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jss78

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Everything posted by jss78

  1. jss78

    How do you use a 4 km torpedo range DD ?

    Generally you just ignore the torps and gunboat. But don't altogether forget the torps exist. They are still useful when playing around islands or smoke screens. (Or YOLO rushing ) I got a fair amount of opportunistic torp kills when I had a habit of seal clubbing in the Storozhevoi.
  2. I first look at whether the main guns benefit of AFT or BFT and go with that. For DD's this generally means BFT alone. I might take AFT alone if the ship also has fairly useful long-range secondaries -- in this I take AFT to help both AA and secondaries. I haven't yet done the analysis on ships which only take the skills for AA. BFT is straightforward if you have anything resembling a reasonable AA DPS (though +10% kinda seems questionable for 3 points in many cases). It seems to me like there's a synergy between AA Mod 1 and AFT, with the first increasing the number of flak explosions, and AFT then making the explosions more damaging. For ships with very strong focus on AA/secondaries/small-caliber main guns, it's obviously both.
  3. A poll on NA forums suggested the average age in WoWS is somewhere around 40. As a 40-year-old myself, I can confirm we're way too tired and just too damn mellow to rage over a video game. That said, while I rarely start trouble in chat myself, I've occasionally responded in kind if someone starts to insult team mates. So my best suggestion to OP is: try being toxic yourself, and maybe things get more lively for you.
  4. jss78

    HMS Implacable. What am I doing wrong?

    Here's what I picture someone who writes like that to look like:
  5. jss78

    HMS Implacable. What am I doing wrong?

    It's still more bombs per area, so I'll take it. More chance of getting a fire with one run. The current DB where you're supposed to do 4x1 attacks within AA is just hopeless.
  6. jss78

    HMS Implacable. What am I doing wrong?

    I recall reading the Furious DB's are getting 2x2 attacks in 0.8.2, instead of the 4x1 they now have. I think this'll make them easier to use.
  7. As far as counter-CV play (@lovelacebeer) -- I just make opportunistic use of my fighter consumables. I don't look at the map thinking where should I go and drop my fighter. I think about the optimal target of my attack first (planes available vs. priority of targets), then I go, and on the way look if there's a place I can drop a fighter with at most an "acceptable" detour. Possible fighter uses: My guys are contesting a cap and are targetted by enemy CV. Keeping an enemy DD spotted. Any vulnerable friendly ship targetted by enemy CV. I very rarely attack the enemy CV. Conversely I'm always happy when the enemy CV tries to attack me -- means he's not helping his team while I am helping mine. I slightly disagree here -- they're not damage farmers any more than any other ship, in fact less than many others. The current CV is essentially like any other surface ship, but instead of firing shells you attack with planes with an infinite reach. You try to do damage like everyone else out there, but often you have a special responsibility to deal with the IMPORTANT targets. Those surface combatants slinging HE from max range are the real damage farmers.
  8. jss78

    HMS Implacable. What am I doing wrong?

    I like the Implacable, maintaining a 85k damage average after 16 games. The planes are really comfortable to use because they have quite good health. With the 4x2 TB wave you can get all four attacks on weaker AA BB's, and because they turn so tight you can turn around at somewhere like 3 km and come for another precise attack. Other than that, it's really just generic stuff which applies to all CV's. Dodging flak I feel like a lot of CV players fail to appreciate how effectively non-infinite their planes are. You need to do a lot of risk-reward calculation in your head, and play a long game. Do I go for this guy at all? Am I able to make 1-2 runs and then charge back to safety to hit F? Or is this the guy I plow 8 torps into? I often find I do the bulk of my damage towards the late game as the target clusters get softer. Encyclopedic knowledge of targets -- this is essential for the risk-reward analysis. Reading the tactical situation and using your great map reach for maximum team benefit. Including striking crucial targets, and spotting (with both fighters and strike aircraft). Basically this is where you try to guarantee that you HAVE a long game to play.
  9. I like them in principle. It's interesting when there's a friendly CV to do a bit of coordination with. Being the target of said coordination may not necessarily be fun. It can become a bit much especially when the CV's are top tier and/or the players know what they're doing. I hope they can balance CV's such that the 2-vs-2 CV games can be kept as part of the gameplay diversity.
  10. jss78

