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Everything posted by HaachamaShipping
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Doing some real crazy & insane risky stuff for tactics, why not?
HaachamaShipping replied to Yaskaraxx's topic in Off-Topic
Because by playing like an utter moron, in your example, 4 times out of 5 you just robbed your team of a ship. This isn't some solo free for all, it is actually a team game where the least everyone can do is try to maximise the impact they have towards victory. The only time where near suicidal risk taking has any place in this game is basically if the game is going South hard and this approach is the sole actual chance of victory or you are about to die anyway. -
Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
Bayern is older and I don't see that ship having trouble penetrating ships. Even with CE, you can get outspotted if you are in the wrong cruiser. and while it's not a shotgun, it's basically a Fuso with two less turrets but actual accuracy, instead of lulzy 1.5 sigma. And it isn't the guns that are OP, it's the overall package. The entire ship has no real weakness, only strengths. Even the guns are not bad. They are practically just different, having no overmatch but being better in all other respects to the rest of the tier. -
Speed flag. With signal and speed boost, she actually breaks 40 knots.
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Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
Worth noting, Daring beats Harugumo in dpm and is actually maneuverable and stealthy. -
Definitely. Voice, but not always, depending on connection. We need to work on that. It isn't terrible. I just found it silly that my stats in divisions actually went down.
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Just to be contrary... The sample size is a bit small, being just three people. If I look at my own division stats, paired with a friend my winrate actually drops by 2 percentage points, compared to my solo winrate.
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Main Gun Reload Booster breaks balance
HaachamaShipping replied to DataDemon's topic in General Discussion
See a target turn and show broadside? Well, how about you don't show broadside in front of a goddamn BB? And if you turn around just after a BB has fired, this consumable will still mean 12-15 seconds reload, so you shouldn't be caught full broadside. A Minotaur would be a greater threat than this. See a DD rushing from 2 km. You get one salvo at best at that range. At such distances, you might not even have the turret traverse to prevent it. See that cruiser pushing to brawl? Can it tank BB shells? Yes? Then it shouldn't really be an issue. A Hipper can bowtank JB just fine, one salvo or two. No? That cruiser shouldn't pull this crap anyway. See that radar cruiser pushing in to support the DD? If the radar cruiser is exposed for that kinda crap, they are risking getting blapped anyway. One lucky salvo by a T8 BB is enough to devstrike a Baltimore/Chapayev/Cleveland/Edinburgh. Most radar cruisers sit behind corners for a reason. Meanwhile, what does this effectively mean for a BB? Jean Bart will have to be very careful with its hp management, having significantly less hp to go around than any other BB at its tier. It will have to use the reload booster to not just be a straight up crap Richelieu with better AA (because CVs still haven't kicked the bucket yet, despite WGs best attempts). Get into a battle with anything that can tank your shells and you are in for a very hard time, because you are quite likely to just eat a lot of damage you won't regain as easily and if you don't play very conservative, you'll not survive till late game. Also, Iwaki Alpha had smoke way before Kutuzov and Flint. Missouri still is the only BB with radar. Belfast was pulled from sales and WG admit they consider it a problematic ship, Black is still available and pays for it in torp armament, recent Grozovoi buff was reconsidered. Did Torpedo Reload Booster break the game? Oh my god, how did Warships go on after I can no longer count on that IJN DD (or Monaghan) having expended all its torps and being harmless for a minute or so? TRB is likely one of the least disruptive gimmicks there is and I doubt main battery reload boost will be anything different. you'll have to be on guard, Jean Bart will punish mistakes slightly harder (though typically by the time reload boost gives you a second or third salvo, the mistake is either corrected or the target is dead).- 16 replies
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Is there ever a point to using AP over HE as a BB?
