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Everything posted by rnat
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Atlanta and Flint can really use the range. But yeh, i'd say AFT is only useful to get additional gun range.
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The extra heal will help you deal with fires and other sources of dmg as well. (I never argued for a full secondary build, where did you get that from ?)
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No SI on a ship with as much sustain and armor as the GK ?
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Gotta admit most of my opinion on this is prolly due to my lack of skill. Let's change it to bursts potatoes can't dodge Gonna be interesting how it's gonna turn out when 8.0.2 hits later. Weather that will lead more to an increase in the (not really relevant) burst dmg on mid tiers or more to a nerf on high tiers and how the dpm re-balance will turn out, as they indicated a general slight nerf as the general trend.
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Unless your AA rolls a natural 20 during the attack and RNGsus throws up a pattern the planes can't dodge (unless the CV intends to miss or at least have garbage-dispersion) Also those occasional ones that clip the outsides of your squad.
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The 60% refers to the amount of normal dmg (HE/AP-pens and over-pens) that is heal-able. i.e. (ignoring fires/floodings) Neustrashimy only needs to loose 80% of its HP to get everything out of a full Heal w. signal flag when compared to 96% for the "regular" super-heal.
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Please clarify your question. If i interpret it correctly then look under the Signals-tab to find the JWU-signal in the arsenal.
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Other points (i have no idea how long you were gone so i'm gonna list some rather old things as well): -Tons of new ships -Smoke is no longer almighty, every ship has a range (can be viewed in port) at which it will be spotted when firing in/through smoke. -IFHE skill (+30% HE-pen) allowing 152mm < gun caliber < 203mm HE to penetrate 32mm armor <-most high tier BBs -KM CAs + RN BBs + IJN 100mm guns get +50% HE-penetration when compared to other ships (1/4 penetration instead of 1/6) -Montana and Iowa got their citadels lowered -Planes can no longer spot torps -Plane-spotting (both ways) now depends on LOS -There's more radar at high tiers now -Scenario battles as a new mode -The Training room can be accessed without mods now. -The armor viewer -You can actually have 19-point commanders now -Elite commander exp -Being in a clan now confers bonuses depending on what is build in the clan-hq -The Arsenal got introduced to buy ships, special upgrades, captains, signal flags for special resources -special resources: steel (from Ranked/Clan Battles) and Coal (for playing the game) <-Arsenal | Clan-HQ -> Oil (playing the game) -Inventory to sell superfluous modules, upgrades, flags, camos ect. -Free Exp premium ships at T9 (+T7 Nelson) (though at the moment you can't get any of the T9s, 2 new ones are in the pipeline to be introduced)
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Ah, thanks. I thought that hadn't been officially confirmed yet, my bad. I must have missed the announcement.
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@MrConway, just in case i have missed something elsewhere: 1) Does this mean that the final decision hasn't been made for Alaska yet ? 2) Can you announce the respective prices yet or is that still undecided/tba later ?
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That's a nice result, but I'm still gonna stick to my recommendation. If you're having fun then that's fine, but i think my assessment is justified.
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You're free to pick the range mod if you really want to. The heaviest T9 tech-tree cruiser broadside shooting 12 USN super-heavy 8'' shells and sporting the "heavy" 27mm cruiser bow. The only ships that actually best the Buffalo in those regards are the T9 battle cruisers like Alaska and Kronshtadt (and even that one has a weaker bow)
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For ultra close-range brawls you still want the Scharnhorst or Tirpitz. Basically nothing beats that huge extra torpedo-alpha since all BBs can do massive dmg to each others broadside at those ranges. Bismarck has more HP, better secondaries (11.3km with full spec), AA, Guns (arguably, but certainly for a brawl), Hydro for self-protection and is massively more tanky. You retain the increased armour on the belt and main deck in the front and back but upgrade to 32mm bow-plating on the squishier parts, which allows you to bounce non-ifhe HE <180mm and any AP except for the Yamato/Musashi when angled (that is when they don't hit your 50 or 60mm plating)
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Priority Target -> Adrenaline Rush -> Demolition Expert -> Inertia Fuse for High-Explosive shells -> Concealment Expert, play her as a long range HE-spammer. But in all fairness: Don't play her in randoms yet. As you've said you're very new and playing a T8 means you will usually be matched against pretty experienced players, a lot of them in T9 and T10 ships as well. This will mean that more often than not you'll be nuked into orbit or spammed to oblivion relatively quickly by ppl that will know how to punish you when you mistakes. And since the Irian is from a family of rather squishy cruisers that punishment tends to be pretty severe. So presumably those games will be frustrating to you and you might take some flak from your team for dying very early or being not much use (after all we're on the internet here). It's much better if you use her in CO-OP only (it's premium so you'll prolly still make a profit) until you have your first T8 tech-tree cruiser or until you've gotten some experience on the Shchors (T7 russian cruiser, very similar playstyle). This is not meant to criticize you in any way. Everyone is in way over their head at the start until one gets a grasp on the mechanics, aiming and what works and does not. Trust me on this, it's better to take things slowly, follow the learning curve and have a good time while playing against ppl of similar skill than forcing a quick progression.
