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rnat

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Everything posted by rnat

  1. rnat

    Expert rear gunner or Concealment expert

    Depends on which ship you want your captain to end up on. For the Lex and especially Midway Concealment Expert is very good, if you want that guy to stop on the Essex it's not that imperative. For the rest, as tank suggests it's prolly best to go with aa-skills. Manual AA is brilliant on the Midway (neat on the Lex), otherwise go AFT. (BTW, the reason Expert rear gunner is pretty useless is that it does nothing against strafes and the underlying DPS isn't that good to begin with)
  2. rnat

    Public Test 0.6.10 - Bug Reports

    (Not sure if it's intended, but still putting it here in short form since it's pretty self explanatory) What: Unable to access Clan-tab in Port (get Err 403) How: Try to access Clan-tab (directly or via invitation into existing clan) Else: Go Back-link in Error-screen not functional as well, have to quit via esc.
  3. I'd very much suggest upgrading your ship though. Most ships benefit greatly and are more fun when fully upgraded. (some upgrades aren't that important but you can check that yourself) For example the Phoenix gets 2 additional guns each on hull B and hull C, while the Gun upgrade cuts the reload by 30% which (if you total it up) gets you a whopping ~180% more gunpower. You get better shells, more HP and maneuverability to boot. Way more fun in spamming ppl to death while zipping around that way, trust me :)
  4. rnat

    Update 0.6.9 Feedback - Bug Reports

    AA-Ranges incorrect when looking at Ibuki with B-hull in Tech-tree (same as with aa-module [ <- config i recently sold it in] or aft) Selected Ibuki in tech-tree, clicked on b-hull for comparison and aa-ranges changed (same +20% on all auras, just selected one to show) So far, i've not been able to observe this on any other ship, but haven't sold any others lately as well.
  5. rnat

    Public Test 0.6.10 General Feedback

    This. The heal+concealment already counteract the low HP-pool, add in the good HE and AP and it's quite a versatile ship. This would be fine. But the citadel makes it way too forgiving imo. It makes it superior in a brawl to pretty much anything that's not german, the one line that specializes in brawling. The concealment mostly denies HE-spam as an effective counter (though the armor is weak against it) and makes it hard for dds, since you can pretty much always tell when one is nearby (you're spotted). And with the good AA cvs aren't a natural counter either (given how rare they are in high tier that wouldn't be enought anyway) Doesn't even have to be raised much, just enough for bbs to reliably punish them with citadels for mis-positioning and risky turns. We already have Bismarcks getting away with terrible play (still doing bad, but staying alive) another line like that would be a bad design imo.
  6. rnat

    Ranked Battles Season 7 - General Feedback

    Afaik you only need to get to rank 1 three times in total, not necessarily thrice in a row.
  7. rnat

    Ranked Season 7 Discussion

    Dunno if i played it too aggressively but i found myself usually too close to the enemy to get smoked safely (for the dd having to close in) Usually i preferred hard-cover and smokes for peeking or further delaying/stopping the enemy when they tried to push. I'm only at 58% on my Leander, so maybe that's why. (then again i only really started that tactic after getting to rk5, seemed higher after that) Also hope to see y'all in the Flint, getting mine this time as well
  8. rnat

    Calendar for August

    Will there be any compensation for those, who already have it ?
  9. rnat

    Ranked Season 7 Discussion

    If you have 2+ dds and a "safe" way to contest the enemies base cap (i like a leander with good cover for blocking and 1 dd for spotting) you bind a lot of their attention (thus hopefully sparing your dds at the home cap a bit of focus) and possible cripple one of the enemy dds (by surprising them and possibly by spotting them for your team), so he's too low to contest anything while your team can ideally focus on chasing off/killing the contesting enemy dd or get in some volleys into the enemy before they get into cover Basically it's about forcing the enemy into a dd-, hp- and/or heavy point-disadvantage from the start and getting them into zugzwang, (same as your method only with the focus on stalling the cap and crippling instead of killing the dd (well, killing if you can or he pushes you) while at the same time stalling with the torpedo- (especially if your spotting dd lands some torps as well) and hydro threat (and guns against dds). I consider it worth trading my hp or ship if i can get some heavy dmg on their ships (especially dds), either myself or by my spotting and sufficient stalling (every 2 min cap ~1 kill the enemy needs)
  10. rnat

    so i just played against a Conqueror.

