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GulvkluderGuld

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Everything posted by GulvkluderGuld

  1. GulvkluderGuld

    people leaving becasue of the matchmaking

    Very rarely my divisioned friend or I have left a game because somone clicked the battle button and started sailing, only to discover his friend wasnt in the match (due to not having sent/accepted division invite). What would you guys do, if this happened while your friend came over to play and you are drinking beer? Happened maybe 3 games in 2k battles for me. For real? I only heard the good players gets put on -2 tier ships all the time. Welcome to the break club. Already there.
  2. GulvkluderGuld

    Struggling with my Indie

    Ryujo 3-1-1 is the hardest matchup, since it is essentially the IJN aa deck. Usually I wait for his TB/DB to show and deny his strike with my fighter. Preferably by strafing and killing everything. Sometimes I even get my fighter out (strafing back where I came from), but usually I have to trade it for 2 of his squads. Where to send my own strike squads depends on how his fighters are deployed. Often I keep them with my fighter if the Ryujo has spread his squads, since the Ryujo needs 2 squads concentrated to kill my fighter. Focusing the Ryujo on defending his squads usually creates an oppertunity to use my strike squads while his fighters are occupied with mine. The other situation is when his fighers are grouped. In that case, you want to avoid engaging with the fighter and strafe if you have to. Send TB/DB somewhere else, or if you suspect he will split his squads, split your strike squads too. Use the map borders.
  3. GulvkluderGuld

    Struggling with my Indie

    Hehe. I rarely really look at my CVs except in port view. Can understand it though. Lex (and ranger) looks really deadly and sleek. But for looks I have my US and RU DDs and boy do I love them Saipan seems like a good buy for experienced CV players - those tier 9 planes are fast. And you can get your fix ;)
  4. GulvkluderGuld

    Invasion of the Strike carriers

    US up to Indy - balanced all the way. The extra dmg of one DB squad is neglegible compared to having a Fighter. From Ranger - planning to go strike (unlocked but not played, as i rerolled IJN) IJN - planning to go balanced, but only at Zuiho. Snipe: Always snipe strike CVs as they are defenceless and quite dangerous to my team. 2v2 tends to end in a snipe (usually not the first 5 mins of the game though) As BB: I play USN BBs with a full aa suite for missions, so bring them planes on
  5. GulvkluderGuld

    Struggling with my Indie

    With your already decent average damage, your stats will improve. So far it is a rather small sample of games. I've got 58% WR with 51k average dmg and 16 planes downed on average. CV Implementation in this game is very simple compared to RTS games (and yes, Homeworld is an old favorite of mine too). If you like versatility, perhaps you should consider grinding the IJN CVs. They have more squadrons which means more options. But I would say USN CVs are probably easier to learn and play (only made tier 5 IJN myself) As for dealing with AA setups, remember they cant do sh*t worth of damage. Get one good torp drop off and you've done more than they will ever do the entire match. Admittendly its boring and It's not impressive Xp and credits, but believe it or not, I've facerolled AA setups and gotten clear sky in my 1-1-1 setups. With good strafes and playing patiently, often the bored aa setup player will hunt CA fighters and take some bad trades. Or sometimes you can even slip a strike behind him and sink the bugger Anyhow, it is almost always possible to get those two strikes in by playing patiently.
  6. GulvkluderGuld

    Struggling with my Indie

    Well you stats look a lot better in the Indy than previous CVs, so it can't be all bad It is hard to snipe a CV on tier 6 in one strike, in fact I would say it is impossible (maybe by flooding him with TB - wait for repair - DB for multiple fires). I only attempt that when against full strike CVs (because they can't really defend themselves). 1-1-1 vs 1-1-1 mirror is one of the most fun matchups imo.
  7. GulvkluderGuld

