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AnotherDuck

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    [IRQ]

Everything posted by AnotherDuck

  1. AnotherDuck

    Remove it NOW

    The ship is about as stupid as AP bombs. Major impact on a few ships and little to no impact on the rest. That's the kind of all-or-nothing gameplay WG should steer far away from, not embrace.
  2. AnotherDuck

    Orion is extremely bad to play against (proof)

    In other news, players have apparently come to the conclusion that there might be some issues with CVs. Also, careful studies have revealed that some players do not like the detonation mechanic.
  3. AnotherDuck

    Get rid of Izumo

    Comparing T9 BBs with T8 BBs is a little weird, since several of the T8 BBs are extremely strong, and perform decently in T10. T9, on the other hand, is pretty much T10 matchmaking with worse than T10 ships. Izumo is more accurate than Amagi. Amagi has one more barrel, but needs to show more broadside to fire all of them. With the higher Izumo is far stronger bow-on, while Amagi handles far better, so they offer completely different playstyles. And if you can't do well with Izumo's playstyle, you're better off not getting Yamato or Musashi.
  4. Don't you see? It's clear what they're doing. They're protecting your carrier. Important job, that. Can't win without a carrier.
  5. AnotherDuck

    Japanesse High Tier destroyers? A lost case

    Why are you complaining about boring gameplay when you do the equivalence of a BB A-line sniper?
  6. AnotherDuck

    Japanesse High Tier destroyers? A lost case

    This is the company that thinks deep water torpedoes is a good thing for the game. So good they came with the even more brilliant idea of the extra-specialised deep water torpedoes that can't even hit cruisers, on a ship with guns so crap it can't even outshoot its silver counterpart, which previously had the worst guns of its tier.
  7. AnotherDuck

    Japanesse High Tier destroyers? A lost case

    My first (and so far only bought; got Gearing and Yamato researched) T10. Don't really have that much of an issue, but then I'm used to the line and have been playing it since I started the game. I can also add that if the Khaba only needs to outrun you, you're way out of position. Shimakaze is a great flanker, but that doesn't hold up if there are good counters to that, like Khaba or CVs. Shimakaze can outrun pretty much everything else. I don't think getting rid of the 20 km torps would do anything other than removing a small part of the grind, since no one competent uses them anyway outside lulz. That said, they kinda work with Torpedo Acceleration. Or at least, they did way back with the old T9 Kagero. Personally, I'd prefer a 200 m detectability buff. Shimakaze has working guns, but they're still the worst of the T10 DD guns. All the rest of the IJN DDs are stealth ships. There's really no reason why Shimakaze should have the same stealth as gunboats that outshoot her so hard you don't have a chance unless you face a potato.
  8. Reason I play the game in vanilla is because around when I started, a lot of people got banned for using some third-party program, and another bunch got banned because they weren't Japanese. So I did it my own way, which worked out, and by the time it wasn't an issue anymore, I just kept on with what I've always done. Also, one more of the best new ship.
  9. And here I had my hopes that WG imported some forum template rather than build their own. We've seen how competent they are at programming interfaces...
  10. Double fighters fly in opposite directions, somewhat slower than a single plane. Spotter planes fly slightly farther away than fighter planes. On the whole they're somewhat "RNG" since they fly around, but two are more reliable than one. I'd only use that skill if I had a point left over from the rest of the skill build. It's never really essential, and there are usually better options. In Bismarck you have sonar, which does much the same job planes would do, with some differences. PM doesn't affect secondaries or AA to my knowledge, so it's not as useful as it could be on those ships.
  11. AnotherDuck

    IJN Shiratsuyu advice please

    I don't find TA useful for anything other than when I was stuck with the 20 km torps on higher tiers. It's an advantage with a disadvantage, and I don't think that's worth the skill points. Shiratsuyu has decent torpedoes anyway, and the skillpoints are better spent elsewhere. I find that the "standard" torpedo build works very well for Shiratsuyu. In order, PM, LS, SE, CE, AR, and then RL or TAE depending on which you prefer first. You can sub TAE for SI if you use TRB. RL is very useful, since it's a slow but stealthy ship, so you can use that stealth to its fullest without being caught off guard and unable to run away. That goes especially if you're using TRB. Speaking of which... I use TRB. Been using it on all ships I could ever since the pre-nerf Hatsuharu and Kagero had them, and it was a 30-second reload. Whether you use TRB depends on how much you rely on smoke. When I play I rarely smoke in IJN DDs. I prefer to scout and remain undetected, since that means I can more easily strike from unexpected angles. That's where you get the best strikes from. If you rely on smoke to keep you covered or to bail you out, you're not going to do well with TRB. Also, regardless of anything else, use speed flags. You need all the speed you can get. I wouldn't recommend the same captain at all. One's a large gunboat, and the other is a sneaky torpedo boat. The most notable difference is that you really need IFHE for Akiduki, but it's a waste for Shira. Pick a new captain or respec entirely.
  12. Sometimes I wonder if I'm the only one who plays the game in vanilla mode...
  13. AnotherDuck

    What CA/CL line to grind next

    That's what I like about the game, and about the different ship types. For BBs you have to plan ahead for five or ten minutes so you're in the right position, and half a minute for immediate engagements. For CAs and CLs it's down to 2-3 minutes unless you count overall battle strategy, and from ten to twenty seconds for immediate engagements. DDs have even lower numbers. For me, if what I plan in the beginning doesn't matter then I lose the feeling I have any impact on the game. T1 battles are like that. It largely doesn't matter because it's so chaotic anyway. The higher tiers you get, the more strategy is involved, since players are overall more competent (which isn't to say there aren't idiots everywhere, but that's a different topic). If I make a choice based on what I think will happen in a couple of minutes, I want it to matter. That's one reason I like the IJN DDs, since you have to think ahead for every single shot with the torpedoes, and you have to think about positioning to get the best angles. Also, it doesn't take two minutes for the turrets to traverse.
  14. AnotherDuck

