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Everything posted by creamgravy
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Discussion thread for "some interesting info around the world"
creamgravy replied to Deamon93's topic in General Discussion
Wait what? They essentially have one big 11 minute smoke screen with captain skills/upgrades. From tier 2... Yeah that's not going to work... What are these guys smoking? Translation error maybe?. Set up time - 40 seconds; (emission?) Active time - 60 seconds (duration?) Reload - 90 seconds for standard и 60 for premium equipment; (60 seconds OMG!) Charges - 4 for standard and 5 for premium equipment (6 with SI) Decreased reload time lets these destroyer captains use the smoke screens to efficiently retreat in case of unsuccessful combat with an enemy destroyer. Also, there is a possibility to conceal one's ship while firing at the enemy. As a part of our balancing effort we decreased the active time for the smoke, increased the set up time and decreased the overall number of charges. As a part of our balancing effort we decreased the active time for the smoke, increased the set up time and decreased the overall number of charges. A decreased number of charges should mean 1 for standard, 2 for premium and 3 with SI. (perma smoke for 5 minutes) -
Most battleships have turtleback citadels that sit underwater, it's probably harder to citadel a New Mexico than Bayern. German BBs have light/medium armour everywhere, that's what makes them tanky in WOWS. Large calibre HE is the best counter.
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The fun core gameplay is still intact at lower tiers.
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Yep your right, old list. Oddball Faulknor should be swapped with the modern and faster Parker-class ...and it's fancy superfiring front turrets. Although Faulknor should be excellent at hunting down ships and brawling, only 3 guns to a broadside but I'm sure you can get 4 guns on target at ~20 degrees. Then you can out DPM those dirty Clemson seal clubbers! Add the 4x1 launchers to create a super Smith! It's V-leader (5 turret Tribal design) Tribal variants could cover tier 7-9 (6 guns > 8 guns > 10 guns) we all know how WG love familiar progression. I'd use L72 over L90 at tier 10. Same guns/torps but no heavy AA mounts. The whole line needs rubbish AA for consistency.
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RU rail guns make everything look bad, even 6" gun arcs. I could add low tier destroyer arcs to make it look better! They're functionally identical to US destroyers within optimal range (5-8km) and you can still hit camping ships at 10-12km. The RN torpedo line is very easy. Like Gallant they're a nice blend of IJN and US DD playstyles, single launch torpedoes are gimmick enough. Bold = Ships we already have in the game or similar. Tier Fleet Torpedo progression 2 Laforey 2x2 Mk II 3 M/R/S class 2x2 Mk IV 4 V/W class 3x2 Mk V 5 Amazon 3x2 Mk IX 6 Interwar (A-G) 4x2 Mk IX 7 WEP (O-Ca) 4x2 Mk IX** 8 J/K/N Class 5x2 Mk IX** 9 Battle 5x2 Mk IXM 10 Daring 5x2 Mk IXM I still have no idea how the N-Class made it to tier 7 untouched ...but I'll enjoy beating up other DDs with 6 rapid firing guns and devastating BBs with 10 torpedoes, all with that lovely 6.1km surface detection. Balance comrade, balance. Gunboat leaders come next (with lots of 4.7" guns) Tier 7-8 is a tough choice, 8 gun Tribal at tier 8, L/M at tier 7? Tier Leader Gun progression 2 Swift 3/4 x 4" Mk VIII 3 Parker 4 x 4" Mk VI 4 Faulknor 4/6 x 4" Mk VI 5 Admiralty leader 5 x 4.7" Mk I 6 Interwar leader 5 x 4.7" Mk IX 7 Tribal 6 x 4.7" Mk XII 8 L/M 6 x 4.7" Mk XI 9 Nautilus (paper) 10 x 4.7" Mk XII 10 Meteor (paper) 8 x 4.7" Mk XI or 6 x 5.25" Mk II Oh and speaking of RN DDs, I can tick another boat off my J.S.White premium collection wish list. HMS Broke (1914) HMAS Vampire (D68) HMS Winchester (L55) HMS Fury (H76) ORP Błyskawica HMS Kingston (F64) HNoMS Stord (G26) HMS Cavalier (D73) After the expensive looking Navel legends and 360 videos we still have no Cavalier. What's up with that WG? Did Dan Snow really cost that much?
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Cruiser HE? Caledon, Danae and Emerald can only dream of getting fire damage on a German BB. *Quickly checks two week average damage on warships.today* Ouch.
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Look out for a 3D model in the upcoming naval legends video, if they use one than a premium version won't be far off. If not... another year or two like HMS Cavalier.
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RN destroyers are currently not in production But we have 5-6 already (not including Blys) and there's enough material for 3 full lines with lots of variety and hardly any paper. Only tier 6-7, no different any other destroyer line. Gadjah Madah (N-Class) is tier 7 (to accommodate Benson/Fletcher/Gearing progression) and looks very overpowered. L/M is tier 7, maybe 8. That's deep load, Daring will be 35 knots in game. Most will follow the same trait as Gallant, high agility with decent speed but lacks top end uummph. Huh? Gallant guns are great and the 4"/45 guns have excellent arcs.
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Always take AFT first and AA builds should be 'all or nothing'. One skill doesn't make a huge difference. (Includes AA Guns Mod 2 but not AA Guns Mod 3 or flag)
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This comes up every time a ship/line with strong HE is released. Fire stacking is too much and the cumulative effect should be reduced, simple.
