Jump to content
Forum Shutdown 28/7/2023 Read more... ×

GulvkluderGuld

Players
  • Content Сount

    3,467
  • Joined

  • Last visited

  • Battles

    22114
  • Clan

    [HEROZ]

Everything posted by GulvkluderGuld

  1. Been playing since launch and currently in a clan I would be happy with, if only we could muster enough people to play CW regularly. Played all ranked seasons with 5x rank 1 including the recent TX one. 55,5% overall WR, recent winrate around 60% playing solo. I play all classes except CVs above tier 7. Prefer playing DDs and Minotaur or Moskva. In port: Moskva, DM, Mino, Yamato, Conq, Montana, Gearing, YY, Z52, Khaba, Grozevoi and currently working towards Hindi. I play weekly 2-3 days. What i expect: Not hardcore CW environment, but fun atmosphere and wouldnt mind some ambitions to rise above squall. Preferably danish clan, english will do though.
  2. GulvkluderGuld

    Is Edge Surfing Ever OK?

    It should be punished harder. Not okay to do in most situations. When you are alone and being hunted into the border by half the enemy team ofc it is expected as there are no other realistic course of action
  3. GulvkluderGuld

    Stalingrad OP

    Apart from the fact that playing DDs in the current meta just sucks? seriously: Both ships are broken in their current state. Knowing WG, they will add HE to the Stalingrad already with cruiser dispersion and 50 mm bow-plating and raise the citadel. Look comrades, it has citadel, so it must be only cruiser!
  4. GulvkluderGuld

    Strap-on engines

    WG should add strap-on engines to DDs. My Harekaze is too slow. Atagos and Zaos are faster. This is not right, DDs are much smaller ships. Also USN BBS on lower tiers could use strap on engines too as they are glacially slow.
  5. WG have already stated that having radar blocked by LoS is too complicated for the average player to understand. Which is something of an oxymoron considering the detection system. WG, never change. My money is on a radar counter consumable either globally distributed on RN dds or testet on one of the Tribals.
  6. GulvkluderGuld

    dd play in future

    Essentially it is impossible to cap for any ship unless you get the uncontested cap vs a Lemming train, but dds may block caps which CA/CLs cannot. Radars determine if it is possible, and presently most caps are covered by 2 radars = not possible, regardless of class. Also chat gets toxic and DDs might be TK'ed because the average Joe sailing around has to blame someone for his fallacies.
  7. GulvkluderGuld

    Stalingrad OP

    Nah, WG will pull a Nikolai as soon as it is out.
  8. GulvkluderGuld

    Stalingrad OP

    BB guns with cruiser dispersion seems beyond stupid. That doesnt even get into 50 mm bow plating territory. You are going to get one (I expect) so what would you think? This thing being Tier X means you can take it in Clan Wars and KotS. I'm just a lowly 5x rank 1 player without much CW experience, but it seems to me you bring this thing to CW if able (especially since there are no CVs) So will 6 vs 6 Stalingrads be fun in CW?
  9. tier 5-7 ships looks painful. Hydro is a joke. 1.79 torp spotting range is basically the same as having the perk vigilance. Most torps are spotted at 1,3 km anyway, slap on vigilance and you get 1,7. Ship spotting range 2,8 that is 800 m more than proximity spotting. Again, very situational. They pay for it with unusually bad torpedo reload and bad hp. Not worth it. tier 8: Overshadowed by premium DD like LY and Kidd but compare well to the benson. Z23 does everything but dpm better. Torps are sh*t with that reload for a measly 8 km range. 8 km is pretty useless in this radar meta, they need at least 9 km range to torp chasing radar CAs, 10 km would be preferable (especially if you consider 2 min reload). Tier 9 and 10 are basically Akizukis on steroids with a hydro to stay safe in smokes. The question is, what will they use those guns on in the present radar meta? The torps are still inferior to most other tier 10. Reload is unreasonably long if you compare with Fletcher. All in all, it is another DD killer line that is outclassed by the KM dds at cap control and cant deal with CA or BB due to inferior torps. Probably good for akizuki and Cleveland gameplay = smoke daka-daka or daka from behind island. Should be a good counter to USN CL hiding behind islands as their shells will cross over the Moon and have no trouble with simple island cover.
  10. GulvkluderGuld

    dd play in future

    No, 5-6 are. Usually 2-3 DMs (thanks to Adm Halsay missions) + 1-2 clevelands and a Krohnstadt per team. Add the usual Missouri or two and you get up to 6. I cant even remember my last game with less than 3 radars per team. I guess it will probably go down, but not back to normal levels (1-2 per team). Krohnstadt will be as popular (and broken) as the Missouri, so we will likely see at least 1 of each on each team on average. Add the usual DM and people grinding the new CLs and at a guess, minimum 3 radars per team on average, likely often 4. Yeah WG dont like sealclubbing on tier 2-4. Guess it is time to show our displeasure with the state of the game by making som newbies leave the game. I was going to take my kamikaze out, but maybe it should be Tachibana Lima/Vampire/Umikaze instead! (pity they nerfed the Orion or that could work too, only ever played one game and it was a 6 kill hardcarry)
  11. GulvkluderGuld

