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Everything posted by asalonen
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What Were Your Greatest Gaming Achievements Today ?
asalonen replied to Hanszeehock's topic in General Discussion
Good old Die-Hard in a CV: -
Are there Cheater's in World off Warships ?
asalonen replied to Wingoka's topic in General Discussion
So likely a battleship or a cruiser with long reload had you in his sights. When you are unspotted, he didn't move his point of aim, or maybe slightly adjusted it anticipating your movement. And once reloaded, he took the shot. That's just good play, nothing else. You don't see that too often, but still it's a good idea to keep moving after you go dark. -
I grinded Colbert by resetting Hakuryu again and again, and I found it a very convenient way of grinding Research Points. You get less Research Points but it's also a faster, more simple grind. I essentially played just two ships, as follows: Free XP to Ryujo Play Ryujo Play Shokaku Research Hakuryu and immediately reset again Don't waste credits by purchasing the tier 10, but instead collect the Research Points for tier 10 when you're finally done with your Research Point grind. But more generally, I would always reset a line that I'm comfortable in. 10 or 20 % more games is OK if I'm having fun while doing it. More recently I grinded the Ohio by resetting the European DD line five times over two months. For me, it's a fun, relaxing line that plays very consistently.
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If the numbers in the development blog are correct, they get improved AP ricochet angles and extraordinarily good dispersion. In fact much superior dispersion to any ship currently in game. Know where you aim, aim well and make those shots count. Likely challenging ships to play, but with great potential. ...or you can choose to remain fixated on what you don't get, if that's more your thing. Reminds me of when we got the PEF and the forums are reddits were all about the bad main battery. Meanwhile they totally chose to ignore the traits that made it, in fact, a great ship.
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It's just a small torpedo nerf to ships that are really about the guns. They have extraordinarily accurate guns and strong AP. Small, mobile snipers that have some extra survivability due to not having a citadel. What's not to like?
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For Ohio and Georgia this is working for me well -- maximum range, dispersion and fire change. Reload/DPM is somewhat sacrificed: https://wowsft.com/ship?index=PASB510&modules=1111&upgrades=212121&commander=PAW102&skills=8938595&ar=100&flags=22&consumables=111&pos=0 This is what I currently have in Pommern and Tirpitz -- I don't have the 3-point skill for range, so I only have 9.6 km range. My gut feeling is that the dispersion is not good enough to do much if you get +20 % range. However, I haven't played with this much: https://wowsft.com/ship?index=PGSB002&modules=11111&upgrades=212120&commander=PGW103&skills=9978947&ar=100&flags=22&consumables=111&pos=0
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Georgia and especially Ohio are still very good. Especially Ohio is great since it has wonderful secondary firing angles and superb fire chance (9 % as opposed to 5 % in Georgia or Massa). Ohio is clearly the best ship for a secondary build currently, but unfortunately a lot of work to get it. However, I'm not using a full secondary build anymore. I'm getting maximum range and dispersion -- I feel the range needs the dispersion to be of any use, so it must be both. This allows me to set a good number of fires up to 11.3 km. I also have Pyrotechnician and I try to use both signals for maximum fire chance. But I'm NOT taking the slot 6 module for reload or the 4-point skill for reload. Instead I'm taking the main battery reload in slot 6 and skills for tanking. This feels like a reasonable compromise. What comes to the Germans, however... I'm still undecided. I had a couple nice games but other not so. The accuracy is clearly worse than before, and I'm not convinced that the Tirpitz for example deserves a full secondary build anymore. The fire is very inaccurate to 10 or 11 km and has mostly psychological value -- which alone just MAY be worth it for randoms. I'm not sure yet. For the Germans, it might make sense to drop the skill for range, and likely also the skill for reload, but keep the maximum dispersion for the situations where you can close the distance down to 9 km.
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That's one reason. It's not very uncommon to play so poorly that you only win 40 % of the games solo. In a division of two other such players you likely win even less. Another reason is sticking to tier 10 when you maybe shouldn't. In tier 10 you're always top-tier, and when you're top-tier your influence in the battle is greater. Play very poorly and... you get the picture. The enemy has an average top-tier player in your place, who -- on average -- will carry at least somewhat. Then there is the factor is that destroyers and in particular aircraft carriers have higher influence than other ship classes. If you're terribly bad in them it's a greater loss for your team. There is a player on the EU server who did a thousand randoms in the pre-rework Hakuryu with a solo win rate of 19.9 %. I'm certain that this is the lowest anyone has managed, and this isn't possible anymore: In the post-rework Hakuryu he's managed almost 30 % win rate, over a similar (very high) number of battles.
