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Kurbain

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Everything posted by Kurbain

  1. Kurbain

    Sink the wows-stats (XVM for warships)

    There was talk about how XVM wouldn't work anymore once patch 0.5.3 is implemented. Does it still work or not?
  2. Kurbain

    Russian cruisers announced

    They are busy posting in the other threads about this topic: http://forum.worldofwarships.eu/index.php?/topic/31444-some-interesting-info-from-ru/page__st__820 http://forum.worldofwarships.eu/index.php?/topic/44684-new-ship-line-sneakpeak-russiansoviet-cruisers/ http://forum.worldofwarships.eu/index.php?/topic/44683-comrade-stalin-sends-reinforcements-soviet-cruisers-revealed/
  3. Had some great games in the Amagi today, even though dispersion was annoying as ever. Even in my worst match today I still managed 97K damage. Here is the most enjoyable one, with 165K damage, plenty of citadel hits and a brawl with an enemy Amagi at the end while the enemy Taiho tried its best to sink me. Also managed a Devastating Strike on an enemy DD using AP ammunition. Waited until he turned his ship towards me in order for my AP shells to travel the entire length of his ship and cause full penetration damage. This is the replay for anybody that is interested: https://www.dropbox.com/s/deie1z6umwxc8y5/20160220_000316_PJSB013-Amagi-1942_18_NE_ice_islands.wowsreplay?dl=0
  4. Scheint fast identisch mit den Torpedos der russischen Zerstörer zu sein.
  5. Kurbain

    Kapitänfähigkeit Wachsamkeit

    Jawoll. AFT und Überlebensfähigkeit sind für mich beides sehr gute Fähigkeiten. Wer an den Gegnern ordentlich Schaden machen möchte, muss nah an sie ran, um die Chance zu erhöhen, mit den Torpedos zu treffen. Da kann es immer mal passieren, dass man von einem Flugzeug oder gegnerischem DD aufgedeckt wird, und dann bekommt man natürlich einen auf den Deckel. Da sind 4000 HP extra echt nützlich. Auch AFT ist super, damit man als Japaner gemütlich im Stealth feuern kann und was zu tun hat, während man darauf wartet, dass die Torpedos nachgeladen haben. Die Feuergeschwindigkeit der Japaner lässt zwar zu wünschen übrig, aber der HE-Schaden pro Schuss ist super.
  6. Kurbain

    Admiral Hipper skills and modules

    Obviously it is a very small sample size, but I have played 4 matches in my Amagi today and 3 of them had 4 CVs in them. The fourth one had 2.Usually I only encounter CVs every third match if I play T8/T9. Maybe people are testing out the new skills or it was just a big coincidence. I agree that German sonar should not be skipped, though, especially now that Defensive AA fire only gives a x3 boost and not x6.
  7. Kurbain

    Update 0.5.3

    Ich nehme an, du meinst den zweiten Mond?
  8. Das wundert mich aber. Die Murmansk und Kutuzov haben beide 8 KM Torpedoreichweite.
  9. Kurbain

    Admiral Hipper skills and modules

    Some extra accuracy is always nice, but German cruiser accuracy is pretty good already, so there is nothing wrong with choosing the AA range extension.Both choices are very reasonable.
  10. Kurbain

    0.5.3 Leading the target

    I've had the same experience playing my Amagi today. My view field doesn't seem different than before, though. However, might just be that way because I hadn't played since Monday.
  11. Behälste den Kapitän auf der Nürnberg? Dann würde ich auf Stufe 4 in der Tat Überlebensfähigkeit wählen, da es den Deutschen sehr an HP mangelt und die Luftabwehr von der Nürnberg sehr zu wünschen übrig lässt. Wenn du den Kapitän auch für die höheren Schiffe benutzen möchtest, sollteste AFT oder manuelle Luftabwehrkontrolle wählen. Ich empfehle eher AFT, da die Hindenburg extrem gefährliche 55mm Luftabwehrgeschütze hat, die leider von der manuellen Luftabwehrfähigkeit nicht profiteren.
  12. Die 11,7 KM des Sonars scheinen mir auch etwas extrem. 7 bis 8 KM wären am sinnvollsten meiner Meinung nach. Zum vernünftigen Torpedieren müssen die Zerstörer schließlich auf 6 bis 8 KM an ihre Ziele ran. Die HP der Mosvka beeindrucken mich ehrlich gesagt nicht. Hat den Tarnungswert einer Yamato, fast die Größe einer Yamato (10 Meter weniger) und nur 155mm Seitenpanzerung. Das Ding würde absolut zerfetzt werden von Schlachtschiffen in der momentanen Ausführung.
  13. Kurbain