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Discussion thread for "some interesting info around the world"
creamgravy replied to Deamon93's topic in General Discussion
KGV is tier 8? I had weird seal clubbing MM at the start and needed a ton of XP to unlock the 15" guns. Can't figure out how put the 14" guns back on, seems like a bug. -
Discussion thread for "some interesting info around the world"
creamgravy replied to Deamon93's topic in General Discussion
The citadel sits quite high in the water. Iron Duke has ~300mm pen at 10km, Arizona has 467mm at 10km for referance. 0 (bow on) to 30 degrees = No chance to citadel but shells will lolpen the 19mm bow. 30 (440mm + 140mm) to 45 degrees (310mm + 100mm) = Average chance to pen, very low chance of citadel. (They have to roll 2 dice to citadel you, gl) 45 (310mm + 100mm) to 90 degrees/broadside (220mm + 72mm) = Very high chance to pen and high chance of citadel (No dice rolls, Arizona will cut you like a knife through butter) Giulio Cesare looks quite tanky when kiting away at 0-45 degrees. Show broadside and you'll get eaten up. All 10 guns can be fired at 35 degrees. -
Discussion thread for "some interesting info around the world"
creamgravy replied to Deamon93's topic in General Discussion
GC citadel is the tall, narrow area in the middle defined by the 72mm section at the top. The 24mm turtleback is deep underwater and doesn't cover the top part of this citadel. It's irrelevant. -
Expert Rear Gunner is a good skill for Battlecruiser KGV.
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WG don't want to add complex ammo choices to the game and the speed/distance setting is something they use to balance lines/factions on.
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Clan Battle Announcement: No CVs allowed, max 1 BB per team, rent ships for players that don't have a TX yet
creamgravy replied to Allied_Winter's topic in General Discussion
Yep, WG need fun and inclusive tier 10 content for the average player. I'd prefer tier 10 PvE raids (harder operations) and a fully competitive clan war mode for the elite. Maybe have two leagues. Championship = 7 v 7 with tier 6 on smaller maps. Premier = 9 v 9 with tier 10 on larger maps. -
Secondary build Belfast is fun if you like giving tier 5 destroyers a slow and humiliating death.
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Thanks for the digging. Maybe it was modelled as the tier 10 catapult fighter for a Conqueror variant? The last RN fighter is the tier 9 Seafire Mk III on Lion.
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Clan Battle Announcement: No CVs allowed, max 1 BB per team, rent ships for players that don't have a TX yet
creamgravy replied to Allied_Winter's topic in General Discussion
Don't forget it's 7v7 on large maps with 3 caps far from each other. Add a CV and it's 6v6 surface ships, with few ships and large distances to travel surely a Hakuryu with 8 squads will limit gameplay greatly? -
Leander has 28,700 HP (Actually a fully worked up one has a theoretical 52,808 HP, heal + smoke makes it very OP) With a 8km surface detection and a tiny hull Arethusa class ships should only get 24,000 HP. It's a large destroyer with cruiser MM. Huang He just doesn't have a destroyer mechanic to aid survivability, like smoke or stealth torping. I'd still go with 10km deep water torpedoes. Maybe even add a IJN torp reload option over sonar or dAA.
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Looking at the 4 maps (Islands of Ice, Mountain Range, Hotspot, and Sea of Fortune) Spawn cap: 1 x Khaba, 1 x sniper CA (Zao/Moskva/Hinden/HIV) to cap and flank the enemy spawn cap. Main zone: 2-3 x Mino/DM, 1-2 x Gearing/Z-52, 1 x 12 gun BB (lot's of islands to hide around, should be the best to defend)
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What? This thing has MK AA. https://gamemodels3d.com/games/worldofwarships/vehicles/pzsc506 Look what a full AA build can do an Enterprise strike with defensive AA running.
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Clan Battle Announcement: No CVs allowed, max 1 BB per team, rent ships for players that don't have a TX yet
creamgravy replied to Allied_Winter's topic in General Discussion
I've just played 3 games in Lion, 2 of them have resulted in being deleted by a tier 9+ CV within the first few minutes. High tier carriers are still massively OP, this ban is absolutely essential for casual 7v7 tier 10 clan games. They're vital for competitive/spectator gaming though, the game slows down too much without them. -
No way, that tier 8-9 AA is wasted if your not wrecking premium tier 8 CVs and you'd still face the same problem. Tier 5 is riddled with cruiser killers like Konig, Iron Duke, Texas and GC. It just needs to deal with BBs more comfortably, here's my preference of fun/balance. 1. 10km DW torpedoes based on Jian Wei Mk VII and Mk IX** (62 knots, 2km stealth window, 15,533 damage, 0.8km detection, 73 second reload) Or even ones based on Grozovoi (14,600 damage, 65 knots) 2. 15km+ gun range. 3. RN CL smoke. Watching those hung he videos is making me horny for Dido. Caio Duilio will make a very nice tier 6 (A Giulio Cesare with tier 8 AA and/or secondaries) The double bow doesn't prevent overmatching, it just stops rare frontal citadels. Any 14" BB can derp AP into the your bow for 16-33% damage. Use the speed and stealth to evade, don't bow tank.
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These are the turrets Ish uses. http://www.navweaps.com/Weapons/WNBR_12-45_mk10.php They're designed with +/- 150 degrees from the mid training position. Shifting 500 tons need lots of hydraulic power! J/K-Class destroyer turrets are funny, check out where the rear/aft turret is pointing. The mid-training position was set dead ahead with +/- 170 degrees, they couldn't shoot directly behind by 20 degrees.
