VC381
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Everything posted by VC381
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I also find that the plane spotting range is usually too short to set up a good drop, so I need to sit my fighters on top of the enemy ship, take my TBs further away (where they alone would lose sight) and come back and drop, meantime losing most of the fighters. Typhoon screws CVs completely, no doubt.
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Regarding the camouflage, the one available on Iowa always was the one historically worn by Missouri. So it's no surprise that Missouri herself has the same one. I would rather they didn't do something wacky just for the sake of it being different because I like what little historical accuracy this game has, even if just in appearance. What they should do, if they didn't want a clash, is to re-work the Iowa premium camo to the one actually worn by Iowa. As for appearance, Iowa in 1943 looked like our stock Iowa, Missouri in 1943 looked like our top hull Iowa. By 1945 Iowa was refitted and looked basically the same, maybe some of the radar antenna or 20mm gun positions were a bit different but nothing obvious.
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Lets talk ¤¤ USS MISSOURI ¤¤ Iowas systership
VC381 replied to Zerra_Channel's topic in Videos & Streams
Oops, wrong thread! -
To be honest, it's actually because of the new economy with rewards for tanking and not much penalty for getting sunk. If both teams camp the game is nice and slow but if everyone sees rewards for pushing and it makes more sense to YOLO than retreat, you can get spectacular pushes but also spectacular fails. Everything happens super fast and small mistakes snowball harder. If 10 ships all squeeze into a cap maybe 3 or 4 will come out, if those are all on the same team it's game over.
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Well, a lot of the ships are similar while others have power level jumps. It shouldn't be hard to fill the tree but there might be cases where there are too many ships that fit one tier but none that really fit the next too well. I'm sure some soft stat tweaking will make it OK.
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Lets talk ¤¤ USS MISSOURI ¤¤ Iowas systership
VC381 replied to Zerra_Channel's topic in Videos & Streams
My only issue with this is they gave Iowa a premium camo, which is the one historically worn by Missouri. Now Missouri has her correct camo, they will look the same. Iowa wore her own quite different pattern, I would hope they change the existing premium camo. -
Which forum members have you seen in random battles?
VC381 replied to Cobra6's topic in General Discussion
I found creamgravy sneaking around in a Minotaur. I was in a very bad place in my Amagi and that AP really hurts! He took me out but I had the last laugh as my final salvo, already in the air when I went down, scored a triple-citadel and deleted him for the "It's just a flesh wound" achievement. Fun moment all round -
I can't say I enjoyed the Myoko although I managed to do OK in it. I would say it's boring but reliable when played safely. I think coming from the Aoba (most of the guns front, fast rate of fire, lower tier opposition) you might have the idea that you can be aggressive and "make plays". Forget that mindset completely. Myoko has bad turret positions, bad angles, horrible traverse and a huge turning circle and citadel. If you go in hard you won't get anything done and likely won't make it out (as you found). What Myoko DOES have is 10 amazing guns, great speed and decent concealment for the tier. You need to be a second line cruiser, let someone else take the heat first then be where you need to be to unload all 10 of those guns. AP is perfectly viable on broadside cruisers, HE is of course excellent on everything. Myoko also works best when kiting the enemy, the gun angles are better to the rear as of course are the torps. You can waste a lot of people's time by running and wigging and generally tie up a lot of enemy resources while farming damage. My favorite trick (still do this with Mogami and Atago) is to use that speed to charge a flank but start turning around before being spotted, then initiate operation kite. If unsupported, be a nuisance as long as possible (fade to concealment if it gets too much). If supported, slide into a second line position and help focus people down. Like I said, making plays is not your strong point, but farming damage is the name of the game.
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Been messing around with replays recently and I can't get any of the keyboard shortcuts e.g. fast forward, free cam etc. to do anything. Have they changed recently? Thanks!
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What can we expect from battleships of the Royal Navy?
VC381 replied to sharpie65's topic in Battleships
I'm sorry but there have been at least half a dozen threads about this in the last couple of months, all of which have more reasonable trees. I don't mean to be rude but most of your suggestions are two tiers out from where those ships belong. I would love to see all of them in game but as I said this has been discussed to death already. -
In fairness, the requirements for the other 8 ships are really easy and if you own some already you will be rolling in credits instead. I'm not surprised that they aren't easily giving away functionally the same ship as a know OP premium that normally costs £35. On the plus side, I might actually grind my first T9!
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Just got Danae and so far it seems the ships are a bit challenging but still quite fun. The whole argument about being countered by angling assumes a skill level that is generally absent at those tiers and it's not hard to "pull your weight" (damage done > own HP). You might not carry or club but in the context of those tiers they have some strong tricks up their sleeve. I guess people who are after consistent performance will hate them but I play for the really great moments despite the ups and downs. First game Danae I got double strike in 4 salvos by ambushing two cruisers around an island. The ships work best when switching target often. The only thing I'm struggling with slightly is the rudder shift. A few times I've been caught out trying to pull turning tricks I thought I could and just drove straight into an island.
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how to outplay the Shokaku's 2/2/2?
VC381 replied to Battleship_USS_Arizona's topic in Aircraft Carriers
He needs both fighter squads in one place just to dent your strike package, and the maps are quite big. Avoid as first priority, if you can't then as others have said bait and dodge strafes. If he's just latching on to your bombers you can often brute force the strike anyway. With some RNG luck he'll lose quite a few fighters and you'll still get 16+ planes to target. Or if he's obviously distracted (keep an eye out for him lining up his own strike) take his fighters on a sight-seeing tour of your team's cruisers! -
Rubbish fighters and multiple launches?