    Gasgoine vs Vanguard

    Vanguard's very much a generalist BB. It's feels like a T8 Warspite, which is a thing I say as a statement of love because IMO Warspite is one of the perfect BB's in the game. No gimmicks, rewards skill, punishes misplays. Like the Warspite you have quite good agility though only average speed for the respective tier. Same great heal as Warspite. Guns which reward switching ammo. Better AA but worse secondaries than Warspite, tier-for-tier, that's a standout difference. One of my favourite BB's -- the only standout weakness of Vanguard is the turret angles which means bringing the rear turrets to bear is a risky business, and you have to read the situations well. I got the Vanguard from a Air Supply container, and this was my first game. Like they say, first impressions are everything.
  11. jss78

    A-150 T10 premium

    This is what I'm thinking also, it'd be to Yamato what the current 457 mm Conqueror is to 419 mm Conqueror. But then she'd implicitly be presented as kind of a "dead-end design", instead of this mythical destroyer of worlds, and I think we'd have thousands of angry weaboos to deal with. Edit: I think we'll actually see the A-150 in due time, no matter what they say about "no guns bigger than 460 mm". WG's inevitably going to be in a situation where we have most unambigously high-interest releases in the game. Stuff like A-150 will be final aces up their sleeve at that stage, and will not go unused.
  12. jss78

    Your LEAST played premium ships?

    Must be the Varyag. Got it without asking for it, and I already got the Aurora which feels better.
  13. jss78

    Exeter - Last stage

    Finished also. Here's what I found the easiest approach: 7 Achievements: Nelson in Randoms (or any other RN BB maximized for healing potential -- they also yield the occasional Arsonist) 750,000 damage: Set up two DD's, do lots of reckless torpedo runs in coop -- if you die, immediately jump into the other ship 3 kill game: same as above 20 citadels: Belfast or any other RN CL: then just hunt CL/CA broadsides in coop using your stealth, and ignore all other objectives ...and then shoot those multi-citadel salvos.
  14. jss78

    Exeter - Last stage

    You don't -- edited my post above. The first mission of the fourth stage has to be done in Randoms, because no achievements are granted in coop.
  15. jss78

    Exeter - Last stage

    I'm downright ashamed of some of the stuff I do to grind these achievements missions. For the damage grind section, here's my recipe. Set up both Cossack and Lightning with captains Take one of the ships to coop YOLOOOO -- *splosh* *splosh* -- KABLAM Go to 2 This part is even pretty fun (for me, not the team mates).
  16. jss78

    Exeter - Last stage

    For 3 kills in one game, your best bet is to set an alarm clock in the middle of the night, and play co-op. It's seriously easy when your own team too is mostly bots.
  17. jss78

    What's your captain strategy?

    I'm fairly systematic about trying to minimize the number of captains I run: Captain for a specific ship line moves down the line until I reach the ship where I decide to stop (often but not always the T10 ship) IF there are multiple "keepers" in the line, I train an additional commander. Premiums never get a dedicated captain. I have a fairly large number of 19-point captains at 17, considering the number of games played. Nowadays I almost always play with 19 pt captains and accumulate crazy amounts of EliteXP. I never play with <10 pt captains, and in some cases have trained a 19pt captain with EliteXP before ever using the guy.
  18. jss78

    Exeter easiest to aim for achievements ?

    I run Superintendent, Premium Repair Party, and that signal boosting repair party. They all help.
  19. jss78

    Exeter easiest to aim for achievements ?

    If you play a RN BB aggressively, you'll get lots of Dreadnoughts and/or Fireproofs, I wager in at least half the games you survive. Then occasional First Bloods, Witherers, Arsenists etc. on top of that.
  20. jss78

    How does Skill effects WR?