    Bilde ich mir das nur ein ?

    Ist mir persönlich noch nicht untergekommen, dass die Leute passiver spielen würden, aber Sinn würde es schon machen, da die Leute wegen Patch 0.5.3 die Zerstörer als stärker denn je einschätzen. Bei mir lief es aber bisher ganz gut. In 3 Spielen mit der Amagi nur einen einzigen Schiffstorpedo abbekommen. Solange man fleißig Kurs und Geschwindigkeit ändert, sind die auch weiterhin recht ungefährlich. Außerdem wird nicht jeder die Torpedogeschwindigkeitserhöhung nehmen. Hier im Forum haben sich die DD-Spieler eher skeptisch dazu geäußert bisher.
  14. Kurbain

    Some interesting info around the world

    Russian cruisers announced out of nowhere and they will be introduced before ze Germans and ye British? I don't mind the announcement or the Russian cruisers themselves, but the Germans and British should have taken priority since they have been anticipated and asked for for a long time now. Oh well.
  15. Kurbain

    Benson

    It's exactly as fast as it was before the patch. But that aside is it just me or is it necessary to lead your targets more than in the past now? Might be just me, though, because I hadn't played since Monday.
  16. Kurbain

    Admiral Hipper skills and modules

    T2: Expert Marksman or Incoming Fire Alert. Please note that Expert Marksman is not nearly as important for the Germans as it is for other nations because the German cruisers got the worst rudder shift times and best turret traverse times (22,5 secs). That means Incoming Fire Alert is a very reasonable option here. T3: Vigilance or Superintendent. Superintendent is very useful at T9/T10 because it gives you one extra heal charge. Vigilance is a great choice due to the prevalence of DDs and the bad rudder shift times of the Germans. Feel free to check out my guide: http://forum.worldofwarships.eu/index.php?/topic/44550-guide-to-captain-skills-distribution-in-053/
  17. Kurbain

    Why the #%$^& were my captain skills reset?

    Because a lot of skills have been adjusted and some new ones got introduced.You should be happy about the reset considering you normally have to pay real money for one. You could check out my guide about the 0.5.3 captain skill distributions for some inspiration: http://forum.worldofwarships.eu/index.php?/topic/44550-guide-to-captain-skills-distribution-in-053/
  18. Kurbain

    Admiral Hipper skills and modules

    If you want to give AA support as a Hipper you would have to take Manual AA Control. Apart from the long-range AA, the armament of the Hipper is pretty poor since patch 0.5.3 Only German cruiser that got great short/medium range AA is the Hindenburg now. Hipper AA: 68 AA DPS at 2 KM 45 AA DPS at 3,5 KM 100 AA DPS at 4,5 KM 100 long-range AA DPS are pretty nice (IJN only got 40 and US 58 at that point).
  19. Kurbain

    Neues Schiff ?

    Premiumschiffe haben erst ab Stufe 6 reduzierte Reparaturkosten. Hier ist die Liste: http://forum.worldofwarships.eu/index.php?/topic/42888-repair-cost-and-smoke-duration-charts/page__hl__%2Bsmoke+%2Bduration Allerdings macht es natürlich wenig Sinn, die Flagge auf einem Schiff zu benutzen, das nicht mindestens T8 ist.
  20. Kurbain

    Opinion on the best Amagi setup for Team battles

    It does stack. 120 * 0,9 * 0,85 = 92 secs80 * 0,9 * 0,85 = 61 secs
  21. Kurbain

    I want my Lexington stock plane loadout back

    I just sold mine and will be joining the IJN forces instead of hoping for a switch to the old loadouts.
  22. Kurbain

    Patch 0.5.3 AA changes - Buff or Nerf?

