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GulvkluderGuld

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Everything posted by GulvkluderGuld

  1. GulvkluderGuld

    Tier VI farragut US destroyer

    The upgrade is a trade-off of 1 km range for ~50% increased dmg (10k -> 15k). I agree though. Don't research the things, just save the Xp and credits by using the 5,5 km torps. There are few situations where the upgrade would have nettet me kills that i couldn't bag with the stock version (one case: hitting 7/8 torps on a new mexico will leave it at ~5k hp if you have stock torps. Upgraded torps would kill it)
  2. GulvkluderGuld

    BUG Firing salvos that dissappear. Hold mouse pressed and fire full salvo

    Mostly when this happens to me (Cruisers and Wyoming) it is my own fault because I fire the guns while using Ctrl+X aimlock (by mistake). However, a few times in my Pensacola, my rear battery shots do appear to dissappear. Typically I will be angled toward the opponnent and all 4 turrets will show a reload, but only the shots from the front turrets are visible. It's quite rare though, so I just assumed that there must've been a reason and i just didnt notice...
  3. GulvkluderGuld

    AA ranking Cleveland vs. Pensacola

    got the same bias, but for it's expected. I changed to seconday battery upgrades on my Pensa before I got the B hull, so my aa range is shorter
  4. GulvkluderGuld

    Update 0.4.1 - No 3 TB squads until tier 9

    I guess you are. Or maybe at higher tiers, if you consider "tons of fighters" = 2+ squads that might be due to the balanced loadout getting an additional fighter wing (i think) Our poll here and the discussions of USN carriers certainly favor the stock setups http://forum.worldofwarships.eu/index.php?/topic/25461-carrier-loadouts-poll/ Maybe you just have "bad luck" if they really are full aa decks you run into. I use quotation marks since most of the time it means they cant do crap to your team, which is good for you - even if it means fewer torpedos for you )
  5. GulvkluderGuld

    Afk player timer and or issue at hand

    Hmm. I seem to always load in 1-2 mins into my first game (harddrive speed issue), so 1 min is definitely too little. Totally feel with your frustration, though I will question how much the AFK player mattered, if he was the only one left after 5 mins Unless it is a totally low tier map/match the disctances are large enough that no enemy ship can have gotten into range in 2-5 mins. That means players botting will not get anything out of it. Getting removed from the match after 5 mins for afk (with Port-option to reconnect if you rly had lagg issues) would seem quite fair too me.
  6. GulvkluderGuld

    AA ranking Cleveland vs. Pensacola

    Cleveland are definitely better at shooting down planes when Defensive Fire is applied (EDIT: since long range AA dps is the only AA dmg getting multiplied by DF). In general i feel quite dissappionted with the aa efficiency of pensa
  7. GulvkluderGuld

    Nicholas v Minekaze

    I have the nicholas and farragut and also isokaze. Only thing i can say: it's two completely different playstyles. I love my USN dds for the guns and hunting other dds and peppering BBs and make them waste their shots in fear of Banzai runs. Also at higher tiers, USN dds it give me smth to do other than dodging planes.
  8. GulvkluderGuld

    Update 0.4.1 - No 3 TB squads until tier 9

    *momentarily breaks cover for a dash to the keyboard* Completely disregarding FloReads question. Are you sure we are playing the same game? Last I looked, the only used deck on USN carriers untill tier 9 is the stock version, eg. the one you talk about with 1 TB and 1+ Fighter (exempting a few Bogue captains who try out full AA decks for their first time). That is, unless this thread is really a giant IJN QQ thread in disguise and not a mature discussion?
  9. GulvkluderGuld

    Update 0.4.1 - No 3 TB squads until tier 9

    The USN carrier that you sunk <2 mins into the match with your endless TB squads?.....IJN no longer has free reign over the skies?? wait WHAT??????? EDIT: @ Divebomber squads: I wonder if any US drivers learn to use them before Independence (tier VI). My experience is they can't hit a frigging BB more than once on auto, even attacking from the stern and not under attack (= useless, unless you are lucky enough to start a fire). Forget about killing cruisers and DDs in US carriers untill tier 9. If US carriers are better, feel free to respec. Then we shall have (QQ) threads about how the fast USN fighters now get ripped to mincemeat by the slow IJN ones. Now taking cover
  10. GulvkluderGuld

    Players camping destroyed CV planes

    CV driver here, and I can tell you this idea would create substantial QQ threads in the CV forum Let me respond to two posts at once to explain why: Wrong buddy. The "lost sheep" can actually execute orders they were given prior to the CV going to the bottom. This means they can, and often will - get kills from qeued up auto torpedo drops or bomb drops, which they execute after the carrier is sunk (carrier's way to get "it's just a fleshwound") - fighters get aircraft kills on floatplanes and even enemy squadrons. In fact a common CV tactic when you are about to die, is to order figthers to "escort" friendly ships so they keep providing AA protection for that ship (think: BB or other CV) after the carrier is sunk. Removing these planes would equal removing torpedoes and shells still in the water/air when other ships are sunk, as it robs the CV of credits and Xp it would otherwise have earned (remember our planes are in effect, our weapons).Somehow I doubt this would be very popular with the other classes As for orphanes planes doing nothing - those were bad CV drivers (which is of course the reason your team was winning in the first place!) As for players being noobs, let me quote Jingles: The only problem with multiplayer games is, that there are other players in them!
  11. GulvkluderGuld

