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BruceRKF

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    [FAILS]

About BruceRKF

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    Chief Petty Officer
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  1. BruceRKF

    PSA: Conqueror is losing its 457mm guns

    Might have sold Conqueror entirely now, since without the 457 she is completely unintersting to me. Just keeping her for things like the birthday SCs.
  2. Things like that don't factor in the game (un)fortunately. Just from the top of my head, German DDs (especially with 150 mm guns), the Mogamis, earlier Atlantas and I believe even the Clevelands also had issues with sea-keeping (and quite a lot more ships I am sure). Here's hoping that we get somewhat realistic ships (look wise) where possible.
  3. BruceRKF

    Discussion: Secondary Battery Mod2 to slot 5

    You can still laugh, I don't mind. Make it a good natured laugh instead ;) Build (Yamamoto special captain): PM, EM, AR, SI, BoS, AFT, ManualSec, so you got it almost right. I don't use Priority target on most BBs, since I consider my awareness good enough in most cases and being one-shotted is not as much a threat in BBs as it is in cruisers. That also leaves me free to use Auxiliary Armament Survivability mod or whatever it's called (more health for AA and secondaries).
  4. BruceRKF

    Discussion: Secondary Battery Mod2 to slot 5

    I actually use the upgrade on one single ship: Yamato. After you are done laughing, here's the simple reason why: I absolutely hate slow turrets with a passion and main battery reload mod makes it even worse. So, Yamamto's increased EM + secondary build (Secondary module 1, AFT and Manual Secondaries, no IFHE) makes turret traverse just about bearable. Yes, in most cases, a full tank build is far more effective on Yamato, but no one ever expects it and the secondaries are quite good fire starters and DD deterrents. And it's hilariously fun! Back to topic: I agree that the module overall is next to useless and needs some kind of rework. Mabye a small additional accuracy bonus, of course there is always the question of balance and when it might be too much. Moving it to slot 5 could also work. There are a couple of ships where I would at least try to play without concealment. It's quite hard to say, apart from the module needing something.
  5. BruceRKF

    4th Anniversary Super Container Loot Thread

    Since I have posted it in another thread, I might was well put my data into the "offical" data collection thread, for science and such. My first six birthday containers (5 tier 10s and one from the objectives): 3x 50 camos 2x 100 normal flags 1x 50,000 free xp Gonna return when there is more to report.
  6. Those numbers roughly correspond with my experience. Great effort and thanks for posting. Edit: Of my 6 birthday SCs I had so far, 3x 50 camos, 2x 100 normal flags and 1x 50k free xp.
  7. BruceRKF

    WOWS 4th birthday bonus code

    You misunderstood me. I know I can use the codes at any time, but I can't play till Friday (work). Now I have even more Birthday Stuff waiting for me when logging in for the first time in 0.8.8.
  8. BruceRKF

    WOWS 4th birthday bonus code

    I won't be able to play until Friday, but the codes are something additional to look forward to. Thanks everyone for keeping your eyes open and sharing!
  9. BruceRKF

    ST - Gorizia and Mainz

    And particularly not fascist war-losing navies!
  10. BruceRKF

    ST - Gorizia and Mainz

    I think it's better to start with a moderately powerful, maybe even slightly weak ship and then improve (carefully, not with a hammer). Better than the other way round. I noticed that the AA suit has 37 mm guns (so like Hipper's B-hull), not the 40 mm Bofors of the C-hull. So AA should be a little bit worse, I guess. There might be a typo in the spec sheet for the Mainz though: shouldn't it be 6x2 105 mm guns (12 total), not 12x2? That would be quite an extensive long range AA aura otherwise...
  11. BruceRKF

    ST - Gorizia and Mainz

    From the reload and turret traverse, Mainz turrets seem to be exactly Könisgberg turrets (probably no 360 though). HE DPM is over 30k worse than Chapayev (198k to 163k) and with only two thirds of the fire chance (12% to 8%). Just as an example. On the other hand you get decent survivability and built-in IFHE. Could be interesting. Let's wait and see. Also, a non-op premium would definitely be welcome, especially an HE-spammer that doesn't spam too many fires ;) Edit: Those turrets look tiny on a Hipper hull.
  12. So, to get a historical no-torpedo hull of Zara, you have to buy the premium. Figures. Mainz could be interesting, I guess. Königsberg turrets, but Hipper survivability. We'll have to wait and see how that anemic fire chance and HE damage stand up at tier 8.
  13. BruceRKF

    Friesland: before you spend your FXP

    The facts that she has no torpedoes and only two guns with an unprecedented rate of fire makes her look interesting to me. I guess that it depends on your definition of "interesting" though. I cannot comment about whether she is fun, since I don't have her, so you might be right about that. From what I've heard and seen about her she is defintely not for everyone and so might be great fun for some, but none to others. I think it's fine to have premiums that don't suit everyone's taste. For a start, you don't get the same ship three a piece in each team every game like it was for example with Smolensk after she came out.
  14. I'll get the captain if I get enough tokens, if not get some dubloons and spend whatever is left on whatever, maybe camos.
  15. BruceRKF

    Friesland: before you spend your FXP

    The main question is: Is Friesland interesting and fun to play? If the answer to those two questions is mostly yes, then she is fine as she is. I don't get why people are already calling for buffs now that for once there is a premium that is not extremely strong or even op, like many others recently. It's the way ideal premiums are supposed to work: Be interesting and different from tech tree ships, earn more xp and credits, but not be any stronger. Just my two cents.
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