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VC381

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Everything posted by VC381

  1. VC381

    Shiratsuyu captain

    I don't enjoy min-maxing and being stuck with one playstyle. Anyway, I see your point so I took AR because at half HP that provides the same bonuses as BFT and Torpedo Expert combined for only 2 points instead of 6.
  2. VC381

    Shiratsuyu captain

    I already took SE for the HP boost. Torp reload didn't seem worth it with the booster consumable. Why not a gunboat? It looks like it's tiny, stealthy and agile, and IJN DD guns are accurate and hit nice and hard. The only thing lacking is RoF. So I'm trying to go hybrid instead of overspecialising.
  3. Did you ever play "Battlestations: Midway"? That had an excellent damage control interface, where you had a fixed number of "teams" (bigger ships had more) that could each only do one thing at a time. If you had fewer problems than teams, you were fine. If you had more, you would have to prioritise and remember to reassign when a team was done. Anyway, your proposals reminded me of that. I like your ideas, I really do, but as has been stated this game is designed to be super simple and yet still manages to completely stump average players. So... fantastic idea but no hope for implementation. EDIT: Also I'm not entirely sure what problem you're trying to solve, other than the damage control system being unrealistic and overly simplistic. CVs having high Alpha damage isn't a problem, it's what they're supposed to do. Are you suggesting this as a way to stop BBabies complaining?
  4. DDs are tons of equipment crammed into a small not armoured hull. Bigger ships have a lot of places they can get hit where there are no modules, and some key modules are well protected. There is no different chance to lose a module on ship type, if the shell hits the module and has enough pen, you can lose it. Difference is on a DD any hit is very likely to be on a module (see above). But the whole DD is much harder to hit, so if you're taking so many hits your modules are always broken in a DD you're doing something wrong.
  5. VC381

    Torpedo Speeds / distance per second

    It shouldn't matter for your calculation because even though everything in game is sped up it depends only on the ratio of the speeds. So your calculation above should be correct in game too.
  6. VC381

    Are They Removing the Pensacola?? (Salt Lake City)

    It doesn't have more bofors than Pensacola or Indianapolis. All pre-war US cruiser classes ended up with 6 quad bofors in one way or another. I think given we have Algerie with 8 guns and 12s reload and Myoko with 10 guns and 14s reload, New Orleans 9 guns 13s reload? Then again Indianapolis has 9 guns with 14s. I think 14 will not be unacceptable but I'm hoping for 12.
  7. VC381

    The CV Captains Cabin

    They don't? I'm sure my Hiryu had full squad voiceovers. Odd that they would randomly limit it like that, although I use shift+numbers to select anyway. But yeah I share the sentiment, absolute genius!
  8. VC381

    The CV Captains Cabin

    I'm sure I'll get used to it but my did I screw up some drops last night because of that. I even strafed my own TBs at one point because of the way it auto-selected the fighter squad without me noticing!
  9. VC381

    Are They Removing the Pensacola?? (Salt Lake City)

    To be honest, I should be moaning about NO as I like that ship more than Pepsi (I know you and others don't). Despite the MM that's one fine and fun ship and she has more to lose, like loss of T8 upgrade slot and undoing of the recent RoF buff. Then again, maybe WG will consider loss of upgrade and radar nerf enough in which case that could turn out very nice indeed! Also, as my post above highlighted, we're missing the Northampton class entirely, which might make a better T6 prem option than Salt Lake City.
  10. VC381

    Are They Removing the Pensacola?? (Salt Lake City)

    Well, Indianapolis is not a sister to Pensacola, there are two steps of design evolution between those (Pensacola class > Northampton class > Portland class). In gameplay terms the Indianapolis does not quite have the crazy agility but it's a very good all-rounder. I think New Orleans at T7 will be popular with the Pensacola fans and also with people who didn't like her at T8. If we're using Indy as the benchmark, New Orleans won't have radar but is more compact and should be as agile as current Pepsi.
  11. VC381

    What's with the Russian/Soviet cruiser line?

    The ships are real protected or armoured cruisers up to T4, after that those kind of ships don't make sense. T6 and T7 are concept but T8 is real again. Basically every cruiser line not US has concept ships at T9 and T10 so that doesn't count. Also the T6 premium is a real ship. So yeah, not too bad with concepts overall but they had no choice, Soviet Navy just couldn't afford to actually build many ships!
  12. VC381

    The CV Captains Cabin

    Did they do something to CV interface? I'm playing the setting where right click is order to move, but before if I hold Alt to issue manual attack both left and right click would do it. Now only right click does and left deselects the squads.
  13. VC381

    Are They Removing the Pensacola?? (Salt Lake City)

    1) that refit is hideous and ruins the iconic look of the ship 2) the US really doesn't need another T7 premium cruiser I like the "as built" Pensacola idea better, with torps. Doubt it will happen though.
  14. VC381

    Roon paradox

    I agree. To be honest I don't know if the ship is strong or not from the point of view of gameplay and I don't care. I never researched it precisely because it's a really badly made-up design that makes no sense to anyone with a basic grasp of ship design and history, and has no core concept in gameplay terms either.
  15. VC381

    Bad teams: what do you do about them?

