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rnat

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Everything posted by rnat

  1. rnat

    Public Test 0.6.11 - Clan Base

    A few things: -The Clan-base overlay interferes with the container overlay. -It should be "Amt für Kriegsschiffsbau" for the german research facility. -The cost for the drydocks is pretty disproportionate. I'm not really bothered about it because i like dds and cruisers being favoured, but it makes it less of a decision and more of a percieved progression, despite giving the same boni.
  2. rnat

    Cruiser line advice...

    Sry for being annoying, but you prolly mean IJN or French here ?
  3. rnat

    HMS King George V

    Effective DPS mate. Your fire-chance per shell is brilliant, but the hit-rate against an evasive, cruiser sized target should be reasonably low.
  4. rnat

    Incomming smoke nerf?

    2.5 total. So hydro should still viable. [edit] 2.5 is an average, will differ from dd to dd:
  5. rnat

    Incomming smoke nerf?

    I already went over this. 6km. That's about the concealment range of most dds. So as long as you have a dd in front of you on the cap the enemy dd has practically no chance to spot you in the smoke. (that is ofc besides the ones that were already in the game) And if you don't have a friendly dd and smoke close to an enemy dd you're about to have other problemsTM. And even if you're spotted. Either pop your radar if you have one or just leave the smoke. The dd practically has to come to within his own spotting range to see you, so popping out and punishing the little bugger should work in many cases. Sure, it makes smoking battleships more situational but there should be little change for cruisers.
  6. rnat

    HMS King George V

    Sure you can pen the 32mm with the 14'' HE. Does less dmg than the AP but sets fires, no contest there. But Overmatch makes a lot of difference. HE can't citadel you through the front (or rear), so you potentially miss a lot of dmg if you stick to HE, even if you could overmatch. My point was not on bb v bb engagements but on KGV v a t8+ cruiser Usually that would be a dps v. alpha fight, but since the 14'' can't overmatch you have to stick to HE, which makes it purely a matter of effective DPS and effective health pools. And that is a fight most cruisers will gladly take, because in terms of effective dps a cruiser sh*ts on a bb.
  7. rnat

    Incomming smoke nerf?

    Small stuff first: The dd would prolly torp anyway, RN smokes are rather... cozy, so not much difference from that. The only change would be that the RN cruiser was spotten in-between (and possibly got shot at), so he has an additional cue of the torps. If the BB is spotted by external means (else there would literally be no difference because the mino can't shoot it) the change or 4km gives you say 20s of spamming with impunity you loose. Any skilled mino-captain would pay close attention to the range and stop shooting to prepare to either bail or yolo the BB before it reaches the smoke spotting range. So 20s of not getting spammed and an opportunity for the enemy to muck up. i wouldn't really call that a buff, considering the new limitations on smoked bbs that come along with it.
  8. rnat

    HMS King George V

    Are you fiendishly using IFHE to bully those poor, poor cruisers ?
  9. Firepower: Germans tend to get slightly lower calibers, pen is a bit worse than same tier USN (exception: Bayern, only behind the Mutsu and the Brits in caliber at that tier) Range: Decent, standart bb-ranges. Accuracy: Bad. Germans are designed as a brawling line. The sometimes erratic dispersion at long range is meant to balance the strengh in brawling and encourage getting close. Armor: Turtleback, i.e. nigh invulnerable to citadels at close range (can still happen but it's rare) Belt tends to be a bit weaker than in other schemes though, so instead of citadels you can still eat massive penetration dmg when showing broadside Many (Up to t7 and t10) have additional bow-plating around the waterline, making bow-tanking more viable. Best deck armour sans the Yamato (good against most HE and AP, but Enterprise AP-bombs will wreck you) AA: decent. Not brilliant but workable, strong if build for it (especially gnei) (as in most ships) Cvs can and probably will strike if same.or higher tier Adaptability: Standart BB i guess ? Relatively fast turret traverse allows for switching targets, speed is decent or good for it's tier, making repositioning possible and the turtleback allows for high-speed turns to run without getting 1-shot (can eat some massive dmg though) High tiers are massive though and have turning circles of ~1km, makes hydro very useful to start turning in time. Playstyle: Brawler. You are a big, angry piece of Metal coming at them. Now let them try to deal with you ^^
  10. rnat

    Incomming smoke nerf?

