For Ya *Insert A Maniacal Laugh*
Ictogan replied to t3h3th32's topic in General Discussion
Edit: nvm, read US CAs instead of US DDs lol -
Would be interesting to see. Due to the high tier planes it could probably just snipe the enemy carrier at the beginning of the game without getting a lot of planes shot down.
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[0.5.4.1] DDs I Feel For Ya *Insert A Maniacal Laugh*
Ictogan replied to t3h3th32's topic in General Discussion
Actually it will hurt torpedo boats, because it's almost impossible to hit someone who knows that there are "A" and "D" keys on a keyboard from more than ~8km away. If you often get hit by torpedo boats which dropped their torps from further than 10km away, I would suggest you to consider using the aforementioned keys more often -
Saipan requirements announced: 20+ CV wins, at least one T5 carrier
Ictogan replied to Ragweek's topic in Aircraft Carriers
It's not 20 wins at tier 5, it's 20 wins in any carrier and having a tier 5 carrier. And this means that even I could buy it and if people who are as good as me with carriers can buy this, I feel sorry for the teams that these people end up in. -
With only 2 proper guns and only four bombers in the air at once, it will be underpowered. The planes will be shot down easily by most things at the same or higher tiers and once they have been shot down, it would be a Fuso with only two proper turrets. I want Ise in game, but not in the way you described it.
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The extra HP given by Survivability expert is not counted in the HP for the dreadnought achievement.
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I really want it doe. A cruiser with 20 torpedo launchers per side? Gimme! Heck, when specced for stealth it even has a detection range of 8.7km, so plenty of room for stealth torping(unless there's dds or planes spotting you).
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Quite a big chunk of the AA dps on the Tirpitz is in the 105mm guns, so manual AA gives a decent boost to it. But I'd still say that AFT benefits AA more and it also buffs secondaries. So I'd say manual AA is only worth it if you already have AFT and want to get even better AA.
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It's been on sale like forever unbundled. https://eu.wargaming.net/shop/wows/vehicles/1366/
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Don't plan on getting 2 tier 4 captain skills! The 19th skill point takes almost 10 million xp to grind.
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I'm using the 10km ones. 57kts is too slow imo and using the captain skill to get the same speed with 2km more range is not worth loosing superintendent for imo.
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It doesn't neccesarily take all that much(Not quite 60%, but close enough). Thing is, no matter how well you play, you will only be able to carry a team if the rest of your team is at least somewhat competent or the enemy team are a bunch of complete idiots. If your team is playing badly and the enemy team is playing well, it's almost impossible to solo carry. Also, damage dealt alone doesn't tell about how much you contributed to the team. It's also about finishing off low health enemies, defending caps, pushing flanks and things like that.
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What about the HMS Dreadnought? A battleship that sunk a submarine by ramming ;).
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Battleships are actually pretty fragile when under focused fire and everyone would try to focus fire on the flagship, so I think the Meta would evolve to a boring handoff where the flagship just hides in a corner with a cruiser as AA support and the other ships are trying to find where the enemy flagship is hiding. Going to the front in a flagship would mean an automatic loss for your team.
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Error...? Secundary guns that dont fire when in range
Ictogan replied to Genie_of_the_Lamp's topic in General Discussion
Do you have the 5th row captain skill to make the secondaries more accurate when manually targetting ships? If you have it, you need to target ships manually by pressing ctrl and clicking on the ship you want the secondaries to shoot at. -
When and in which way was it nerfed?
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I'm gonna be perfectly honest here: It's downright stupid of you to think you could judge the balance of something enough to propose changes to it after playing only 4 battles with ships that have it. And I haven't played enough games with RU or US DDs to judge how balanced it would be against them, but IJN DDs are close to useless while they are spotted if the enemy has anything that even resembles a brain. And I do fine against DDs in my IJN and KM cruisers which don't have radar, heck, I even do fine against them in my BBs. And I don't think any ship should be able to rely purely on a consumable to spot DDs. And comparing this to Hydro is comparing apples to oranges. Hydro is only useful for spotting DDs which are already in detection range, but hiding in smoke or behind an island. Radar is useful for spotting all DDs with ~12km.
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I assume you have never heard of using hyperboles for rethorical purposes. But it's interesting that just doing that makes you insult me. And why should russian cruisers just get a 11km+ zone around them in which no destroyers can operate? Because that's what would happen with improved duration and cooldown. Also looking at your stats, you've only had 4 battles in a ship that has radar.
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How this post reads: "radar is underpowered because I don't have a 100% chance to kill enemy dds near me".
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I recently got my Kagero and I'm not sure whether to get this module. The reload time would help, but I'm not sure how much the increased chance of torpedo tube destruction would affect gameplay. I don't get my torpedo tubes destroyed often on the Fubuki, but -50% to the survivability seems like it might make a pretty huge difference. Can someone who has played with the module tell me whether or not the increased chance of torpedo tube destruction is worth the increased reload time?
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Oh, could have sworn that it was in the patch notes that it was removed and I haven't really noticed it in game that much. Must have gotten kinda used to it.
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Haven't actually noticed any new sounds really, but I'm thankful that awful sound for incapacitations is gone.
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Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand MM is not working again.
