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Everything posted by AnotherDuck
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It would be nice if starting the battle zoomed out actually did that. I think it's supposed to zoom out when the battle starts, but honestly, who doesn't zoom out in the pre-battle preparations anyway? It's better to zoom out the moment you load the battle. I do that all the time in cruisers... "1" is the "back to guns from torpedoes" button.
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I kind of find that it's harder to aim with battleships after the update. Haven't read anything about it, so I think it's just getting used to the new crosshairs that messes me up. The best defence against destroyers is either other destroyers backed up by cruisers, or carrier spotting planes with cruisers ready to fire. Cruisers that don't fire on destroyers if they can miss great opportunities for easy experience and credits. A single volley on a destroyer will net you far more than a volley on a battleship, even if you only hit half as much on the destroyer.
- 75 replies
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- tactics
- battleships and cruisers
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(and 4 more)
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Incorrect number of Mogami torpedo tubes
AnotherDuck replied to Micromagos's topic in General Discussion
A T7 ship in a T9 battle will (usually) be matched with other T7 ships. A T8 strength ship at T7 would be matched against T7 ships, which would be an obvious mismatch, since that, unlike the first case, gives an overall team advantage. -
I usually don't do ranging shots anymore, since I find that the increase in accuracy they provide is negated by the shell travel time (30%-50% of reload time) and any potential movements of the target (ships that know they're being shot at are more likely to turn and/or change speed). In battleships and cruisers, I mostly fire volleys, either complete ones or front/back cannons due to turning and ship angle. For destroyers I sometimes go sequential if I need to manoeuvre at the same time, since I can do that while holding left and right mouse button at the same time. Otherwise volleys give a better opportunity to zoom out and get an overview of the situation.
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Arpeggio of Blue Steel: A little Thank You to Wargaming for...
AnotherDuck replied to Varian_Dorn's topic in General Discussion
Ars Nova would probably be a T10 cruiser or something. -
One of my very few team kills was someone I killed by "ramming" them. Pretty sure he suicided into me, though, since he had no health left, and I tried to avoid him (knowing how to WASD and all). Minor issue on the whole. It's usually more significant that you lose most if not all of your speed, which can cause you to be hit by torpedoes or incoming shells, or on the other hand, entirely miss them because of it.
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Arpeggio of Blue Steel: What's next?
AnotherDuck replied to Firefly2021's topic in General Discussion
I want Takao and Ashigara. Takao is a bit trickier due to Atago, but Ashigara is another Myoko cruiser, so she shouldn't pose any problems. Agreeing with Vampire. Yukikaze would also be fun. She's tricksy. -
Okey seriously im pink after 1 accident
AnotherDuck replied to Shizzlesticksz's topic in General Discussion
The risk of torping a friendly is part of the skill for using torpedoes. Actually learning to check if there are friendly ships in the way makes you learn map awareness, which is a crucial skill for any player. I still think a single accident is a little little to turn pink, but if it happens again within a week or even a month, you've earned it. -
I like Trident. It feels like a mix of Fault Line and North, but more open, without the corridors on the sides. Mountain Range I'm not sure about. It kind of feels both too open and claustrophobic at the same time.
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I really like the dynamic crosshair. It's what I used in mods anyway. I often play Benson, and if you shoot at long range, you often need to zoom out to aim properly. Being able to use the same numbers is great for that. What I would really like is a dynamic version of the crosshairs with angular help lines (options 7-9, I think). They're not strictly necessary, but I like the look of them, especially when shooting at spotter plane range. Speaking of UI mods, the ones I'd really like to see as in-game options are ship names in chat, and last known locations on the minimap. Overall, more options in the port view are always nice, but I've not explored them in too much detail.
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Forgot how long the install took (an hour?), since I just had it in the background. No problem with it. The new loading times are great. I used to use the compressed texture pack from the mod section just to get into the battles before they started, but now I can get in at 20-30 seconds until start relatively consistently. Very nice.
