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rnat

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    [AAO]

Everything posted by rnat

  1. rnat

    How do i deal with aircraft?

    Seems to pop up from time to time. Someone creates an account, posts ~2 things on the newcomers section and edits in the links later. Also if that's a legit VLC-download i'll do a handstand.
  2. Rockets are a bit of a 2-bladed sword. On the one hand they are the only thing a DD has a chance to shoot down since (at least IJN ones) need to fly straight for quite a while to get a reasonable amount of hits, on the other hand they are the fastest, utterly sh*t on DDs dmg-wise and are easy to land even for potatos like me.
  3. rnat

    Training Rooms

    Just pull along side him at ~100-200m and you'll see the difference. (unrelated note for gameplay: below ~200-300m secondaries stop firing for some reason) The human brain is sometimes amazingly rubbish at comprehending distances and sizes on things it's not familiar with.
  4. Amateur. I don't even need to tell them to suicide. Cuz i'm psychic. (only explanation i can come up with)
  5. The French had 1 CV during WW2, the Soviets had none so their tech-trees are pretty much complete and there aren't really any major naval powers of the period left. So I'm pretty sure the RM cruisers are gonna be the next full line to be announced
  6. With you the margin i'd need is a full health CA/BB to cross 5km or so. (Also as long as i keep sacrificing virgins to my local volcano it'll stay that way ^^)
  7. True but my point was concerned only with the 2nd case. No point in arguing the other since it's rather obvious. I find that it's very much a marginal thing. If you have barely enough HP to get to the CV and kill her, the DFAA can make a difference by potentially (depending on your AA power v plane health) forcing the CV to pull back before a 2nd or 3rd strike wasting precious seconds. (Especially against IJN fighters since they need quite a run-up to get a decent accuracy) If it's not that close the CV will either utterly stomp you (it might just take a bit longer) or he's either too incompetent to be much of a danger in the first place or getting overrun from 5 sides anyway.
  8. I would disagree slightly on 2 points: -The cd does not change if you force it cooldown artificially (for those who do) -It's kind of useful when you're closing in on a CV behind an island since in that scenario the CV has ~10s between attack-squads (launch and initial alignment of the squads)
  9. This mainly. Add in the team-panels to gauge the HP on all the ships in your view-range + the score timer and you have a decent supplement to the "vanilla" map-situation to base your tactical decisions on. The rest is pretty much cosmetic (though one could argue that the extended tech-tree can be used to view the armor-profiles and other stats of premium-ships not in ones possession). Top tip for all those planning to use the MM-monitor thingie: Being a misanthrope (or at least cynic) isn't required but extremely helpful.
  10. sooooo I guess you're doing it wrong then ?
  11. Met @xxNihilanxx in his Iowa earlier on the other side. Sadly he got hounded to death by half my team (well, at least i fed him some planes )
  12. rnat

    the "carry harder!" thread

    I'm not even mad at this one, the enemy was simply better. This one tho... Kidd got a Dreadnought cuz i was too busy trying to defend my [edited]from 2 cruisers to finish him off (spoiler warning: didn't work either)
  13. rnat

    Tirpitz or Massachusetts?

    All BBs are vulnerable to HE-spam and except for the Yamato (and Izumo) the KM BBs are the most resilient to HE-spam over-all Literally the worst example you could have picked. Again, it does that to ALL BBs if you don't angle carefully and most of those aren't nearly citadel proof like the Germans (except the British) So again not a good example. A good, high tier CV does not really give much of a crap which (solo) BB he/she attacks unless it's literally a USN fast BB, JB or Rep fully build for AA (and even that that just slows them down if they really want you dead) This is a good point in the Massas favour but not against the KM v most other lines.
  14. rnat

    T10 USN CA premium in the making?

    Chances are it would follow the same convention as the Alaskas and be named after a US-territory. (Alaska and Hawaii weren't states yet in WW2)
  15. rnat

    CV

    He explicitly stated it's at T4. The fighter-consumables for squads don't appear until T6.
  16. rnat

    CV

    Are you positive the 3rd squad belonged to the CV ? Some battleships and cruisers can launch floatplane-fighters even at T4-5.
  17. rnat