    CV moving planes instead moves ship

    Happens all the time
  8. GulvkluderGuld

    Struggling with my Indie

    Didnt play since patch 4 before the aa rework, but back then I used my Indy for creditfarming. Basically, your problem is the Indy doesnt have a lot of plane reserves. In fact, there is only planes for two guaranteed strikes with 1-1-1 Indy hangar-space. In the difficult match-ups (3-1-1 Ryujo or higher tier IJN CVs, looking at you here), those attacks need to count. Coming from tier 5 where aa is scarce, the suddenly strong aa everywhere is the challenge of tier 6. It took me quite some time to adapt to. You should have some experience with it though, having played CVs in OBT. Be patient, fake being AA setup (hide TBs), use the map border to hide planes untill the last moment before striking and wait for the other CV to commit his strikecraft (and strafe them down). Strike somewhere else while his attention is occupied by your fighters. If there are higher tier CVs in the game, then they control the matchup. You either get left alone and the CVs fight two 1v1 CV matches, or you will need to combine forces. Go park your CV close to the other friendly CV and use your planes to support his strikes if you get sh*t on. Oftentimes, it is a good idea to conserve aircraft until half the enemy team is dead (usually the annoying CAs die first or sail ahead of the BB) or split up. Then strike isolated targets. In the meantime, feel free to hang your squads over enemy DDs or contested caps and make them miserable ;) Dont bother attacking tier 8 BBs unless absolutely critical (or they are stock with wooden deck ) AA specced Colorados are also a big no go, you can check it by seeing at what range its aa opens up (used to be 7,2 km = no go)
  9. ghostbuster_, on 10 April 2016 - 09:31 AM, said: I passed through all usn cas. But i have never got one shooted by a bb in my pensacola. I guess it was just your mistake. Most of the time, you get killed by your own mistakes but....I've had this happen. Fuso (at enemy spawn) that wasn't spotted by our team oneshotted me 2 mins into the game. All hail the old cross spawns on Hotspot! Since sailing pensacola = being permaspotted, I don't see much I could do to prevent that happening again. Guess you were lucky
  10. If BBs don't push, using the chat to explain to them we have a numbers advantage on their side (or are outnumbered on the other side) has worked for me most games. There will always be potatoes ofc. Sailing a US/RU DD and protetting their flanks helps too. Don't want to urge for verbal abuse, but sometimes "insulting" said potatoes by stating the truth (calling them cowards) makes them mad enough to do the trick (if nothing else works).
  11. It's always fine to support the DDs trying to cap. The problem with players skill is what the CAs decides to do after supporting DDs. Usually I see two situations: 1) CAs rush forward due to limited opposition, leaving the slow BBs in the dust. 2) CAs dont fall back when enemy BBs shows up, refuses to fall back and gets overextended, gets annihilated. In situation 1 what often ends up happening is the Two Brothers ring-around the rosy with each team grouping and circling the map in the same direction. CAs in the front of the fleet, BBs in the rear. BBs then have to fight the DDs while the CAs are busy raining HE on BBs. Surprise: DDs sinks the BB while the enemy BBs sinks the CAs. Then CAs complains about no support. In Situation 2 CAs and DDs should learn to read the minimap. If the enemy have 3 BBs on one side, and there is only 1-2 friendly BBs, they should give up the cap. If numbers are reversed, they should fall back on the BBs and (re)take the cap with BB support. This is where many BBs fail to push due to crazy DD fear and thereby lose the game for their team. Oh player skills variation is a problem. In fact we are talking mid-tiers random battles here, so most decent players probably dont care too much about teamwork either. I certainly dont expect CAs to stay alive and sometimes take the safe path if I see they arnt reading the minimap. There is a risk of getting caught by enemy DDs while taking the direct route. If the BB player isnt confident of taking a 1v1 with a DD (or there are many DDs on the enemy team), taking the safe path is the prudent decision. Back when I played tier 6 ranked games, I used to play RU dds and escort the BBs to protect them from IJN DDs. Often the DDs and CAs rushed ahead of BBs on either side. This play often won my team the game outright by securing the BBs from torp attacks, leaving them free to sink the CAs while I killed the DD. Meanwhile, our CAs being the damage-farming scrubs they were got themselves killed rushing the enemy BBs.
  12. There is no problem with mid-tier BBs. It is mid tier CA's who play without a brain. US BBs can do 22 knots max - CAs usually 30+ knots. Typical CA players rams the throttle to max and leave it there. It doesnt take more than two braincells to predict how the scenario described by the OP comes into being Typical US BB game: - Game starts: set throttle to max, go AFK 1-2 mins and get a coffee. - Coming back, the BB has just left the friendly cap circle - 5 mins into the game, all CAs engage on the 1-3 and 8-10 lines and start annihilating each other. - BBs are left behind to fend for themselves against the enemy DD, who sail straight through the middle. - If lucky, I get a DD kill. If unlucky, I lose half or most of my HP or get sunk. - Then,8+ mins into the game, I finally reach the front line and start pushing. - surviving friendly CAs hide 3-5+ kms behind me, leaving my flanks exposed to DD torps. - if not dead after 2-3 mins of dodging torps and getting hammered by enemy BBs and CAs, I usually succeed at sinking the pesky DDs on my flank and surviving enemy CAs. - Enemy DD starts capping and friendly fast CAs are not willing to turn back. They are busy sniping BBs at max range. - Game over. Some good advice:
  13. GulvkluderGuld