    Hatsuharu gun turrets - getting destroyed very often

    Uhm, do you have the upgrades/modules to lower turret damage 20%? Or the one for torpedo launchers? Using different modules might explain the difference you have with US and Jap DDs I havn't progressed beyond the Isokaze, but so far i manage to break the guns far more often when i sail USN dds due to taking more dmg. I lose one gun/turret almost every game in fact, despite the module. DD's being made out of modules
  12. GulvkluderGuld

    pre patch Furutaka players - suggest a reward.

    He is joking right? EDIT: How about they get to keep it as it was? Their pre-patch Furutaka
  13. GulvkluderGuld

    Farragut

    Farrgut sucks in comparison with Nicholas. Playing USN dd is pretty much restricted to peashooting and chasing down the occasional IJN DD and (very rarely) making a torp ambush. One advantage I noticed is that USN dds tends to get ignored a lot when it operates in this role, that is staying at range and in view because it's using its peashooters from range. Sometimes it's possible to just "happen" to slip within 5ish km of a BB while chasing that peskuy IJN dd. And then arrrives the most satisfying moment of the game! As for 4.1: I read WG intends to buff USN smokescreens. Havn't tested it though.
  14. GulvkluderGuld

    Demolition Expert Question

    Use the search function or google buddy, it's definitely here somewhere (and I'm too lazy to do your work for you). Or you can take my word for it. Demolition expert scales additively with shell %Fire chance. The fire prevention skill and module on the other hand, scale multiplicatively. The fire duration reduction skill / module scales additively this one I had to test this for myself in the training room. Maximum is 15%+15% reduction, so a fire duration can be reduced from 60s to 42s. EDIT: So using the rule above, you Pensacola will go from 14% to 17% fire chance.
  15. GulvkluderGuld

    Issues at spawn

    Got similar issues with loading times. Its pretty variable, but I've noticed that it's often the first game after I open the client - particularly if it didn't finish loading the port background image. I'm guessing its a client related problem, either RAM related or hard drive speed related.
  16. GulvkluderGuld

    US dd's modules?

    Pretty sure it doesn't do a thing on turning. However, I use it to juggle the throttle quite a bit in fights to dodge incoming fire.
  17. GulvkluderGuld

    Pensacola

    You must be driving a completely different ship or facing different opponents. I cant hit anything in this ship > 10-12 km if it's paying even slight attention to me (and maneuvers). Sure the shell flight time is better than in the Cleveland, but most of the cruisers I face are atlantas, atagos, clevelands and myokos. And they burn me to death while staying angled. Zogash85, on 14 August 2015 - 05:17 PM, said: After what I'd read about her, I was positively dreading the Pepsicola, but tbh, I really like her! I actually prefer her over the Cleveland (*gasp*)! Mind you, I free xp-ed all her modules and got all the upgrades immediately, so I don't know how she plays stock, but the amount of citadel pens I get in her is off the hook! And as long as you angle at all times, she isn't that squishy, either. While the RoF is slowish, it's really not that bad, and I much prefer her higher shell velocity over the a-[edited]-to-aim-well-at-long-distances Cleveland HE spam. The only thing I feel is significantly weaker on the Pepsi than on the Cleveland is the AA. I don't know why but it takes my AA guns a lot longer to down planes even with defensive fire active. May be that the 4 less 127mm guns aren't adequately replaced by the additional Bofors. It's still by no means bad vs. planes (my record is 14 in one battle), but it isn't as deadly as the Cleveland is (37 in one battle). Glad somebody likes this ship ;) Stock Pensacola is a [edited], mainly due to the low 14,2 km range and 45s turret traverse (meaining the aim of the guns get thrown off, if you turn the ship). Once upgraded, I've actually gotten decent games in her. I also observed the AA seems worse compared to the Cleveland. From my experience the most important things to keep in mind when playing the Pensacola are: 1. Angle at all times! Never EVER show your flat broadside any longer than you absolutely have to! If you do, they'll likely pen your citadel most of the time. 2. Get the Steering Gear Modification to improve rudder shift time ASAP, and dodge as much incoming fire as you can - angling will only get you that far. couldn't agree more. Its the single best upgrade it got on her. 3. Shoot AP at anything that isn't a DD or CV, prioritizing cruisers that are showing you their flat broadside. Aim for below the smoke stacks for a nice chance at citadel pens. 4. Try to keep enemies (especially Clevelands) at ranges of more than 10-12km so you have time to dodge their shells. Your shells are fast enough to still be easy to aim at those distances. KIlling DD's in this thing gave me lots of trouble, so I took another approach to upgrades. Upgrades: 2) Seconday Battery Mod 2 upgrade = +20% range and accuracy My Captain: 1) basic firing training = 10% faster reload on secondaries 4) advanced firing training = 20% range on secondaries Advantages: - 6,3 km range on the secondary batteries -> this range just happen to be similar to DD detection range. - some extra accuracy and reload time -> the secondaries actually hit and do substantial dmg! - starts Fires - the secondaries shoot HE and has a pretty good chance of fire! Disadvantages: -some 20% lower AA range due to the upgrade slot lost. -different captain skills than above (i only run Situational awareness on my DDs). Running this mod has secured multiple kills and cap resets for me. In fact it nettet me the "close quarters expert" in the very first game i played with this configuration Let me know if anyone has tried something similar?
  18. I know WG has this ingame system for dealing with TK, but sometimes, that just is not enough.....this is one such time. FYI: His name is misspelled in the chat. This guys started out torping our BB and sinking him, after he claimed to have gotten shot at (though he didnt get hit or lose any HP). He then proceeded to take out our CV who threatened to report him and turned pink. However, we couldnt catch the bugger, so he continued the teamkilling. I took this shot just before he Tk'ed our other CV at I8. Eventually we brought him down, but not before he got to -4. But.......STILL NOTHING BY THE GAME ? ! ? This guy needs a ban imo. I heard of other cases like this where the replays are sent to WG somewhere. Can anybody help?
  19. What do I report him for though? Bad play? There seems to be a particularly retarded choice of options. I'm going to record the replays and - if spectacular - i will send them to Jingles and hope for a show in Good/Bad/Ugly Otherwise send them with a support ticket to WG. Some people here post that WG needs to have actuall proff (=footage) of the deed, and scores are not enough. So they will get a replay
  20. GulvkluderGuld

