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invicta2012

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Everything posted by invicta2012

  1. invicta2012

    PSA: How to keep your UBoats alive!

    Huang He (which doesn't have depth charges, although she has hydro ) has good secondaries. Might give it a go.
  2. invicta2012

    PSA: How to keep your UBoats alive!

    This is true, but I think secondaries should be a serious anti-submarine weapon. They might give some anti-submarine utility to BBs (if the sub is caught on the surface) and cruisers should get a big benefit, especially CLs, which are very vulnerable when chasing SMs. Most of them have a whole destroyer's worth of 4 inch and larger guns on each side, that should be of some use.
  3. invicta2012

    SUBMARINES - discussion, feedback, opinions

    That would make a massive difference. WW2 things like Hedgehog and Limbo would make DDs lives so much easier. Havant class destroyers when?
  4. invicta2012

    WoWS Warhammer Collab

    I wanted a Swedish Chef captain when the Euro DDs came out. Here am de törpedö.... put de törpedö in de tübe...fire de törpedö! See de ship? Cöoe! Shippy! Here Äm de törpedöes! (He'd make a fine WowS player, as the video below shows...)
  5. invicta2012

    PSA: How to keep your UBoats alive!

    You'll be wanting those dual purpose secondary guns on the side of the ship there, father. Those big guns at the front are for hitting things which are far away.
  6. I really like the new lighting on that map, gives it a proper atmosphere.
  7. invicta2012

    SUBMARINES - discussion, feedback, opinions

    They can. It's difficult to tell with the melee going on, but they can. Of course Subs can easily defend against this. Why bother, though? We don't seem to have the realistic mechanic where depth charges can force a sub to the surface, which is where CV rocket planes would be ideal for finishing them off. If we do have that mechanic, then WG need to add another quick command so that the DD can alert the CV to the opportunity. If you go chasing a Sub (which you probably can't hit) otherwise, that's wasting attack time which could be used more profitably elsewhere. The only BB ever to have sunk a submarine with its spotter plane. WG should definitely add this to the game.
  8. invicta2012

    PSA: How to keep your UBoats alive!

    Judging by this test, a sub is a blip on the other side of the map that I can do f***k all about. He can't catch me unless I'm in a BB. It won't, y'know. The Sub has very little importance. He can't catch anyone slower than 25kts, and is completely dependent for impact on what's happening on the surface,
  9. invicta2012

    SUBMARINES - discussion, feedback, opinions

    Unfortunately, no. What is needed is choice, not change. If WG cannot manage to maintain a server farm which can offer different game modes and instances rather than trying to dump lots of ideas in one mode, then the game has no future at all, as they proved with World Of Warplanes. From what I've seen so far - about a dozen games or so - Submarines are more likely to cause stalemate than anything else. The combination of ships above which can strike without risk (CVs) and those which can hide below (Subs) is not fun in the end game, especially when the main enemy of the sub is the smallest and most vulnerable ship class in the game. It just becomes a game of chip-and-wait. I didn't enjoy playing a DD in this mode at all, btw. The idea that DDs - or cruisers - can circle above an enemy for any period of time is nonsense. Every ship that tried to defend against a sub got spotted, focused, sunk, especially at the end game where everyone has taken damage and is vulnerable to a couple of well-aimed salvos. Depth charge effect is too random - it needs focus, rather like the Priority Target structure on AA. DDs cannot out turn subs, they are spotted so late there is no room for positioning, and being spotted is really dangerous... overall counterplay feels random and awkward.
  10. invicta2012

    PSA: How to keep your UBoats alive!

    Indeed. If you don't get one, there are substantial rewards for playing other ships and learning absolutely nothing about submarines. 100,000 XP earned today playing Furious, I've just unlocked the Implacable and I have learned zero about Submarines. They seem to be floating about in the middle of the map while their owners struggle with the controls. It's like a terrible prequel to Das Boot in which an inexperienced Jurgen Prochnow repeatedly fails to leave La Rochelle harbour.
  11. invicta2012

    PSA: How to keep your UBoats alive!

