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GulvkluderGuld

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Everything posted by GulvkluderGuld

  1. GulvkluderGuld

    Gearing + Fletcher Torps

    Where did you get those numbers? My client says: Fletcher torps 10,5 km 1,3 km detection Gearing torps 16,4 km, 1,7 km detection. That is a major difference. Adding TA does bring reaction time down a bit, but the fletcher torps are still significantly stealthier. The downside is you need to close into radar range to fire the things
  2. GulvkluderGuld

    Gearing + Fletcher Torps

    AFAIK you cannot do that, as concealment, TASM and legendary modules all compete for the same slot. If you want torp detection, get Vigilance.
  3. GulvkluderGuld

    Gearing + Fletcher Torps

    Now to the Gearing's advantages. More gunpower and it faces forward, plus the legendary module making concealment best in the game at 5,4 km. They are completely different ships now exempting torpedoes. While the legendary module drops 15% gunpower, you can get 10% back if you want by trading TAE for BFT. I dont expect the difference to be too noticeable so I will probably try it. For the purpose of being torpedo boat, will you use the legendary module?
  4. GulvkluderGuld

    Test-server Narai

    Just tried the New Narai on pts. It seems very very hard to win without resorting to clan division. Reminds me of first-iteration new-port naval station. 3 attempts with 150k-300k dmg and 8-10 kills yet all losses with everybody dead. Transports and CV must be killed and have been moved to opposite corners of the map with the harbour in the 3rd corner where escort must be protected from charging into the missouri. This can be dealt with, but with lossses in the central group. The reinforcements in the harbor just wrecks the 2-3 remaining ships. Has anyone tried it? Seems hard for the average joe to just complete, let alone get multiple stars.
  5. GulvkluderGuld

    Test-server Narai

    I'd expect the mode is still perfectly farmable by clans of decent players using voice coms. With the amount of ships to kill, probably also quite profitable. I fail to see how WG will (ever) solve this quandary without reducing the ship-count or XP gains. The problem now is the operation is extremely demanding of certain ship types deployed in the right positions. You NEED a DD or CV for spotting. You NEED an AA capable ship to deal with CV. You NEED a DD/torp boat willing to one-shot the Missouri. More than anything, players need to a) follow specific tactics b) while staying in front of the repair circle and protecting the transports and c) actually know to use AP and hit what they shoot at Just saying, there is NO WAY random scrubs will even manage to win more than 1/3 of the games, let alone earn any stars. CV is escorted by a cruiser. Might be hard on the DD. On the other side I doubt a DD has the dpm to burn down the 5-6 transports + 2 forts and 2 DDs opposing it, but I could be wrong. It certainly took my Fiji quite a while.
  6. GulvkluderGuld

    Nerf or Remove Radar

    Just go club seals on tiers below 7 where there is no radar, Kamikaze is still fun (depending how pissed you are, the lower the more worse for WG as killing newbies = killing the game)
  7. GulvkluderGuld

    Updated operations

    Just tried the New Narai on pts. Reminds me of first-iteration new-port naval station - the one impossible to 5 star and very hard to even complete. 3 attempts with 150k-300k dmg and 8-10 kills yet all losses with everybody dead. Transports and CV must be killed and have been moved to opposite corners of the map with the harbour in the 3rd corner where escort must be protected from charging into the missouri. This can be dealt with, but with losses in the central group. The reinforcements in the harbor just wrecks the 2-3 remaining ships in the center and rolls right over the guys sent on isolated missions. Seems hard for the average joe to just complete, let alone get multiple stars. Maybe clan divisions with voicechat can do it. Nobody else can. This one is just masochistic and not for me. Raptor rescue: Too many suicide torp ships just wrecks Raptor whatever you do. Why does Raptor not even try to dodge torps when bots start dodging the moment they are launched (not the moment they spot them)? Final note: when you hand out missions for PTS, at least make them possible. Not going to bother with play PTS again.
  8. GulvkluderGuld

    Donskoi and Moskva upgrades - poll

    Reload for donskoi, it has spotter plane for the beginning and when you need additional range. Moskva: Undecided. Tried reload and mostly loved it, but often I was out of range. Tried range and had no problems with range, but missing that dpm alot. How do you reach 4 mio? I can reach 2-2,5 comfotably. Bow tank or mobile?
  9. GulvkluderGuld

    Operation Cherry Blossom - what went wrong?

    Not for the enemy. I've seen bots TK their own with torpedoes from 2nd line a few times
  10. GulvkluderGuld

    STALINGRAD "FINALIZED VERSION" (just a 2nd Kronshtadt)

    Might want to ask yourself that, since that statement is dead wrong. According to the Flamu video and patch notes, the AP-only version had a 50 mm Bow (before the Moskva changes were even annouched) This. And good riddance, BB in all but name. So the only people who care about the ship are the ones with steel, thus likely to get it? Sure, letling the wolf guard the sheep is a great idea. I'm sure WG can find a spot for you in the Balans (TM) department You just want to sealclub TX with a TXI
  11. GulvkluderGuld

    How's Khaba these days?

    Not exactly hard for them since Khaba will be visible all the time. It is not the choice of the Khaba. Had it happen a few times, it'll cost 50% hp or so but usually it is survivable. As i said it is so rare it is probably not worth speccing CE for seing the mino coming if for som reason khaba is unspotted ^^
  12. GulvkluderGuld

    How's Khaba these days?