    Possibly. But remember that doing such a spotting maneuver will be quite risky since the CL will most likely either bail or rush you down (with about a 500m buffer at most) A lot will probably depend on how exactly the spotting change implemented. For example when you shoot while spotted in the smoke does your standart detection get the usual debuff or does it stay the same except for the "smoke-detection-range" (I'm strongly rooting for the latter) Could make a huge difference in the viable counterplays. But in the end this is what PT is for. If the RN CLs fall through the floor there will be changes. I said I'm interested in how it will affect competitive and ranked. He just reacted to that. None of us suggested balancing around the competitive scene.
  11. rnat

    saying hello!

    The Yorck has very high drag (as in air drag) AP-shells, which makes them only viable at more or less close distances. Additionally the turret traverse it bad by german standards. And the armour is standart cruiser issue (with a weird habit of getting the engine broken, even by larger caliber he-shells if they hit close to the machinery spaces) All that makes it pretty much a long range HE-spammer, whereas most germans tend to use AP whenever there's an opportunity. Actually so does the Yorck, but the effective range on the AP if pretty short, so it is used quite infrequently. Nagato has "many"(tm) secondaries. Problem is they are short range and most of them are AP. Can be hillarious when an Omaha or so shows broadside at very close range to torp you and eats a bunch of citadels from your secondaries, but that happens almost never. IJN secondaries only really get usable on the Izumo and Yamato (lots and lots of secondaries) when they hit 7km stock range. But in general i'd advise against specing into secondaries on ijn battleships. No idea what you mean by "CT" though
  12. rnat

    Incomming smoke nerf?

    To get unspotted and return 30s to a minute later while the enemy dd usually does the same (depends very much on how much fire comes their way, and if you're a neptune that close the enemy dd WILL disengage... or die) My point there being, that it's unlikely to devolve into a highly problematic situation by default. Following around a ship sailing away from them to torp it ? Those, who do that instead of contesting would to that with or without a change. Because they are horrible players.
  13. rnat

    Incomming smoke nerf?

    I'd really like an increased reward for dmg tanked and especially potential dmg. It's still a bit of a bb thing since when they nerfed it (why i can not fathom) they nerfed it least for bbs.. But some sort of increased reward for that would be nice. Ideally with some sort of ribbon every 100k ? 200k ? or so potential dmg. Not to increase the reward, just to give a visual cue and motivate tanking. (sry about the off-topic) Also, i'm a bit sorry to kill your dream, but perma-smoke divisons will still be viable. It only adds in the requirement of having any of the folliowing in the mix: -dd with good concealment to keep the enemy dd at a distance -2 belfasts as smoke ships or a radar cruiser, ideally usn or rn -a cv, preferably japanese (dbs to spare)
  14. rnat

    Incomming smoke nerf?

    6km is reasonable. It's about dd spotting range, so as long as you have a dd spotting a few km in front of you you have those few km as a buffer, so unless it devolves into a 0-range knife fight between the dds you're still fine. The big liability is as i stated your dd dying. And even then you can still barrel out of your smoke, rush <1km towards the cap and prolly wreck the little bugger spotting you. Suicide spotting indeed ^^
  15. rnat

    Incomming smoke nerf?

    Very curious what this change means for the ranked and competitive meta though. With IFHE Kutus and Chappis (or Belfast, Cleve, Atlanta whatever next season will be) as strong as ever i'm having trouble seeing bbs in any role but as either long range snipers, opportunists or shooting from hard cover. Unrelated: A bit sad that it's an indirect nerf to the brits. Without a protective dd-screen intact it'll be much harder to lay an agressive smoke close to caps and other POIs. Interesting buff+nerf to the Belfast though. One more cue to pop radar but a massive liability if a radar can't kill a dd. (same as the other brits really, but imo belfasts usually smoke up in much more agressive positions and can't counter-heal)
  16. rnat

    HMS King George V

    If you put it at t8 most ppl would neglect their 2-key and let it rot off. Also -and this is just my opinion- a bb spamming nothing but HE is an affront unto the Lord. To the more serious point: 14'' guns can't overmatch 25mm+ armour. Which every t8+ cruiser has everywhere. And since t8 tends to get uptiered a lot most cruisers it meets (that are not on low health) could just angle against it and wreck it with the much-superior dps and even better effective dps.
  17. rnat

    saying hello!