    From Sub_octavians Q&A: Q: Please clarify the positions of the tiers 7 and 8 RN BBs, and let me re-iterate that putting such famous and anticipated ships as Nelson or 14" KGV behind a premium paywall will not go down well among the community. Why do we need Monarch at all, when we already have plenty of ships with 2 armament choices of different calibres? Just balance KGV for tier 8 and give it both the 14" and 15" (or 16") options. On the same vein, why does every line need to be so unique to the point of being gimmicky and inconsistent? See RN CLs. I feel that if you pursue this strategy for too long, you will rapidly run out of ideas and harm the game balance. I do not mind if a line is a near copy of an existing one, the historical relevance and appearance of the ships alone is enough distinguishing features for me. I just want reliable and simple RN BBs with no fancy toys. Thanks for your time A: I cannot 100% confirm the final line-up for RN BB branch. However, I can say that Nelson being premium and King George going to T7, being replaced with Monarch, have major gameplay reasons: King George does not look good on T8 in terms of firepower, while it looks absolutely adequate for T7. Nelson is a fine ship for very good players, but being in the branch, it has all chances to become a breaking point, where the major part of playerbase will stumble. Of course we would like to have it in the branch as iconic ship, but gameplay should come first. We do not expect Nelson to be good source of income, because premium RN mid-tier BB niche is already occupied by Warspite and Hood, and the point here is not to earn extra money, but to release a line which will have nice progression for all players. Who knows, maybe Nelson will remain premium, but with some other means of distribution...we'll see. While the final decisions are not made, I can say that after testing different loadouts of RN BB, we're slowly coming to the conclusion this branch may not need any "gimmicks" to be viable. We will be considering basic BB loadout for it, with only advanced heal being "consumable gimmick". Just seen this, Yay ^^ Also: I'm too stupid to use spoilers -.- [edit]: dang, too slow :) Also you're right, but i'd rather the community voices disagreement prematurely rather than something stupid sneaking through. (within reason ofc, i hope i didn't sound like the hysterical newb i am ^^)
  11. rnat

    more questions

    With the brits it's all about getting into a good position (and later getting out of it alive ^^) and letting loose hell. Keep in mind that to nullify your dmg the enemy has to keep angled against you. If he shows broadside to you at anything but your max-range your dps will start to really really hurt and potentially kill him outright. So what you do is get somewhere the enemy will or HAS TO show broadside to. Ideally you get into a position where the enemy has a choice of either showing broadside to you or to one or more of your bbs. Maybe ambush a cruiser or dd behind a corner. He comes around, probably showing broadside initially (if he doesn't know you're there) you will deal some significant pain before he can react, if he rushes you, torp, if he flees smoke up (if needed) and spam him down. And remember: dds don't have much health. 2-3 good salvos into their broadside and they are dead. so a good salvo can cripple them significantly. But as mikelight said, RN cruisers are kind of for skilled players only. Get some experience and come back to the Leander, everything before that is kind of lackluster, but if you know what you're doing she is a brilliant little ship and the Fiji after her is plain, borderline op fun ^^
  12. rnat

    so i just played against a Conqueror.

    Granted it doesn't get the overmatch, which makes the Yama so fearsome (combined with great accuracy ofc), but the Radar has got to go. Imo it's a bit too strong on the Missouri, but at least you can see a Missouri coming and react. But a radar platform that comes with: -cruiser-level stealth (not bad for high-tier cruisers even) -BB-armor (even if it's sub-standard) -decent/good AA and -British-cruiser sustain will be nigh-impossible to dislodge effectively. Even the british-cruiser alone sounds a bit iffy but that one at least makes sense. Conqueror lacks hp and it's armor-scheme should make it very vulnerable to any kind of he-spam, a bit more than even the Izumo. Drop the radar and make it a gritty, maneuverable ship based around dodging and healing back and it'll perform fine ffs. Especially if the facts about the shorter detonators and great ricochet-angles is true. A cruisers nightmare.
  13. rnat

    so i just played against a Conqueror.

