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GulvkluderGuld

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Everything posted by GulvkluderGuld

  1. GulvkluderGuld

    Shimikaze got Buffed not nerfed.

    Guys you are both wrong. Chase just showed it a couple days ago. With Last Chance + module + tier 2 perk a shimakaze can get off an additional 2 carpets (reload something like 87s) so it is 12 x 15 torps.
  2. GulvkluderGuld

    Collector's Gem of the Month: Błyskawica

    Dare I admit this? It was my Tashkent experience that conviced me to to steering mod on the blyskawica! (I've almost unlocked Udaloi, thank God!) Hmm I dont play Fubuki (I only have an Isokaze), but I didnt notice any problems keeping the rear guns on target when wiggling. Do you guys think AFT is mandatory on the Blyskawica? I'm thinking to go with it initially for invisifiring untill i get a 15 point captain. But from there it looks pretty much like a choice of SE vs DE at tier 4 perks.
  3. GulvkluderGuld

    Collector's Gem of the Month: Błyskawica

    This ship is outrageously good. 15 games, 13 wins and hardcarried a couple of them to victory. Literally the best €20 i ever spent on a premium ship. Couple things i noticed with regards to perks and modules: - Vigilance brings a lot more reliability to torp-dodging. Definitely worth it over Superintendant (I use premium smoke). - Rudder shift module is a must. This thing handles like a brick. A fat brick. - No need for expert marksman as the Blyskawica prefers to fight at ranges > 4 km.
  4. GulvkluderGuld

    Why play the "Blyskawica" when...

    You want a reason? Here's a reason. Coming back from 2 months break from WoWs, the Blyskawica is my first ever premium ship. Spent the first game just getting used to the mechanics again....and still managed to be top of my team. And now look at the handy results from my first 15 games. The Blyskawica - even with a 3 point baby captain - is just amazing. It was the only ship I were a little affraid of back in the old days of pre-nerf Kiev. Now having tried the other side of the engagement too, I'm ready to crown this ship the king of tier VII.
  5. GulvkluderGuld

    0.5.5 Incoming ! Patch Notes

    Fantastic patch. Finally we get stats of torps and shells in port! Oh and that Detectability buff - no more waiting 20s before exiting smoke screens and islands. Certainly a buff to gunboats and the Kutuzov.
  6. GulvkluderGuld

    Low tier RU DD's

    I havn't tried AP on DDs if that is your question I use HE and try to keep the US dds at range (6+ km) where their mortar shells go all over the map and can't use their superior reload speed to overpower me. The HE dmg nerfs was hard on the Oggy though. If you die early, you need to work on disengaging. Maybe as soon as you encounter an enemy DD. Unless you know there is no other DDs on the enemy team, you could be facing a 2v1 brawl and the oggy doesnt like brawling or going 2v1. Practice engaging and disengaging and figure out your limits and what kills you (eg torps, multiple DD or even CAs shooting you up, US dds getting close to you and overpowering you with ROF). Thanks Esa. Unfortunately I dont have a Grem to practice for, but it sounds like very good advice. I already have most of the dodge/weave pattern down from playing Kiev/Tash. Guess I just played my RU dds very aggressively with a focus on capping because of previous experience on US dds.
  7. GulvkluderGuld

    Atlanta price to high?

    Enjoy your games on Ocean Seriously the Devs who came up with the Atlanta must've been from WoT. Only thing it is good for is camping behind islands. It can't compete on open sea. Even RU dds kites it to death.
  8. GulvkluderGuld

    Go home MM - you're drunk as hell tonight!

    WG says Cruisers counters DDs. You can believe as much of that as you want At low/mid tiers I have seem MM like this swing both ways though. Depends at lot on stupidity of the DD and WASD-skillz of the CAs. Sometimes 4 DD just die in the first minutes of the game. A vigilance equipped Murmansk/Omaha will has a field day dodging torps, even vs 2-3 dds, all it needs is time to find them. It's not like higher tiers where the sheer speed of the DD precludes CAs from ever catching them.
  9. GulvkluderGuld

    Go home MM - you're drunk as hell tonight!

    The cruisers must've had a field day if they were any good
  10. GulvkluderGuld

    No "rock paper scissors" if CVs are in the match.

