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Everything posted by Synth_FG
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Not bad for a weekend until the end of last night when the client started playing up, began to get lag spikes in the game and then 5 mins stuck on the loading screen (really not good when playing cv)
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After the first detonation you would have been given a bunch of flags that would have prevented the 2nd had you chosen to fly them
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Caledon, Danae and Emerald: What do you think about?
Synth_FG replied to OOAndreasOO's topic in Cruisers
I liked them all tbh, but didn't stay long as was in a rush to get to the Leander -
British TX I'd expect to see either 4 Turrets of 3 guns each or a 4 2 2 4 arrangement (ie a KGV with an extra twin at the rear)
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Depends how you implement them, Minelayer has to be travelling at less than 10kts, to lay and mines are laid in strings of 10 one every 5-10s so the gaps between them are large Mines are detectable by hydro Mines do approx 2x damage of torps Laying a minefield that covers an entire cap will be impossible within the time frame of the game, encircling a cap with mines means a very thin barrier that most ships will pass through without noticing, But multiple strings between 2 islands or at the end of a straight will cause the enemy team issues
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Mine laying DD, where you give up torpedo's but get to lay strings of mines could be an interesting addition to the game would certainly bring a new dimension to tactics and team play
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How to teach a CV player what to use (includes actual experience and poll!)
Synth_FG replied to Fritzblitzer's topic in General Discussion
Always Balanced -
Tallboys sank the Scheer as well as the Tirpiz
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And the Kraken wept....for when killing half the enemy team is still not enough to win
Synth_FG replied to Dampfboot's topic in General Discussion
isn't there a guy in the carry harder thread with 8 kills and a loss -
Signatures make for interesting reading
Synth_FG replied to HotshotJimmy's topic in General Discussion
Win rates definatly taken a dive over the past few weeks, I'm seeing lots more battles in which large chunks of my team dissolve in the first few mins without doing much damage to the enemy, also many battles in which my sides dd's appear to be allergic to the cap zones and don't even challenge for them at the start of the battle Its' hard to do much damage or improve other stats when continually surrounded by muppets -
Could also add Inflexible at T3 and do a special for the Battle of the Falkland Islands
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The only time I'd go near a Minotaur with planes is when he's hiding in a very small smoke bubble A long range torp drop through the smoke will at worst flush him out for the rest of your team to shoot at
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A little bit of Warspite's history you may not know
Synth_FG replied to MADMAN983's topic in Battleships
Also its debt we could have paid off years ago, however the terms (interest rates) were so good that it makes more sense to simply keep paying the interest on the bonds rather than paying them off -
In games with multiple cap points, At the start of the battle my sides dd's will steer in zig/zags / circle behind the BB's or go anywhere but into the caps the enemy dd's will spear into the caps and grab them all unopposed, In the rare games where one of my sides dd's does grab a cap, the rest of my team will all follow him into it and then refuse to budge from that circle for the rest of the game This behaviour especially notable when I'm playing CV
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That's great as it means that Vanguard (T8 prem or T9) should have better penetration than the T6 Revenges / QE's despite using the same gun
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The R Class would beg to differ For the 3 Surface Engagements KGV's took part in during the war PoW vs Bismark, Pow Scored 2 penetrating hits on Bismark damaging her fuel bunkers and 2 boiler rooms, causing her to steer for port, she took 3 big hits in the action that caused minor damage (tho she was lucky one of these didn't explode) She was forced to haul off due to malfunctions in her gun turrets due to not being fully worked up KGV vs Bismark KGV scored many penetrating hits on Bismark before her turrets began to malfunction at the end of the battle DoY vs Scharnorst a complete mismatch, DoY's shells disabled Scharnorst's main armament and put many large holes into her engine spaces I'm still at a loss as to why people think that 14" automatically has to be worse than 16", HMS Victoria (1887) and several other ships of the same era carried 16.25" guns and I don't see anybody saying they were superior to the 12" on HMS Drednought
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Is there any reason to play US Carriers?
Synth_FG replied to Eviscerador's topic in Aircraft Carriers
We really could do with another Carrier Branch in game (RN would be the most complete line) to allow further variation in play style CV's are really being left behind -
Is there any reason to play US Carriers?
Synth_FG replied to Eviscerador's topic in Aircraft Carriers
Going against an competent IJN player you have to adapt a little and play more defensively, stick closer to your own team to use their AA as a force multiplier and pick your routes and targets carefully And its usually easy to tell a dumb IJN player from a reasonable one, the dumb one will keep his fighters tight together, (a nice target for a strafe) and simply engage you with both, a clever one will shave his fighters a small distance apart, close enough to support each other, but far enough apart that you can't get both in one pass -
Queen liz class aka warspite (starting a conspiracy)
Synth_FG replied to Black_Prince42's topic in General Discussion
Turret speed is fine, she needs some weakness and it gives her a different play style, (plan ahead and turn the ship rather than the guns) also don't really have an issue with the AA as can usually knock out 1 or 2 planes from a torpedo squadron and then out turn most torpedo drops the big issue with Warspite was she used to sit too far out of the water and this is largely resolved, and yes she's usually on fire but one or two fires don't hurt too much and damage can be repaired (premium consumables paid with in game silver advised tho) -
Wait for the USSRS Stalin and her 16 x 20" guns
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Queen liz class aka warspite (starting a conspiracy)
Synth_FG replied to Black_Prince42's topic in General Discussion
Warspite doesn't need a range buff, the spotting aircraft gives you almost 20km range for long enough that you can get a few salvo's off whilst you charge in to get the range to the enemy down to under 16km -
Is there any reason to play US Carriers?
Synth_FG replied to Eviscerador's topic in Aircraft Carriers
The US carriers at these tiers are not bad, but you are really at the mercy to the quality of your own team as whilst you can significantly aid a good team to a win it's harder to carry a bunch of puddings in a CV than it is in either a BB or DD -
A little bit of Warspite's history you may not know
Synth_FG replied to MADMAN983's topic in Battleships
Unfortunately the 3rd Rate (74) HMS Wellesley which was docked at Denton did not survive being sunk by German Bombs in 1940 https://en.wikipedia.org/wiki/HMS_Wellesley_(1815) Becoming the last british Ship of the Line to be sunk by enemy action and the only one to be sunk by enemy bombs -
A little bit of Warspite's history you may not know
Synth_FG replied to MADMAN983's topic in Battleships
Yes Warspite had a huge hole in her after damage in the Italian campaign, Had she not been needed for D-Day and providing NGS in support of the land campaigns, (where she only had 3 turrets in action and served as a glorified monitor) she'd have been scrapped immediately she was no fit state to save, and her surviving sisters (and R class half sisters) were in equally poor shape, Valiant being effectively wrecked in 44 after a dry dock accident, Vanguard would probably have been the best candidate as a museum but the maintenance costs would have been prohibitive -
Use islands to close in on BB's until you are in knife fighting range, then use torps,