    Chill out and ignore them. There is an equal or greater chance the enemy team is doing something bad too, you just don't see it. And don't try to be the hero, you'll just get killed and frustrated. Do what your ship does well. Some ships can have an impact solo, others can't. If you don't have the support you need don't try too hard. You say there is no teamplay, but even the worst potato usually can do something so if you get all "I'm right" and do your own thing you're actually contributing to lack of teamplay. Swallow your pride and think about what you can actually do smartly. If you have to, follow the lemming train even if they are wrong and do your best to help them. Make the best you can out of the situation given to you and stop caring about how your team does and you'll soon see it's not that bad.
  16. VC381

    RN Cruisers - jump from T7 to T8

    I haven't researched those two and I'm in no rush to get them. Having said that, I use the rudder shift module on all US cruisers T8 to T10 and that works great too. I don't know how much more risky it would be with the Brits as I think both Neptune and Minotaur have higher citadels and bigger targets painted on them than Edinburgh. But, looking at stats, Minotaur has impressive base concealment and a surprisingly tight turning circle (both better than Edin actually). That makes me think it should work. Neptune... not so much.
  17. VC381

    RN Cruisers - jump from T7 to T8

    I found more success stacking rudder shift mods on Edinburgh. The stealth is good enough with CE even without the module, and super rudder shift is trollish because RN cruisers don't lose speed in turns. It gives you a way to play dynamically when your smoke is down rather than hiding and waiting for the next.
  18. VC381

    What CA/CL line to grind next

    No it doesn't take 2 minutes, I just meant in general terms ;) although... It's over a minute for Myoko to get her rear guns form their max forward angle on one side to the max forward angle on the other, which is what you need to do if you want to continue moving in roughly one direction but change which side you angle on and shoot from. I had a game yesterday in Pensacola where I did two full circles and changed which side my guns were on three times while taking a cap, staying barely hidden while reacting to getting slowly surrounded and deciding the best engage angle and exit route. It's just the kind of situations I get myself in and I have fun wiggling my way out. No way I could have done what I was doing in Myoko. I can see why you find planning rewarding but I don't find even high tier games predictable enough. You say there's strategy but even that is fluid because the only difference between a stupid plan and a good one is where your team and the enemy are. And half the time you don't have that information anyway, so anything you plan is a dice roll that depends on what 23 other people are doing. I feel the opposite, if I plan something and it doesn't work out I just get frustrated, especially if it's hard to change the plan once committed. I find I have a good game impact when I can react quickly and do something, anything, at every opportunity. It's more intense that way, which is also fun.
  19. VC381

    The best cruiser at Tier 7 ?

    I won one as well a year ago and I was annoyed initially but then took it out and had some pretty hilarious games! I ended up retraining some captains in it, dynamic and fun little boat despite the T5 MM these days. And has a very classic look to it as well! For some reason it used to have worse rudder shift but that got fixed. Don't remember the other differences but they're minor. It's not worse, at least not in any way that really matters. "Good" ship is quite subjective. T5 MM is not great but it is fun and versatile and you can be a real nuisance to most opponents.
  20. VC381

    What CA/CL line to grind next

    I don't think slow turning turrets make a ship weaker as such, but this is really the essence of the "boring" argument. Having to pre-turn and anticipate is definitely a skill but in my opinion having to think too much is precisely what is boring and/or frustrating about playing ships with slow turrets. I don't want to be constrained by a decision I made 2 minutes ago based on incomplete information and I don't enjoy being helpless when the situation develops differently to how I expected, which is fairly frequent in my experience. I know all ships require planning to an extent, and maybe that's a lack of skill on my part, but I like playing by the seat of my pants and I prefer ships that don't kick me in the teeth for not thinking three steps ahead all the time.
  21. VC381

    What CA/CL line to grind next

    Good point, for some reason I thought Pensa and Myoko HE were a bit closer in performance but forgot the reputation of the IJN stuff. Then it's just situational, if you get the setup Myoko brings the damage but as you say Pensacola might have an easier time if things aren't quite as you expect. Reward for planning vs ability to react quickly.
  22. VC381

    What CA/CL line to grind next

    If you're talking being 7-10km from a DD trying to flush them out with Hydro and take them out as fast as possible, both Fiji and Pensacola can do that more effectively than Myoko and with less risk to themselves in the process. If it works for you, great, but I bet if you do exactly the same thing you're doing now in either of those ships you'll do as well if not better. Of course with trade-offs in other situations.
  23. I wasn't playing for a bit and I missed all the missions to collect animals and backgrounds for the patches. My selection is really small, except I got this wolf with a sword and I have no idea when or how. Is there a hidden mission? Is there anything I can do to make sure I collect more symbols and backgrounds?
  24. VC381

    What CA/CL line to grind next

    @AnotherDuck I didn't mean to start a war over Myoko. @piritskenyer might be getting a bit too fired up over this. As I said I acknowledge she's a strong ship and can do fine in her, which my stats reflect. Even so, no doubt you play her better than I do. I just don't find her particularly comfortable in the situations you describe and prefer ships with other traits for that kind of aggressive playstyle. Having said that, those 10 guns hit like a freight train with either ammo. I managed a triple-citadel devastating strike on an Algerie the other day and that did make me grin! And I won't say no to 35 knots to help me get where I need on the map. That's partly why I don't like getting in tight spots with her, wastes the speed. More of a ship for flanking in my opinion. As I said before I don't think there's a single bad cruiser at T7, just personal preference as to which feels best to drive for each of us.
  25. VC381

    What CA/CL line to grind next

    It has 30s turret traverse vs 45 and Myoko's torps only fire in the aft quarter which is basically useless in a brawl. If it tries to unmask them it will get citadelled to pieces. Also you and @piritskenyer may have different definitions of close range, I doubt he meant point-blank.
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