    Undetectabe DDs at tier X ruin the fun for everyone with torp walls. BBs wih finger of God accuracy at tier 8+ ruin the fun for CAs. Cruiser HE spam is very strong at lower tiers (with st. louis being arguably a better BB than SC) CVs can have a huge influence on the game if he is skilled. Likewise an unskilled CV will leave his team at a severe disadvantage. Also AA decked out CVs ruin the fun for everyone (strike and balanced CVs + dds) by having air superiority. If facing off against an AA CV, remember he has elected to forego all damage potential in order to reduce the damage done to his own team. It may ruin the fun for everyone involved, but it is a legit playstyle that WG supports. If you are an IJN dd, you are probably #2 on the CV's threatlist (right after the enemy CV). CVs are the Rock that counter DD's Scissors imo as it should be. CVs are the most reliable scout in the game. Generally if a CV hangs a fighter over a DD, there is a CV on said dd's team too. He can either counter the play with his own fighter or make a play elsewhere. As for BB, the CV player who can land 60% hp dmg on a BB is very rare (assuming BB and CV of equal skill). Any smart BB will sail with a CA with Defensive fire or grouped with other BB to bolster its AA. Even caught alone, some BB (colorado, NC comes to mind) have so beastly AA and good maneuverability they easily will dodge all but 1-2 torps no matter what the CV does. In short, I dont think there is a problem, except lack of teamplay.
  11. GulvkluderGuld

    0.5.5 News (Supertest)

    Maybe he means maps like islands of ice, where the middle area is open (for bb to push). Forcing the BB to take the long way north on this map puts them out of the fight just as well as sinking them for 5-10 mins. The other two lines of advance is south through the islands or through the center. Shimas in either place will always have support from friendly BBs because of the range of tier 8+ BB fire is great enough to cover both approaches. I've certainly seen many stalled games on this map due to 4+ torpedoboats on the same team playing smart. I dont think 2 shimas are enough to really stop any pushing, but 3 staggering their waves - that will stop a push - because it takes around a 30-45s for any tier X bb to get back on course after dodging a torp wave.
  12. GulvkluderGuld

    Destroyers

    Storezvoi has longer range than any other ship at that tier. Stay at max range and BbQ merrily away. If you can't hit very well, you need more experience, and I would recommend what others have said: play some CAs. Also RU dds are not very easy or forgiving as a class (and not very good later on). If you like the idea of gunboat DDs, try out the USN ones.
  13. GulvkluderGuld

    Radar Through Islands - Fix it please...

    Islands are solid cover and very much used for ambushing. I'm fine with Hydro spotting things behind islands, as that makes sort of sense (sound travel underwater and hydro is close-range). Let me say first that I think radar was a great idea, but having the same be true for radar is....wierd. The reason I dont like it is that a high risk play (hiding behind islands for almost guaranteed point-blank torps) should not have such an easy and in particular brainless counter (due to the large range on radar, it can spot dd it wasnt even looking for). It doesnt make realistic sense, and I fail to see how that particular mechanic was nescessary for CAs to gain viability. Next we will have radar guided shells for Tier X CAs so they can shoot around islands too because, reasons
  14. GulvkluderGuld

    0.5.5 News (Supertest)

    No current plans to implement waves affecting the ship, they are sticking with fog and rain. One of the moderators compared just the programming effort to how long it took before realistic physics were implemented in WoT Check out the Public Test forum's Weather thread page 3.
  15. GulvkluderGuld

    Weather Feedback

    Weather looks so aweseom! Does anyone know if Radar cuts through the cyclone? I think it should Curious how the weather works - if the cyclone affects everyone at the same time. now that we have weather, I would ask for more! Would be cool if we had storm fronts moving across the minimap with different visibility zones instead of just 8 km (the front's different zones could be color coded according to visibility). Anyhow some kind of variability would be nice - sailors fear the sea for a reason!
  16. GulvkluderGuld

    0.5.5 News (Supertest)

    In that case let me rephrase. Does activating radar increase drawing distance to max radar range while inside storms for the ship having radar equipped? (it can cut through smoke and islands afterall, why would a puny storm stop it?)
  17. GulvkluderGuld

    0.5.5 News (Supertest)

    Does anyone know if Radar cuts through the new weather effects on north? Would be kind of wierd if Radar don't...
  18. GulvkluderGuld