    What CA/CL line to grind next

    Fiji's great for hunting DDs, but the damage output on other ships requires time (unless you find the broadside of a cruiser), and the hit rate suffers more the longer you get from your target. Yeah, I'd do the same in Pensa. I've not tried that ship outside the test server, but my impression is that she plays very similarly to Myoko, but with less tanking and no torps. The lower tanking ability means I can't get away with as much without being deleted by BBs and CAs. Myoko actually has a higher DPM with AP as well as HE, but the bounce angles are better with US AP. I actually had to pause and think what I do when a DD surprises me. Couldn't think of a case where I wasn't sufficiently prepared. Pre-turning and anticipating movement is a key skill in any ship with slow turning turrets. It does require you to think more, but I've always wondered why so many people complain so much about turret rotation speed as if that's what decides battles first and foremost. I learned to play the game with slow turning turrets, so maybe that's why I'm just used to it.
  15. AnotherDuck

    Do you use "Vigilance" Captain skill on your ships?

    I generally don't use it. There are almost always better skills to use. Most of the time the benefit isn't that great either, and you're better off relying on predicting incoming torps, hydro, or bait allies.
  16. AnotherDuck

    Bismark Last 4 points

    Honestly, for maximum efficiency, don't go for secondaries. Go for survivability. FP is always a good choice, but BoS isn't bad either if you need an extra point for another skill. It's possible to swap out AFT as well. Manual AA works, but most of the time it's not necessary. You can get decent AA without it. FP is much more consistently useful. On the whole, there are several builds that work. You just have to find the one that suits your gameplay style. Bismarck has very respectable turrent traverse for a BB. I still use EM, because that allows for some much closer and dynamic brawling than otherwise. That's fun build, though, not efficiency.
  17. AnotherDuck

    What CA/CL line to grind next

    Are you then assuming I'm a unicum? You don't need the torps to kill cruisers and destroyers. You have your great guns for that. Not effective for hunting destroyers when you can blap them like no other ships? You find a destroyer within some 7 km range and that destroyer is dead. You find one slightly longer away and it's probably dead. At max range you still have a fair chance of hitting, and even a single hit is nothing to scoff at for ships with no heals and low HP to begin with. As for cruisers, you can angle against anything, bait AP with broadsides and then angle back. If you time right or properly use islands you can turn away when you get too close and then you also have the torpedoes. I don't think there are many situations where you can't be effective in unless you screw up. The most effective way to play most ships is boring, because WG encourages damage farming over playing for the team. That holds true for just about all ships.
  18. I'm only up to E-3, about halfway through (although I started the day at pre-Last Dance E-1, so good progress for the day). Does that get significantly harder at Last Dance? That girl has a bit awkward design, IMO. The expression most of all, and shorts are ugly by default. The waist thing also looks very awkward. Sara looks great. My second favourite US ship. My favourite US ship likes to do what I like to do in WoWs.
  19. Well, considering the previous ships are just Orion in different skins and increasingly higher tiers, the line is kind of not entirely great up to KGV. Well, to be fair, Queen Elizabeth has great AA.
  20. AnotherDuck

    Invisible ships

    And that makes me sad, since T5 games were the most interesting in Umikaze. It was my default T3 division ship back when T3 cruisers could get into T5 matches. If I'm going to sealclub with someone grinding a new line, I'd like to at least do it uptiered.
  21. AnotherDuck

    What CA/CL line to grind next

    The turning circle isn't that bad. Slightly worse, but not nearly enough to make all the difference. It's not like you're in a Russian cruiser or something. One, that's why I use hydro, and two, she's got a little better angles than "entire broadside" to shoot all guns. And if you do use all, you can shoot down a DD in two salvos, maybe less if it's not full health. Why are you assuming a competent Pepsi player but not a competent Myoko player? Unless I'm brawling battleships (which I do on occasion), I don't rely on torps much. The decent turning means you can turn to shoot all or most of your guns and still get back to a good angle before a CA or BB can reload. I like ambushing DDs in smoke with hydro, and at that range you can just blap them. Torpedoes are a risk, of course, but with hydro and a decent rudder you can avoid all or most of them.
  22. AnotherDuck

    What CA/CL line to grind next

    You mean you don't let the ship do that for you. I've always used hydro so I could get an extra edge in brawling and hunting destroyers, because that's something Myoko is good at. Tanky and agile enough to get away with rather aggressive play (only even remotely matched by Yorck at T7), and great guns to back that up. You can certainly play as a longer ranged HE spammer, especially if you don't see any good sitaution to dig into, but if you do, you've got the tools to do it.
  23. AnotherDuck

    Please change AP bombs

    The main problem is that it's yet another tool that promotes camping. Whether it's OP doesn't even factor into it. It makes the game less fun to play.
  24. AnotherDuck

    Invisible ships

    It's called captain training. For a lot of people it's the only premium IJN DD they have. It's also one of the few T5 ships that doesn't care that it's uptiered to T7 constantly.
  25. AnotherDuck

    What CA/CL line to grind next

    So why do you play the ship in a boring way, then?
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