Hugh_Ruka
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Everything posted by Hugh_Ruka
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How are the Legendary upgrades obtained ? Both articles (module specific and patch notes) only say you have to complete specific missions. However I have not seen any missions anywhere. Do they appear after first game in specific ship after patch ? Wargaming, sometimes a bit of information would be nice. Same about coal. A comprehensive list of how to obtain it would help (not just nebulous sentences).
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good news is, the containers (at least Dunkirk ones) have 2 collection items inside. I can see purchasing one of the special upgrades as I should have coal for that.... and that's it. rest is unobtainable. got 2 containers today, no coal. at that rate I don't think I'll ever purchase anything from there ...
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And the french T9 iirc ..
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Can anybody tell me if I can get the permacamo on Grozovoi refunded ? After the 0.7.6 changes it is a different ship than the one I bought the permacamo for. I'd like to get the doubloons back to either use on a ship I can enjoy or a permacamo for some other tier X ship. WG: Next time when you do this kind of changes to a ship, at least allow the players to reset the assigned captains for free ... AT LEAST that would be nice.
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The Joat boats usually are very MEH in performance (just look at the Ognevoi or Maass or Z-23). I'd rather have a ship perform well in one aspect and use that as much as I can than have to try to satisfy more conditions to perform average in a few aspects. The Grozovoi has no flexibility because it is too slow and clumsy for a DD, you cannot really use your concealment when other DDs are in game and you need multiple torp hits to make them count due to low damage and long reload. The only exceptional thing on the Grozo are guns and AA (but AA is not very rewarding these days). EDIT: it's SI being mandatory that's my problem now. if we only got a crippled heal with 2 premium charges and the remaining consumables would be stock 3/4 charges, I'd be fine. screw the heal, I invest the 3 points into BFT or DE. now I HAVE to go SI even if I don't want to use the heal. EDIT: watched Flambass play a few games with different builds. looks like the speed boost helps a bit with acceleration. luckily I can get the speed boost upgrade from Arsenal. might not be that bad afterall ...
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Quick rudder shift is not for the long range spam part but when you are caught trying to use the maximum of your concealment (what use is good concealment then ? you better play a Khaba ...). You can heal about 3.4k per heal without the flag and with SE. that means you can heal a total of about 50% of your HP pool and that bind 6 points. You have a choice of either a 3 point skill + AFT or CE. if you go 2x4 points, you are locked into SE/SI to make the most out of the heal. The only real benefit is the gun range increase. To maximize the benefit of the heal, you have to sacrifice gun/AA power and reach while keeping stealth. It looks like my decision to go without CE and full gun/AA is still the correct one. I'll basically play like a slower and clumsier Udaloi with a heal with about 500m concealment benefit and stealth torp potential.
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Hello WG, Will there be a free captain reset for Grozovoi captains since you are changing the ship quite drastically (making Superintendent a must have skill) ??
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afaik they first wanted to do radar, then they changed to the heal [edited], then they added range and speed boost change ... yes it was obvious ... like will they change something else ? will they change ANYTHING at all ? they still might reconsider not to change anything after testing ...
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Those lock on the lowest IQ BB ... or so I heard ....
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I do not say it is not manageable ... but: 1. It requires a lot from the average player to effectively survive 2. The difficulty goes up exponentially with number of enemy radar ships 3. MM does not take Radar into account (this is not really an issue with DD vs radar but it is an issue in team vs team) Also now the Radar boost module will be available for Coal in the Arsenal + we have a few radar ships more (Kronshtad, Cleveland, T9/10 USN CL, afaik Stalingrad as well).
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you can check here: http://wiki.wargaming.net/en/Ship:Surveillance_Radar_Data tier 7 and up it goes 25 sec, 30, 35 and finally 40 at tier 10 for USN, Ruskies go 20/20/25, so not that much for them ... If USN was 30 seconds with increasing range, I'd would be fine ... or if it were 9km range with increasing duration ... but both attributes go up .....
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radar is usually a 1 to many relationship :-) in that the DD is alone in it and there's 1+ from the enemy team shooting him ... they higher the tier, the more difficult it gets ... (radar duration grows and also the intelligence of players).
