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royaltar

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About royaltar

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    Able Seaman
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  1. I recently reinstalled the game after dead HDD and i noticed that the default type 2 static crosshair scale does not correspond to the flight time displayed (eg flight time is 10s but i have to position aim way out to notch 15) Then i looked at type 12 and it looks different, the scale is different.. Type 6 also has wider scale. Does type 2 correspond to 20 knots and type 12 to 30 knots time now? Why are they different, is there any official description on WG site somewhere? I thought all static crosshairs are scaled to the same speed (30knts).
  2. Apologies if this was asked: will Jean Bart be removed from shop, or only from Armory?
  3. royaltar

    Just give up on IJN torpedo boats?

    I completely agree, this is what i said - but the IJN concealment is irrelevant with radar and CV, so you have 33% only to select a cap where there is no radar and no CV for 2 mins. Therefore you rely on your teammates to chase away enemy DDs. But especially Russian BBs can delete cruisers instantly (which makes me angry because the point nerfing IJN DDs was to prevent devastating strikes) so unless your team's BBs also support you to keep enemy BBs at bay, there is little chance you can successfully challange the cap alone. But PA, US, RN DDs have enough gunpower unlike you (even if i use IJN DD guns when it makes sense)
  4. royaltar

    Just give up on IJN torpedo boats?

    When i started playing i did not want to spend money to buy slots so i opened an account for each line (which makes grinding for resources more challenging as i have less ships). I have: 1. IJN+PanAsia 2. US 3. KM 4. RU+Europe 5. RN+Commonwealth 6. FR+ITA Does not make much sense i might admit :D But it makes lines more manageable to me and easy to decide which playstyle i want for a day. I also like Asashio, pretty fun ship. But her longer range makes easier to disengage from radar (though i like the guns and gun down any injured DDs so i prefer stay close to targets) I became a bit depressed when i do not rush in and die then my mother is called on different names and i am considered as a coward. Therefore i rush in and die. But i take your advice. go parallel to caps, not straight in. Also a good advise. I will do that more often then.
  5. I am grinding towards Shimakaze on one of my accounts and feel really bad about IJN torpedo boats in recent meta. 1. BBs stay far from frontline and most of them learnt to change course and speed by now when they push in. Your damage output is pathetic because all they have to do is turn, while you can have constant output with guns. 2. Way too many cruisers have radars now. You are always on the run, smoke is useless. 3. CV can permaspot whatever you do (IJN DDs have no AA). Again, you are always on the run, if you sit in smoke with AA off then you are torped, shot in smoke and die. 4. You can not win any gunfight. You rely on friendly cruiser who are deleted by BBs if they come to help you. 5. Submarines can also ping smoke. 6. Torpedoes can be detected from 1.7km which is ridiculously huge. 7. Challenging caps is very situational because of 2,3,4,5. If i do not go for cap then BB captains complain and give negative feedback at the end. I don't see how IJN torpedo DDs can have any realistic counterplay against radar cruisers, CVs and sonars. Should i just give up on this line? I still have some fun at t3-t7 but t8 and above is suicidal. Gunboats are good, but stats shows that torpedo line slipped to bottom of WR and damage. Should WG give homing torpedoes for t8-t10 (not historically realistic but who cares)? I do not see they ever stop radar through island or make air detectability smaller.
  6. royaltar

    How to Warspite?

    Thanks! I installed Spotter Airplane Mod 1 on in and it handles better now - i am an average player and rush too early in, bad habit. Then somehow i am focus fired most of the time (T8 ships want to eat) So i will try shooting from range at the beginning and move in with the rest of the team later. Maneuverability is good, speed is not so good, but it seems i have to try repositioning myself more carefully. What i did not really understand that in QE i managed to have 50% rate with 10pt captain (4pt skill was fire prevention) and the handling is very similar, except it has 17.1km range - so it seems to me that with Warspite i just stupidly rushed in to get in range...
  7. royaltar

    How to Warspite?

    Fact is Arizona is the best... Warship Tier Type Nation Battles Win rate Avg. frags Avg. damage Avg. experience Avg. planes destroyed Kills / deaths Fuso 6 Battleship Japan 8 124 746 51.26% 0.83 44 455 1 056 0.76 1.73 New Mexico 6 Battleship U.S.A. 9 739 436 50.34% 0.76 39 693 1 021 0.88 1.51 Queen Elizabeth 6 Battleship U.K. 1 783 227 50.71% 0.71 42 791 1 055 1.57 1.32 Normandie 6 Battleship France 1 346 181 52.78% 0.89 47 269 1 115 0.25 1.8 Bayern 6 Battleship Germany 6 901 946 50.26% 0.73 40 475 993 1.23 1.39 Arizona 6 Battleship U.S.A. 772 224 54.65% 0.92 49 904 1 248 0.81 1.98 Dunkerque 6 Battleship France 1 912 113 51.61% 0.78 44 221 1 140 1.08 1.26 Prinz Eitel Friedrich 6 Battleship Germany 66 880 53.78% 0.93 46 550 1 465 2.88 1.74 Mutsu 6 Battleship Japan 353 164 51.22% 0.78 45 712 1 173 0.57 1.39 W. Virginia 1941 6 Battleship U.S.A. 7 083 53.09% 0.83 50 556 1 238 0.64 1.73 Warspite 6 Battleship U.K. 1 884 316 50.99% 0.8 43 050 1 168 0.97 1.48 Any particular advice you have?
  8. royaltar

    How to Warspite?

