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Everything posted by BruceRKF
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New German battlecruiser tech tree line coming next.
BruceRKF replied to koliber_1984's topic in General Discussion
Well, if you include non-completed ships like the Mackensens, you could even count the tier 7 (Ersatz Yorck). Some of them were laid down and had construction started as well. That's 5 out of 8 ships historical, the first three of which actually were completed as well. That's far more than we are used to these days. -
New German battlecruiser tech tree line coming next.
BruceRKF replied to koliber_1984's topic in General Discussion
It looks like a molten Lyon that someone has taken a dump on. -
New German battlecruiser tech tree line coming next.
BruceRKF replied to koliber_1984's topic in General Discussion
At least it seems they did not make the same mistake as with the BBs and give them god-awful modernised hulls (Kaiser, König, Bayern, those poor ships). However, wtf is that tier 8??? That has got to be the most hideous thing I have seen in this game. Tiers 9 and 10 are not that much better. The tier 6 we already kind of have in the game, Prinz Eitel Friedrich is a Mackensen class ship. Guess I'll just stop at tier 6, maybe 7. Tier 7 is probably the Ersatz Yorck. Any ideas what tiers 8 to 10 are? -
The "Ones that got away"... Which ships (now unavailable) you miss and why?
BruceRKF replied to Leo_Apollo11's topic in General Discussion
Tier 8 Fubuki was great, agreed. For me, tier 9 Baltimore would be another one of those, as well as tier 7 Kiev. -
Maerker and Schultz: won't make much of a difference, but still welcome. Maass: don't understand that one. No one would ever describe her as too strong. I guess they wanted to have the tier 8 have an advantage in firepower over the tier 7? It's the only reason I can see, since her performance is nothing to write home about. Fenyang: can't comment, don't have her. QE: very welcome, brings the turrets from "not moving" to "really slow". Monarch: fine, I guess. Leander, Fiji, Edinburgh: kinda fine for Fiji, unnecessary for the other two. Jervis: not a fan of this one, she already has a very narrow stealth torpedo window and average concealment for her tier. Is she really overperforming? Baltimore: whatever. Shchors: whatever. Doria: unnecessary.
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Submarines test results and further steps (DB 169)
BruceRKF replied to YabbaCoe's topic in Development Blog
I see that the countdown for me to stop playing the game has now officially begun. Ranked I can simply avoid, but as soon as subs appear in randoms, I'll call it quits. Sad, really, but one has to have principles. -
Training room is only available at the last account level (15) though...
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Many people have advocated for quite some time for proper playable tutorials, but the developers are unfortunately not very interested in that. However, the learing videos are quite well done as well, although time-consuming. In the beginning, you only have access to one game-mode: co-op. You should have all the tier 1 ships in port and can use them to go into co-op battles and try out things there (it's very forgiving, since the bots are quite bad at aiming). Basics: W/S for acceleration/deceleration, A/D for turning (or Q/E if you want to lock the rudder instead of holding down a button). Left mouse to shoot, right mouse to look around, SHIFT to zoom in an out (for aiming). Try it out a bit, but if you have more questions don't hesitate to comr back to the forum to ask.
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It is madness, but there is still no shame in it. Sometimes there are ships that are supposed to be bad or boring, but you just like them or click with them anyway. For me it's Gaede, Yorck, Colorado or Ibuki for example.
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@DaBungThe light cruisers are a lot of fun, the heavy ones not so much (not really weak, but a bit boring). Emerald and Hawkins are both on the weaker side in their respective lines, so grinding through them can indeed be a bit bothersome. At tier 6 it gets better for both lines. Leander is great, Devonshire is alright. At tier 7 you have one of the best tech tree ships in the game in the CL line (Fiji), the CA (Surrey) is again alright. Both lines have a "downgrade" at tier 8. Edinburgh is "merely" good instead of awsome like Fiji, but still way better that the CA Albermarle, which consists of citadel and not much else. At tier 9 both lines have decent ships. Neptune is not as bad as many people make her out to be and Drake is pretty strong and even a bit interesting. At tier 10, I only have Minotaur (which is fun and strong), but not Goliath, since I can't be bothered with her. If you only have time and credits for one line, go CL. If possible, grinding both slowly in parallel is even better, until you make your mind up. My opinion to this topic.
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Indeed, so obviously we get Soviet CVs first. We woulnd't want too many actual ships/real designs in the game now, would we? Gotta keep up the Soviet fantasy quota. And don't bother, I'll find the way to Gulag on my own.
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What Were Your Greatest Gaming Achievements Today ?
BruceRKF replied to Hanszeehock's topic in General Discussion
Finally managed a really good game in Felix Schultz. After about 10 games in her (not sure how many exactly), she feels quite comfortable to play, but the big flaw of the whole line still remains: she can't do DD things and carrying a game is very unlikely. Even in this game, it wasn't really about me carrying, but the team playing pretty well and me capitalizing on it. Anyway, gotta enjoy what you get -
Flint went from originally being op, to being decent to being medicore right now. Can still be fun, but you have to work hard to get good results. Far too expensive for the coal price, imo. Lazo, Blyskawica and Duke of York are all okay ships at best, which is why they are available for coal (and therefore "free") in the first place. Still, I kinda like all three of them. Lazo is bascially a stock Chapayev with quick-reloading spotter plane instead of radar. Compared to Shchors, she has slightly worse DPM, but slightly better (belt) armour. Playstyle is the same. DoY is very similar to KGV, but with worse gun reload and without spotter plane. In compensation, she gets hydro, better AA (duh), and improve AP pen angles. Playstyle does not differ much from KGV as well. Blyskawica is very fast and has great gun alpha, but bad concealment and maneuverability. Torpedoes are serviceable. Imo, she is the most interesting of the bunch, since there is no directly comparable ship. Not that easy to play, but tons of fun.
