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Synth_FG

Players
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    15183
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    [ODIUM]

Everything posted by Synth_FG

  1. If she keeps her armour scheme true to life then you have a ship that can't show her [edited]to the enemy and which is extremely vulnerable to torpedo's
  2. Synth_FG

    How many Captains ...

    Warspite, Minotaur Montana Midway Gearing Des Moins Hindenberg Fred the Gross A Japanese BB captain I'm not currently using Then an 18 point one in my independence
  3. Synth_FG

    Gearing feels underwhelming.

    For some reason it seems very hard to carry in a gearing, I have far too many games where I take a cap or two, sink an enemy DD or two, do 100k+ damage to enemy capital ships, keep half the enemy team spotted, yet still watch my side roll over and fall to a crushing defeat, then again I also have lots of games in her where early on I go into a cap and either catch a stray speculative torpedo or am pinpointed by a radar cruiser and then torn apart by a bunch of cruisers and destroyers before i can respond, where my team goes on to win quite happily without me
  4. Synth_FG

    Anyone looking forward to a French CV line

    The only other practical CV line is the Royal Navy Italians, Germans and French could get a few premiums, Commonwealth may get a few RN clones but that's it
  5. Synth_FG

    battleship antiair t8+ needs nerf...

    Correct, Also OP is in a new Orleans, In an independence, ranger or lex I'd avoid even a lone one of these like the plague A fully specked Essex or a Midway I'm less concerned about her aa, tho I still respect her defensive burst
  6. Synth_FG

    How to Gneisenau?

    May be biased as I ground through the Colorado before it was buffed somewhat, but from what I recall it was a horrible experience The ship was so damn slow that it was always trailing behind the action or having to take risks on routing, the the gun range is terrible for her tier and she turns like a supertanker combine this with every other match the MM kept dumping it in T9 matches and you have something that's not fun Her armour is good, but she still gets torn apart by T8 and 9 TBH she doesn't stand up well against T6 either, NM and Fuso have more guns (and range in the case of Fuso) and Bayern and Warspite are both as tanky as her with equivalent guns, her only redeeming feature is the AA on the C hull
  7. Synth_FG

    CV "mirror" MM

    See such a division in opposing team, 1) use chat to ask my team to prioritise those 2 cruisers, 2) use eyeballs and map to ensure my planes stay away from them in early phases of battle such a division is not totally game ending, a couple of aa speced Grozovoi's on the other hand will really ruin your day
  8. Any ship I'd expect the first week results to be less than average, you have a large number of people learning to play the ship, her strengths and weaknesses, a significant number will find she doesn't suit and eventually play her less, so over time good players will learn to get the best out of her and bad players will play her less, so the win rate should increase
  9. Synth_FG

    Cyclones - Good or Bad?

    Cyclones force close in brawling, They reward team play and use of the mini map they provide an interesting challenge and a change of play and can swing a battle completely, they should stay
  10. Synth_FG

    Which achievement is hard for you?!

    And then I end the night with 2 clear sky's in a row The first in my independence against a guy who had obviously levelled up and didn't have a clue that strafing was a thing The 2nd in my Midway against another midway who thought that continued carrier sniping was the way to win a t10 match, ok he eventually sank me right at the end of the battle after 5 separate waves of his full force from his strike midway, loosing 86 planes in the process and not doing a damn thing for his team, who got crushed
  11. Synth_FG

    Which achievement is hard for you?!

    Looking at my achievements I find 3 Solo Warrior ( 2 from this weekend) 2 Clear Sky's and 2 Unsinkable's Guess I either hold back my repairs to protect from flooding or am really good at dodging torpedo's
  12. Synth_FG

    Which achievement is hard for you?!

    TBH I tend to play quite aggressively, especially in BB's meaning I am not around at the end of a battle as often as those who play more conservatively
  13. Synth_FG

    Which achievement is hard for you?!

    Until yesterday would have said solo warrior as in almost 6000 battles had only achieved it once then lats 2 days have achieved it twice in my Midway, Fluke of stats I guess, tho Clear sky's now appears impossible
  14. Synth_FG

    How to Gneisenau?

    Bayern = New Mex Gneisenau >>>> Colorado Bismark >> North Carolina
  15. Synth_FG

    Warspite saved!

    Warspite is already fun to play, in part because of the challenge of overcoming the slow turret traverse, It enforces a play style that relies on planning and situational awareness to have tour guns pointing in the right direction before you need them, it teaches you to use the mobility and turn rate of the ship It also discourages static / passive play, island hiding and reversing, to make the best of the rudder shift in order to be able to point the guns, you need to be travelling at a reasonable speed, ie its a ship that needs to be played aggressively
  16. Synth_FG

    Warspite saved!

    I'm 50:50 on this one, On one hand I love playing warspite and any buff is appreciated, even tho I already find her a little OP for T6 on the other the slow turrets made her a challenge to play and were something different and special about her, it also put the potato's amongst the wallet warriors off her, keeping her rare
  17. Synth_FG

    Gearing feels underwhelming.

    They still occasionally detonate tho
  18. Synth_FG

    Gearing feels underwhelming.

    Grozovoi is a nightmare for enemy CV's as you don't see the thing until you are on top of it and your planes are disolving, (and if its in smoke with something else spotting you don't see it at all) Gearings AA is much less impressive, (tho not too shabby with def AA) Gearing will still tear Japanese DD's apart, power creep on the Russian and German lines does make her more middle of the road tho,
  19. Synth_FG

    CVN Enterprise on its way!

    CVN ?? Wrong ship I think, Only issue with T6+ is your almost constantly bottom tier, and the AA becomes murderous meaning with limited reserves your very lucky to get 3 full strikes away even if your fighters are doing their job only when you get to t9/10 does your reserve become large enough to cover normal losses
  20. Synth_FG

    Spotter planes - waste of time, change the mechanic

    The spotter is essential for the Warspite, allowing her to overcome the range disadvantage she sufferers from against her t6 contemporaries in the early phases of an engagement
  21. Synth_FG

    Need help to choose a carrier line

    You are never forced to play AS setups in the US Line, in fact if you are doing so then you are doing it wrong, US line, balanced until T8, strike from then on, You only have one fighter so you need to be careful with it, but get your strafe right, fight over friendlies and at worst sacrifice it to simply tie up the enemy fighters whilst your TB and DB slips past to deal damage and you'll do OK
  22. Synth_FG

    the "carry harder!" thread

    I don't know how to describe how the rest of my team rolled over / dissolved
  23. Synth_FG

    Unlikely future premium ships (feel free to post wishes)

    Only if we can get HMS Conqueror
  24. Synth_FG

    Unlikely future premium ships (feel free to post wishes)

    HMS Incomparable HMS Agincourt HMS Lord Nelson / Agamemnon
  25. Synth_FG

    Midway

    Average Haky is getting 107k damage, and to maximise his damage potential he has to group his strike together reducing his scouting potential and making him vulnerable not only to my fighter, but also the aa speced CA's in my team, spreading his planes out makes them far less effective at gathering damage and also far harder to keep control of . Farming lone BB's is not how to play strike midway, at the start of the battle using the DB's to scout the caps and hammer any DD or CA heading into them is far more useful for team play, BB's can be picked off later in the battle once the fight for the caps has been won. Haky is definatly easier (so long as you can manage the multiple groups) but Midway is not entirely hopeless. (Tho an additional fighter squadron for all 3 decks would help)
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