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Everything posted by rnat
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Help a comrade deal with filthy capitalist CVs in his glorious Soviet gunbotes.
rnat replied to Miragetank90's topic in General Discussion
This. It's all about dmg mitigation and hoping the CV isn't skilled enough to still reliably land big hits. (that and filling up the gulag so Stalin will reach up from hell and deflect the imperialist aggressor bombs off you) Or I'm a massive scrub that slammed into the border a few times in a panic trying to avoid certain doom. Your pick. -
He already has those.
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Help a comrade deal with filthy capitalist CVs in his glorious Soviet gunbotes.
rnat replied to Miragetank90's topic in General Discussion
The only thing i found to somewhat work against DBs is reduce the integrated profile you give them. Try to be broadside to the incoming bombers each time they come in. That or border-surfing for the complete haxxer experience (no seriously this has worked the best for me if you still have "speed") -
Dunno what to tell you, HIV and DM are some of the ultimate troll ships in the game, very recommendable. Alternatively GK if you absolutely and definitively want to stop giving a toss ^^ Though almost every line has something to love about it, just try stuff. Btw: Montana with 1 "n"
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One uses it to shoot ships in smoke and behind islands (spotted or not). It's a rather common tactic. There are few ships where i think it's used for the extra range more often than for the elevated view.
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Same thing ppl said back then with RTS CVs...
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You can do it in game as well under Profile -> Summary. The list on the right is scroll able, just find and click on the ship (the selected ship will be highlighted) you want to see the stats for. It is highly advisable to order the ships using the drop-down below the list beforehand to have any chance to find what you're looking for. Make sure the right mode is selected though, you can view stats for randoms, ranked (overall and individual seasons) and co-op.
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No i'm not. Thought that was obvious ^^ Tbh i kind of suspected the account level when you asked how to switch (since it's not that hard to find) but the training room never appeared in the level descriptions and it's not listed in an obvious way in the wiki, so i assumed it would not play a role. Edit: it was in a relatively obvious location if I hadn't only skimmed the account-levels section As Pikkozoikum mentioned play some more battles, the training room will unlock at level 15. (Thx to @Rusty_9 for finding that piece of information)
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A trilogy in 5 parts ^^ 1) Relatively easy, you switch it in a similar way to switching between random battles and co-op. Quick word of warning: After quitting a training battle the mode switches to CO-OP by default. So make sure to switch back to randoms afterwards if you don't want that. 2) Every CV gets ship-borne fighter squads to defend the ship while the planes are off somewhere attacking something. It's kind of their last line of defense (in conjunction with the ship-aa) What T4 CVs don't is the fighter consumable on their squads themselves. i.e. the ability to manually call in a bunch of fighters to the current location of you strike-plane squad. Here's what that looks like: 3) @Myohmy this is what i meant by that. Usually used to notify someone relevant to the discussion if he isn't participating yet. If you want someone to notice you've answered him quoting is the more practiced option. 4) It's a consumable that completely restores your engine boost (the bar the right of your speed that gets depleted when you accelerate/slow down) If your Boost reserves are full the bar is not shown and there's no noticeable effect. Just try holding W for a while, see the bar deplete and then pop the consumable. The R btw just tells you which button triggers the consumable in that slot. Same with Dmg-Con that's usually in that position.
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That's what happens when the only thing you do after minute 5 is trying to kill a smoked up dd and not die. (note: tank build, no aa skills or upgrades)
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1) Note that you can't slow your planes down if you're out of Boost, speeding up and slowing down both requires it. 2) Yes, the white thingies that float on the water (examples for the different types in the spoiler) is what you use to aim. White = "travel mode" note that this shows you where your aim will be when your reticule turns green during the attack, i.e. the starting point of the actual attack after your planes finish the setup. Remember that your enemy is likely to move until you reach that point. Orange = "setup phase", your planes are getting into position to attack, you can maneuver albeit less than before but not attack. Note the timer counting down until your planes are ready. Green = "attack phase", as long as your reticule remains green you're free to drop the payload at any time, this has a countdown as well. The more you retain a straight course during the setup and attack the tighter your aim will be. (the names in " " are made up by me, not an agreed upon or widely used in any way) May i suggest setting up a training room against some unarmed bots and training how to get those hits against the toasters ? Don't worry about loosing planes, as long as the bots are not armed their AA and secondaries will be disabled as well. 3) I guess you're referring to your carriers consumables (c.f. spoiler, maked in red). These are activated automatically so you can focus on other things. If not feel free to send a screenshot of what you mean. The Plane with the reticule is the symbol for fighters in this game, if either calls down (CV planes from t6 on have this consumable) or launches fighters from your ship (many CAs, CLs, most BBs at or above T7 have this at least as an option and all CVs get the automatic fighters), that will patrol the area where they were called down (plane-consumable only) or the ship from which they were launched for one minute (much longer for CVs). Like this little guy stationed on a BB: Don't get caught by those, each fighter can shoot down 1 attack plane and they come in groups of 3-7. They take a few seconds to notice you when you enter their area so you have a window and you can outrun them if you have enough boost left and fly straight at full speed for a while. Last thing: You can't directly reply to any one post in this forum, you can only quote or mention ppl using @*insert name* if you want to be sure they can see you have replied.