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Aahhh ... you know that's some nice theory ... but does not work in practice many times ... radar on the other hand works always ....
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until there are official patch notes out, things can always change ... and they did in the past ... and there were even changes done that were NOT in the patch notes ....
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that's still not a free reset for a substantial playstyle change ... also the discounts were LAST weekend .... the changes were not even published at that time ...
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Well statistics are nice but ... Your approach would not work in explaining why I am getting no-DD games in the last few weeks at mid-tiers (tier 6 and 7 to be specific). Anyway, pure stats are one thing, reality is another. F.e. you have to account for the Halsey campaign requiring US high tier cruisers and the ongoing USN CA/CL change. Another point is that the radar duration is too long in many cases (up to a minute). Good luck surviving that when 4-5 ships start shooting at you ... To sum it up, 2 radars per side are workable with Radar duration up to 40 seconds. Anything more and you start getting into serious problems for the Unicum players ... the average players have already issues handling the "standard" situations.
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because everybody can participate ..... right ??? My clan has 6 members ... Also I think there exist Grozovoi captains without a clan ...
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So they've done it and f..ed up the ship. Positives: 1. More range - this was needed 2. Heal - not needed 3. Speed boost separate from DFAA (if I understand the patch notes correctly) - at least we can run away now Negatives: 1. All consumables go down a charge, now SI is a mandatory skill on the Grozovoi. 2. No change to ship handling Now they made a Tashkent/Khabarovsk/Ognevoi bastard child and think this will progress the Udaloi playstyle. Unfortunately the only thing that it gains is range. It is still clumsy and slow to change speed. The heal will help a bit but the net result is that SI is now a mandatory skill for the Grozovoi. And you'll still eat damage like popcorn when detected inside radar range. I'll give it a few games after the patch, but I have to rebuild my captain to include SI.
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Hmm ... afaik you can get Epicenter on 2 maps (Trident and Tears) ... I have not seen that mode on other maps for quite some time ... I like both with Epicenter (even liked the old Tears), but I mainly play DDs ...
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Don't bother ... I asked for those to be controllable by player after that useless News section was introduced that keeps the top one lit. Never got a response. I learned to ignore ALL of them and not care. Overuse of something leads to ignorance after some time. Seems WG never got that memo ...
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The torp reload will still be very long. I tried the torp focused build, your torps don't do enough damage for that ...
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Problem is, that only works on a mid-line ship if you play it just to grind the next one in the line. However if it is one of your favourite ships and you sank quite a lot of time into it, you get very little return for that ... Unfortunately there's no fair way to handle both of these scenarios ... I think WG did the best they could.
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some reach outside Radar range is needed ... other DDs have it in either torps (long range or hard hitting to make the risk worth it) or guns ... Grozovoi in case it wants to go stealth has none, in case it goes for gun range, it has no staying power except smoke ... 13.2km range is too low ...
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Did not want to start a new topic, so I put this one here. WG is considering changing the Grozovoi, first iteration was adding radar, which luckily did not go through. Current status is to reduce the consumables by 1 and add Heal and 12.5km stock gun range (https://www.facebook.com/wowsdevblog/?hc_ref=ARQ0I7S0lYsXXr2YFR4HdZPM_OuSqfLYObrpcKkA3OWtksLMO2YoI5XngO1q6Ghb_rc&fref=nf). I am currently strugling with the ship a bit mostly because of all the radar ships ingame after the USN cruiser changes (and I dread 0.7.6). Anyway I am playing with a hybrid build (full concealment, partly AA build, no AFT). The main problem is that your effective range in this configuration (10km torps and 11km guns) is always in radar range (USN or RU). The main problem being the ship handling (slow acceleration, terrible turning circle). I guess I'll transition to full guns and 1/2 concealment and play it similar to the Udaloi. Anybody using that build ? Any advice ? Also what would you want for the ship in the future given WG is trying to change it ? From my side: 14km gun range with AFT, more powerful engine (better acceleration and stopping). Maybe reduction of the turning circle by aprox. 30m ...
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That's not a standard game file ... at least I don't have it ... so it might actually by true :-)