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Okey seriously im pink after 1 accident
AnotherDuck replied to Shizzlesticksz's topic in General Discussion
I think one accident is a little much to turn pink from. Anything more than that within a week or so, however... The thing with torpedoes is that there are no friendly torpedoes. You fire them, your responsibility. If there are friendly ships there's even a possibility of hitting, you're in second row (well, unless they're on the other side of the enemy, but that's a different story). DDs turn all the time to get various angles, so never expect them to sail in a straight line. Personally I often advance in an S-shape, going back and forth in front of my fleet. -
Umikaze. Tiny little torpedo spammer with good range. Doesn't stop being good at mid tiers. Runners up are Isokaze, Fuso, and Kongo.
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The great Forum member opinion poll
AnotherDuck replied to Widar_Thule's topic in General Discussion
If you force answers like that, you're not looking for opinions. You're looking to fill a form of questions and slot it all into folders, no matter if they're accurate or not. You need to consider that it just might be two bears high-fiving. -
The great Forum member opinion poll
AnotherDuck replied to Widar_Thule's topic in General Discussion
This seems a much better solution than being forced to lie and answer questions with answers I don't agree with. I think I have most influence on winning or losing a World of Warships match when I use: Anything that isn't cruisers. Well, I've not played carriers. Cruisers often don't feel crucial, in that game-winning sense, but they still provide great backup for any of the other types, and they make sure other ships can do their roles better. The ship class which I consider my most dangerous opponent in World of Warships: Since I most often play destroyers, I'd say cruisers. Gunboat destroyers can be pretty dangerous as well. Based on my in game experience, the country which I think has the best destroyer / cruisers / battleship / carrier(s) in World of Warships: Depends entirely on specific ship and playstyle. I have most fun in a World of Warships match when using: Destroyers. They're fast but fragile, and you're less reliant on other ships pushing with you. The ship class which I consider my least dangerous opponent in World of Warships: Bad players. My favourite ship class to use in World of Warships: See two questions up. I think I have the least influence to win or lose a World of Warships match when I use: See first question. Which ship class can always be effective in World of Warships, even without help from other ship classes: Destroyers work the best without support. The ship class which I think needs to be buffed in World of Warships: Some carriers, probably. Which ship class can only be effective in World of Warships when actively supported by other ship classes: Carriers need a friendly fleet between themselves and the enemy. Battleships need air support (with exceptions) and scouting for destroyers. I prefer to use battleships in World of Warships because: They're fun to play, and a nice change from the destroyers I usually play. They can take a lot of punishment and tank for other ships. The ship class which I think needs to be nerfed in World of Warships: None. Number of World of Warships matches I have played: Less than 2000. I 100% trust and believe online World of Warships statistics on ships, damage, score and players and base my opinion, choices and/or game play partly or wholly on them: No. Based on my in game experience, the majority of the damage suffered by my ships in World of Warships is inflicted by: Because I'm mostly playing destroyers, HE from cruisers and destroyers. Second most would probably be torpedoes. Based on my in game experience, the ship class with which I sink most enemy ships: Isokaze, Umikaze, and Fuso. Three of the most enjoyable ships to play in the game. Based on my in game experience, which ship class could be completeley removed from World of Warships without the game becoming unbalanced too much: None. They're all necessary. -
Nürnberg. I just don't get good matches in that ship. I have an even worse win ratio with Königsberg, but my average damage in that ship is still 12k higher than in Nürnberg, and I kill on average half a ship more per match. I would include stock Nagato as well, since the first bunch of matches went very badly, but since I've gotten her upgraded she's been doing a lot better. Stock Japanese battleships are just so much worse than when you get them running properly. Not counting my completely unupgraded, zero-skill captain ARP Haruna. *cough*
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Going to agree with not getting the turret rotation mod. The loading time is slow enough as it is. Get the captain skill for it, and that's enough as long as you know how to think ahead and pre-rotate if you need to turn to the other side. When it comes to aiming, think like a battleship captain. The accuracy upgrade is one I usually pick (for most ships, actually), since hitting where you aim is usually advantageous. Aoba gets nice and tight clusters with it, so you'll often hit with most of the salvo. That along with HE against destroyers or AP against cruisers will do a fair amount of damage. You can also take advantage of the fairly slow loading time to reduce the angle momentarily. She's a cruiser, so she turns rather well, and you only need to show a broader side while shooting. Faster shooting ships need to show more of a broadside all the time to get all their guns on target, while the Japanese cruisers T5-T7 (no experience above that) can get away with briefer moments.