    Chumming the Water

    Anything sentence with CV or DD in it.
  12. GulvkluderGuld

    dd play in future

    We already see dds not caring much about caps, especially not those with a regular Radar camping spot nearby. Nowadays we see 3-6 radar ships each game instead of the regular which is quite enough. I do find DD gameplay has gotten more boring and safe with max-range torp strikes for most of the game (using YY and Chung Mu). Not much dd vs dd action, instead it is "avoid radar zone = half the map" play with dds skirmishing it out on the 1 and 10 lines.
  13. GulvkluderGuld

    Strap-on engines

    Yeah but it doesnt even break 40 knts. Needs 10 more knots like this
  14. GulvkluderGuld

    Strap-on engines

    WG should add strap-on engines to DDs. My Harekaze is too slow. Atagos and Zaos are faster. This is not right, DDs are much smaller ships. Also USN BBS on lower tiers could use strap on engines too as they are glacially slow.
  15. GulvkluderGuld

    Main Gun Reload Booster breaks balance

    This guy Data Demon already made many of my points I know this is the internet, everything is black and white. Still lets examine the nuances of grey here if we want to consider the impact of such a consumable. For example, if I am to take your statement "dont show broadside" literally, it means to never, ever make a turn in a cruiser. Or get into a crossfire. The latter WILL happen through no fault of your own, when one flank collapses (you may argue the game is already lost), so we can already conclude that "never show broadside" is unlikely in a realistic random battle scenario. Cruisers can be caught off-guard - some BBs (Conqeror, Montana looking at you) have better concealment than some Cruisers. How would you avoid showing broadside to a ship you cant even see? Cruisers can also be overextended for good reasons (supporting DDs in a cap) or have to make a turn to not become overextended (being permaspotted by a flanking DD for example). In situations where DDs rush BBs (which more often than not is actually BBs rushing a DD smoke), 15s is a not much time for the dd. You have only 700 DD games and none of them in tier X dds or dds that are likely to get smoke-rushed by BB (gunboats). BB turrets will be turned correctly, secondaries will be firing and if the BB mounts the aquisition mod for a 3 km spotting distance, you have to cross 2 km of fire before dropping the torps at 1 km where they cant miss. Remember, the DD have to guarantee the kill or it will die. You talk about what it means for JB to lose a few heals. Data Demon already said what I have to say about this. I would gladly take this consumable in my Yamato, Montana, Conq, Missouri or any other BB you care to name. The potentially decisive benefit of 33% more firepower for a short time far outweigh the cost if you use it smartly. As to ships. 1) Iwaki Alpha is both very rare and low tier. Kutuzov was pulled from sales at the same time Belfast was, and Flint only exists because of rarity. However, before that WG managed to create an entire line of RN CLs relying on smoke, before realizing their problematic design decision. 2) WG proposed giving RN BBs radar, this was only averted because of massive community protests. Your argument is precisely why a thread like this is so important. 3) Belfast and Grozevoi are other examples where WG went overboard with consumable generosity and it backfired or community protested before they fcked up. This again is why this thread is so important. The point is, this consumable will at worst increase BB dpm 33% But if you use that dpm increase smartly, the impact on the game can be far greater.
  16. GulvkluderGuld

    Main Gun Reload Booster breaks balance

    IF this consumable goes into the same slot as the heal (like you have to trade TRB for smoke), then it would still be bad because all the BBs would pick it and use it from the J line. The very idea of adding it in any other way is even stupider than adding radar and zombie heals on every BB. Just imagine its use and abuse: See a target turn and show broadside? See a DD rushing you 2 km from an island which normally would take 10-15k dmg from 1 volley, but if full hp will 1 shot the BB? See that cruiser pushing in to brawl? See that radar cruiser pushing in to support a dd? As to the argument it is only on Jean Bart: Remember Kutuzov and Flint being the "only" smoke cruisers? And what happened then? Remember Missouri being the only BB with radar (and a certain WG proposal regarding RN BBs)? Remember Belfast and Black being the first and only ships combining radar and smoke? Remember how WG is fond turning this game into World of Gimmicks? Time to leave the sinking ship if this change goes through.
  17. Collected all Indianapolis containers and nothing.
  18. GulvkluderGuld