    In it's current iteration It only has 419mm/45cal guns. And from the muzzle velocity the shells are somewhere in-between IJN and USN-weight. That said, british cruiser heal and radar on a battleship is ridiculous. The Missouri is already borderline OP and that is without pixi-dust. Radar on a bb is questionable, radar on bb that can heal 48% of hp in 1 go ? You serious mate ?
  14. rnat

    Suggestions thread

    WG-EU specific (also straight up stolen from NA) (Preface: I like the way they've been going with the weekly missions lately, trying things and going over all in imo good direction) If a mission mentions a specific class/nation as targets and requirements, e.g. the current one i'd suggest a "counter"-mission. I.e. If i need to do dmg against cvs in a dd there could be a Challenge of e.g. in a carrier do 10k dmg to a dd in a battle or 50k in a day. Or for the current mission (do 30k against brits in a german bb et cetera) a challenge to dmg+sink a german bb in a british ship. That way the "target"-population would be bigger, making the mission less of a hit and miss from the mm-side. Which will imo become more important as new lines are introduced, making it harder to face specific ships consistently.
  15. rnat

    Suggestions thread

    Tbh the following isn't that thought out, but i would like to present the it anyway: I would suggest introducing an additional status for ranked queue, similar to "looking for divison", that does not prevent you from playing any other mode and is only removed by playing ranked, dismissing it or logging out. That way the game can track how many players would be interested in playing super-league (and that's basically where i see the problem) and notify them (e.g. with a pop-up after their current battle) once a sufficient number has assembled.
  16. rnat

    Ranked Season 7 Discussion

    Took me about 190 as well, switched around a bit at the start/middle before settling on the Leander. On some maps i found it a disgustingly good move to move to the off-cap with a dd for spotting with me (as stated above, no radar ^^) If the enemy doesn't push you aggressively (usually loosing at least 1 ship or lots of hp to sink you, assuming you don't have an escape) you can just park there and prevent them from capping or getting points from the cap and in some cases spot dds/cls with hydro. Usually you catch at least 1 dd by surprise as well, i.e. 1-2 good medium-close range salvos before he can angle and smoke/flee. Or if blocking fails and you have to fall back, you can still dull pushes and restrict/distract enemy dds trying to flank around. And if they send only a dd to get it while moving to the other side you heavily skew that fight in your dds favor. That said it has some big risks and disadvantages, but those are fairly obvious ain't they ^^ A gaede would prolly work as well but imo lacks the gun-threat and staying power to make it work. But having praised a cruiser, i gotta say having good dds makes all the difference in the world, they were usually the ones i saw swinging a match everyone thought lost.
  17. rnat

    Ranked Battles Season 7 - Balance

    I liked the balance so far. No universal best ship to bring in any class (except the ryu, because japanese bias ^^) And most ships could do well, even if they weren't that suited. And the lack of radar allowed for some more risky plays (when needed) and reversals.
  18. rnat

    Citadel Mechanics

    Pretty sure you don't get a citadel if the he-shell does not hit/pen the citadel armor (including torpedo-bulges) even if the splash reaches it. Tested with German 420-HE, IJN 410s and US-203s on Emile, Hipper, Yorck, Duguay, Nürnberg and only ever got engine-crits (i.e. splash reached) and the dmg/non-dmg on the initial pen/non-pen.
  19. rnat

    Citadel Mechanics

    Yes, every shell exploding in the citadel does it's full alpha (assuming the target still has that many hp). Also you are probably right about the magazines having their own hp-pool disconnected from the main hp. (did some testing), have inserted a note in my earlier post to reflect this. Sry about the mistake, i misinterpreted some by-results from some trial-runs i did on turret destruction ages ago. Just 1 correction: Any hit to a magazine has a detonation chance. That chance just goes up with decreasing magazine-hp see also here: http://wiki.wargaming.net/en/Ship:Detonation Torpedo-hits a are calculated differently and don't take the citadel into account. (strictly speaking you can get splash-dmg on the engine but that does not affect your hp, so i'll ignore it here) You get a 10% dmg-reduction for hitting the bow/stern (or anywhere on a dd) the listed reduction if you hit on the torpedo-belt (if the wiki is to be believed. cf:http://wiki.wargaming.net/en/Torpedoes_(WoWS)#Damage ) Sry for not having an answer on the he-splash yet, still planning how i could best test that.
  20. rnat