    Russian DD, how to ?

    I liked the Iziaslav but hated Gnevny with a passion, so I feel with you. On the other hand, from tier 6 it gets much better. If CAs can get 4-5 volleys off before they settle under the waves to your CitPens, you are doing smth wrong. Gnevny can Citpen CAs from 7-9 km (depending on class). Outside that range, dont bother engaging CAs except if they shoot smth else. US CAs > tier 5 (omaha) is best avoided, untill you get to tier 6 (the Oggy can kite Clevelands and kill them from max range). IJN CAs are your best ambush victims. They have slow turret traverse, so check where their guns are pointed. I've 50-0 Aobas before they got a single shot of this way (each broadside is 5-10k if all shots Citpens). Killing DDs (IJN) should be self-explanatory. US DDs are best kept at max range. Same for any BBs you want to rain BBQ on.
  14. GulvkluderGuld

    Low tier RU DD's

    Did the grind just as the RU dds came out (before the low tier dd their speed buff, when CAs were actually much faster!). The tier 2 RU dd is the most OP tier 2 ship I ever played with it's long range and fast shell-arcs. The rest were a horrible, horrible experience. - Stay at range. Use the RU shell-arc to your advantage. - Shoot CAs and BBs and IJN dds. - Avoid US dds unless they are low (and keep them at range, where their mortas can't hit back) Also some RU dds have A LOT of torps (10 for the iziaslav i believe). Can be used for: - Ambushing from behind islands - suicide torping solitary BBs
  15. GulvkluderGuld

    #¤%& land of fire

    Feeling sorry for you OP. Tier 4 in tier 6 matches is just harsh. However, I find Land of Fire to be easily the best and most fun of the mid-tier maps. One of the best and most balanced maps in the entire game. Reason: Trap is imo NOT the same since bigger and more numerous islands makes the entire center very unfriendly territory for bigger ships. The result is the inevitable 25-28 man AFK-lemming train to A with a few DDs to B and maybe two ships sailing C.
  16. GulvkluderGuld

    Skill distribution for a 15-point Benson captain

    As said above, there is another thread about Benson C hull. I will just add that the selling point of Benson's C hull is the improved rudder shift, not really the AA. In S3 i messed around with C hull as well as vigilance to solve my offensive smoke to cap + getting sunk by torps problem. Found that I preferred vigilance, since my problem was needing more time for the engines to turn the ship bows on to the torps. Usually I would be bows on to the expected carpet torp waves, but often a few torp waves was like 20-30 degrees offset. It was those giving me the woes. However, bear in mind that Radar and buffed Hydro may have made offensive smoking an obsolete tactic. I havnt played the game for a while.
  17. GulvkluderGuld

