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VC381

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About VC381

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    Lieutenant Commander
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  1. Prinz Eugen/Hipper - How to make it work?

    Matter of preference. I find reaction time to be much more important than turn radius or speed in active dodging situations. My magic number is 5 seconds for cruisers, if the rudder shift is not close to, or ideally below that number, I don't consider a ship sufficiently agile. You said yourself the HE DPM can be sub-par, the solution is to maximise gun up-time, and if you're shooting you can be seen anyway. So I prefer attracting attention and drawing fire, then between the general tankiness, heal and dodging you can be a real nuisance.
  2. Prinz Eugen/Hipper - How to make it work?

    Rudder shift mod (both), mid range, never stop firing as long as there's something to shoot at, head on a swivel for opportunities, predict and switch target and/or ammo to punish. If you see an opening, charge!!! Current build: PT, EM, DE, CE, EL Ideal build: PT, EL, EM, AR, DE, SI, CE
  3. I understand you guys are trying to get the most OP effect out of the special skills but how often do you really get those achievements? OK confederate you can work towards but is far from guaranteed, and double strike is just a lottery. When I eventually get him, I would rather use him on a ship that actively benefits from his better EL and EM all the time, with the other achievements as a bonus. So basically has to be heavy cruisers.
  4. The CV Captains Cabin

    So basically, the enemy CV was having just as much of a nightmare as you. You don't need to solo delete higher tier AA cruisers, all you need to do to have a meaningful effect on the game is achieve more than the enemy CV.
  5. Yamato vs Nelson

    You haven't seen 10x IJN 410mm in that same situation, have you?
  6. I don't know how much CPC the RN had lying around for their 15" ships by WWII, if they carried it at all, or whether this had anything to do with Hood's loss. Magazine explosions are the cordite used to propel the shells going up, not whatever explosive is in the shells. Yeah, it's a bit tenuous and outdated but I guess there is some justification for keeping the gimmick rather than having a line that switches what it does well halfway through.
  7. I don't think the RN HE gimmick is related to specifics of WWII shell design, but I believe it is a thematic nod to RN WWI gunnery practice. In WWI they did have CPC (common pointed capped) shells for guns up to 13.5" which had a very large lyddite explosive filler, hard noses and base fuses: basically they acted as SAP. These shells had 50kg of explosive filler. Yes, that is a lot. US 14" common (HE) shells of the same period had <40kg. German 30cm HE had 26kg. Actual full on British Common/HE shells for 13.5" guns had 80kg of explosive filler (!). In other words, RN SAP in WWI had more explosive than everybody else's full HE, and their actual HE had twice as much. Lyddite itself was, as well as being high explosive, quite toxic. It fit into a doctrine of "beating down" enemy ships. Basically, they worked out AP of the era was unreliable at long range and would shatter, but a ship kept under fire struggled to fight back accurately. So they were deliberately planning to open engagements at long range with high volume of fire with SAP/CPC shells to cause havoc with upperworks, command and fire control up to and including killing crew with the aforementioned toxic fumes from lyddite exploding shells. This really stopped by the end of WWI when they designed better straight AP shells, so as I said the flavour makes no sense in a WWII context.
  8. Question to BB players

    Of course it happens, that's not the point. You can't expect every salvo to be perfect. But if you aim well all the time, the salvos that hit will make up for the ones that miss, and then some. Overall, BBs have the highest damage output so obviously over the length of a game the guns are fine even if some salvos are completely wild. Lower your expectations and don't get into a situation where you depend on this one exact salvo to hit. Then position well, target select well, aim well and keep the guns firing. Then the damage rolls in!
  9. So how do WG balance ships ?

    I agree with this, and actually it's related to the reason I think people see premium ships as OP. The older lines are very "vanilla", it's easy to think they might be weak because they don't "do" anything unique and special. New lines and a lot of premiums are very gimmicky, so they can be seen as harder to understand if you don't have them yourself, and because of that tricky to play against. But those gimmicky ships are usually weaker underneath, while the old ships are just strong in the basic sense, less fancy stuff. It's really hard to judge if e.g. bigger guns is balanced against gimmick X, it's apples and oranges to try to compare. But overall it's fine, a lot of first release ships still very competitive across all tiers.
  10. So how do WG balance ships ?

