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Everything posted by walter3kurtz
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Carriers are still a very relevant factor, perhaps you meant to say something different. I heard about long range bombers with 11000 km range but it's not practical at all to have planes fly halfway across the globe every time you need something. Besides they are in development planned for 2025.
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Don't get tilted because you can't solo carry a 60% winrate at tier 10. It's not healthy. Of course you don't stop playing tier 10 you just get more experience in the ships and learn to carry your weight as good as possible. For me it took a while for Yamato to click and now the stats are on the rise. Meanwhile, my Minotaur unicum stats plummeted and I can't seem to get a winning team whatever I do with that ship. I park that ship for a while and get back to unicum level after. p.s. don't forget that stats are heavily influenced by what the game throws at you, not only in terms of teammates but also the matchmaking, the map in relation to the ship you picked, CV or not, heavy DD game or not, and the list goes on. Some games will not produce a good outcome and your abilities can't change that.
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I tried for early T-61 access - and I failed
walter3kurtz replied to Procrastes's topic in General Discussion
Is this so hard to understand? You get a *free* premium tier 6 ship, if you spend 25k doubloons on other stuff (that OP would buy anyway such as premium time)- 27 replies
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Leningrad... Dedicated captain or not!?
walter3kurtz replied to anonym_2hneAFaIyP4T's topic in Destroyers
I'm experimenting with a shared Grozovoi, Leningrad, Okhotnik captain. 19 points Russian special commander Viktor whatshisname PM EM, AR SE, SI, AFT, CE This build suits all three boats, although I would go for BFT / DE instead of SI if I wasn't using this captain for Grozovoi as well. The obvious risk you're taking here is that LS is skipped completely. This goes against the religious belief that you should take LS on destroyers, but enables you to take AR instead. With the special captains boost to PM effectiveness, you're safer than normal. I died once because of rudder and engine getting knocked out after a previous repair, and with smoke on cooldown. In about 2 dozen games between all ships. This happened in the Leningrad when I was caught by a close range Nurnberg and Mahan where I didn't expect them. So I would say the reload boost in exchange for the small chance that you get focused down so hard that your rudder and engine keep getting knocked out (you would probably die anyway) is worth it. This reminds me that I need to check if I'm using the -% chacne to damage to engine or rudder mod on these ships. I'm not sure I am. -
But this also limits your options in kiting and means that you have to turn broadside so much faster when defending. Forcing teams to lock into close quarters battle is not the solution in my opinion. WoT recently added something that gives points based on activity / proximity to the battle in ranked. It rewards more points than farming damage. This could be interesting to explore, but also doesn't fix the fundamental issue which is that people don't understand how to play BB. Encouraging yolo tactics is just as bad as encouraging long range sniping. Both lead to the same result, a ship that contributes nothing in the end.
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Exactly, meaning that BB's get more leeway to do stupid stuff alone instead of working together with allies being a valuable asset to the team. BB's need the team and the team needs BB's. All the WG gimmicks do is give BB's more tools to roam around an area of the map for 15 minutes and achieve nothing (but a 40% winrate).
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LoYang struggles to do damage against tier 10, because of short ranged main battery and very short range torps (assuming you're not taking the almost useless 9.2km ones). What this means is that in tier 10 you're limited to ambush attacks on DD's (using the smoke + hydro combo) or using the fast, strong but short ranged torps in island ambushes. Some maps just don't give you a lot of options, which is more of a problem than the fact that you are facing tier 10. The problem is not in the ships but in the layout of the maps limiting your options to use your short range tools.
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The main enemy is the BB player himself. A good BB player plans 5 minutes ahead because (1) BB are slow and (2) they are vulnerable alone. Most people are unable to think ahead more than 30 seconds (where will the next salvo go). They freeze up, tunnelvisioning, making awkward turns when it's too late or stubbornly angle in the wrong direction. Cruisers and DD's are much more forgiving in that sense, they can reposition in stealth after stupidly chasing a lone target to the edge of the map or going on a failed mission to take out whatever it is they wanted to attack. A BB will take himself out of action just by positioning mistakes, and either be useless to the team or hopelessly die to focus fire. BB's are, for me, the hardest class to play well. I know this goes against popular belief that BB's are easy to play but that notion is just wrong in my opinion. It's just that their skill floor is really low. Everyone with some very basic understanding of the game can survive at least a reasonable time in a BB and land a few volleys here and there. That doesn't mean the class is easy to play it just means that, for total noobs, they offer more survivability because of armor and HP pool.