    Skill distribution for a 15-point Benson captain

    My experience from S3 Ranked is that on tier 3, Vigilance is quite valuable in that heavy DD and torp environment. Depends on what you expect to use the DD for. I used mine for early and quite aggressive capping. I ran premium smoke for a lot of games and found that i very rarely survived to need a 4th smoke charge (and by that time the match was usually decided). So to survive longer and be safer once smoked up and waiting to dodge the incoming carpet torping, I changed superintendent to Vigilance. Other skills are as listed already. Concealment expert at tier 5 allows invisifiring at around 10 km. Useful for peppering BBs and taking further advantage of Demolitionist.
  18. GulvkluderGuld

    Independence loadout and Captain skills

    yeah they are private to sink XVM ;) 57% WR in 101/176 games. 50k average dmg. 16 airkills average. Bit less damage then you with similar WR. I use this thing as my creddit farmer, thus the large amounts of games. Guess either setup can work on this tier
  19. GulvkluderGuld

    Independence loadout and Captain skills

    Funny, When I see 0-1-2 indys in my Indy, I know it is seal clubbing time....(i run 1-1-1). Without fighters the CV is a sitting Xp pinata waiting to get sent to the bottom. With the TBs shut down nicely by fighters, that leaves only DB damage, which is managable when the CV can be sunk in two sorties. Or since on tier 6 the Indy has crap for hangar space, sometimes it brings more income to simply hunt downs his squads for airkills without much danger to the team. Dunno about higher tiers, as I imagine larger hangar space and better teamwork will make 0-1-2 more viable.
  20. GulvkluderGuld

    DD's after USN radar

    Can't imagine how Radar is going to do anything but increase the population of Shimakazes. RU dds got nerfed into the ground, then IJN dds got the option to run Last stand, and now radar makes hunting them risky business indeed. Guess I'm rerolling IJN DDs (in addition to my CV lines), but I think these changes are a mistake by WG. Carpet torping is risk-free and quite rewarding. If WG wants to solve the carpet torp problem, they need to increase torp reload time (after what they did to the US CV line, maybe 5 minutes will do?).
  21. GulvkluderGuld

    AFK prevention / punishment

    First, glad we agree we dont want people to get banned for technical reasons For the rest, my PC is about at the level of recommend specs AFAIK, but there is still minimum specs below there. From around christmas time, I've had some nasty client crashes on a semi-frequent basis (once every 10 played hours). Didnt change anything to my PC and I dont run any mods except training room, so I blame WG. Anyhow, it certainly takes longer than 3 mins to restart the client and get back into the game, since there is also game loading time, so it is 5-10 mins minimum. Also sometimes the client just refuses to load me back into the game i crashed out (the ship just is "in a battle" in port view). As to the LEEROY JENKINS style, I guess you dont division much with friends who, upon having clicked the battle button and start sailing around, realize that their friend isnt actually IN that game? (due to someone not having invited/accepted the division invite) So since we dont play all that often and want to have fun together, usually the idiot who clicked the battle-button will exit the game and we start another (this time divisioned). Now let's say there was a penalty for going AFK before getting sunk, we probably would not care except to put the ship in full-ahead mode and aim it at the enemy before exiting. Again, we dont play together very frequently I definitely would be in favour of WG adding a "still loading" message on AFK players. And you are right, the game dont have to wait for ALL to load in, just put the tag on their name I also would live with paying a fine to ALT+F4 or AFK (say 1/15 of everybody's repair bill in a loss - if it's a win the team clearly didnt need me). I highly doubt the lots of AFK players can be explained by ALT+F4'ing as described above though. The amount of games where WoWs crashed and don't reconnect me to the game i just started are far more frequent. I can confirm it is possible to exit a game before the ship is sunk, and also to start a new one. If a friend drops by after work to play and drink beer, and one of you screwed up like mentioned above...what would you do? (not asking what is right, just what is the reality) I always feel bad doing it, but games are about playing with friends (I feel differently about Ranked/teamgames). Being unable to start another game is just stupid - it would probably make me play another game with friends, not WoWs. Better make it a fine as written above with increased penalty for repeated offenders. This system doesn't always work. I've had crashes that reconnected me to a sunk ship. I've had crashes that didnt reconnect me at all. I've even had crashes where the server wouldn't let my client log back in at all (and reported them as bugs).
  22. GulvkluderGuld

