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HMS_Kilinowski

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    [THESO]

Everything posted by HMS_Kilinowski

  1. HMS_Kilinowski

    DD life and a game!

    Exactly, the hardest games for me in a DD are when there is 5 DDs. The enemy team never loses spotting, so even if you kill 1-2 DDs, the situation is still open. You may kill the DDs on your flank, but on the other flank the enemy DDs might dominate and exert their influence while you are trying to reposition. Also you gotta assume you got a DD against you, maybe even several which forces you to conservatively account for what you don't see. I love games where I am the only DD or one of maybe 2-3, cause then I sometimes know i can cap without risk, which immediately gives me the XP-boost of a solo-cap. And I can plan my attack against the enemy DD with less risk of a second DD ruining the party. A healthy battle needs 2-4 DDs, 3 are ideal.
  2. Then why even mention it? You see people, this is why your conspiracy theories don't work. Cause in humanity nothing clandestine can exist without someone blathering about it within days.
  3. HMS_Kilinowski

    Wie weit kommt man im Free-Play?

    Im Grunde hast du alles richtig analysiert. Ab T9 geht's eher abwärts. Ohne Premium-Inhalte oder extrem gute Spielweise, muss man sich die Ressourcen in den Stufen 1-8 verdienen. Man sollte halt nicht dem Trugschluss bzw. Marketingversprechen erliegen, dass T9-10 irgendwie besser sind. Spiele in T10 machen nicht mehr Spaß, sind nicht erfüllender oder bringen plötzlichen Geldregen. Man kann es sich als F2P-Spieler getrost sparen. Mit jeder Stufe werden auch die gegnerischen Schiffe und Spieler besser, sodass man nie einen Vorteil hat. Natürlich ist man auf T10 immer top-tier. Das kann ein Vorteil sein, kann auch ein Nachteil sein. Ein sehr guter Spieler kann mit einem relativ stärkere Schiff mehr positiven Einfluss aufs Gefecht ausüben, als häufiger gewinnen. Umgekehrt schießt ein schlechter Spieler sich ins Bein, weil er ein starkes Schiff in seinem Team mit seiner schwächeren Leistung ausbremst. Es ist also nicht immer alles Gold, was glänzt. Der beste Weg für F2P-Spieler ist, immer da zu spielen, wo man gute Ergebnisse einfährt. Dann gewinnt man auch Ressourcen. Von den Ressourcen sollte man sich maximal mittelstufige Premiumschiffe kaufen und mit denen einfacher Ressourcen farmen. Evtl. kann man, wenn man gut genug und ausdauernd genug spielt, sich mal ein T9-/T10-Premiumschiff erspielen und dann auch in T9/T10 ohne Verluste spielen. Das Spielziel sollte aber Spielspaß und nicht das Hamstern von Schiffen sein ... sag ich mit meinen 200 Schiffen in Hafen.
  4. HMS_Kilinowski

    T6 DD for coal - yay or nay?

