Hugh_Ruka
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Everything posted by Hugh_Ruka
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nope, there were special camo issues before this ...
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Also the barrel ends are white instead of chrome/steel :-)
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I was asking several times ... however the wallet warriors don't want to hear that .... Now imagine if that was true, the last CB season would be only 3 ships: Haku and Venezia :-)
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150 ... the 128 just about exceed the 150mm DPM if you spec BFT on the captain. otherwise 150 are better ...
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WG is in full cash grab mode this year ... must be the pandemic ....
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Oh gosh ... that's like comparing Stalingrad to Minotaur ... they both fit cruiser spots ... are you serious ? Apples to apples ? Rings a bell ?
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So will the R-10 take the role of Petropavlovsk and Khaba will move to premium ? I still cannot understand why not just unnerf Khaba ...
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Artillery rating only takes into account the gun caliber, DPM does not factor into that calculation ... Z-35 has almost 2x the base DPM and you can improve it with BFT unlike Z-39.
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You cannot compare it to Khaba as both fit different roles. Khaba is a very specialized ship that does not contest caps as a general rule. Z-52 OTOH is considered to be good at it thanks to smoke and hydro (it isn't anymore thanks to the spread of radar and CVs). You can compare it to a Daring or Gearing where it fails miserably .... EDIT: Your table reveals something interesting however: average EXP is 2nd best (tied with YY) while having the lowest damage. This means it either gains the XP by cap/defense and spot/recon. However the survivability is 2nd worst and spot damage is not the best as well. So it actually performs as a cap/defend DD but nothing else. It fails to kill with smoke/hydro (average kill is 2nd worst) and it fails to kill with torpedoes (average damage is the worst). So yes, caping wins games, but that only shows up in the WR. All other stats that are damage related are among the 3rd worst at T10.
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actually if the Z has no support, you can just rush him smoke/hydro or not. he simply does not have the DPM to prevent it and up close hydro does not help him against your torps ... I've done that to quite a few of those buggers ...
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sure ... with contact detonators ... magnetic ones have some reach when it comes to sensitivity ...
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While I do agree the Z-52 needs some help, I don't think magnetic torps are the correct answer. I'd go for better AP pen angles and slightly better turret traverse, lose the HE pen buff. the HE pen buff was a joke from the start. The ship has crap HE DPM, the improved pen will not help at all against the main threat - other DDs as it already had sufficient penetration for that before.
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*EDIT* if DW torps would be magnetic, they'd detonate under DDs .. no they are not ... they are contact torpedoes with a deeper running depth so they don't hit DDs ....
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Are there any good Japan DDs, or are they all trash until tier X?
Hugh_Ruka replied to KubiG37's topic in Archive
It is all about the player. I play TRB Shiratsuyu/Kagero/Yugumo. They are amazing if you know what you are doing. Engine boost upgrade is a must since you are too slow otherwise. The line is very similar to the USN DDs. They do seem to be obsolete and hard to play until you learn what to do :-) -
There, I corrected that for you ...
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Pretty much this ... it is not obvious in any way what the attack pattern is when you are being attacked. As a DD I usually turn into the planes regardless of type and nation. This will make it simpler to deal with rockets as it will unify the attack pattern.
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weeell .... not always ... I had quite a few games where I was the last DD alive on my team, died fighting over caps without support and the team proceeded to win regardless. there are potato DDs on both sides usually ...
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This happens to me quite often when I play either Khabarovsk or Marceau ... I usually oblige and the result is predictable ...
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Pun intended ?
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You never met a Chapayev ? Interesting ....
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New player experience and state of CVs
Hugh_Ruka replied to ReimuHakurei's topic in General Discussion
Funny enough, WG made the first step in fixing this by the branching missions. Now they need to do branching rewards. Basically 3 tiers of requirement (T4 - T7, T6-T8, T8-T10) with scaled requirements and rewards to match. Just look at the Dockyard, a mission for T5-T10 that says do 1.5m damage is easier to complete in T10 because of the higher damage potential. Thus nobody will use the low tier ships if they can avoid it. However is there was a properly scaled requirement/reward equivalent, you'd pick a tier spread you like and play there. Sure this means more work for the devs but a better experience for all tiers. -
While a nice idea in principle, the implementation is terrible. I hate the turret turning sound. There were two patches some time ago where the Tashkent turret turning sound was too loud. This reminds me of that. It is super annoying. The shell hit effects are another example. I need a setting to differentiate between those hitting ME and those hitting enemy ships. And to this day I don't understand why all sounds CHANGE when in binocular view. Did I change into a submarine all of a sudden ? The aircraft sound are not that bad, at least for CV. However the surface ship based aircraft are annoying. All in all, decent idea, terrible implementation.
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global mechanics changes are not buffs ... in the case of RN DDs and IFHE changes f.e., RN DDs profited in DD vs DD combat but all DDs lost as cruisers and BB armor was increased. I would not call that a buff. Also adding a new line of ships again is not a buff, there are just more of that class. Yes WG usually introduces a new gimmick as of late in each case, but that just increases the variety of choice.
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I don't know about the buffs, but I can agree about the powercreep ... EU DDs are a huge PITA to deal with for f.e. US DDs and they basically make US DD smoke obsolete ... you have to move constantly and are constantly spamed by those underwater rockets ... RPF is a must have these days ....
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no love for RU DDs DFAA ??? Why WG ???