    I'm just going go go through that in the same order i guess ? By map awareness i mean at all time keeping track of where you are, where your team is and where all the enemies are. And (a bit extended) roughtly where good positions are, in which you are either safe or can only be engaged by 1-2 ships at a time (in a way that they are unlikely to do massive dmg to you) and disengage reasonably quickly if needed. It's something you learn with time. It's best to actively look for good spots though, else you're unlikely to find them. US cruisers basically want to be in a position, where they can shoot/radar but not really be shot back. ...Well all cruisers want that, but the USN-cruisers tend to have problems hitting at long range (if you can reach that far) and the shortish range+freedom catapults (at tier 6, 9 and 10) means you are more reliant on cover, but you can use more of it. If you want an impression here's a Flamu vid on the cleve (which is kind of infamous for barely sub-orbital shells) Furutaka isn't bad. But it's the first heavy cruiser you can get and the switch can be a bit jarring. So maybe that's why. It's similar from Cleve->Pepsi. Large jump in caliber and change in gun-characteristics and playstyle. Kongo is decent. Fastest bb till you hit t8 (or t7 with the germans really), so you can pretty much dictate the engagement range. With the Fuso you give up the Speed for massive gunpower and a bit better armor. It's a good ship. If you really like the Kongo you can could just keep it. (or if you have some ARP-Kongos you can always play those) For PvE it depends a bit on the mission and which line. The König for example could be better than the Bayern at some Ops (better reload, more guns), while the Fuso is massively better at all of them than the Kongo. If you're good in cruisers you can try. A well played t5 can be an asset, the t6 are plainly better though. But don't use dds for the current Ops, they are universally a suboptimal choice. For the RN i'd say stick to the BBs for now. RN cruisers are their own cup of tea and only get good (and show their national flavour) at t6. They are very fragile and ppl know that, so misplays are likely to be punished fairly brutally. Better wait (at most play till t4, at low tier they are fairly powerful, since ppl give broadside easily) For the Germans, USN and Russians... All a matter of taste. I'm a cruiser/dd-main so naturally my advice is to give them a try. Especially the Hindenburg is insane fun. Maybe check out some vids on some of the ships (I highly recommend Flamu, very good advice on individual ships) and if what you see looks appealing you can give it a try. If it doesn't strike your fancy you can always say bollocks to that and sell the ship. Basically each line has some distinct flavour (though the germans are a bit all over the place with only the t5,6 and t9,10 bearing close resemblance.But the gist of those lines is kind of this: [edit]: BTW, this evening they are starting a new round of the Public test. If you register (same mail but formally different account because... reasons, see game website) you can test all the t7-t10 ships with 15-pt captains and see if anything strikes your fancy. Level of play is below normal high-tier gameplay as well (guess many ppl use it like that)
  18. rnat

    Balanced numbers of DD per team in domination

    May i suggest that the problem (in domination) may not be the number of dds itself, but rather the number of capping dds ? As an example, (and i'm conciously excluding the Ognevoi and Grozovoi from "USSR" here, as they are (one more, and one less) capping dds) say team A has 2 USSR cruisers, 3 IJN/US/KM dds while team B has 1 USSR cruiser, 2 USSR dds and 1 other dd. This tends to lead to an imbalance, since team B will most likely have to spend more ressources or take more risks to contest most caps than A or have to give up on caps and try to use the additional dps to get a quick lead or kill off the dds asap, as winning gets harder and harder the more the caps generate points. If one includes the neccessity for agressive plays in that scenario the difficulty is visibly higher. Additionally an extra russian cruiser (in high tiers) might mean an additional radar, which may or may not be balanced out (depends on the rest of the lineups). Granted, many teams manage to loose despite this advantage. But the inherent advantage/disadvantage remains.
  19. rnat

    saying hello!

    They certainly aren't the easiest line to play. Very dependent on positioning and map awareness (and a map with enough cover -.-) Well, except for the Pepsi. Sometimes that ship can be nearly as troll as a Kebab (though much, much less forgiving) Took me quite a while to get that "tactics" thing into my thick skull, while my instincs want to press W and go ham I'm still not very good at them, but they can be fun as all hell when you get those ridiculous citadel salvos.
  20. rnat

    saying hello!

