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Tyrendian89

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    [TTTX]

Everything posted by Tyrendian89

  1. Tyrendian89

    Some interesting info around the world

    why do you even bother feeding the obvious troll guys?...
  2. Tyrendian89

    Some interesting info around the world

    I don't have the Kagero yet (currently almost through Fubuki so I do have a bit of experience with the line in general) so take this with a grain of salt, but I like the idea of giving the Kagero those torps as an option (since it's nowhere said she'll lose either of her previous options for it). They might have shorter ranges, but that fits pretty well into the ninja style that Kagero with its insane concealment already lends itself to - remember, those fishes are fast as fudge at 76kts which makes them much harder to dodge, and they hurt a lot. Granted, Kagero could use a knot or two of extra speed, but I think the TypeF3s are a viable option for those that like that high-risk-high-reward ninja playstyle.
  3. Tyrendian89

    0.5.5 News (Supertest)

    so, lemme try to get the torpedo options the three DDs will have according to this straight. Feel free to correct me since I'm not sure I caught all that correctly, or rather assume I didn't [name - dmg - range - speed] Fubuki: 3x3 launchers, 82sec reload 1) Type90 mod.1 - 17k - 10km - 62kts 2) Type90 mod.2 - 17k - 15km - 57kts 3) Type93 mod.2 - 21k - 10km - 67kts Kagero: 2x4 launchers, 109sec reload 1) Type93 mod.2 - 21k - 10km - 67kts 2) Type93 mod.1 - 21k - 20km - 62kts, worse detection that before 3) TypeF3 - 21k - 8km - 76kts Shima: 3x5 launchers, 150sec reload (141sec for TypeF3 in Zao's quint launchers) 1) Type93 mod.1 - 21k - 20km - 62kts, worse detection that before 2) Type93 mod.3 - 24k - 12km - 67kts, minimally worse detection 3) TypeF3 - 21k - 8km - 76kts Soo, if I got that right, here's what I think at first glance: The TypeF3 certainly give them a shiny new lethal ninja weapon for those that like that playstyle, which seems especially inviting on a 5.4km concealment Kagero - and the Long Lances got nerfed a bit without making them useless. Still, they do have to get pretty darn close to use them, which can usually be prevented by effective screening (except very late in the match when there's nothing left to screen, but that's not a new problem...) Fubuki's new option also looks to be a real option worth considering, although I think I still like the 12km 62kts balance of Type90mod2 with Torp Accell best. But, options are nice especially when they are viable. Really liking the look of this!
  4. Tyrendian89

    Some interesting info around the world

    same thing really... in that particular case one might argue that something went wrong as early as ship setup if your concealment is considerably higher than Zao's stealth firing radius of 15km (as in, Monty can get her concealment down around 12km)...
  5. Tyrendian89

    Some interesting info around the world

    except that USN DDs can't use AFT effectively (shell flight times), so they'll completely lose the ability to stealth fire with any chance at hitting stuff that's not an island or trying to be one...
  6. wow someone fails at basic maths comprehension...
  7. Tyrendian89

    Some interesting info around the world

    that is indeed big, and not something I like or feel is needed. Stealthfiring is countered pretty hard by this mythical thing called teamwork, and is more or less the sole advantage/speciality of the Ibuki. Bah and bah again to that!
  8. Tyrendian89

    What do you think of the Kirov

    that. not much to add.
  9. Tyrendian89

    The Reality of Tier 10

    had "one of these" experiences with T10 chat yesterday... match maker had gotten creative: BBs was Iowa Izumo Tirpitz vs. Yamato Montana Iowa, Cruisers pretty equal, DDs was Shima Gearing Kagero vs. Kagero Kagero Benson - so what they had in BB advantage we had precisely in DDs. My first comment in allchat: "This should make for an interesting match". Guy on my team in allchat: "You have the Yamato you win". Guy in Roon on their team in allchat: "You have the DDs you win", and kept waffling on like that all match while doing squat-all for his team, basically just running from shadows. Match ended with a win for us, with their BBs having done nothing much except burn nicely, while our Gearing had a pretty good game but the other two DDs not so much - they were anything but decisive. Moral of the story: quit yer bitchin' and start playing!
  10. Tyrendian89