    German BB 2019

    The safe bet would be to go down the US-line. The Mahan at T7 gains the ability to stealth torp, at which point the line turns into hybrids with the Fletcher and Gearing arguably having the best torps in the game. The problem with the IJN line is that your enemies tend to get less oblivious and straight-lining at higher tiers and IJN torps while hard-hitting have a worse detectability than others making it harder to hit consistently. On the other hand the Yugumo and Shima have pretty decent guns (same high alpha but workable reload, great for kiting DDs and finishing off low health targets. For the Haru c.f. near the end of this post. (note: at least the Kita is currently clearly OP, expect a nerf in the forseeable future) Then again there is nothing stopping you from trying out all of the lines. That's mainly because at T4 the KM still gets an old-style armored cruiser. They only get the more modern ships at T5. Not gonna lie to you tho, the KM are the least nimble line out of all the CAs, so probably not your cup of tea. If you like agility try MN cruisers, IJN ones a distant second. USN cruisers are pretty good in that respect as well but their characteristics lend themselves to more stationary cover-based gameplay. They are easy to play poorly. While you can get away with spamming nothing but HE they benefit massively from knowing which ammo to pick at a given time. The QE for example is best shooting mostly AP unless seriously uptiered, whereas the KGV wants different ammo for different situations. The big thing tho is that you might as well play IJN if you wanna just shoot HE. (don't do it or i'll shoot your dog ) Their BBs are usually about tied with the RN in terms of HE alpha and HE-dpm and tend to have better armor to boot. The thing that in some ppls opinion makes them "idiot-proof" (besides the strong HE) is that their citadels are all submerged, giving the same effect as the KMs turtleback. On the other hand though they are actually relatively squishy. Only 25/32mm (depending on tier) plating all around means you are a very juicy target for all the cruisers out there. So you might be mostly safe from citadels but if you over-extend you're gonna get melted quick quickly. Just play IJN or USN BBs and push with your team at a safe distance (~5-10km behind your DDs) as long as you're not taking too much dmg and shoot at: Anything broadsiding you > DDs > angled cruisers > angled BBs Stick to AP only and try to stay angled while keeping your guns hot and you can't do too much wrong. Play -MN CA, IJN CA, VMF CL* (open-water long range HE-spam) -USN CL (cover-using mid range HE-spam) -VMF DDs with heal (Khabarovsk line+Udaloi) (open-water mid range HE-spam) -the IJN gunboats running DE+IFHE (Aki to Haru) (HE-spam from smoke) Less fires per salvo but the sheer amount of shells you throw at the target more than makes up for it. *not including Moskva One last thing you could do if you have some disk-space to spare is download the PTS client, register an account there (use same email) and try out the high tier ships of each line. You currently start at T8 and can get to T10 in 1 match, 15point captains, free re-specs and functionally infinite gold and credits while the server runs make it a nice place to test a line before you start grinding it.
  18. rnat

    German BB 2019

    The sub 5km thing is pretty rare even with the most german of dispersions. But yeh you can miss even at 10km. More so for the KM line but all BBs have that trait to a larger or smaller extent (except for the Slava) to balance their potentially massive alpha dmg. Indeed. If you value main-battery accuracy above all pick the USN or IJN BBs or better yet play cruisers. Long range sniping on BBs unless you have no other option is rubbish at any tier. For cruisers what do you want them to do ? They can't tank BB-caliber shells or, for that matter the spam by other cruisers (with some exceptions), so they either need to be difficult to hit (i.e. dodging at longish to long range) or unspotted to begin with (behind islands/smokes). You can still make the KM BBs work at high tier, you just need to be aware when and how to engage and when you can commit do a real brawl. Being able to hit correctly lead your target is the most basic skill in this game, to "git gud" there's map-awareness, consumable management, predicting the flow of a game, knowing when and where to push, when to kite ect. pp.
  19. rnat

    Vigilance

    If you want a definite answer upload the replay, then we can tell with certainty. Otherwise sounds like DW torps to me as well. edit: or it might have been carrier dropped torpedos, those take a bit before the symbol appears, esp with IJN CVs (i.e. there's now warning sound/symbol while they are not yet armed)
  20. Kind of tells you everything you need to know about our team at that time.
  21. And the other half of my team was too scared to push into half their number until our flank was long dead. ^^
  22. Just met @Bear_Necessities and @Mr_Tayto in their Shokek and Missouri. Needless to say it didn't go well for me or my poor potatoes :P
  23. While good players teaching and supporting mid-tier players is a nice idea there are several problems with that: -how is anyone supposed to know weather i give good or bad advice ? -as Pete already mentioned most players don't want any advice to begin with at any tier -how would i know someone in particular wants advice in any given situation without him/her asking ? -i have my own battle to fight and my situational awareness is limited Also it might not be a popular opinion but speaking as someone who generally plays to win: -If i commit to support a flank and the flank abandons the push i'm probably f*cked for very little gain and can't carry the team -if i commit and the whole flank dies i'm probably gonna get overwhelmed quickly and can't carry or have to flee for the rest of the match trying to farm the opposition. -One reason i might not push along with the main group is that they are sailing right into an existing or developing crossfire that will prolly get everyone there killed for very little gain -alternatively i might have found a good position that is not worth giving up for sticking with the main group (nice island and/or crossfire position) -or the group is sailing along the map border chasing a BB or the CV while getting farmed by the rest of the enemy team or into another position where their ships will be (mostly) useless -if i change flanks chances are the flank i was on often gets stopped, pushed back or killed off leaving another hole to plug So you will often see good players play relatively cautious at the start while they gather information about the situation and trying to predict the development of the match. If the average player could carry his/her weight that would allow for more aggression at the start but when has that ever been the case. This is by no means to defend the usual back-line sniping BBs and other ppl that don't really engage in the first place or abandon their flank at the very start of the game and other such rubbish.
  24. rnat

    the "carry harder!" thread

    When having one of the top CV players on the whole f-in server isn't enough...
  25. rnat

    the "carry harder!" thread

    You're in a purple clan AND you play to win. So clearly you're a stet-pedding unicorn-scum no-lifer that eats little babies for breakfast and votes against king-trump. Filthy elitist.
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