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I tried for early T-61 access - and I failed
walter3kurtz replied to Procrastes's topic in General Discussion
Maybe WG customer service will help you with this one. Not sure what the greyed out ship in port means and if the doubloons were spent (only bought premiums through the store).- 27 replies
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A (serious) case for HNLMS Witte de With as T6 Dutch premium by Lert on NA
walter3kurtz replied to Robber_Baron's topic in Destroyers
Tier 5 with the spotter plane gimmick, good hydro range, and the national flavor of losing less speed in a turn. Otherwise no purchase from me.- 20 replies
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Do something in between. Get Nelson (farm more free xp with that) and buy the upgraded modules for Izumo as soon as possible. You shorten the Izumo grind but don't just skip the ship. Learn to play tier 9 first because you will end up with terrible results in your Yamato if you dont. It's a tier 10 ship in which you are expected to carry a lot of weight. It will take a lot of experience at higher tiers to be able to do that. Start with Izumo. It's a good ship if you don't get farmed by HE spam, learn to angle in or angle away and use the excellent guns with good penetration. In late game you can make some aggressive plays bow in to enemy BB's. Until that point stay angled at medium range ready to disengage.
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The only thing I want to know is why the ship isn't Dutch in game
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Roast the previous poster's stats
walter3kurtz replied to walter3kurtz's topic in General Discussion
Had some trouble with ranked, forever? Bonus points for fourth season! Get me again https://wows-numbers.com/player/539584233,walter3kurtz/ -
Roast the previous poster's stats
walter3kurtz replied to walter3kurtz's topic in General Discussion
One of those famous weekend Shimakaze players do me again https://wows-numbers.com/player/539584233,walter3kurtz/ -
Roast the previous poster's stats
walter3kurtz replied to walter3kurtz's topic in General Discussion
Uhhh, don't forget to actually roast the previous poster..... I'll do Blixies someone get VC Playing ranked since pilot season. Hghest rank = 13. Keep spamming Nikolai and Gremy instead -
??? Where do you get your information?
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0.7.6 changed this to include SE in the calculation for how much is healed.
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I'd say just a gun focused build without AFT, but with BFT and obviously SE en SI to make most of the heal http://shipcomrade.com/captcalc/1100000000000011010011000000000119
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Well, it sort of fits with the localized weather effects we've been hearing about. So you might actually be on to something.
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Personally I hate it. Every ship that depends on range, is punished for no reason. If you worked hard to secure a cap advantage it's now gone because everyone will just converge on the same point and you do not even get a warning. Cyclones are a form of equalizer, removing tactics, skill and planning from the game in favor of "lel let's brawl". I wish they would remove this (together with other useless RNG stuff like detonations, but that's a different subject). Simple poll, feel free to post what you like about cyclones. I'm curious find out the reasons.
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A noob's rant on low-tier CVs gameplay.
walter3kurtz replied to Warderer's topic in General Discussion
When I played Bogue, only started the USN line after the removal of manual drop by the way, I felt like a dirty sealclubber.- 25 replies
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LoYang can do well in any situation against any tier, except standard battle where you are forced to rely on your long range torps. I often use the short range torps because the 9.2km ones are so pathetic. The short range torps go well with the ambush nature of this ship. Just sailing into cap offensively trying to use your tools will get you radared and killed. It needs to set up in a good spot. That's why standard battle sucks. I don't rate the AA ability of Kidd as important, unless you division with a CV. Other than that it strikes me as a boat that relies heavily on the guns and in todays meta with USN arcs, you will have a hard time accumulating damage. You're basically a gunboat without the strengths of the Russian line. Maybe it's me but most Kidd players I see get wrecked without contributing much. LoYang is always dangerous to see on the enemy team.
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@Andy_the_Cupid_Stunt Your Fletcher average damage is also quite low, I think you have a problem with survivability? Can't check because wows-numbers doesn't have survivability percentage for ships apparently. Best advice is to not use Gearing as some kind of gunboat or knife fighter. I know this goes against popular belief that Gearing can 1v1 any other DD especially at close range, but the problem is, enemy DD's are not without support in the first 10-15 minutes. You want only real 1v1 or at least not get focused by other enemy ships while fighting a DD. Rather use your guns to stack fires after flooding, from range, island cover or from smoke. Gearing trades maneuverability for gun DPM and torp reload for torp range. The extra range is very useful in high tier games. And if you have TAE and some bonus from AR the torp reload is fine. So the main difference comes down to using the gun DPM to your advantage and not getting wrecked because you eat pens and can't dodge. Do not be that guy that gets blasted in the first minutes and then limps around the map not doing useful stuff. Also, spot for your team. You are are in a ship meant to do that.
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Ladies & Gentlemen, Dallas the ghost ship, better than a DD!!
walter3kurtz replied to RedOnly's topic in General Discussion
I was thinking he probably fired his guns before that, but proximity spotting could also very well be the case. -
The lemming train was probably feeding ships one by one to enemies focus firing. A real case of lemmings. Then, the few remaining spread out ships say screw it and go in for some damage too. Only YY kept sailing around being generally useless (600 points).