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That video kind of sums up what I like about Furukata. It plays like a small, agile battleship armed with torpedoes with a great firing arc. It has awesome damage for a cruiser at that tier. You can easily citadel all cruisers you'll face, as well as battleships in the right situations. And if you're really lucky, a St. Louis. Aoba and Myoko get better in most aspects except the torpedo firing arc, which gets worse, so it's easy to see why Furutaka gets overlooked. But it has big guns.
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While I've not played the USN BBs, I can certainly say that Fuso is one of the better BBs facing higher tiers. She's reliable against a vast number of different opponents. Just don't head off alone if there are carriers in the match. Some of my best games in Myoko have been at tier 9. Also, I prefer playing Umikaze at tier 4-5 over 1-3. I don't mind a two-tier spread. Sure, sometimes you get a bit screwed over, but at the same time, it's an opportunity to prove you can do more than club seals. It's a challenge, one stacked against you, but it's not insurmountable. And on the whole, it evens out. Just as often you get to be two tiers above other ships. MM being imbalanced, on the other hand, is a different issue. I've had games (on both sides) where the destroyers had a total of one tier above, the cruisers two tiers stronger, and the battleships had one tier advantage each, all in favour of the same team. That's not even any way you slice it.
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I like the Ocean map, since it's rather different from most others. It might seem bland in and of itself, but it's fresh compared to all other maps. The strategical and tactical options it offers are the same all across the map, but they're still there, and you need to think about it to play effectively. Straight is fun and intense. Spawns can probably be a little farther from each other, but again, it's a little different from most other maps. Variety is better than uniformity. Sure, in some ships you'll be seen from the start, but that means as soon as they try to shoot you, you see them, and if you're in one of the ships that can be seen at that range, you can probably open fire yourself. I like most maps, really. I'm not too fond of North, though. The Northern Lights version of it is pretty, but the layout is maybe my least favourite of all maps. It's a bunch of clumps in the middle, a relatively isolated eastern side, and a lot of ocean around it.
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Those are the only possibilities if you're already in battle, sure. It's usually better to designate a target for focus fire then. But if you plan to push on a flank or something like that, it can be useful. I do think it's somewhat close to the SOS button in meaning, though. One button I'd like, although that's probably just me, is one for when you're detected. That can be useful information for figuring out where there are DDs, and it can warn those players without that skill.
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Captain Skill "Fire Prevention" - Redesign
AnotherDuck replied to Spuggy's topic in General Discussion
You could change it to 7% shorter fire duration. That would in theory have exactly the same buff strength, but in practice it would probably be better since you're going to be on fire eventually anyway. -
How many of you finished or are about to successfully finish "Captain Extraction" in order to get 16 points "Hiei" captain?
AnotherDuck replied to Leo_Apollo11's topic in General Discussion
Think about WG, then. They have to put up with players whining when they give you, in your words, a free 16 point captain with 'different' looking ships, just because the voice isn't exactly to their specifications. Gift horse in mouth, and all that. You can always just mod it.- 110 replies
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- ARP
- Arpeggio of Blue Steel
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Captain Skill "Fire Prevention" - Redesign
AnotherDuck replied to Spuggy's topic in General Discussion
With that much increased repair party reload time, it would be heaven for anyone who gets in a torpedo hit during the reload. -
Works with Japanese DDs as well, but not as well. So to speak. But it works really well with a high fire rate, like Benson. I've been able to out-damage cruisers at close range with that ship.