    Citadel Mechanics

    Not sure if i get your question entirely right, if not please excuse my insufficient answer. *shrugs* Most is said in that thread, for the rest: Imo it's not important if there are "multiple" citadels, just what counts as a citadel area and that the citadel hp-pool is sufficiently larger than your ships hp-pool (so you can't saturate any individual citadel area) AFAIK both the "citadel" itself and the main-battery barbettes (which hold magazines) are counted as citadel area (see armor viewer in game). [edit]: did some testing, barbettes most likely counted as modules with their own hp-pool, not citadel area misstatement occurred due to wrong interpretation of earlier test of other thing Otherwise the usual mechanics apply, you just get more dmg than from a shell exploding elsewhere. The only other thing i would add is that citadel-dmg can't be healed back easily and is thus more punishing (the massive dmg itself aside) One can only claw back 10% (bb), resp. 30% (ca) as compared to the normal 50% (penetrations) and 100% (fire, flooding, ramming). Furthermore since the citadel is where the engine and magazines are located a cit-hit has a chance of knocking out your engine or blowing you out of the water in a fun and engaging way, depending on what is hit.
  21. rnat

    AP BOMBS overpowered(and cvs generally)

    You cite mirror MM as more of a fig leaf for "how op cvs are" than something that keeps them in line. At least for me the majority of the time my attention is more on the fighters and the map than doing any actual dmg. Half of that is because most of the time your strike-planes are en route to a target/your ship, but it's pretty major anyway. Sure if one side is massively better your dps mostly restricted by flight time and aa (itself two massive factors, so the implied "only" needs massive air-qoutes). True, excluding bottom tier, a strike cv (ijn or us) without opposition is a massive powerhouse, but then it kind of has to be. An unopposed shima running around would probably fall in the same category. Because if the opponent is any good at fighter micro getting your strikes to connect in force can be a massive issue. And even then your dps is pitiful. You get maybe 5-8 opportunities to do dmg, so those have to count. Which, as has been mentioned get worse at the end when your reserves start running low. I know i'm quoting slightly out of context but since this is a common argument please let it slide. You don't even need much teamplay. Just have 2 Bismarcks or NCs push a cap, so they're reasonably close together. A T9+ strike cv doesn't care too much about that but anything below will think at least twice before comitting, make it Montanas and it's getting kind of painful for any "fun-sized mobile agony and death dispensers" closing in. Or any cruiser with DFAA sitting not too far away. Heck even a DD with DFAA is a massive pain in the [edited]. Not even mentioning Clevelands, Atlantas, Flints, Baltimores, Des Moines, Minotaurs, Neptunes, Kutuzovs, Hindenburgs ect. So, not much teamwork required. Only going to the same place at a similar time. (which somehow is still too much for some teams, but in that case you're usually screwed anyway)
  22. rnat

    AP BOMBS overpowered(and cvs generally)

    The first part might strictly be a non-sequitur (mind you it helps to know how limited in your options you can be in a cv, but let's let that slide here) That, however does not mean that the contrary is true (cf all the good arguments against the proposition in this thread) In the right hands they are very strong, no doubt about that and probably the best class to carry a game in (at least ijn ones+midway) But as others pointed out they have their limits and weaknesses. And a good (not bottom tier) cv-player vs a bad one is not that different from having bad dds vs good ones. Either is gonna scew the match heavily but by no means a guaranteed win/loss.
  23. rnat

    AP BOMBS overpowered(and cvs generally)

    Only against german BBs, that can't do a hard turn when you close in (e.g. slow/stationary/"busy" ones). Sure you gain alpha, but afaik only really against bbs (especially KM ones), while you loose alpha against dds and any chance of reliably causing dots.
  24. rnat

    AP BOMBS overpowered(and cvs generally)

    0 games in a cv. figures. If you want to have any authority in talking about "cvs are op and totally easy to play" and so on get yourself at least a decent amount of games in at T6 or better T7 carrier.
  25. rnat

    Shiratsuyu consumable slots after 0.6.8?

    It'll be the first IJN platform with the option to choose TrB, A slow platform with worse launchers, characteristically bad aa and worse guns. So it'll be either a cap-contester with smoke and concealment or a gimmick-ship. I wish they'd put it in the speed-boost slot instead of the smoke one. Retains the flavour and keeps it more competitive imo.
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