    The Aigle and Anshan both are decent ships. The Aigle is a french DD with smoke, so that is quite appealing. She has good gunnery and can stealth torp. She also takes a punch and afaik the french saturation should apply. Her weakness are the slow shells. She has the range to spam bigger ships at range but the shells are so slow they plunge from the sky and miss DDs at long range. Still a solid pick. Then Anshan is essentially a panasian version of the russian Gnevny, only with the option of 8km torps. Using them is highly recommended in PvP. In coop I usually switch to the 4km torps from Gnevny, cause you should always torp bots from close range. The Anshan is usually played as a hybrid. You shoot DDs from medium range, using the fast and accurate shells. You then build into full concealment with 6.3km detection range, whihc gives you 1.7km of stealth torping window, enough for the most promising situations. You can also go full long range gunboat build on it, playing it like a russian DD. I would not recommend doing so, cause that play style needs a dedicated commander. Better use an existing PA-commander. An additional bonus on the Anshan is the perma camo. It grants +100% FXP on top of the usual +50% XP. So both DDs should work rather well for coop. They got smoke so you smoke up and wait for the bots and then torp them.
  5. Thanks for telling me. I added it to my post. The thing is we don't know what's going on. Wargaming is making it a habit to not react to the community on questions they supposedly find inconvenient to answer. Maybe they for some reason have actually decided to abandon FXP-ships. But then again, what would be so damn hard about just announcing it? It's not like there will be pitchforks. At least people know what to do with their FXP then. It's this funny silence on things that actually concern the community, while I always read reactions from WG-staff on minor things. Like if someone posts here he finds a certain camo nicely done and pings some WG-staff, there will be a nice reply like "Thanks, ..." in no time. If you ask something important, WG-staff usually is either ignoring you or avoiding a direct answer. I have come to admire WG-staff. In a way I wish there was a cruiser like WG-staff in the game. It would have 500m turning circle and 3s rudder shift and maybe not even have a citadel or hidden under 50mm deck armor. The perfect tool for dodging.
  6. Not everyone has all RP/coal/steel ships, too. But that didn't keep Wargaming from releasing lots of ships for these ressources. The last FXP ship released was Ägir in Update 0.9.5 , which was released along with Shikishima for Steel and Siegfried for RP. Since then we have seen: For RP: T10-DD Druid in 0.10.5 T10-DD Vampire on 22 April 2021 T9-DD Paolo Emilio on 30 September 2020 T10-BB Slava on 6 August 2020 For Coal: T7-CL Flint on 3 December 2020 T9-DD Neustrashimy on 3 December 2020 T9-DD Z-44 on 3 December 2020 T7-CL Lazo on 3 December 2020 T7-BB Duke of York on 3 December 2020 T5-DD Hill on 3 December 2020 T9-BB Marco Polo on 18 March 2021 T9-BB Pommern on 6 August 2020 T10-CV Max Immelmann on 15 April 2021 For Steel: T10-CL Plymouth on 3 December 2020 T10-CL Austin on 18 March 2021 T10-CV Franklin D. Roosevelt on 1 October 2020 For FXP: Diddly squat!!! Forgive me if I forgot a ship.
  7. HMS_Kilinowski

    Why should we still play your game ?

    Right question, wrong examples. Talk about good players leaving and replaced by clueless noobs. Talk about 400+ ships whose specifics even veterans struggle to memorize, while new players are entirely put off to even trying to do so. Talk about forcing new ship classes into a game that will turn balancing upside down, while they haven't even succeeded balancing the existing classes yet. Talk about prioritising whatever can be sold over fixing long known and ever new bugs. You need to zoom out a bit.
  8. The second slot is still engine room mod. Dunno if you remember but initially that was two separate mods, rudder and engine protection. Still back then people took engine protection on DDs and rudder protection on cruisers. Now both effects are combined into one module. That imo makes it a no-brainer for all but french-DDs. The hydro duration is so long by default, that you hardly can get through all charges in one battle. The issue with hydro mod is similar to the issue with longer arming time on CVs. You use the consumable when triggered by a situation. The situation gets solved within 1-2 min. Now you are sitting on another 100s of hydro, when you actually want the cooldown to start so you got hydro ready for when you might need it again maybe just as your current hydro runs out. The prolonged hydro might actually hamper you. As for your problems with Jutland: I had the same experience when I for the first time moved from Lightning to Jutland. Both ships are equally powerful for their tier. The difference is just a slight shift towards gunboating on Jutland. It gets worse concealment, longer torpedo reload and is a bigger target than Lightning. The real difference is rather external. A Jutland gets matched against a lot of really good DDs. The Lightning is in the nice niche that it can outspot whatever outguns it and outgun whatever outspots it. The Jutland is more of a predator, the Lightning is a swiss army knife. The difference in playstyle is small but significant. With 5.5km concealment and a reasonable torp reload, you incoporate regular torp attacks into your play style. On the Jutland they are used more carefully. They don't get reloaded fast, so you hold them back if trouble could arise. The concealment is only 200m more, but it can be the difference of an enemy being rendered in time to evade him. The pace of Jutland requires planning ahead more.
  9. HMS_Kilinowski