    0.5.5 News (Supertest)

    Shimas has an absurd influence on tier X gameplay atm due to being the most common ship. It doesnt need to hit or do any damage to exert any influence It doesnt need to even take any risks to exert it. Even if it gets spotted, it is faster than most ships, even other dds and can easily make its escape. It doesnt matter what the Shima dmg stats say, when it is the most common ship. You are comparing shimas fighting shimas. There isnt a lot of total HP available in Tier X games due to the zillion Shimas spamming merrily away from 15-20 kms and never taking damage. Yes those walls are the reason I dont play Tier X games, because they have turned into immense campfests due to fear of pushing into Shima carpet torps. Which is what this change is about changing. Shimas numbers need to go down. WG has chosen to force them into radar range and thereby increase the risk of their playstyle. Doubling their torp reload time would also do the trick of breaking the stalemates, as would making their consumables crazy expensive. And if this doesn't work, I think WG will reach for a bigger hammer, just as they did with the Midway.
  19. GulvkluderGuld

    USS Robin - Tier 6, 7 or 8 Premium Carrier

    I agree with Trainspite. *Also consinder it heresy that the HMS victorious from operation Pedestal should appear as a US CV* I dunno, plane munitions, plane fuel, maybe airplanes themselves?
  20. GulvkluderGuld

    0.5.5 News (Supertest)

    Every line has it's sh*tty ships, it's only fair that IJN DDs get them too. Low tier IJN dds are crazy strong until Minekaze and much better than Clemson/Nicholas. Likewise, RU dds are absolute nightmares pre tier 6. Also Mid-tiers are fine and fun atm. As for tier 8+ I've played enough tier 8-10 games to be bored with it. You are right that lack of CVs are probably the main reason the Shima spam runs rampant. The consequence is stagnant gameplay: Shima carpet torping are too effective area denial. It's no surprise BBs sit back and snipe when pushing means 30-45 torps heading your way (couple dds + CAs + possible CV spammin away) I've seen games with 3-4+ DDs where the opposing BBs gets pushed out of their own cap circle because they have to continously dodge incoming torp carpets.
  21. GulvkluderGuld

    0.5.5 News (Supertest)

    Finally a Buff to RU DD turrets. This game may see my return afterall! I also like the Defensive fire option to CVs, making strike decks more viable (on US cvs) and especially - give more options for captain skills on tier 3 (superintendant). For those people crying for Gearing nerfs - Shima is by far the most played tier X dd (which is undoubtely the reason for all the bitching at the mention of nerfs), and therein lies the problem. Add in the indirect nerfs to RU and US dds with radar introduction and hydro buffs, and matching nerfs to force Shimas into radar range were inevitable. Shima's greatest asset is the 3x5 insane amount of torps it can put in the water. Previously, no matter how you specced out a BB (with vigilance+aquisition module for full torp detection), it was impossible to dodge all torps from a shima - maybe unless you knew it's general direction and was prepared for torps. It could box the BB completely and still can do it. Gearing cannot do so due to "only" 10 torps.
  22. GulvkluderGuld

    Cruiser queues

    If I wasn't on break from this game, it would be time to pull out the Colorado for some serious sealclubbing....
  23. GulvkluderGuld

    people leaving becasue of the matchmaking

    Ever tried playing a New York BB (14-15 km range) in a tier 7 match? With its crappy armor (for tier 7) and painful speed, it has a lot in common with St. louis on ocean
  24. GulvkluderGuld

    Low tier RU DD's

    Yup, but how do you keep firing the guns once detected and needing to maneuver to make the ship a smaller target? Turrets keep turning to follow the point of aim. Because of snail-like rotation speed (for a DD), they always lagg behind because the ship can turn faster than the guns. I never did work out a playstyle how to deal with it, because firing the guns reliably requires a situation where nobody is shooting at you (no need to change course). Guess I could overcompensate the aiming, but there is also the need to see where I am going, and then the guns get completely off target... Guess I'm a sloppy US dd skipper at heart and liking my 1v1s. I hated the Gnevny more than any other RU dd. And I loved the Oggy, since it can keep the guns pointed on target while in a turn (or half-turn).
  25. GulvkluderGuld

    Low tier RU DD's

    Oggy is the first RU dd that plays sort of like the Kiev. Only it's not as fast, which is a very big problem (and losing the front turret is really painful), but with it, RU dds finally get decent turret rotation speed. Used it succesfully in ranked S2 to break out of the tier 6 max games. And i still keep it in port!
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