VC381 replied to Sterling_Archer_UK's topic in Aircraft Carriers
You can't on Langley, the ones you're seeing with two fighter squads are higher tier carriers. As you progress you start to get options of what combination of squadrons you can launch but you need to decide in port before the game (all carriers except the starter one have "flight control modules" to research that give access to different squadron setups). -
Seems with this ship most people have jumped onto the "OP concealment" bandwagon and got the concealment module in that juicy 6th slot she has. Now, when the new rudder shift module came out I immediately traded my concealment one on Kutuzov, with the logic that I could get a bit more aggressive and have good firing up-time without using smoke, then fall back on smoke when things got bad. I loved it and haven't looked back. I wonder now if the same logic applies to Belfast, perhaps more so because she has a tighter turning circle, amazingly low speed loss in turns and better concealment to start with. I feel she's quite sluggish with the rudder and it might add versatility rather than having to sneak for your life all the time. I had a spare concealment module lying around so for now I'm using that until I have the 2mil I need to buy the rudder shift. Has anyone tried it?
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Oh, I tried to crunch some numbers in another thread to work out the effective HP from SE given the heal but I wasn't aware of this. How exactly does the subtraction work?
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If you're sticking to A-hull + 155mm guns the optimum setup is full stealth with the turret traverse module. You get nearly 2km of invisi-fire! I can see the full mobility setup being a viable alternative for those playing the top hull + 203mm guns, but I also agree that IJN CAs are about stealth and ambush (the US does propulsion + super-steering better).
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The game seems to have these little time windows for a lot of things. Just the other day I managed to sink someone with torpedoes at point blank range (got Devastating Strike) but instantly died as well from being rammed by their wreck even though their HP bar, name etc. was already gone (although they didn't get It's Just a Flesh Wound). And I distinctly remember a nail-biting game where the last enemy ship burned out after the timer hit zero, and we were awarded a win although the points were against us. And yes principat121, I'm sure if all 24 players co-ordinated ramming each-other at exactly the same time they would probably all get first blood!
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Game is boring below tier 5...at least for me...isn´t it a problem for WG?
VC381 replied to Kamikazesushi's topic in General Discussion
I enjoy a couple of low tier ships but overall I agree the gameplay isn't great, boring and unbalanced. Thing is though, interesting gameplay requires variety, a degree of complexity and players with the skill to use all the options available. Now what do you think will happen with players that haven't even worked out how to switch ammo yet if low tier game play had the complexity required to make it interesting for the rest of us? Yup, information overload and game quit. Those tiers are there to introduce new players to the game and teach them new concepts gradually. Now what would be nice is skill based MM, so when you play low tier you are put in games with other experienced players playing low tier ships. Then you could really enjoy those ships. -
I assume it doesn't have the heal like Atago?
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The guy who is doing WHAT?! Out on deck?! Oh dear, sounds like he needs some shore leave. Although I guess he is good at handling wood! In seriousness, I think that wood is there for damage control.
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Err, no idea I've barely had time to play recently so I'm only on Caledon, instead spending time trying to work out what's best myself. I think though the super-heal is only on T8+ so Fiji won't get anywhere near those numbers from SE.
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While I generally agree that being countered by good angling leaves some of your performance in the hands of others, you have to remember that: - In randoms there are a lot of people who don't do that anyway, so you can still have lots of fun punishing people - You have stealth to set up broadside attacks. This was already a viable style for IJN cruisers with an AP first shot, the RN could get 2-3 salvos before the angle neuters them - The bounce angles are big enough that people who are tempted to unmask their rear guns at you probably are showing enough side to penetrate and you can punish that too - If the enemy is angling against you, it means they aren't against something else that might be worse for their health, assuming you positioned yourself to force that choice upon them Overall, I'm surprised you're so critical of this "counter" given you are skilled enough to work around it. If anything having access to reliable "no questions asked" DPS without a counter is what makes the game boring for both shooter and target. I would argue the game needs to be redesigned so other ships work more similarly to RN cruisers, not that RN cruisers should be re-worked to satisfy the HE spam which is not necessarily a healthy meta in the first place. Good game design should be about opportunity, play and counter-play (potential for big hits and also big misses alike, smart consumable use etc.), not inexorable accumulation of small advantages (reliable DPS/DoT).
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I never played the current Fubuki, partly because the line as it is at the moment puts me off. That's why I'm looking forward to the change (even more if they adjust it as per that screenshot) and the Shinonome. I'll probably play the other branch as well eventually.
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OK crunched some numbers, the heal theoretically recovers 160% of your total HP (2% per sec * 20 sec * 4 charges). SE at T8 gives 3200. Full heal potential on the SE bonus is an additional 5120 (3200*1.6) for a total of 8320 bonus HP from SE assuming the heal is used to full theoretical potential. If you're tanking 80k damage on a a 40k HP ship you're recovering just over 100%, so you're using the heal at about 2/3 efficiency (100/160). Adjusting the 5120 by this factor of 2/3 gives ~3400, so effective additional HP from SE on that performance assumption is 3200+3400=7600. Purely theoretical of course.