    Manual targeting bonus without the skill is 10%. . Let's assume you got several 85mm guns 100 AA DPS. Manual targeting without Manual AA: 100 * 1,1 = 110 AA DPS. Manual targeting with Manual AA: 100 * 1,1 * 2 = 220 AA DPS. StuntMan0369, on 19 February 2016 - 03:20 PM, said: Manual targeting with Ctrl is a 1.1x multiplier, down from 1.5x from 0.5.2. Defensive AA fire ability is a x3 multiplier, down from x6 in patch 0.5.2. According to the patch notes the multiplier during 0.5.2 and before must have been 1.25 and not 1.5:
  23. Hm, that's an interesting observation. I agree that Last Stand should not be necessary anymore if Preventive Maintenance is taken, especially if premium repair is bought. Leaves room to take TAE for a 11,6 second torpedo reload reduction or Expert Marksman to counteract the 1,8 sec turret rotation decrease from Main Battery Modification 3. Regular Turret Traverse of the Khabarovsk is 20°/sec. (9 sec) With MBM3 it is 16,6°/sec. (10,8 sec). With MBM3 + EM it would be 19,1°/sec (9,4 sec) Personally I don't think 1,4 secs better rotation are worth it, though. Propulsion Modification 1 should be used anyway. Ah, sorry for the misunderstanding.
  24. The Secondary Armament of the IJN is superior to that of the US. Here are my suggestions for the Kongo: 1. Basics of Survivability. Obvious choice. I don't recommend Situation Awareness on the Kongo as its concealment is pretty bad in relation to its tier, but it is an option.2. Expert Marksman. Obvious choice.3. High Alert/Vigilance/Superintendent. Very versatile level. High Alert allows you to put out fires/flooding 8/12 seconds quicker, which can potentially save a lot of HP. Vigilance is more important than ever because of the high amount of DDs. Superintendent is good for the extra heal, but I highly recommend getting the premium heal instead because it also reduces healing cooldown.4. Manual Fire Control for AA. Manual Fire Control is a better choice than AFT for the Kongo because its short/medium-range AA is very weak and as a T5 ship it cannot take proper advantage of the T5 skill Manual Secondary Control. If you are eager to put your secondaries to work, though, you could take AFT nevertheless.5. Jack of all trades or a second T4 Skill. Jack of all Trades is a reasonable choice to allow you to remove flooding/fires more often. Fire resistance is relatively low at T5. Preventive Maintenance could be a decent choice, but the Kongo has very well-protected guns (152mm casemate armor), so my personal recommendation is taking another T3 or T4 skill (Vigilance/High Alert/AFT).6. Vigilance/High Alert/AFT/Superintendent
  25. Kurbain

    Opinion on the best Amagi setup for Team battles

    Amagi is the first IJN battleship with decent AA and before the nerf you could have considered it on par with the NC because the NC receives a lot of DPS from low-range 20mm guns (2 KM), while on the Amagi all AA guns had at least 3 KM range, but now the NC is unfortunately notably stronger. Nevertheless the Amagi can still be a decent AA platform. North Carolina: 168 AA DPS at 2 KM 185 AA DPS at 3,5 KM 151 AA DPS at 5 KM Amagi: 189 AA DPS at 3,1 KM 81 AA DPS at 5 KM Fully upgraded, you would get the following values on an Amagi: 208 AA DPS at 4,5 KM 89 AA DPS at 7,2 KM (178 with Manual AA) That's a combined 297 starting at 4,5 KM. If manually-targeted with Manual AA active, it would be (297 + 89) * 1,1 = 425 AA DPS.
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