    Petition to WG, Remove The Detonation mechanic

    What do you mean? It's fake already. Every ship in this game blows up at the end, while most ships just sank over several minutes to hours due to all the swiss cheese holes they got blasted into their hulls. Many ships had to be torpedoed long after being abandoned to even make them sink. In this game the ships got a final explosion and then they sink within a minute, Call it a detonation, call it what you want. It's already quite more dramatic than reality. Besides all I am talking about is keeping the simpletons happy who also pay for movies where a hand grenade blows up entire buildings. I can live with that concession if it gets me rid of the detonation events.
  10. I also would have liked to get the Black. Actually I feel cheated by Wargaming, since they announced they would remove Black, Flint and Neutrashimy for steel to bring them back for coal. I bet there is lots of people who would have got the Black and also had the steel to get it at the time of its removal, if Wargaming had been transparent there and revealed they intended to permanently remove the Black. Yes, they announced the removal as usual, but it was not presented as a removal but a shift to a different ressource, which is exactly why many people did not get the Black back then. I wanted to get it last autumn, when I thought it would be re-released, but it never did. The other ship I totally would have liked to get is the Benham. The idea of a good torpedo boat in the top credit earning tier has always appealed to me. Apart from that I am set. Many of the removed ships I do own, cause they were removed in the last 3 years and I was rather active. And many other ships have become irrelevant to me. i don't need a Missouri, I got credits aplenty. I don't need a Belfast or Kutuzow or Kamikaze. In the end it's about having the key play styles covered and even there it's about the most interesting ships. My most played ship comprises less than 3% of my total battles played, so there is no single ship that I could not live without or that would make or break my game experience.
  11. HMS_Kilinowski

    Petition to WG, Remove The Detonation mechanic

    But as I said, we could have that without the current detonation mechanic. Just e.g. make a ship go extra boom, whenever it is finished on a devastating strike.
  12. HMS_Kilinowski

    Nur ne Kleinigkeit

    Es gibt tausend Dinge in diesem Spiel, an denen Wargaming arbeiten sollte, die jedes für sich bedeutend wichtiger und dringlicher sind, also irgendein optischer Kleinkram an dem sich manche stören. Schiffe laufen auf Grund ohne irgendeine Vorwarnung oder ersichtlichen Grund, weil Wargaming nunmehr ein Unterwasserrelief designt für U-Boote. Torpedos sind augenblicklich verbuggt und gehen am Indikator vorbei. Der Client hängt sich seit Jahren in einem Blackscreen auf, vom dem man nicht mal mehr in den Task-Manager reinkommt, um den Client wenigstens manuell abzuwürgen. Aktuell werden Gefechtsergebnisse teils nicht angezeigt und man springt vom Gefecht direkt in den Hafen. Und das ist nur die Oberfläche. Da ist mir unbegreiflich, wie man sich an einem popligen Anker aufhängen kann.
  13. HMS_Kilinowski

    Petition to WG, Remove The Detonation mechanic

    I strongly dislike the detonation mechanic and would prefer it gone. . It's a lottery and not driven by good or bad play. It also impacts the game economy, since detonations are more common on smaller ships. DD detonate most frequently, making the extra cost for the flag almost mandatory. DDs earns 96k less by default, cause they gotta pay for the detonation flags. Cruiser detonate less frequently and BBs detonate rarely. CVs finally don't detonate at all, making even signals that give a penatly on detonations quite worthwhile to use. All in all the game economy for credits has become quite harsh and you can hardly make a profit if you use the recommended signals, as I have already elaborated here. The detonation mechanic is a childish thing. It does not add depth to the game. It promotes steamrolls, cause a team with an early detonation will lose faster, earning less XP and credits for all participants. Also I can't remember any battle worth remembering when a detonation took place. If you win against a team with a detonation, it feels just as undeserved as if there was an afk player. WG can always make the final explosion of a ship more dramatic so the simple-minded cineasts get their popcorn moments.
  14. HMS_Kilinowski

    Top Clans with childish behavior

    I took the liberty of editing your edit cause I don't like edits in my posts. I am perfectly able to comply with forum rules by my own, but thanks for the hint. I understand the removal of the clan name was necessary. But how do the clan leaders of the mentioned clans get involved if they do not know their clan members cause grief?
  15. HMS_Kilinowski