    League of Legends does this although I'm not sure to what extent they directly make money from character sales, the business model is a bit different and more focused on selling cosmetic stuff. But they still balance like this, they buff/nerf or re-work whole classes, or items and map stuff to cycle the class dominance. One season the game is slow and tactical because tanks are king and nobody can kill them, next season the game is really fast because the DPS classes got a new tool that makes tanks obsolete and so on. It's really quite good design. There are still OP characters but they aren't OP for long enough to ruin the game. Not sure how I feel about this. Kamiclones are a real pain, I dread seeing them but I know I can handle them as long as I'm in the right ship myself. Nik, I don't play low tiers but honestly that's where balance matters least, you can seal club in almost anything and nobody knows what they're doing enough to notice if something is really OP. Belfast... meh, I personally don't find it particularly strong or fun to play (compare my Fiji) and I can deal with it but it's annoying. Basically my problem with certain ships is more that other players freak out "OMG OP premium" and play like idiots around them, so of course it confirms their bias. But people playing badly or just lacking teamwork to deal with specific threats isn't a ship's fault.
  11. So how do WG balance ships ?

    A friend of mine who I was playing with last night said some very wise words, he said "gamers care too much about balance". And he's right. So many people have perceived problems with how ships perform. Most of the time they have completely opposite opinions to others yet they all agree there is some mythical balance problem and that each of them knows better, how to solve this "problem", than the company who made the game. Personally, I take the view that true balance is neither achievable nor really desirable. Not achievable because the game is far too complex to make every ship balanced in every possible combination of interactions. And not desirable because it ultimately stifles variety and the potential for unique and interesting ships. And for what? Ultimately even the most widely considered OP ships depend on the person in front of the screen, and have weaknesses and counters. Some people really enjoy some quirky ships whether they are strong or weak. There are a lot of fun things you would lose in your quest for a balance "holy grail", if people can even agree what that is. Furthermore, cyclic balance ("flavour of the month" due to buffs, nerfs, missions and new releases) is a standard strategy in online games with big unit/character variety. It's there to shake things up and keep things fresh, so that what was OP before might not be OP now and the game doesn't become stale. It's the only way to even try to balance things, by giving each time in the spotlight. The game is fine precisely because it has so much variety, you never know quite what you'll be up against or how it's going to play out. You can do well and enjoy any ship if it suits your style. I say just enjoy your ships and stop worrying about balance. If you don't enjoy the game it's not the game's fault, it's a question of attitude.
  12. Next Captain Skill for Scharnhorst?

    No, the logical next skill is manual secondaries. There is absolutely zero point having AFT without manual secondaries, the hit rate is abysmal. No secondary build is worth it without the power of both those skills combined.
  13. Got my Stalingrad!

    Looks great but I think this one is more of a port queen...
  14. I'm not deliberately trying to backstab you I agree Vanguard should be T8 or even T9 but for completely different reasons. I just don't like your reliance on historical data for survivability because that's one of the things that is least realistic in game. Even if flood duration or coefficients were directly linked to compartmentation, flood defense is only a small part of the picture. Vanguard has basically a KGV armour scheme, and KGV is disappointingly squishy in game despite having IRL one of, if not the, best armour schemes among built WWII battleships. Vanguard could be anything from that squishy to Conq level unkillable depending on WG design decisions that are completely divorced from anything to do with the ship as she was IRL. Damn... how did I end up arguing against more realistic ship implementation in game?
  15. A lot of real life survivability traits don't transfer well into game, or even actively work against the ship in question. I don't agree with @piritskenyer that this is a reason to give Vanguard a high tier. However, there are a lot of things WG can do to make survivability excellent, from lowering citadel to mega-heal, so I don't think Vanguard will have a problem in this area. That's why I think instead of trying to prop shell performance with supercharges, we can accept Vanguard's 15" guns will be weak in the conventional sense but they can be given special characteristics to make them more versatile and reliable. As for accuracy, dispersion and sigma are completely arbitrary decisions by WG and have even less relation to RL performance than survivability. If Vanguard's armament is weak, they can make her laser-accurate to compensate if they wanted to.
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