    Benson C-hull

    Screw the AA, the selling point of the C hull is the improved rudder shift. Benson AA can shoot at planes for several minutes with Defensive Fire activated and STILL not down a single one. This is my experience from ranked games. After the patch 5.x torpedo buffs, random torpedoes started becoming my most frequent cause of death in ranked. If you have similar problems, I can recommend either the Captain skill "vigilance" or going for the C hull. Maybe even both. Getting the rudder shift allows a bit more dodging of incoming CA/BB fire too.
  23. GulvkluderGuld

    What are the f....... russiand DDs good for?

    I loved the Oggy and used it for S2 ranked with good results. It's a little weak on guns (and they break annoyingly often), but maneuverability and speed is excellent. The Oggy has the same turret as later RU dds, so get used to the wet toiletpaper dureability. Go where you expect those IJN dds to be (or even US ones) and chase/kill them untill backup arrives. Oggy works for capping too, which later RU dds suck pertty hard at. Avoid CAs like the plague and pepper BBs from close to max range with HE. The exception to this rule is Clevenlands, which can be sunk from max range while shooting themselves dry trying and failing to hit you.
  24. GulvkluderGuld

    AFK prevention / punishment

    Been post like this before. Basicly there are a number of legitimate technical reasons for people to appear AFK (eg, my game usually dont load untill 2-3 mins have passed of each match. Sometimes the client simply crashes and i lose 10 mins). Getting punished for matters beyond player control would be unreasonable and unfair. You'd need a way to tell these people apart from the dudes sitting AFK in front of their monitor with a hysterical grin and eating their pizza. If WG insists to start games before all clients are ready, they could put a message over some ships, stating the player is still loading. WG has chosen not to do so (yet). Second, If there were such a thing as AFK punishment, It would encourage behaviour such as LEEEEROY JENKINS down the center of the map to get killed to let the player alt + F4. Third if you think people are botting, there is a reporting system in place for that.
  25. GulvkluderGuld

    What are the f....... russiand DDs good for?

    My bad when complaining about the speed of Tashy. I meant Rudder shift time there. I dodges like a brick compared to the Kiev. Needs stay about 2 km further from CAs. As for torps, I mostly die to suckertorps while smoked up (even though moving back and forward) S4h3L, on 28 March 2016 - 11:42 AM, said: I just had fight with my Udolai against enemy Kagero from 8 to 6km, bstrd destroyed one my turret and shot me down to 4k hp from 18,8k, I after 30 HE hits left him on 3k hp from 15k, we both disenganed but gunboat shuld kill torpedo boat like Kagero, but not in this game... EDIT: ok my fail, HE are useless, from now I will shoot only AP Sadface. Yes gunboats should, and in general i never had problems with IJN dds unless they have CA backup. My wake-up call was one of my first Benson games, where i met a Khabarovsk and we both took 4-5k hp off each other and smoked, then another 4-5k hp while disengaging. Ranked games in my Tashy confirmed for me that Bensons trade damage evenly with RU dds (inside the Bensons ~6,5 km detection range). AP on destroyers though. Sounds crazy, but if it works....
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