VC381
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Everything posted by VC381
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We can agree to disagree because it's probably a playstyle thing, but for me "brawling and aggressive play" and "slow turret traverse" are mutually exclusive. Tanky she is, and the rudder is fast but as I said turning circle is huge so overall I would say she's not agile either. EDIT: Also having to show your entire broadside to incoming torps so you can use more than 40% of your firepower does not make a good DD hunter in my experience.
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It's not. That's why there's so much salt on the forums about Pensacola, people hit it after Omaha/Cleveland like they might hit a brick wall. My main fear is that brick wall will be moved a tier sooner and actually there will be even more salt...
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Interesting, similar experience here. US cruisers were my 3rd line overall but 1st to T7 and I was playing without any biases from reading forum stuff. I disliked both Omaha and Cleveland at the time (I've since rediscovered them) but Pensacola was a bit of a revelation. Something just clicked for me and I've enjoyed her (and the rest of the line) ever since.
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Because the ship doesn't let you do otherwise, as any attempt at dynamic play is highly constrained by the poor turret rotation and firing angles, and the turning circle makes aggressive moves risky as you're not getting back out. So trying to play it in a "non-boring" way gets you at best frustrated, at worst killed. It's basically a ship that dominates if you play cautiously and position well in advance but can't react quickly to a changing situation. Therefore strong but boring.
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little bit disappointed with historical accuracy
VC381 replied to gyrostabilizer's topic in General Discussion
In fairness those biplanes were flimsy as anything, the guys on the bridge had nothing to fear. But the sailors who literally had to catch the plane as it was landing? Yeesh! And they lost a few pilots due to gusts throwing the plane into the water... in front of the ship! -
little bit disappointed with historical accuracy
VC381 replied to gyrostabilizer's topic in General Discussion
And on that ship in that configuration they used to land planes by basically flying alongside the ship at almost the same speed then slowly moving across to fly in front of the bridge and put it down on the flight deck. As I said, biplanes could fly very slowly if they needed to. -
I started watching the containers and noticed I got a couple. Got this snake, I'm happy now!
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little bit disappointed with historical accuracy
VC381 replied to gyrostabilizer's topic in General Discussion
Early carriers were TINY. Also, with the ship doing 25 knots into a good wind a light biplane from those days could almost take off just standing on the deck with the engine going. -
I agree with you that if they make the ship and/or guns clunky for balance she won't be fun to play anymore, and I'll be disappointed if they do that. But I'm saying I have hope that they don't necessarily need to do that, because even if they changed nothing she wouldn't be an especially OP or game-breaking T6 (on aggregate, based on how she's perceived and handled by average players).
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If you're going to be that negative about it I can't help you but I don't see what you're basing it on. The firepower will be at the top end for the tier but not OP. The defining feature is handling, which most people seem to not see as a worthy strength so there's not much reason for them to nerf that. 90% of the time it will be in the same T5-T7 games it sees now and is not OP in; it can't see T4 to club them. So any changes are likely to be small, because the overall game impact of moving it down a tier is also small.
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I don't actually think so, unless you've seen the stats. There has been a lot of power creep and there are ships like Molotov at T6 with similar firepower to Pepsi. If WG are pandering to the widespread US cruiser whine, and if my understanding of forum whine over the years is correct, I think US cruisers downtiered will suffer very little if any nerfing and be considered balanced at their new tiers. Those of us that actually like them where they are now will be rewarded with better MM and de facto clubbing machines. I'm actually quite happy with the proposed split. And Helena. I need that. NAO!!! Anyway, not the thread for that conversation. And Affeks is right. To summarise AP special behaviour on cruisers: - All US CAs (203mm guns) only: better bounce angles - US CAs Baltimore and up only: superheavy AP - All RN CLs: better bounce angles and short fuse Back on topic: took a Myoko out the other day. Yeah, it's strong, I didn't mean to say it wasn't. But the turning circle and turret traverse still do my head in. So it's a playstyle choice. To be honest T7 is probably the best tier for cruisers overall.
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Myoko is not bad, it's just boring, especially if you already played the fancy versions before you grind the silver one. Des Moines is great and I love the US cruiser line (only line in the whole game I keep and play all ships T6 to T10). But at T7 to T9 they are not for everyone and a lot of people hate them. They will be stronger and easier to play probably after downtier so why grind while it's hard and make yourself hate nice ships? Either way you get a free ship and it's same grind from T7 to T10 both before and after split. But after split you might choose the CL line instead.