    Hi, I do not feel how to Warspite - i have 33% winrate this moment. When she is in T6 then there are a few good matches, but at T8 - armor is not really relevant even with angling - 16.3km range is just garbage - 15s fire immunity is way too short - i tried it as a trainer with 6 and 7 point captains and it turned out to be a disaster. My current conclusion she is not good as a trainer ship. All Youtube videos show her in T6 matches that you can not get nowadays too often, but she suffers in T8. 1. Should I give up on her as a trainer? Seems i need a 10+ point captain on her? 2. Should I install Spotting Aircraft Modification 1 to increase firing range for longer? Anybody has experience with that build? 3. I tried both builds with Damage Control System Mod2 and Steering Gear Mod2 but the success rate was not really different - any advice?
  9. royaltar

    T-22 seeking advice

    BTW, I also have Gaede with a T8 captain. 2x4 torpedoes work much better. 150mm guns can outgun pretty much anybody. So just enjoy the morbid fun in T22 till you can
  10. royaltar

    T-22 seeking advice

    I have to agree with one of the guys about T22: "So the t22 was buffed in the update...and it still sucks bad. However I think it falls into the so bad it's good category. I have fun playing out of some morbid curiosity. " 1. It has only 2x3 torpedoes and your invisibility range is short even with CE. So you have to plan your exit in advance. Usually it still works just to launch the torpedoes before the enemy ship is even in range, make a turn and smoke up. 2. Turning circle is bad, Smoke is short. Just as your life if you are not careful. Run back to your allies as soon as you are spotted. 3. Guns are not bad, they have 360 turning, so you can aim fast, but DPM is low. Do not try to shoot other DDs than IJN destroyers. They spot you first but be assertive and they will run away. 4. More often than not you end up in T7 matches. Also with lots of French cruisers in the game it lowers the chance you meet the juicy fat BBs and increase the chance of being sank in the first 5 minutes. It is a playable ship but you must be very conscious what you do. You are in a support role. You ambush whenever you can. You team up with RU and US DDs. Capping must/can be done very carefully - read the list of enemy ships and make a decision. Do not try 1v1 with US or RU DDs. I use torpedo build and it quite often works. I have only a T8 captain and i really want to see if CE helps - this is the morbid curiosity... You can find more threads on the NA forum for some reasons. This is a very good one: http://forum.worldofwarships.com/index.php?/topic/113278-german-dd-builds-for-t6/, copying here: Gun/Concealment Build for Gaede and Z-23 w/ 150mm Gun Option: Preventative Maintainance (1pt) Last Stand (3pt) Demolition Expert (6pt) Concealment Expert (10pt) IFHE (14pt) Radio Location (18pt) Priority Target (19pt) Focuses on staying in concealment for torping and mostly using guns on Cruisers/BBs for consistent damage and fires when able. Radio Location helps avoid anti-DD ships that will demolish you up-close (Benson/Fletcher/UK CLs/Ect). Gun/Concealment Build w/ 128mm Standard Guns: Preventative Maintainance (1pt) Last Stand (3pt) Basic Firing Training(6pt) Concealment Expert (10pt) Advanced Firing Training (14pt) Radio Location (18pt) Priority Target (19pt) Focuses on using guns at mod/long range to harass targets before fading back into concealment. 128mms with BFT are better at skirmishing with other DDs, but you'll be outgunned up close by USN and at range by RU. Concealment/Torpedoboat Build (Almost requires a 10+pt Captain to be effective. Recommended on Z-23 and higher-tiers only): Preventative Maintainance (1pt) Last Stand (3pts) Torpedo Armament Expert (6pts) Concealment Expert (10pts) Torpedo Acceleration (12pts) Radio Location (16pts) Superintendent (19pts) Guns are a last-resort or for use on helpless targets only. Stay between your fleet and the enemy, supporting with Sonar to torp-spot and Smoke to hide allies while launching quick-reloading torps at enemy formations and using Radio Location to track and/or avoid enemy DDs.
  11. royaltar

    Minekaze as gunboat is total joke

    Sure. Still not sure if there is a more optimal captain skill set for new Minekaze and Hatsuharu. Does expert marksmen make any sense to anybody, or should accept the fact that these DDs won't be able to turn and shoot at the same time? I am not suggesting that WG should increase the turning radius to 2km though to match with turret speed...
  12. royaltar

    Minekaze as gunboat is total joke

    To be able to use(??) Minekaze, what captain skills you would suggest? I think about three tier2 skills: - Expert Marksmen to speed(???) up turret traverse - but the gain is minimal, so i feel this is just a waste - Torp AE - still seems to be useful - Last Stand - seems to be very useful Tier3 is Superintendent.For tier4 maybe DE would be nice. Tier5 doesn't make any sense, you can't be stealthy when you fire your guns. To grind Minekaze you seem to require premium smoke to hide so often, so this whole gunboat idea at tier 5 and 6 looks to me as money makers for WG.
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