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Are WG changing the direction of your torps? ? ?
BruceRKF replied to OldschoolGaming_YouTube's topic in General Discussion
Since we now have examples from Östergötland and Halland here, could it have something to do with the massive speed of the torpedoes? Maybe they are a bit too fast for the server to register it all properly (especially when you quickly move you mouse after the first set of torpedoes to launch the second on a different bearing). My guess would also be some sort of desync. -
Actually, the new ships that came with the line split were Podvoisky, Minsk and Grozovoi. Gnevny was moved from 5 to 6, Ognevoi from 6 to 8, Tashkent from 8 to 9 in the "old" tree, instead of Udaloi which switched to the newer tree. Sorry for being pedantic. @Bindolaf_WerebaneAs for an Udaloi non-CE built, something like this down here. The last point, whatever your preference, also switching propulsion mod for steering gears and/or concealment for steering is possible.
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Agreed. I don't use CE on Grozovoi either, since I would have to give up gun power or survivability for it. The guns are too good for that, imo, with even better ballistics than Udaloi's. While her 6km (with CE) concealment is competitive, she has the same problem as Udaloi: Too fat and not enough DPM for short range engagements. You can always come back to cap later.
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Armchair Admirals: Super Battleships
BruceRKF replied to The_EURL_Guy's topic in News & Announcements
Good idea, completely forgot about that. Just had a bit of a hard time to phrase it as a question, but it should be fine now. -
Armchair Admirals: Super Battleships
BruceRKF replied to The_EURL_Guy's topic in News & Announcements
I would love it if you could squeeze some of the borderline-but-not-quite-super-battleships (for their respective time) into the discussion as well as the more hypothetical ones, meaning ships that could have been built or even had their constuction started (probably would include quite a lot of pre-naval treaty ships, like N3/G3, South Dakota, Number 13 and so on). -
Armchair Admirals: Super Battleships
BruceRKF replied to The_EURL_Guy's topic in News & Announcements
While I love having the old Gnome in there, I do not agree with your statement. There have been multiple Armchair Admirals without Jingles already and all of them have been interesting, imo. I would have preferred a historical event/historical ships as a basis for discussion, but I can accept the topic of super-battleships as long as they keep it realistic and do not drift off too far into napkin-drawn ships. -
Udaloi is completely fine, especially since they buffed the torpedo range to 10km. Before, you had a (small) reason to spec CE to get a (small) stealth torp window, but now just don't bother. Just go AFT and shoot as much as possible from range. Not using the B hull is a big mistake. Her rudder shift is quite bad even with the B hull and extra health always helps, a bit of concealment is not enough compensation. Having bad concealment can be useful, since you can turn away earlier when spotted. Udaloi does not have quite enough DPM and is too large and clumsy for a close range fight with other DDs, but at range your ballistics and speed will give you the advantage. Smoke should mostly be used for covering your retreat if necessary. Tashkent plays almost the same, only that she trades some safety (smoke) and torpedo range for even more speed and health. You can argue that Udaloi (and Grozovoi) are a bit more skill-point intensive than their pure gunboat counterparts, since they have fewer charges on their consumables, but they are more versatile.
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WoWS: ''Beautiful'' Game camo. Is this a joke? :)
BruceRKF replied to Hades_warrior's topic in General Discussion
Solution against all of those butt-ugly camos: mods. Try some out, you might get to enjoy the added immersion. -
[12.6] Simply Grey Paint + Historical camouflage v.1
BruceRKF replied to Lutjens41's topic in Visual Mods
Lutjens41 already gave the perfect stop-gap solution: disable camos (a bit boring, but no hideous camos to look at) or use TheKingofUm's Unique Camouflage Plus mod. It does not make most of the camos look historical, but it gets rid of the all the stupid patterns and too overboard colours and makes even the single-use camos believable/not hideous. I wish there was like a mod manager tool where I could chose a camo pattern from several mods for each individual ship and single-use camo... -
[2021] Must-have non-premium ships per tier & class (Tier VII)
BruceRKF replied to undutchable80's topic in General Discussion
DD: Akatsuki. Fast, very high torpedo DPM and guns are not as bad as you would think, compared to the previous Japanese DDs. Concealment is not quite up there, but managable. I like most of the tier 7 DDs, imo there is no wrong answer here, but overall, Akatsuki just edges out the "must-have" feeling for me. Cruiser: Two here, one CA, one CL. Myoko. Extremely high gun alpha, as well as strong torpedo armament. Concealment, size and firing angles as balancing factors. Fiji, possibly the strongest t7 (tech tree) cruiser and also a lot of fun. Easy to sink, but only if you can hit her in the first place or out-damaged her in a 1v1, both can be hard (smoke, concealment, maneuverability, DPM). Recent nerfs were warranted. BB: Sinop is by far the strongest here, bit since she is neither balanced nor real, she is out. Had to think a bit about this one, but went with Gneisenau. She is not particularly strong, escecially her damage output is lousy, but she is fast, has good survivability and is fun to play. -
If I were to voice what I actually think about this tech tree, I would get banned from the forum, so I'll just say: I do not think that adding more carriers to the game is good, as plane-ship interaction is still vastly imbalanced, and having 100% of a tech tree being paper ships is not desirable either.
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Some "compensation" for your hard earned achievement would be really nice, maybe at least four or five signals instead of the previous ten or some such. In the past, you were actually rewarded for getting achievements, now it's just a symbol in the post game stats and you kind of lose the sense of accomplishment.