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So basically you want all the T10s but either don't like the ship you're on in each line or don't want to grind. I can kind of sympathise. Normally I recommend US but we don't know when the change will come and you're right if you don't already have them it's pointless grinding them now because they're basically all getting downtiered. To be honest, Worcester could be even more silly than Minotaur and Des Moines, and you get a free bump to T8 in that line from Cleveland, so I guess wait for that split before grinding either US or UK so you can decide which of those 3 T10s you really want. I would say IJN. Get over the Myoko and then enjoy. If you like ARP Myoko won't be a bad grind anyway.
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Hmm, shame. Oh well, not that fussed, guess I'll evrntually get more in the long term or they might run new missions. Seems like a really dumb little thing to gate behind playing at a certain time.
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Another thing I missed, thanks for correcting me! Wow, need to check how my Fiji does with this!
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To be a bit less dramatic, the best use of Emerald is to practice RN cruiser smoke deployment and learn good smoke spots. The former can get tricky because it's very short, but it's worth your time learning how to pop it while slowing down so you just stop inside it. About 18 knots while slowing should do it, varies very little from ship to ship. The biggest problem with the ship is that the firepower is so crap, even if you position and smoke up perfectly you still won't get decent damage. Basically only aim for things your size or smaller unless you don't have a choice. Good luck!
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Aha, so they DID remove it (kind of). Thanks!
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I consider myself a cruiser main, pretty good cruiser player and do well in several widely hated ships. I'm always trying to say something good about every ship and advise ways to have fun with under-appreciated oddballs. So what I'm about to say, I do not say lightly. I am at a loss as to what advice to give for playing this ship. Do what I did and skip it with Free XP while you have sanity left. Leander is absolutely worth it.
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Armoured cruisers do look a special kind of awesome. More funnels please! Add Chikuma to that list as well. I've got a soft spot for most of the British ships. No flashy features or flaring curves, just no nonsense design that looks grand and radiates "imperial power" in an understated but imposing sort of way, like only the Brits can! KGV looks like an Arthurian castle afloat! Even the cruisers are in on the action. Fiji is short and square but damn if it doesn't look poised and aggressive, like it's rolling its sleeves to beat you up. I can't find it in my menu, yet another way the mobile version of this forum is really crap...
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Sometimes I equally like the look of two ships that are completely different, don't like deciding which is "best". But Scharnhorst is in the top category for sure. So is Hood. And from cruisers, New Orleans. On topic, I forgot again, Scharnhorst is also actually the best T7 cruiser (why did they remove the troll face smiley?!)
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I'm with you on this, I do play some ships just for their awesome looks. This is why I really want to get Algerie (not quite there yet), although I'm not convinced I'll enjoy her gameplay. Having said that, I like the clipper bow on Indy, and the US sure know how to do ship camouflage!
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Yup I misses that US cruiser change! That just raised my pulse! Having seen that, think both New Orleans and Helena could be contenders for T7 cruiser top 3 (depending on how they handle them, Helena in particular). If you can't buy Belfast then Fiji is your best bet for that kind of style and a similar level of overall strength and game impact. Going to come out and say I don't really like Myoko. She has great stats in every category, but the bad concealment, large turning circle and awkward gun handling can make her predictable and frustrating to play. She kicks you in the teeth if you try to play aggressive. I guess she rewards good positioning and is a fantastic support ship, but I prefer my cruisers to be able to act alone when needed and react quickly to changing situations. Same reason I like Fiji over Belfast. I kind of forgot Indianapolis while talking about Pensacola. Actually that deserves a high spot. More or less same tankiness and firepower as Myoko but much more usable in terms of both ship and gun handling. No torps but concealment and radar instead. Overall more comfortable, more versatile and potential for higher game impact. Long-range spammers like Shchors and Algerie can seem strong because it's easy to get a lot of damage and survive in them. But their game impact is low because they take too long to do that damage and they have to run when pressed so they can't really contest map positioning.
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That's NavyField (the first one). If you think WGs grind and P2W are abusive you have no idea how bad that was. Having said that, it was a pretty good game for its time mechanically and quite addictive and fun. Some of their top-tier concepts and use of paper designs is much more sensible than we have. And they had really in-depth ship customisation, although everyone just used it to remove all the armour to have max speed. Basically BB play was max range tag with first hit = 1 hit kill. And the tiering was based on ship type, so everyone started in DDs and worked up to cruisers then BBs.
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Not to derail the thread, but did I miss something?
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Fiji IMO better than Belfast at least in randoms because you can be more mobile and aggressive and can heal, so you rely on team-mates less. PT - EM - AR - SI - CE for 12 points. SSE at 14 points. I also have a soft spot for Pensacola but I doubt I'll persuade anyone about her.