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Compare the high-tier BB's or the Russian heavy cruisers like Kronshtadt, Petropavlovsk and Stalingrad, and you'll see. Their shells have the smallest drag coefficients in game, so they retain their velocity better than anything else. This is their flair.
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At this point I can only assume that you are deliberately exaggerating in an attempt to make a point. Manfred only had it's bomb dispersion nerfed only. Before you could land 2 bombs in a BB citadel fairly reliably, 3 bombs if you were lucky. They offered very reliable high alpha to the point that was clearly OP. Now they're much more RNG. However, since the rocket and torpedo performance wasn't touched, there's absolutely no way Manfred could've lost 30 % of the damage output. I imagine it lost 10 to 20 %, which seems about right.
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So is the Kremlin overperforming currently? I don't see the ship being played particularly often and when I do see it, I don't feel any special performance. When I play it myself, it doesn't feel like an especially strong tier 10 battleship. Manfred was very clearly overperforming. When I checked the top Manfred players around November, they were commonly getting 10 to 20 % more damage than in the other tier 10's. This despite Manfred getting a lot of irrepairable alpha damage.
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AA builds only make sense in competetive games where you KNOW you likely face skilled carrier players. And that those carrier players WILL focus you or a team mate near you. In randoms AA builds really pay off in maybe 10 % of battles, and even then they don't pay off big time since the effect of the build isn't that great. The alternative build -- whatever it is in your ship -- is guaranteed to pay off much more often.
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The game internally stores turret traverse as the number of seconds that it takes to do 180°, so the 20 % is off from that. The slowest turrets gain most seconds but least degrees/second. The way it's now seems just fine to me. It's more simply stated than before, and you no longer have to do the math to see what's the relative change to a specific ship. Now it has a similar effect to the in-game feel of any ship. Sluggish becomes much more comfortable, fast becomes amazing.
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Tier 3 tech-tree ships include some of the best seal clubbers in game! Phra Ruang is magnificent with a 19- I mean 21-point captain. Torps hit like a freight train, and have a great stealth torping window - still highly recommended. Bogatyr was the the long-time crowd favourite with Ovechkin or why not Kuznetsov -- As a wise man said, "Everyone a gangsta until a tier 3 cruiser pops a flare". Unfortunately you kind of killed this fun now that there's no skill to increase the main battery range...
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I haven't really paid attention to how many Incapacitations I get in a game. But after I noticed mission yesterday I started to pay attention. I had a game in the Oktyabrskaja where I spammed HE and got 10 incapacitations. You get a lot when you use high-caliber HE against destroyers and cruisers. If you play CV's, American and British likely could also do it. So a total of 12 doesn't seem undoable, but it might require a specific kind of ship and maybe intentionally going for it. Since it's the mission to fast-track the progress I can't see a problem here?
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How would you skill up a 21 point Shimakaze Captain after the rework?
asalonen replied to Migantium_Mashum's topic in General Discussion
I imagine the unicum point of view would be you don't NEED advantage over average players. You can beat them anyway. But you absolutely don't want to give advantage to unicum opponents. -
They French do feel very, very dead now... The USN holy trinity is clearly still very strong, and the Germans have lost a bit of ground but still workable. The French however... The problem is that they never had great penetration or fire chance, because most of the shells are of so small caliber. They also have pretty limited firing angles, especially compared to the USN brawlers. With the Alsace you need to show about 45 degrees angle to get the full secondary DPM. The great thing you could do with these ships was popping the speed boost and get into a position where you could unleash the obscene amount of secondary fire on a (preferably soft) target. It was the kind of high-risk high-reward move that could work in randoms, and also be very satisfying. But now, now in 0.10.0, you get so few hits that the build doesn't seem to make any sense anymore.
