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Everything posted by nooberg
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Oops. Sorry. Missed that one. Forgive my ignorance. But I was I bit, hm, surprised when I got Dreadnought in a Destroyer, something I thought only possible in a ship with Repair ability. Move over Iova, there is a new BB in town ! ( Maybe someone should add this bit of info into their Skill guide or something. )
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Answer - I don't. I just sail my carrier straight to the center of the map and try again later. At least the repair cost are low.
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Simple question - does the skill Vigilance and Target Acquisition module stack ? Resulting in +45% warning for torpedoes or its something else ? I'm thinking about stacking them on Tashkent (Udaloi), turning her into ultimate escort cruiser. Screening the fleet from torps, shooting at targets of opportunity. Will this even be effective, if the result is +0.7 second reaction time for torps, whats the point, but if the results is bigger it may prove invaluable - especially in high tiers. I cant see better skill in tier 3 for a RU dd - with the Radar coming in next patch, firing from smoke will be one dangerous proposition. So one may not need 3-4 smoke packs. About the module - stealth module is universally usefull, but RU dds won't win a stealth contest any time soon, so why not go the other way ?
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This radar thingie, I think it will make high tiers ( 9 and 10 ) even worse - with a threat of 11 km detection even more players will flock to Shimakaze, and all Shimas will just fire torps at 12+ km. "Sure I get much fewer hits firing from that far, but I'm so much safer that way" - every noobcake ever. On the other hand I think lower levels - 8 will improve, especially the Ranked play. May be this is the goal of WG ?
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Trying to get <7 km of stuff, you risk running headlong into Benson. You will get revealed, Benson will rain HE on your head, and your initial target will join in too = dead Fubuki. My experience shows in the initial stages of the game, before swarms of enemy DDs are cleared, its more effective to stay closer to your fleet and reveal them for your cruisers to shoot at. In this stage 15 km torps gives you a chance to do damage and area denial, Like a mini Shimakaze. So before 0.5.3 I used 15 km. torps. Later when you can safely get within 7 km of stuff, torpedo speed is not a issue. Now, I'm not sure if should stay with 15 km. slow torps or get 12 km faster ones. ( Following this thread for more opinions )
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Calling all Fletcher captains - what do you consider to be a good upgrade for the third slot - you know, the ones that cost 3 000 000 silver. We have the contenders: Gun Fire Control Modification 2 = + 16 % firing range. I dont feel this is a viable option, default range of 12.9 is quite enough. Hitting something beyond that range is quite problematic. Once I had a Mahan with AFT, invisible firing, trying to hit stuff at 14+ km - with very little success. Main Battery Modification 3 = 12% faster firing guns, 17 % slower rotating guns. Strong choice - I'm getting quite often in close range DD duels and I feel this will give me the edge. It will get me ahead of Benson and on par with Gearing. And sometimes. you have to finish that Kagero ASAP - before his buddies slap you silly. Torpedo Tubes Modification 3 = 15 faster reload on torpedoes. BUT + 50 % chance of them tubes being incapacitated. Fletcher with upgraded torps is quite deadly and shooting more of them is a good thing. But that 50% incapacitation chance is scaring me. Also a lot of times I'm being delayed not from waiting on reload but from waiting on good opportunity. AA Guns Modification 3 = 20 % more AA. Call me when you see Carrier in game. They are like unicorns. I carry Defensive fire for such occasions. Any suggestions ? Someone who have experience with these.? On a side note - make sure to upgrade your torps ASAP - I found out that the faster ones make a BIG difference in number of hits you get, turning Fletcher in quite capable torpedo platform.
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I am "trying" this baby for 2 weeks now. I quite like it and I feel like its time to take it up a notch.
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Seal clubbing is real ! Thanks WG, it was a great event.
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Snowman79 should know better for being a Beta Tester, but instead is spreading disinformation. There is no XP for spoting. Damage, base capture, base defense, planes shot down and more damage.