    Top Clans with childish behavior

    Is there such a thing as a truly public server? If a guest misbehaves on our discord he will get a warning and if he doesn't concede he will find himself removed from the discord. There are mods and admins on every discord. Why do you bring this up here and not discuss this with the staff of the respective discord? Have you contacted the commanders of the clan the people belong to? What I also don't get is why you suggest this behavior is symptomatic for top clans. If you name only one clan, why is it not specific to only this very clan? And if it is a more general phenomenon, why is it necessary to point out that example?
  16. HMS_Kilinowski

    Das ist meine Schuld?

    Zuerst mal: Es liegt nicht an dir. Nicht wirklich. Dein Einfluss auf ein Gefecht ist zu gering, um so viele Niederlagen in Folge selbst zu verursachen. Wenn man davon ausgeht, dass Gefechte statistisch unabhängig voneinander sind - darüber lässt sich streiten - dann hat man solche Pechsträhnen etwa einmal in drei Jahren. Anders ausgedrückt: Etwa einer von tausend Spielern hat so ausgeprägtes Pech. Eigentlich mathematisch ist die Wahrscheinlichkeit noch geringer. Ab einem gewissen Punkt kommt aber Frustration ins Spiel. Ich hatte selber schon mal so einen Tag vor ca. 18 Monaten und ein Bekannter vor einem Viertel Jahr. Der Bekannte war irgendwann überzeugt, dass jemand sich gegen ihn verschworen habe. Ist aber natürlich Unsinn. Jedenfalls kommt irgendwann die Emotion ins Spiel und man wird frustriert und will Siege forcieren und macht dann auch Fehler. Dann verursacht man tatsächlich mal eine Niederlage, wo man hätte gewinnen können und das zieht einen noch mehr runter. Was ich bei meinem Bekannten gemacht habe, war einfach, dann mit ihm zu spielen und ihn durch die Niederlagen zu begleiten. In einer Division guter Spieler sind Niederlagen eher selten. Und mit meinem positiven Gemüt hab ich zumindest meinen Einfluss aufs Gefecht ausgeübt und wir haben wieder gewonnen, bis zu dem Punkt hin, wo er selber "den Fluch gebrochen" gesehen hat. Sowas kann man natürlich nicht forcieren. Das muss einem von außen angetragen werden. Ich kann nicht hergehen und sagen "Ich hab heute nur Niederlagen, Wer will mit mir leiden?" Es muss sich eben ergeben. Man kann auch eine Pause machen, aber die Gefahr ist, dass man sich weiterhin vom Pech verfolgt fühlt und trotzdem unsicherer spielt als sonst. Deswegen würde ich alle Register ziehen. Also Pause machen, erst mal nur 3er-Div mit guten und positiven Leuten fahren und ruhig auf eine einfachere Tierstufe und Lieblingsschiffs wechseln. Die aktuellen Schrottkübel kann man auch ein paar Tage später noch grinden. Viel Glück und locker bleiben.
  17. HMS_Kilinowski

    WG is time to make a 5th class

    Mangrey, it's time to have someone proof-read your posts before sending them. You got so many spelling errors I start lactating. Besides, we need no extra class for big cruisers. They are very few and only exist in few tiers. Most of them are removed from the game and subject to natural attrition. And finally they are balanced by being ocked into the subpar cruiser skill tree and the prolonged fires/floodings. And finally, all the big cruisers with radar are removed. Having a separate class BC in a few yearswould mean you could sneak a radar into your team while forcing the enemy team to get some low utility cruiser - e.g. Azuma or Ägir - matched in.
  18. HMS_Kilinowski