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How would you skill up a 21 point Shimakaze Captain after the rework?
asalonen replied to Migantium_Mashum's topic in General Discussion
That is the ultimate stealthy, stay-out-of-trouble, torpedo boat build. It's very difficult to make an argument against it as it's the classic Shimakaze play style. If you go for a more hybrid build (maybe something reusable in the Hayate even) then there are many options, and it really comes down to personal play style. I'm considering this for the Shimakaze, using a 21-point Yamamoto Isoroku. I'm going for the much faster turret traverse, plus Priority Target and Dazzle to stay alive when I'm spotted. Dazzle could also be replaced with Swift in Silence or Radio Location -- they would all serve the build well, but I can only afford one of them. -
This is exactly my feeling. I imagine I also have a fairly typical number of battles for someone who joined this game in the early days. Before the rework I was closing on 50 captains with 19 points. It's not good if long-time players only get more and more of the same. What's in it for them? The gentle grind served the game well through the early years, but it was absolutely inevitable that it would change. Making the change so that the player base as a whole wouldn't feel shafted is challenging, but I really feel that WG did quite well here. The new sets of skills are a LOT better than the old one. The skills seem well-priced. Different builds for the same ships are much more viable than before. AND we are able to use our hard-earned unique commanders in so many ships. What we have now is better than what we had before, period. If e.g. Dead Eye is poorly balanced, then it will be adjusted. So I'm giving this a 4 out of 5. One point is deducted because I'm being asked to spend credits when converting my 19-pointers to 21-pointers. What's up with this? Why ask for more to retain what I already grinded once?
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Secondary builds - 50% accuracy -> 35% accuracy?
asalonen replied to Islandern's topic in General Discussion
I don't think the target lock has been touched. Without target lock the dispersion doubles, just like with a main battery. So the secondary fire to the "other side" is always very inaccurate. -
What Were Your Greatest Gaming Achievements Today ?
asalonen replied to Hanszeehock's topic in General Discussion
Enjoying our shiny new Strasbourgs with @HMS_Kilinowski : -
You can call it what you will, but I have 11k battles and a high win rate, and I frequently play tier 6 and 7. They offer nice, relaxing gameplay with less radar and somewhat less OP aircraft carriers as the higher tiers. Add to that many long-time favourite ships that are always nice to return to. If you want to play against less experienced players, stick to tier 5 and below. Then you face low-tier ships that don't qualify for many in-game rewards, so the old-timers generally steer clear of them.
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More is less (the upcoming Commander Skills Update 19 -> 21 points - most current "reference" builds will simply cost more in new system for same functionality and will deplete great deal of resources and cause months / years of unnecessary grind)!
asalonen replied to Leo_Apollo11's topic in General Discussion
I like many parts of the rework. It does make different builds for the same ship at least more viable. Before it was too much of a choice between the one "correct" build and many stupid builds. And I absolutely LOVE the fact I'll be able to use the unique commanders in all ship classes. This is a huge plus. I've been saving elite commander XP for a few months so that I can immediately upgrade them from 19 to 21 points. However, this bit does bother somewhat: I'm a longtime player with close to 50 nineteen-point captains. After the rework I expect to need maybe 15 to 20 captains to replace all of these, since each will work in so many ships. So my immediate thought was dismissing a couple dozen of my old commanders, convert their commander XP, and then advance some of the remaining ones to 21 points. The math: If I dismiss three 19-pointers, I can convert a total of 1,28 million elite commander XP with credits. This gives me the elite commander XP to advance one 19-pointer to 21. So in effect, I can trade four old 19-pointers to one new 21-pointer, which is OK'ish since the 21-pointer will be ideal in all four ship classes. However, the conversion seems quite expensive? Doing this conversion from four 19-pointers to one 21-pointer costs 12 million credits. I do imagine I'll be doing this a fair bit. But fundamentally, I feel like I'm being asked to asked to pay up in order not to lose the rewards of my longtime grind. Or am I somehow thinking this wrong? But it also doesn't feel like the massive rip-off some people here make it sound like. I feel like I gain some and I lose some. -
Show us your best/worst/fastest ROFLSTOMPS
asalonen replied to BLUB__BLUB's topic in General Discussion
We had this a couple months ago: A win in 4:59 in a tier 10 battle. There's also a video below. The funny thing is that it felt like a pretty normal game that just abruptly ended. Two fairly aggressive teams on North, getting close to the caps. No detonations or suicides, but they lost ships fast and hit zero. I imagine for them it was a game where everything just went wrong. -
If you still want to cut down on the amount of time you're willing to spend here, now is be the time to buy two days of premium time. For the final phase take Task 1 (380k damage), Task 2 (12 times in top5) and one of Task 3-6, depending on what ship class you like to play. If you play co-op, every battle should advance all three missions. With plenty of free time you should be able to grind the 14 stars in one or two days. For the final task (20k base XP), you need to switch to random or ranked, and take something that's a reliable performer for you.