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Citadel => 100% of shell dmg Penetration => 1/3 or shell dmg Overpen => 10% of shell dmg. Shatter/Bounce => no dmg. WG produced a decent explanation that goes into more detail (the whole "how it works" series is pretty good if you're interested) Some of the things that happen semi-regularly and can throw you off: -hit+penetration of a main gun, secondary gun or AA mount which will count as a pen, but will do dmg exclusively to that module => no dmg to the ship (you might get incapacitations or module destructions though) -hit+penetration of a torpedo bulge but non-penetration of the armor belt behind it => penetration with no dmg since torpedo bulges have no hp and don't count towards hull dmg -hit+over-penetration (shown) for 43% of shell dmg happen presumably if your shell over penetrates some part (e.g. the superstructure) but then re-enters and explode in another part of the target -hits on a semi-saturated or saturated part of the ship => half or expected or no dmg. c.f. video in the spoiler
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1) It'll be tested so presumably we'll find out. 2) And the PEF is that good ? ^^ To me that change sounds a tad questionable. They already have massive health pools and and are less reliant on getting close (compared to the KM ones) Prolly depends on how much of the ship counts as nose with 32mm plating.
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Apologies, I didn't notice my answer was misleading or at least unclear. I meant free-exping the ships or at least significant portions of them, as that would mean loosing out on the captain exp from playing them. I've corrected this in the relevant post. Funny thing btw: You have basically the same 203s (with different names) and the same shells on them from the (upgraded) Furutaka to the Ibuki, with the differences being in turret rotation, range and (on Ibuki only) reload. The massive up in firepower you experience on the Myoko is form the number of guns, not their characteristics (they all had their accuracy buffed to Zao-levels) Seeing your lowish number of games i suspect you've just gotten better at aiming. Cheers and may the RNGsus bless you. ^^
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If you don't eat either citadels or torp hits to the mid-section of your ship you can usually get out most of all your heals. Heck i usually get most out of 5 heals on my Hinden. If you don't have time to run another heal chances are 1) you didn't take enough dmg to justify popping it earlier so what use would have SE been unless you die literally in the seconds before the 2nd or 3rd heal comes off cooldown 2) you didn't take enough dmg that game period. no use for SE either And even if you only get half of your last heal that's still about as much as SE would give you. True if he carries this captain from the Myoko to the Ibuki/Zao without free-exping the ships. [edited to clarify] DE is more valuable at this tier, my concern was that he could not have enough points at hand once he reaches T9 if he picks several other skills first. I probably should have made it clear that DE was better on the Myoko and Mogami instead of just putting down the build for T9+10.
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El2aZeR made a (imo) pretty comprehensive post (including skills) about that earlier if you're interested.
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In that case please do consider flagging this as answered and request to close the thread.
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Expert loader is good but not "first pass" good, take Priority target unless you have the situational awareness of a demi-god. And while AR is a must have, most CAs especially IJN ones (even more so the Myoko and Mogami until you have the 203s) have such a bad turret traverse that you definitely should take EM first. Survivability expert is just plain rubbish on cruisers (less than 1 pen from BB-AP at best) Make sure you have SI when you hit T9, that extra heal can make a massive difference. Getting points after 13-14 takes a lot of time so make that a priority. Radio location (if you want it) should be left until you have the important skills i.e. PT -> EM -> SI -> CE -> AR (basic build for most high tier CAs & BBs) Then you can follow up with any of DE, EL, RL, maybe PM ect. I would advise against JAT, since Zao does not have that many consumables that would profit from a quick reload (unless you're forced to rush in with hydro, are under heavy fire or constant CV attack) Last point: RL on Zao is more or a CW/Ranked skill, in randoms they are usually a bit further back and thus not in direct contact with enemy dds and even if the DDs are close by you don't have any means to spot them unless they misplay heavily anyway (since catapult-plane spotting was nerfed to the ground), so at best it's Vigilance++
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Dealing /w abusive player/harassment
rnat replied to HentaiSquirrel's question in Newcomer Questions
Your best bet is that he's such an obvious troll that it's considered a sufficient violation of 4.08: -
That's literally less than 1 additional BB-AP penetration worth of health. Also you have to put Zaos health in perspective, yes it's low but Zao relies on dodging rather than tanking and has a bunch of heals to boot to help it survive. Only if you find really need additional AA and find yourself getting molested by CVs more often than not. In that regard if you want to go AA go BFT or MAA, consistend DPM is more reliable than hoping for additonal dmg from flak bursts.
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Dealing /w abusive player/harassment
rnat replied to HentaiSquirrel's question in Newcomer Questions
If you think the one replay contains enough evidence of his misconduct you can always file a ticket. https://eu.wargaming.net/support/en/products/wows/help/ (you can find the rules here: https://forum.worldofwarships.eu/announcement/17-world-of-warships-game-rules/ the relevant section is 4) Don't forget to attach the replay (ideally with time-stamps). If not your best bet is to hope you see him again to collect futher evidence. -
More potatos just means you can carry harder on average and have better chances to conserve your star. Frustrating as it is to see your team go out of it's way to turn everything to shhhh.. rubbish for you.