    8.7 means khaba can outspot minotaurs if they try to ambush. Not very common, so probably not worth it for random battles.
  13. There is a vast difference between deliberate torture and murder. One can happen by accident, the other cannot. Civilian casualties are NOT just civilian casualties, nor is murder just murder. Just as a few relevant example, there can be simultaneous other crimes like rape and torture If what you say is true, we wouldnt need Massive amounts of Law texts. All we needed would be regular A4 piece of paper handing out penalties for consequences.
  14. GulvkluderGuld

    Please Fix Radar/Sonar

    The only way to register dissatisfatcion with the meta is by by sealclubbing at tier 2-3. Which is not very constructive....but then, constructiveness isnt really what WG balance department is famous for. Boys, present Umikazes! Basically, this.
  15. GulvkluderGuld

    Radar - And no NOT another whine Topic

    The main problem i have with DD gameplay these days: Flanking is impossible. (with RPF and 3+ radars per team) Flanking is the solution to entrenched position, yet WG once again show their favoritism for using the Bigger Hammer (TM) approach by forcing teams to bash straight through any entrenched position by killing all it's friends. The radar minos are very rare, only really seen after the recent Ranked season and they are devastating to DDs. Worchester on the other hand always has radar. Doesnt matter what the window is, even if it is only 100 m. Turning takes time. Once radared there is no escape from 49+ s radar = death. chapayev radar is very much survivable due to short duration. If all radars had max 25-30s duration the prevalence wouldnt be quite as bad since most dds can survive (barely) that long.
  16. GulvkluderGuld

    World of "Every island has an HE spammer behind it."

    Yeah it was a great map for dds and partially bbs. Come to think of it, RU, french and german CAs did fine too. Only radar cruisers (=USN line) struggled. Which is fine considering the current meta is worse (all dds struggle) Pls bring it back and more like it, domination version (epicenter is terrible). If you thought the camping was bad on Tears, you must know it is worse now across all maps
  17. GulvkluderGuld

    World of "Every island has an HE spammer behind it."

    Having just the atlanta (and before it got radar) as the island hugging firehose did not impact gameplay much because of rarity. These days when every island has a USN firehose strapped onto it and that firehose also happens to have 15 km range and radar, what is the results? They create a horisontal 15-20 km no-go zone in the center of the map ==> static gameplay as nobody can move anywhere but horizontally (assuming no fail-trains forming) Good BB play is camping at 15+ km Good DD play is torping from 10,5+ km and spotting other teams BB and working the 1 and 10 lines. Good CA/CL play is HE spam from max range / kemping island and hoping some idiots waltzes into range. Solution? Move the islands away 11+ km from the opposite edge of the caps. Make 12+ km island-free zones on the flanks. Remove RPF from the game. Remove the ability to steath-radar from the game (decrease USN CL radar range to match top concealment) Result Said firehoses can still hose fire at pushing targets, but cannot control an entire cap with radar from behind their island. At least allow dds their knifefighting back and make the CLs take a risk if they want to radar an entire cap (and not just thier half of it).
  18. GulvkluderGuld

    World of "Every island has an HE spammer behind it."

    Tell that to the DDs of task force Taffy 3. Ultimately, the OP has a point. I will get into CW this year for trying it, but players are getting stupider and stupider in randoms and the meta gets more and more boring and stale. At least the smoke meta before RPF allowed flanking...nowadays, how do you counter entrenched positions that cannot be destroyed by artillery or overrun...if they cant be flanked?
  19. GulvkluderGuld

    Operation Cherry Blossom - Your First thoughts?

    Churning out 4-5k FXP is not impossible with the right flags mounted. I have yet to fail getting 5 stars. Also great the opearation can be used to grind terrible ships that suck @ss for randoms like Cleveland.
  20. GulvkluderGuld

    Radar Mod 2 nerf

    first I said in my original post that the module change should lead to a free demount and not cost doubloons. Second I did not talk about the moskva relative detection range and radar range. I suggest you read my post again. That part related to 3 specific ships. I did talk about moskva radar duration compared to DesMo, maybe it could be misunderstood
  21. GulvkluderGuld

    Radar Mod 2 nerf

    why do you quote my post? this is completely unrelated
  22. GulvkluderGuld

    Radar Mod 2 nerf

    Its survivable yes. Mostly due to being detected at longer ranges. Skirting around it takes forever though. And remember it has far longer range than DesMo radar, that difference has always existed and I see no reason mosvka radar should be flat out better than DesMo radar, russian bias or not. Worchester will be intolerable, not just with the duration, but because of its retarded range when compared to ship concealment. Belfast and Minotaur aswell as Worchester radar should be nerfed in range to match their top concealment - or duration should be cut in half. And i have all the above ships save Worchester
  23. GulvkluderGuld

    Radar the numbers

    Well i kinda misread that as 4+ radars in total :) 4+ per team happens pretty damned often with a 2,7 average. And 3 radars on each team often means all caps are covered and DDs have nothing to do, so I'd argue it is a very significant number. Thanks for the stats, It would be interesting to see how many radars were in the games before last patch, my guess would be maybe 1-2 per team.
  24. GulvkluderGuld

    Radar Mod 2 nerf

    IMO WG should have cut the base radar duration of DesM and Moskva, not the module bonus Also things like DFAA module could be viable as well as DCS 1. I still think radar is best tho. And yes, WG should offer a free demount of modules they change so significantly.
  25. GulvkluderGuld

    Radar the numbers

    How are you doing your math? 22% of ships brought to battle mount radar, and you get 2,7 ships per battle? 0.22 * 24 = 5,3 ships per battle (= 2,65 EACH TEAM) Still way more than before Krohnstadt and Cleveland happened I would expect.
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