    Russian Cruiser Line

    Worst ship in the line is without a doubt the Kirov. Guns with terrible reload (caliber gives no benefit) and the ship melts to all the 152 mm spam not to mention blows up if a BB gets inside 16 km range. I hated the Budyoni, it is every bit as made from cardboard and duct tape as the rest of the line, and the guns and I never got along. Currently playing Nurnberg and enjoying her more. Contrary to many I found the Schorhs to be the high point of the line so far; with 25% more guns it could do all the things the Budyoni aspired to and stay safe doing it to boot - no doubt due to being spared TX MM. Chapayev is great when once in a full moon it is top tier. Mostly it gets in TX games which makes it feel like a step down from the Schorhs. Radar can be a deadly bait, but overall a solid ship. Donskoi so far is a very enjoyable experience too. It needs the range upgrade and turns like a slug, but played from 14-15+ km range it is a fearsome thip Moskva is just a flat out better BB with 11.7 km radar range. Tank 2 mio dmg and dishes out > 100k on average Overall - loved every ship from tier 8 up (Chapayev being the worst grind)
  19. GulvkluderGuld

    Reform of the team damage penality system needed

    Certainly the system need reform. On one hand doing 3 dmg by accident and kill the 3 hp ship gets you pink. On the other hand, you cant even deliberately TK friendly potato YAmato in the dying seconds of the game anymore (5 YY torp hits for 13k dmg)
  20. GulvkluderGuld

    Best ship for 150 hits? (Indianapolis Marathon)

    I regularly turn in 150 hits in Nurnberg (or did, now on the Hipper and still regularly 150 hits) Cleveland is also a good bet, or French cruisers. It is doable in the Farragut - sit in smoke and daka-daka at BBs for an entire game should give you 200-300 hits easily (if you dont get killed by torps)
  21. GulvkluderGuld

    Tanking Damage - how much have you achieved

    top: 3,3 million in Dimitri Donskoi Moskva regularly turns in 2 million games.
  22. GulvkluderGuld

    Scenario: Futility of Naval Station Newport

    Queen Elisabeth and Warspite are both fairly accurate. It also helps when you move up and get < 10 km. Should net 10k salvos most of the time, which is better than what you get with other BBs.
  23. GulvkluderGuld

    Special Upgrade must have list

    Speedboost on Khabarovsk DFAA mod on Gearing and DesMo Hydro mod on Lo Yang (dont like it on Z52 because of the already short duration smokes) Radar on DesMo Radar on Moskva Radar on YY Got a few more surplus hydro, DFAA and other mods that I dont know what to do with You cant slot Radar mod on Missouri, because reasons :/ (just think of how monstrous that ship would get)
  24. GulvkluderGuld

    Scenario: Futility of Naval Station Newport

    Be glad you dont play the operation when all waves were 1 tier higher (final wave was gneisenaus and scharnhorsts with Hippers and Mogamis along). THAT was hard to 5-star (but possible). As it is now, it is almost possible to solo-carry to a win in a CV. Getting 5 stars is still hard though, because of the average player quality. You obviously are doing it wrong if you cant make CVs work. (you need basic skill like knowing how to manual drop and how to stack unrepairable fires though) CV is the best class for this operation as almost none of the attacking cruisers have worthwhile AA 200k damage games in the Ruyjo are the average for me, the highest I went was 292k i believe. If CV isnt your thing, pick BB with good speed (french) or 15 inch guns able to overmatch all bows (Bayern, QE) or pick a high DPM cruiser (Leander, nurnberg comes to mind) Finally you know where the enemty ships spawn and they follow a natural arc around the base. Easy to have all 7 ships in position for each wave in time. The only real problems can be the DDs crossing the base perimiter by sneaking in undetected and the southernmost cruisers on 3rd wave. Basically, CV deletes the BB in each wave plus the zuiho CAs stay inside the perimiter and kill DDs and help with BBs if the CV for some reason [edited] up, otherwise just nail CAs BBs delete CAs BBs that can overmatch the nose of CAs: just push up to the perimiter and start the deleting process Fast BBs: get slightly outside the perimiter in an adjecent corridor and start shooting those flat broadsides, also make sure course is towards the next spawn or towards the base.
  25. GulvkluderGuld

    Fletcher v Gearing - Help

    Most important is to preserve hp and not overcommit for a kill. I run the same gearing setup and success fine with it. Played exclusively Gearing for a while and used it for rank1 too recently. Gearing like short engagements and always thinking about incoming torps first. Use every trick in the book to dodge incoming fire and torps and don't stay in smoke until the torps arrive. With lots of backup around I tend to turn around and to smoke up fast, sometimes at first volley. Bb AP and cruiser HE tends to come in hard and fast so better to have the other DD shot up than get shot up myself.
×