    US dd's modules?

    Also driving the Farragut atm. I'm running Propulsion mod II in slot no 4. I like the faster acceleration. Otherwise similar modules. Curious if you can feel the benefit of having the steering gears mod with only 3,5s of normal rudder shift time? As for paint, I dont find the value for money worth it. If I did, I'd run Camo all day untill you get the Benson (the first USN dd able to fire torps outside detection range).
  21. GulvkluderGuld

    Myōkō class cruiser nerf in 4,1

    My you seem quite frustrated. Didnt try to offend you sir. Sorry 'bout that! I have no experience with japanese ships, but the Furutaka gets her buffs, and they are amply warranted. I were only asking why buffs for the Pensacola (or balancing of it's tier VII counterpart) aren't equally warranted? We seem in agreement that both ships in stock configuration = paintrains. Why should there be such paintrains in the game? I don't see the logic. Just buff them enough to make them playable already. The Cleveland recieved a nerf as the game went OBT (or so I understand, as I wan't in the CBT). Its' now relatively harmless at ranges > 10 km, as you have time to dodge (unless you're a Battleship). Maybe the Myoko is equally strong for it's tier (I can't speak for this due to lack of experience > tier VII), but there are posts here that seem to support this reason. As for me, I don't mind Jap cruisers getting some of their own back and do hope you enjoy it. I play USN DDs as a main afterall, and I look forward to having a laugh at the Japs when I get my Benson But let's stick with the numbers ;) The difference I see is that, with the Furutaka, you get a ship in stock config, that has at least equal range and speed compared to the USN counterparts. With the Myoko, you get something that is vastly better in stock configuration, than the Pensa can ever hope to be (remember also: The 30% is effective DPM, not potential DPM). The Myoko will remain a strong ship despite the nerfs. Just like the Cleveland. Feel free to enjoy it. There is a vast diffence between the stock Pensacola maneuverability (rudder shift ~12 s) vs upgraded (~9s with rudder shift modification). It seems to mostly be player skill, not ship ability, but I can tell you this from experience: Having unlocked those upgrades will make it much, much easier for the pepsi captain to give you a hard time
  22. GulvkluderGuld

    Update 0.4.1 - No 3 TB squads until tier 9

    USN Bogue CV captain here *shakes in fear*. Fortunately it isn't too late to turn traitor! Seriously: Not sure how much the Dogfighting skill makes up for at higher tiers, especially with USN figher wings being 6 strong and USN carriers having larger plane reserves. The only point to stand our from those stats are the IJN gets the best of both worlds, since their AA-setup includes a TB squad. As i go with fighter survivability modules and upgrades, this would force the IJN cv captain down a similar road (not sure if they do this already). I find survivabilty makes a huge difference in fighter vs fighter engagements. As for dps, my understanding is the fighters will get a new ability to level the playing field, and make aa-combat more skill-based. I'm not gonna grind my way to CVs on the testserver though. Wish i had the time.
  23. I think it was the first time this guys went Tk'ing (he wasn't pink to start off). Also it seemed like some sort of aggressive self-defence, don't-you-dare-mess-with-me style of behaviour. I've seen a ton of crap like this in League of Legends, and learned to deal with it - by coordinated use of the ingame report function. Knowing I've done something to prevent such players from messing up more games helps a ton. Again thx for all the replies. I'm going to enable replays from here on, so I can send those in whenever the next teamkiller comes calling and make sure WG has footage of all his despicable deeds!
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