    like... no. AmericanPiercing shells (from the Pepsicola and up and even better on the Balti and Des Moines) are brilliant. Good pen, meaty dmg and improved auto-ricochet angles that makes it easier to punish enemy cruisers that angle that tiny bit too less (because it would be enough against other nations cruisers). Pepsi and New Orleans used to have bad concealment (especially Pepsi), but that was buffed a while ago. Still not the best but on the New Orleans you can get your concealment range down to (i think exactly) your radar range. So anything that spots you you can spot as well. (US, UK and USSR cruisers on t8+ can mount a radar. It's unusual on the brits though, because you'd have to give up your smoke to mount it) Many find the Pepsi to be annyoing though. Either you love it or you hate it, it's that kind of ship (imo). German AP is.. more situational. It does brilliant dmg, has (except for the Yorck) nice, flat arcs and with the ROF and decent range at mid- and high tiers you can pump out an insane DPS if someone misplays or you can fire at him from an unexpected angle but the shells are quite light (the price you pay for the flat trajectories) so they loose more energy at range ->less pen and don't get the improved auto-ricochet angles the USN and RN cruisers get. So it's situational but devastating in those cases. German HE has bad dmg per shell but gets improved penetration (+50%), so you can do reliable dmg on more targets with the 150mms, while other nations have to use IFHE on their 152 and 155mm guns to get the same effect. (though as soon as the other nations get IFHE on the captain they easily out-dmg you with their superior shell-dmg) At high tier that pen-advantage is smaller (basically you can pen the decks of german bbs and the others can't. otherwise it's the same), so at that point you have to compensate with ROF and try to hit more shells with the good arcs to make up for it. Lastly the only really squishy germans are the Königsberg and Nürnberg (but those ARE squishy as all hell) and to some extent the Yorck. The high-tier german cruisers tend to be fairly tanky. Their concealment is pretty garbage though. [edit]: holy hell that got way too long. sry, those are some of my favourite lines, so i got a bit noisy
  21. rnat

    Gun fire (Warships)

    1) This IS an arcade game, not a simulator. Your knowledge may help you in some parts, but the game mechanics make the battles quite different from how the they went historically (or would in real life). 2) Battleships are the least accurate class in this game. This is meant to balance the fact that you can 1-shot pretty much any cruiser, carrier (or even destroyer if you're lucky) and most battleships. So even if your aim is perfect sometimes RNGesus just likes to troll you 2*) The german bb-line is even less accurate than others but makes up for it with good turret traverse (at mid-tier and up), secondary batteries and turtleback-amour + additional bow-plating on many ships, that makes them to citadel in close quarters combat. Embrace it and stomp ppl faces at 8-12km or so. That's where those ships are happy. 3) The Tirpitz is a big ship. Quite fast, but like all battleships it's not very maneuverable. This makes it easier to hit you than a cruiser or destroyer that is sailing evasively. (You can throw off some shells too if you know how and you're not too close, try it ^^) 4) The main point is, as the others said: Learn to aim. And ideally don't play your Tirpitz until you have gained some experience in lower tiers. Maybe come back to it when you've unlocked and fully upgraded the Gneisenau or good ol' Bismarck in the tech-tree. At t8 (where the Tirpitz is) most ppl you'll meet thousands of games worth of experience, so naturally they know where to put their crosshair to reliably pepper you. It is fairly obvious that the current you won't fare very well in such a matchup. Spare yourself (and your teams) the frustration and learn as you progress through the tiers.
  22. rnat

    how to join clan

    Assuming you have a clan that is willing to take you you can either ask one of their members with sufficient rights to invite you (Recruiter or above, if that rank still exists) or you can apply ingame by clicking on your profile name -> Clans (in the drop down) and, after you've found the right one with the search apply directly. (if i don't misremember) If you're still looking there are various clans looking for members with introductions, so you know what to expect. You can find the relevant section here: https://forum.worldofwarships.eu/forum/508-clan-recruitment/ Otherwise you can introduce yourself and write what you're looking for here: https://forum.worldofwarships.eu/forum/509-looking-for-a-clan/ You'll prolly get an answer from a recruiter or something reasonably quickly.
  23. rnat

    Dunkirk Collection

    Pretty unlikely, considering that has not happened with the Bismarck collection either.
  24. rnat

    batleship

    Fire-Dmg can be repaired 100% If you're really having that many problems may i suggest some things: 1) Positioning, positioning, positioning. Don't be in a place where everyone is shooting you or you can't disengage in a reasonable amount of time. Use islands. 2) Management of Dmg-Con and Repair I guess i don't have to mention that, but still. Don't be a 1-fire guy. Use premium consumables. 3) Change your build Run Basics of Survivability and relevant Upgrades if it's that much of a problem and finally (should really be the first point) 0) Check your facts. After every match check how much dmg from fire you actually took. Make a table. Compare to raw HE, AP and torps. Fires are annoying and easy to notice. Maybe it just feels like they are a big problem and actually aren't.
  25. rnat

    CV: Planes will not land

    When you're about to hit tier 6 i strongly suggest watching this: It's easy to understand and i consider it useful for pretty much everyone that uses carriers. It should also prime you for what's about to come, so it may spare you an unpleasant surprise or two.
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