    Karma broken

    Ein paar kurze Fragen zum besseren Verständnis: 1. Wieso ist Karma für dich so wichtig, wo du doch quasi keines hast und es somit auch nicht verlieren kannst? 2. Dein Clan hat 3 Mitglieder wovon du als einziger aktiv bist. Du bist der Clan. Wieso bläst du das dann so auf, dass dein Clan geht, so als ob da 50 Leute aus Solidarität das Spiel verlassen? Mein persönlicher Rat an dich wäre: a) Das ist jetzt genau die richtige Zeit, um CV zu lernen. Man wird dich in Grund und Boden reporten und es kann dir gerade ohne Karma noch ziemlich wurscht sein, was die anderen sagen. b) Wenn es dir so nahe geht: Es gibt eine Mod "Karmaflage" im Modpack, da siehst du dein Karma nicht mehr und dann ärgerst du dich auch nicht mehr. c) Falls all das keine Lösung ist, kannst du auch versuchen noch besser zu spielen und einfach weniger Reports zu bekommen.
  19. HMS_Kilinowski

    Grand Battle not working

    You guys do know the mode is only active during the day? You can't play past 2AM CET.
  20. The D-cap collapsed and it got pretty busy angling against those BBs coming from D, while dodging torps from that loose DD that our CV was unwilling to spot instead of burning his planes in the blob coming up the west-side. The only good thing was those 56 plane kills. tl;dr We lost.
  21. HMS_Kilinowski

    Marco Polo. Any buff on the horizon?

    If the BB captains are pepega, why then do those ninja dev strikes that you initially mention happen so damn rarely? If they are pepega, then you should easily get some dev strikes without superfast torpedoes. My impression is that you play the ship very differently from me. You torp early, rather avoiding open fights and try to engage DDs lategame. That's why you try to conserve your hp early. Don't you feel that trying to stay away from enemy DDs denies you the freedom of movement that you would need to get good angles on your targets? I can say for myself I feel hampred by the presence of enemy DDs. Also I don't want them to have that impact on the game and just deal with them after they had 10-15min to decimate my team. I try to kill a DD early and then use the adrenalin rush from the damage I took to get faster torpedo reload once there is no more DD to spot me. The heals are imo great to manage your hp. If you want to stealth torp, you stay at low hp to get the max out of AR, if you need the hp to confront another DD, you heal up over time. The gun skills help me get the upper hand and the AR has the same effect as TAE. But I guess that is all up to personal taste. Also I thought you were asking a question and not have a prolonged discussion in a quite different topic. Let's not further derail this topic. I got nothing to say about Marco Polo. If you have any questions about gunboating EU-DDs, please PM me. And if you have a nice replay showcasing your play style, I would be interested in watching it.
  22. HMS_Kilinowski

    Marco Polo. Any buff on the horizon?

    Are you not familiar with averages and ratios? It's like when you read that every 8 min a burglary is commited. It doesn't mean that a criminal is standing there neurotically staring at his watch and walking through the door strictly every 8 min. The dpm indicates a rough value of the damage potential a ship can dish out over time, doesn't matter if you call it dps, dpm or dph. Also it helps comparability, cause if you compare the speed of a snail to that of a car you want a common denominator a.k.a. "km/h". It's besides the point to insist that a snail takes more than an hour to travel a full km. Ofc one may argue that EU-DDs have faster torps and will utilize more of that dpm through a higher hit ratio. But the truth of the matter is that the first strike is very important. After that your enemy knows you are there, starts evasive maneuvers, pops hydro or turns and runs. Then your hit ratio goes down. Even with the fast torpedoes you will not get the amount of hits you would get if you surprise your enemy. If I check my Chung-Mu hit ratio, it is almost Östergötland level, but a well-aimed spread will devstrike a full hp BB, while a EU-DD does 25k and scares it away. The EU-DDs are at most a hybrid class. They kill enemy DDs, they then take control of the caps and they do a lot of damage with fires on bigger ships, after triggering their DCP with a low dmg torpedo hit. You are talking from the point of view of playing your EU-DDs as torpedo boats, so you are biased. You built your EU-DD as a torp boat, with the modules and skills needed to promote that playstyle, so naturally you lack the skills and modules needed for gunboating and you experience the ship as a mediocre gunboat. You say dispersion is wonky. Ofc it is. If you pick the torpedo speed over the dispersion module in the 3rd slot, your accuracy goes down significantly. This is not a property of the ship, it's the choices you make. Again, you are free to play any ship the way you want to. But if I have to decide between a EU-DD built as a gunboat and one built as torpboat, I go for gunboat any day, even on team mates. I need a DD that can kill an enemy DD or at least dev strike a big ship early. With a low damage torp hit here and there it's like with the mediocre HE-spammers. They do a bit of damage to a lot of ships, while the number of guns the enemy has remains the same, but your team loses guns and gets outtraded soon. A DD needs the potential to finish the job, it's easy as that.
  23. HMS_Kilinowski

    Marco Polo. Any buff on the horizon?