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Now, if one wants to be cruel he can push that SHARE button and add to the pearl count, crushing the hopes and dreams of thousands players for next week reset
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Hang in there Robert, its gets worse. Kiev is OK-ish after the nerf, but after him follows Tashkent. You really have to be in peace with yourself to play this one, because it will test your nerves to the limit. From my experience its best to play Tashkent as a cruiser - stay with the big boys and take potshots. AFT is required. I just unlocked the 8 km torpedoes and they are proving to be useful tool. Too many times I have watched that hulking BB passing by my smoke, just 5 km. away. So close, yet so far. Now I can reach out and touch it.
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Leaked info about new RB rules. Interesting!
nooberg replied to Babykim's topic in General Discussion
Fully trained captain ? Like 19 skills trained ? I'm sure everybody got like a couple of these. -
Ah, tier 3 destroyers. Long forgoten in the past while players race to tier 10. But noow with the Project R missions - which include one for tier 3 ships, I dicided to once again include one of them in my fleet. Since I don't have any other tier 3 ship, BBs at that level are boring and CA are just HE spam, even more boring. I remember having a blast with the lil buggers, but sadly not quite enough time to get the feel for them - you get enough XP for the next tier in about 10 games and you're done with them. So, which DD will be. Derzky - played it most recently. Not a bad performer, decent guns, pityfull 3 km range torpedoes. But then again, there are 10 of them on short reload, hitting that speed boost and torping Kawachis point blank never gets old. Got OK-ish 54% win rate with it. Wakatake - I got no memories from this place. Stats tells me 14 games in it, only 3 wins. Then again I was just a newb then, having no idea how to play, maybe now will be different. Wickes - again, played it too long ago, can't remember a thing. Seems the most balanced DD from the bunch - better guns than Wakatake, longer torps that Derzky. I got 59 % WR with it, highest of the three. So maybe that's the winner ? Also I have high level captains in reserve for US and Japanese DD's. Wickes with AFT, that will be something to see. So, any advice ? Can sameone who have more expirience with them comment ?
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Decided for Wickes, best decision in my life. The little boat is buckets of fun. I have 5 km torps on fast reload. You can make a charge towards an enemy - shoot the torps on one side at 5 km, turn the other side. shoot these torps too, turn back the first side and woala - initial torps are ready to go Even made a little video - this game was quite fun, Both teams are going at each other till the very end when its one on one. The suspense ! I did ok, got Kraken Unleashed - if you count the teamkill But the star of the show was the enemy Umikaze. Carried his team like the best of them,
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You playing Ranked bro ?
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Official webpage, officially states in official font that is guaranteed. Seems pretty official for me. There is even an official exclamation mark. If company official puts exclamation mark, that is a seal of officialism .
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Hello there fellow captains. You and me, we love some gunboat gameplay ? Yes ? But our favorite gunboat Kiev has been hit hard with the nerfbat. So now we seek our next champion. At first Tashkent seems ok, but we soon find out he isn't performing good. Well, just think outside the box - have you concidered Mogami as a replacement for a gunboat DD at tier 8 ? I know, I know, Mogami is a cruiser, but I say she makes better DD than Tashkent. Here are my arguments: = almost as sneaky as Tashkent - you can get around 10 km with module and captain skill. = about the same size as Tashkent - those crazy russians like big things. And Tashkent, just as the russian nanobots is the biggest in the world ! = about the same maneuverability. I'm not sure if Tashkent turns like a cruiser or its the other way around. + Better tropedoes - 10 km range, tubes on both sides. VS 8kmfor Tashkent. + Better firepower, way better - 15 stong guns vs 6, no contest. + Better armor - if you look it like a DD, Mogami have the thickest armor of them all. + AA defence for those pesky planes or Hydroacoustic search to give you the edge in a DD duels. - Mogami cant get smoke, it will leave you exposed but better armor can compensate for that. So put away your predjudice, send Tashkent in reserve and learn to play Mogami as a DD. Results will follow. ( The post above is a poor attempt at satire. Please don't take it litteraly )
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Mission requirements are Tier 3 ship. Does not have to be a DD but I decided for a DD because I remember having most fun in them. Want to capture back these magic moments with having BB on one side, and CA on the other and torping them both. Probably the only times I got Double Strike achievement. The mission itseff is not that important, just a drop in a sea of pearls. But since I got free port slots and tier 3 ships cost around 280k silver. Heck, why not do it and have a little fun in the process. Basicly - "for the lulz" Otherwise, I have put quite some time in all DD lines. Currently I'm up to tier 8 in all of them.