    I'm not sure it was a good idea to give Perth, of all cruisers, depth charges. Haven't seen so many Perth divisions since 201, looks like World of Smokescreens.
  12. We must be in different games. Mine are lasting the full 20 - if you've not seen a CV vs Sub finish, you need to. It's like blindfold snooker. The subs are also a joke because no-one knows how to play them. Perhaps take one out in a training room first, perhaps?
  13. Other than the Cruel Sea mission, which gives something like 100% more XP per game for five games?
  14. invicta2012

    SUBMARINES - discussion, feedback, opinions

    They're not adding much at the minute.
  15. invicta2012

    Ops neutered even more?!?

    It has more to do with base rewards being nerfed because WG wanted to make that flag change. Was that because of Narai farming? No idea.
  16. invicta2012

    Ops neutered even more?!?

    They built the farm, people farmed it.
  17. invicta2012

    SUBMARINES - discussion, feedback, opinions

    It hasn't really settled, yet. People are still struggling with the mechanics of sub play, let alone strategies for counter play and game organisation. Something like this needs months of parallel game mode play before it will be ready.
  18. There is an Italian with a heal.. and it's the best example of why Heals don't fix everything. Abruzzi is only made tolerable by her heal, not good. You can do well against other comparable ships, but it won't save you in a confrontation with a BB because the type of damage you take is likely to be catastrophic citadel damage. (See also: Emerald). It would do well, as Boise/NdJ does. But both of those ships now have to face an increasing number of enemies with 18 inch guns (Musashi, Georgia) and have to do so with Tier VII plating and gun penetration. Helena, I find, handles those better because of her range and that space allows her to evade - if they hit you, the heal's not *really* going to help.
  19. invicta2012

    Ochakov? Bagration? Mikoyan?

    You'll have to play WarThunder for that one.
  20. Really? Having both a Helena and a Nuevo De Julio, I know it's pretty easy to balance a ship with a heal and a ship without. Dynamic heals could also mean appropriate dynamic nerfs to range and reload (and that's all that's different about those two). Translation: Go and hide behind an island. Unfortunately - and I've been finding this a lot playing Albemarle recently - there are lot of maps which don't have much mid range island cover. So you either have to be right at the cap (and you've probably brought the wrong ship, if that's what you want to do) , right at the back (where there's nothing much to do) or right in the middle, where every chancer BB in the game will throw enormous big gun shells at you, because the consequences of Overmatch or British Tier X HE (fires, module damage) mean even a lucky shot can be 50% of your HP. It's really frustrating, even in a ship which is built to come back from that, with one of the best cruiser heals there is. This used to be an L2P issue - I remember not knowing H2P and merrily getting dev struck in Aobas from across the map because of sailing in straight lines - but now it's just RNG. And the result is our old pal Boring Camping Gameplay, because no-one wants to be seen.
  21. invicta2012

    European DD's

    Visby is a good ship to stick with and practice on - Vasteras has better guns and you can be more aggressive, but Skane, the Tier VII, is very similar. Feels like a lightweight, but gets much more powerful later on in the game.
  22. invicta2012

    Feedback: Reduce smoke duration (cruiser)

    Smolensk has been balanced. Doesn't do half as much damage as it did, due to IFHE changes. Still sets everything on fire, mind you.
  23. invicta2012

    European DD's

    Kite. Below Tier VIII these are hit and run ships. Don't get into knife fights. Work with your team... more important to spot early on than try and charge into caps. Speed flags, Superindendent skills for extra Boosts and Heals are recommended, too.
  24. invicta2012

    Falkenhayn — a community created Battlecruiser

    Yes, you can see that on the US battleships in-game (very obvious on the North Carolina / Iowa / Montana classes).
  25. invicta2012

    Falkenhayn — a community created Battlecruiser

    I'm not entirely sure about the KM philosophy of AA fire control but, generally speaking, you're looking at a "four corner" approach with an individual High Angle director covering a 90 degree section of the ship, so there is no "dead ahead" AA director. Presumably the main battery directors could supply this information if needed. I wouldn't be happy with high angle directors with anything above them. If you look at the ones on Scharnhorst and Jean Bart, that's the freedom of view you're looking for: I would be looking at removing the first bridge level above your director.
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