HaachamaShipping replied to PanzerThuran's topic in General Discussion
Honestly, in a Bismarck, I leave the fires to the secondaries. -
Main Gun Reload Booster breaks balance
HaachamaShipping replied to DataDemon's topic in General Discussion
For now, it's on Jean Bart. On Jean Bart, it will threaten some cruisers, but any cruiser that gets caught out in position for 40 seconds likely should not be in that position anyway and if they couldn't fix their positioning in 40 seconds, then well, they kind of deserve getting blapped. If you show broadside to a Jean Bart that is firing at you for 40 seconds, what do you expect? And most of the cruisers you mentioned can actually tank 38 cm shells. If that Hindenburg is going for the brawl, that Jean Bart has likely the greater issues than the Hindenburg. For kiting cruisers, even when kiting you'd never show full broadside and should have the rudder shift to cope with like 12-14 seconds of reload between shells. Heck, if you notice the second salvo coming sooner, you could just fade away and wait it out. As a DD, if you are being lit up by radar for 40 seconds straight and don't already die, then it's either that you found shelter or the enemy is too dumb to shoot at you. Either case, Jean Bart won't change that. Des Moines 50+ second radar is not an issue because you get shot at for a minute, but because it establishes a no-go zone for a minute. If you are already in there and stay in there for even just 30 seconds in the open, you likely are dead. And as to BBs having to choose between this and repair party... Jean Bart already loses 2 charges of repair party for 4 charges of reload booster. That's pretty heavy and personally, I'd take 2 charges of repair party over this gimmick pretty much any day. And as for spamming this consumable, you basically use it when you are quite sure you got stuff to shoot at for the next 30-40 seconds. If you just click it as it becomes available, you basically are throwing away dpm at taking ineffective shots or idling while selecting targets. Kind of like the torpedo reload booster. And it may not be available when you actually need it then. Also, I wouldn't expect super aggressive play from a BB with only three charges of repair party. Jean Bart still is a Richelieu, coated in 32 mm plating, going to eat HE penetrations from cruisers left right and center.- 16 replies
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Is there ever a point to using AP over HE as a BB?
HaachamaShipping replied to PanzerThuran's topic in General Discussion
It is 50% indeed. 100% of overpen, because it is light damage. -
Pretty sure the detonation mechanic has nothing at all to do with protected match making, skill, tier, or much of anything. It's just a silly RNG roll if someone is lucky and hits the magazine. If anything, that guy at least didn't have the repair bill of a T9 or T10 that just loldetonated from a quite healthy state because some AP shell/torpedo hit the magazine.
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Is there ever a point to using AP over HE as a BB?
HaachamaShipping replied to PanzerThuran's topic in General Discussion
Most of the time you are looking at like 30% chance of fire per shell, every 30 seconds. Compared to cruisers, this is pathetic. Only the British can compete somewhat reasonably. Rest is just straight up garbage. And a fire doesn't burn down half your ship. Especially later on, when people learn how to take proper skills, signals, modules and just mitigate fire damage. With the Basics of Survivability skill, the fire duration reduction signal and the Damage Control Modification 2 later ships get, the amount a fire deals in damage is comically low, to the point you need at least two fires to lose enough hp to make a heal useful. And fire damage can be repaired 100% of. Meanwhile AP will typically, if you hit a flat area and doesn't bounce, deal more damage upfront and potentially penetrate into the citadel. Normal penetrations can be repaired only 1/3 of and citadels only 10%. So, by using AP effectively, you not only have an actual chance of killing a decent opponent in meaningful time, but even if you might not kill them, they are crippled for the rest of the match, instead of them just repairing it all. Obviously against cruisers, this gets even more distorted, as cruisers eat AP penetrations everywhere, have typically larger citadels to hit and their fires only last half as long, so you do minimal damage (fires deal damage as a percentage of ship hp, so a fire on cruisers will net you pitiful amounts compared to fires on BBs). AP often will oneshot cruisers. I don't know any ship that has AP that is not still effective up to max range. Even Myogi with its crappy AP shells can citadel BBs at 20+ km. Not that you should play at that range, it's largely ineffective. Decent range is at under 15 km, preferably around 10-12 km. For early game ships, even below 10 km. Closer if you know how to not get torped. So, to fix this, mostly, you should work on your aim (though low tier ships have bad dispersion). Aim at the waterline of broadside targets. Increases chances of hitting parts that are actually citadel and not getting overpenetrated. Yes, it still is up to RNG, but for example a Fuso will maybe set a fire every second salvo and do like 2-4k damage from the shells that actually hit. If you load AP, if these few effective hits were penetrations, that's at least 6-9k and every citadel is 10k. Shoot at cruisers, Get devastating strike awards. Shoot at BBs, kill them within an appreciable time. Most people never load HE, because AP for people who can aim, does the job. Only persistent angled targets are typically a reason to load HE, or if all you know you'll be shooting at next is a DD. But even against DDs, AP is a murderous tool, given you can get ridiculous damage. An overpen from a 356 mm gun is 1k damage. Overpenetrate 3 times and most low tier DDs lost a third of their hp pool. -
You know what's the best way to deal with this? Have a BB rush them. Best a Bismarck. Though you can also try sneak up in some of the heavy cruisers. From up close, murdering them is easy (cruiser can just unload their torps), the Cleveland has little to dissuade getting rushed. It's mostly just because people are "Oh crap, all these shells, gonna get out of range." But basically, this is where a Bismarck can shine, going in and kill the annoyance, doing the job it was designed to do.