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1) Use the keyboard for coarse course changes and the mouse for finer corrections.You'll get a feeling for how much to move it for a given turn relatively quickly. 2) Except for DBs you should start the attack before the reticule you have in "travel mode" has reached your target, giving you and your planes more time to aim the attack. For Rocket planes make sure to take the speed of your target into account, for DDs at full speed it's usually good to release shortly after they have entered the reticule, for cruisers and larger aim for the forward half. For TBs aim the spread in front of your target, remember your torps are (much) slower than ship-launched ones. For DBs get in front or behind your target and start the attack approximately- when the reticule has reached (or is a bit in front for a full-speed DD/fast cruiser) target if it's sailing away from you when it's a bit (depends on your targets speed) in front of the target in case it's sailing towards you. In this case it's better to err on the side of starting slightly too soon and drop at the last second. 3) Please clarify/restate the question. 4) You only use the map-screen to give orders to your carrier itself while steering your planes. You can't use the minimap for this. As with all ship-classes pay attention to the minimap regardless as it tells you a lot about the flow of the battle.
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That's at best not a good idea. You propose wasting 3 points for a 5.9% increase in your fire-setting ability.
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Stick with the 12km ones. They are more versatile and the Haru isn't really a ship that likes to get very close to capital ships if it can't guarantee it won't be spotted. Feel free to buy the other ones anyway. It's not like the exp you accumulate is of any use anyway.
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With torpedo boats you have to anticipate what your enemy will do next in order to reliably hit them. It's a thing one grows into over time, no need to feel frustrated. Cruisers are a good pick though (no matter what the BB-mains say ^^), lot's of dakka at the start so it's easy to learn aiming as well. The most important thing in any case is that you're having fun. Don't let anything get in the way of that.
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Or someone tried to use the microwave.
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I'd strongly suggest PT, EM, SI, CE, AR as a base build, whatever you do with the other 7 points is up to you, some good choices are EL and DE (and RL if you are going for more of a competitive than random build)
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Fly! Strike! Win! Event - Non-paid Crowns and Florins Estimates
rnat replied to Leo_Apollo11's topic in General Discussion
The directives giving containers and crowns will only last for the first 3 weeks of this patch. The event itself will go on for a bit after that iirc. -
Info from WoWs Dev Blog: "Arsenal improvements and renaming"
rnat replied to Leo_Apollo11's topic in General Discussion
The premium CVs will be available again in 8.2 (was stated in the 8.0 patch notes), weather the two changes will coincide is any ones guess. -
Just gone through the wiki for current and upcoming premiums and excluding ships already in the Arsenal, black, lima, collaboration-, event- and removed ones there's about 77 candidates. @MrConwaywould it be reasonable to assume, that removed ships or ships available for other ressources are not re-introduced for dubloons in that move ?
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Sure, let's just make it a brainless BB slugfest. ALL HAIL THE NIKOLAI!
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T9 is pretty imbalanced though, i think T8 would be best. (let me guess you'd go Black+Buffalo/Seattle/Kita div ?)
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Top tip: Secondaries usually aren't worth it unless you're in a high tier german or french BB and running a secondary build. And don't try to get that close to a ship with torpedoes if you don't have torpedoes yourself. If your opponent has a weapon (or consumable) you don't it's usually best to make sure he/she can't use it effectively against you. Also while the rate of turn generally gets better later on due to the higher speeds, higher tier cruisers can't turn nearly as tight as the elongated shapes, that enable them to have higher speeds in a straight line are bad for maneuverability.
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Meeting T2s in a T1 is only possible if you division with someone in a T2 ship, WG put T1 into it's own MM bracket a while ago to make it more beginner friendly as it's a bit rough to potentially deal with a 10 gun cruiser in what is basically a patrol vessel.
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Fly! Strike! Win! Event - Non-paid Crowns and Florins Estimates
rnat replied to Leo_Apollo11's topic in General Discussion
You can find it in the respective article: Btw thx for posting the calculation, made me notice a mistake i made in mine. ^^