    Carriers manual drop

    in addition to everyone else rightfully telling you that you are just bad at the game, consider this: what you are asking for is pretty much Aimbot for carriers, since it removes nearly all player involvement in aiming.
  11. Tyrendian89

    Stop mods

    ah... one of these even... didnt even bother to check... whelp this thread should go the way of the Dodo quickly then
  12. Tyrendian89

    Stop mods

    bad one too... or so bad at the actual game that he's unable to recognize skill
  13. Tyrendian89

    Bouge free XP?

    usually true - with Indy being the one exception where I think the 1/1/1 is actually completely fine because it doesn't have fewer squadrons than the other two options.
  14. Tyrendian89

    Altitude of planes (and a possible game mechanic)

    1.) well since they don't crash into the mountain (and neither glitch straight through...) the answer is obviously yes don't you think?... 2.+3.+4.) Planes that are changing altitude that way seem to move a good deal slower - probably just because their movement now also has a vertical component I would guess. Affects all planes the same way. Doesn't affect armament at all, haven't tried it for strafing but don't expect any real effects... 5.) no effect 6.) planes are slower so in AA bubbles for longer, helps killing said planes obviously. As for altitude as an actual mechanic - would probably overwhelm any CV players that are not true masters like you, so won't be implemented most likely.
  15. Tyrendian89

    Some interesting info around the world

    good. thank you. Wield the hammer - please keep this thread clean, no matter who (including otherwise very respected Forumites, or myself for that matter if and when I pollute this thread) gets hit for it!
  16. Tyrendian89

    How to play the Furutaka

    yeah... no.
  17. Tyrendian89

    Patch 5.4.2 Incoming

    Molotov might just be an up-armoured (Wikipedia seems to suggest that sub-class was up-armoured...) Kirov class with Defensive AA and maybe another toy (Radar with 10sec duration maybe? that wouldn't be too overpowered methinks) - that would fit pretty well at T6 imho curious how they'll differentiate Texas from regular New York tho...
  18. Tyrendian89

    Account Progression Experiment

    Why not! It's not going to affect many of us regular Forumites since we're through that stage, but it might feel better for newer players that way (I can't remember how it felt back in the day...) €dit: I'd assume this just refers to account levels, like it says on the tin - a feature that many of the veterans have probably forgotten actually exists
  19. Tyrendian89

    Bouge free XP?

    depends wholly on why you don't like the Bogue... which you might want to tell us if you expect any kind of a reasonable answer don't you think?...
  20. Tyrendian89

    Baltimore - upgrades help

    fair points, and largely up to personal preference I'd say - I didn't mean it to sound like skvido's build was the only viable one, but it's A very viable one. I like Supernintendo over Vigilance on a ship as maneuverable as the Baltimore because you do have some pretty decent dodging ability already, but that really is purely preference. Range is very valuable to give you options. Just because you have the range doesn't mean you always have to fight at those ranges, but the ability to do so (from stealth) is a very very potent tool when you need it. Not gonna come in that handy every game, but when you need it it's good. Rudder shift is something no cruiser in the game can ever be close to good enough at, since the only thing keeping you alive in high tiers is dodging like a madman.
  21. Tyrendian89

    Some new future most be added

    you know, on Ocean there is actually a Tsunami going by every 13.37 minutes. We just don't notice it because it's a Tsunami.
  22. Tyrendian89

    Baltimore - upgrades help

    copy skvido and you can't go wrong. He's one of the best players on the entire server.
  23. that's it pretty much. 23k average damage in the Cleve? really? you're quite a bit below server average with that mate...
  24. Tyrendian89

    Saipan with no restriction?

    ummm yes of course it is... if you get the perfect situation that is. Is it as easy to get big damage games in Atlanta as it is in Saipan? Heck no, because Saipan is a carrier. Is it as easy to get such damage numbers in other carriers? I'd say if anything it's easier in Hiryu because you have more options (i.e. Fire).
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