    The torp dpm imo matters as it shows the gross damage potential of the torps. It's a clear pointer towards the design of a ship. If a ship like Harugumo has a torp dpm of 50k and a raw gun dpm of 240k that means I can potentially do more than 80% of my damage with the guns. It strongly suggests the Harugumo is a gunboat. The Shima has 140k torp damage vs. 135 gun damage and is usually interpreted as a torp boat. The Halland again has 210k raw gun dpm, the lower EU boats are also quite powerful gunwise. So again, 3 to 4 times as much damage can be done with guns, and that is without skilling the commander and outfitting the ship. All that suggests a gunboatish hybrid. The mid tier EU-DDs have a rather short torp reload. It makes torps available all the time, so you spend a lot of time torping. This may mislead to the assumption EU-DDs could be torp boats. But one of the biggest things about torp boats is their stealth and their devastating surprise attacks. In a real torpedo boat, I don't want my target to know I am there. I don't want to get spotted. I want to reveal my presence with my first torpedo attack and I want it to hit as hard as possible. With the EU-DDs I may cause death by a thousand stitches. After my first 20k dmg the enemy knows I am there and noses in on me. In a torp boat I can devstrike and immediately turn the tables on my flank. But whatever flaots your boat. If you for yourself feel you can be most effective with a torpedo boat playstyle, then that is what you should do.
  24. HMS_Kilinowski

    Marco Polo. Any buff on the horizon?

    It's always nice to get pinged and have to backtrack through several posts to even know what you guys are talking about. So now that I know nobody wants my opinion on Marco Polo - a ship I don't even have - but on EU-DDs. I'd say @asalonenis the true expert since he regrinds that line regularly. Personally I would classify the EU-DDs as hybrids with a clear tendency towards gunboating. The big difference between gunboats and torpboats in my view is, whether you hunt or get hunted by other DDs. In all EU-DDs I actively hunt other DDs, I do not seek to avoid them. I might not try to engage enemy DDs at all cost, since the lack of smoke means I must play my cards right, cause I struggle to disengage in unfavorable conditions. But this does not define a torpedo boat. The EU-DDs have good gun dpm and mediocre torp-dpm. Even on Halland many players skill into the guns, cause even if you intend to torp a bit, you need to survive an early engagement against another hunter. Halland has a stock torpedo dpm of 64200. For comparison Daring has 80500 dpm on torps, Harugumo has 50k and the torpedo reload booster. EU-DDs just lack the damage potential to stop a push with torps. On the other hand they can easily win a DD duel against any but the toughest gunboats.
  25. HMS_Kilinowski

    Please return flags for achievments

    In theory, yes. But let's not exaggerate the effect of a signal. There will be the anecdotal situation in which the 5% faster reload on consumables helps you radar the low-hp DD just before he slips behind an island and blap him, deciding the outcome of the battle. But there are so many modules, skills and signals, all doing +-5-10% on some minor stat. Will a signal change your winrate beyond 0.01% and your XP beyond a few points? I doubt it. There are a few key signals that are worth having, like detonation on DD and shorter fires on BBs, but the rest of them you pay 100k each for a minor effect. Take the detonation signal, one of the most important ones for a DD. You will detonate in maybe 2% of your battles. About 90% of these battles are going to be lost or won anyway without you having a decisive impact. So it boils down to 0.2% of the battles being decided by you when you detonate. Half of them you will have made your impact before you get detonated, and in this 1 out of 1000 battles you detonating will lose a won battle. For that one extra win you pay 1000 detonation signals, each costing 96k for a total of 96M credits. Is one win worth 96M credits?
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