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Cleveland. - rate of fire + DE got me that 300 fires in a weekend. High tier cruisers face Battleships that can erase them in 1 salvo, In Cleveland I can herd 2 Kongos and set them on fire over and over again. Try doing that in a Mogami against North Carolina or god forbid Iova.
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You see NoirLotus. I know that, I know that even on a bad game I'm still dealing more damage than Bogue. But the thing is, It feels like banging my head on a brick wall. You smash your face on the wall, over and over again, blood flies, you lost consciousness, you fall, you get up again, keep smashing, more blood, more falls. Eventualy a brick falls from the wall, and you can declare yourself a winner. Does it feel like a win ? Do you have fun trough the whole process ? Because I play games for fun, my time is precious and if there is no fun to be had in a certain activity, I start to ask myself, why do it ? I can play other ships, and get much more XP & credits per minute, or play other game, or watch TV or...(gasp) go out and meet people. So playing Zuiho vs Bogue have to compete with all that for my time, and I say its not worth the effort.
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Carry hard ? Two games got 4 kills each, capped points, dealed lots of damage to the surviving ships. Still lost them. Next got 2 wins, not an easy ones, had to work tooth and nail to get them. After that - 3 losses - by brain dead team. I was top with 500 base xp. The other ... bots.... got around 400 to 300. It wasnt even a close match. Just 5 min slaughter. Back to square one. Maybe, after 1000 matches my l33t skills will shine trough and I'll get to the next level. I feel so motivated now. Still, ranked are good way to rack up XP and coins on my Benson. Making a good buck even on a loss.
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There is a karma feature ? What does it do, except being a female canine ?
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Lvl. 4 skill for US DD captains: Advanced Fire Training or Last Stand?
nooberg replied to 22cm's topic in Destroyers
I say Last Stand. AFT can allow you to fire from stealth - which sounds OP, but the reality is different - you see, US DD's have very very slow shells. Hitting something at max range is near impossible. I played lots of games with Mahan with AFT captain - in that time the ocean waters took alot of shells Retrained that captain. AFT is much more useful on Russian DD's . Demolitions expert is OK, but US DD's have high rate of fire, especially higher tiers.More hits - more chances to start fires. You spend half a minute shelling a BB and you are guaranteed to get a fire or two. Last Stand - you will spend a lot of time fighting other DD's - not only them but you will often take hits from cruisers in the back. Last stand is invaluable in these situations - the difference between successful game and an early fail. You often take a hit - broken engine. you use repair but you are still in range - you take a bunch of hits. Broken engine again and you're done. Or you think - I have a smoke - I will hide and wait for repairs - and you will find out without an engine your ship is slowly drifting out of smoke and to certain doom. In these moments you will WISH to have Last Stand. So very bad. Also - in case of fire LS allows you to use repair right away and not worry that engine might broke 2 seconds later. DD's have no means to recover HP so fires are bad news. And when under enemy attack you have to hold to that repair because engine might take a hit any second now and that is worse than fire. So you take fire damage like a champ. Say no more - take Last Stand -
Speed kills nuff said
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Ah, Ognevoi The only ships in which I have managed to lost ALL my turrets. Every single one of them turrets. I remember staring at the screen all like. Well. What now. On another occasion right at the start of the game, 10 seconds in an Omaha right next to me shoot 2 shells. Misclick he said. One shell misses, The other destroys my turret. Not a single point of damage done to the ship, still at 100% health, and one destroyed turret. I came THIS close to team killing.