    Skill is the most important determinant of WR (across a large sample of games). Of course you can't swing every game -- otherwise top players would have 100% win rates. But lots of games are fairly close. Here it makes a difference whether your ship is occupied by a great player or a poor one. And this is why some people are at 60% and others at 40%. You can also look at this qualitatively, by just observing individual players in your games. Just look at some players with ~40% and ~60% WR -- the difference in the way they play is night and day. You can see in action where the difference in WR's comes from. Now you can "game" the system quite a lot, by making it so you play in favourable circumstances. Play lower tiers a lot (on average weaker opposition and easier-to-influence games) Division up with good players (makes a LOT easier if you have guaranteed 3 good players in your team) Play "old" ships with 19 pt captains all the time instead of new ships with stock modules and low-skill captains. Not pointing fingers at others, I'm a good example myself! I spend a lot of time divisioned up with a couple fairly good players, and we enjoy the mid-tiers a fair amount. The purple figure in my sig claims I'm an impressive 61% WR player. But if I look at my solo WR and tier 7 and up only it falls drastically to 53%! This is a figure many people of my skill level might have, while I've managed to get it up by 8 percentage points.
  21. jss78

    Pre-dreadnought battleship

    They'd be essentially limited to one tier, so there's little room to explore these ships. With premiums I imagine the problem is economical. These would be very complex modelling jobs, which at T2 you'd have to sell for like 5 EUR... I'd love a spin-off game that completely focuses around 1900-1920 or so. Start with pre dreadnoughts, work in great detail through WW1, and close with designs such as Ersatz Yorck at T10.
  22. I would agree they need a judicious nerf. Not even thinking of DD's, but it feels a bit much when they the HE bombs do over 20k alpha damage per drop against a BB. That's before the fires, which more often than not stick, the way you're slinging rockets, bombs and torps... The upfront damage feels weird when AP bombs are supposed to fill that niche, while HE should depend more on DOT.
  23. 1. Skill gap is indeed better. Before you reply with crappy memes, let me be clear it may not be great, but it's really easy to be better than it was. At least we don't have the unicum CV lock the enemy CV out of the game, which was the biggest problem with RTS CV's (= 1 vs 1 matchup). Now you can at least try to balance what CV's can do against other ships, and go from there. With that said, I'll admit to being surprised how big the skill gap remains. There's a "truth" going around on the forums and reddit that CV's are "worthless when bottom tier" -- yet I see many players for whom this is clearly not true. I think the skill gap currently comes down to the potential tactical influence of a well-played CV, because he has that infinite range. You really need to understand the tactical game and know where to go. Also you need to be able to get inside the heads of enemy BB's, CL/CA and DD -- the guy who's himself good with all classes will benefit in CV's. 2. I'm not sure how anyone can claim this wasn't a success. Even a full squadron from any CV isn't anywhere near a full alpha strike (=potential insta-deletion) from an RTS CV. You can fairly argue the constant stream of small attacks isn't fun to play against. There's a real design conundrum here. The CV has nothing to do apart from flying around with those planes, so you need to give him stuff to do at fairly tight intervals. Being the target of said stuff isn't necessarily fun. It's not great -- but again I'll take it over what we had. 3. Maybe expectations differ here, but IMO AA balance is better now. To be clear it was crap before -- not saying it's great now. You had AA cruisers expect to be able to insta delete all planes at the push of a button. Low-mid AA was basically pointless if you had a CV alpha strike coming your way. Now the return-for-investment curve in AA is smoother at least: even average AA can expect some success in weakening the CV's attack. *shrug* I've enjoyed the rework, and so have the people I play with. Better game than it was pre 0.8.0.
  24. jss78

    Some BB Tier10 tips against CV`s

    Need to touch on this. Sure you should seek AA cover with a BB, but please don't use the CV staying at 20 km for this purpose. You're effectively removing yourself from the game if you stay at that range. There are some exceptional CV players who still move quite actively and closer than 20 km -- there can be a good synergy in using these people for cover, however.
  25. jss78

    Charles Martell

    Huh, I've always regarded the Martel as monstrously good. It's my favourite T8 cruiser because it's one where I don't really care at all about getting a T10 game. The enemy BB decks get even bigger, and they still can't hit you very well. I tend to play a lot of the time at 15'ish km, where I can fairly reliably evade incoming shells by observing the enemy ship firing. This does go out of your control somewhat if there are multiple enemies firing. But if you do this well, it's near-impossible for an enemy BB to hit you. I've had them try for minutes and finally give up and pick another target. But if you outweigh the enemy it may be optimal to close in aggressively, also. It's not the easiest ship to play. You need to find those places where you can farm a ton of damage, have space to WASD-evade fire, and avoid cross fires. Often this means open water at the flanks of the enemy. You should mount the speed boost upgrade to get that monstrous 4:30 min action time for the consumable.
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