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Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
I don't have Shima, am at Kagero. Kagero is not a terrible ship and I play her at times (when I don't have missions to get 150 main battery hits and kill 30 aircraft). But it is hard to not see the ship as somewhat mediocre, when you compare it to all the other T8 DDs. It's key strengths are 5.4 km concealment and the torpedoes hurt a lot when they hit, while having decent speed and range. So you rely on your team to kill DDs you spot (risky in radar environment anyway) and the torpedoes are basically the best anti-BB torps after the Asashio. Just, given how BBs are, most T8 DDs have torpedoes that are "good enough" for harming BBs, but they have greater versatility. It's why I researched Kagero months ago, but never purchased her until after the recent ranked season, instead playing Harekaze, because it's just hands down a better ship. And it's why I'd never take a Kagero into ranked over Harekaze, unless I feel the level of play lets me get away with it and I want a challenge. And I think a lot of people would agree. Yet, Kagero was seemingly 4th most played ship in May, with over half of its battles being in the last ranked season, according to WG... Imo, a combination of the typical stand-off torp playstyle that seems easy to use, the name recognition (Kagero as a single ship is likely more famous than the entire PA DD line) and availability (as people don't necessarily grind lines for Ranked and just use their Kagero they got from grinding in Randoms. Likely as a result of the other two factors). As said though at the start, Kagero is not a bad ship. Just, like most of the IJN DD line... it's kind of passable. The weaknesses aren't crippling, the strengths are however likewise nothing too major. They could use slight buffs maybe, but they are not brokenly underpowered and likely to be ignored, because WG seems to balance according to popularity, not according to actual usefulness in the hands of skilled players. -
Also works with radar, hydro and spotter plane. Or blindfiring into some spot you know ships are at, but is behind cover/inside smoke. You don't even need long shell travel times and range. Yesterday I did this to a Buffalo that had its radar on cooldown with a Harekaze, just outside my gun range of 9.4 km. You just need some guns that really don't care too much about the lock on dispersion bonus. I absolutely don't recommend doing something like that though, given how risky it is. Only did it because we were losing and I couldn't allow them to cap. At that range, it's practically a few metres before the Buffalo strays into range and murders you as a DD. Or just shoots at where the tracer comes from.
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Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
Being popular is not the same as being very competitive. -
Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
I think you missed the sarcasm of the conversation. The Eitel Friedrich is shaping up to be a completely OP ship way better than its tech tree counterpart Bayern. Yes, it cannot overmatch like Bayern, but it gets so many things in exchange (not in the least dpm and accuracy) that most people likely would be fine with that sacrifice in exchange for the very solid combination that is the rest of the ship. -
Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
There practically is no way to make a DD line that is anti-camping BB. Anything you give a DD to kill folks on the map border is likely more useful for killing things at actually useful ranges. -
Best ship for 150 hits? (Indianapolis Marathon)
HaachamaShipping replied to FearsomeFlotsam's topic in General Discussion
Tried it in Atlanta, Harekaze, Chapayev... in the end, I got it in one game with Leander. The hard part isn't getting the hits, it's getting the win. Something like Leander and Fiji (for non-premium) are a good bet, imo, because they combine nice rate of fire with the tools to have a strong impact and win the game and with smoke, you can keep spamming shells every few seconds without many breaks. And their matchmaking isn't populated by a ton of radar cruisers. -
Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
You forgot the torpedoes. How can it be in line with Scharnhorst and Tirpitz without a set of 6 km torps per side? -
Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
If you find a target that stays broadside for 30 seconds for you to dump your three salvos into them (without them dying anyway), sure. If you are just shooting at angled folks, eh. It isn't useless, I agree, but typically, I find the two extra heals more useful on a ship, because that's a lot of sustain and more likely to come in handy than the extra reload. -
Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
Especially one that is likely to end up as a bottom tier cruiser killer. -
Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
You get maybe two extra salvos per use. 6 extra salvos overall, 8 with SI. In exchange you get 2 repair party charges only, 3 with SI. So, you give up 2 repair party charges for a few DPM spikes. Apart from AA, the ship is a gimmicky Richelieu. Even with better reload and dispersion the ship would be an 8 38 cm gun BB with one of the worst T8 armour schemes at T9. Which is pretty silly, because ships should not be balanced around AA as main focus (even ships like Atlanta have other qualities). -
Discussion thread for "some interesting info around the world"
HaachamaShipping replied to Deamon93's topic in General Discussion
I stopped caring about AA power creep, when they said AA gets reworked as part of the CV rework. But it is getting a tad bit ridiculous. -
Could someone explain this to me (pictures)
HaachamaShipping replied to mrk421's topic in General Discussion
As long as the MM finds enough BBs, it will give you about as many of them as you get cruisers. With the current queues, you spend rather limited time as a BB in queue, but enough people queue to not have a shortage. Also, games with 3 BBs or even 2 can happen more frequently now.
