Hugh_Ruka
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Clan
[OGHF2]
Posts posted by Hugh_Ruka
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Tashkent has 6 guns with 4sec reload (module + BFT) * 1900 damage = 171 000 dpm
Grozovoi has 6 guns with 3.2 sec reload (module + BFT) * 1800 damage = 200 000 dpm
So no, Grozovoi is still better than Tashkent and about 14% worse than Khabarovsk...
EDIT: might be off on the Grozo reload time, don't have it myself ...
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Hmm ... looks like Ognevoi MK II now. I did not realize that the concealment spec is that good. However your build does not make much sense :-)
Keeping the gun range low is a good idea (I did the same on Ognevoi and it works quite well for self defense). However I do not see a point in Radio Location when you are missing any kind of usefull gun bonuses. I'd drop DE as your range is very low for it to be effective much and invest those 3 points into BoF. I am undecided on the HP skill. While it might be usefull, you already have the most HP of your tier except Khaba (and that one has even more effective HP given the armor scheme), so buffing the HP if your trade is stealth does not seem usefull. I'd move that into either Vigilance or TAE.
The last skill I do not like is AR but that's just me :-)
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9 hours ago, El2aZeR said:Sometimes I wonder if WG implements these changes just to troll us.
I am too long around this industry to have any faith in game developers actually grasping what their community is trying to tell them. Now they should not implement everything the players ask for, that would be stupid, but still they mostly get it wrong :-)
The best way I have seen this handled was CCP with their approach to testing and feedback. We actually got sensible discussions going on with the devs back then.
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1 hour ago, von_chom said:PR neni jedine kriterium, souzi jen jako zakladni info na prvni pohled jak pro nas, tak pro pripaden zajemce
o7
PR je len o damage/kills/wins (a vahy su tiez v danom poradi) ... takze to je asi najhorsie kriterium pouzitelne na prvy pohlad ...
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Vzdy ked vidim tieto poziadavky na clenov, tak sa cudujem, ako vlastne hodnotite ludi kedze timovo uzitocny DD hrac vacsinou nema vysoky damage a tym padom aj nizky resp priemerny PR ...
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On 7/17/2017 at 10:18 AM, radius77 said:F...Gaming listened to your prays.
0.6.8 Khaba loses 10km torps, German high tier BB upgraded/skills secondaries will reach beyond 11,5km

and both changes are the wrong ones :-) to achieve the goal
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Hmm ... zeby som to skusil ? Bohuzial moj aktivny cas je kusok mimo pre EU zonu (vacsinou 23:00 - 02:00) ...
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On 7/15/2017 at 11:58 AM, MK1D said:I just don't understand why every DD must pick a fight with Kiev/Tashkent/Khaba. Yesterday there was a Gearing, who spotted my Khaba (10km concealment) and immediately started shooting at me. Since the distance between us was around 10-12 km he got his a$$ raped, and I lost merely a 5k of hp. Of course afterwards he stared talking crap about Khaba being op as hell. The question is why the hell he started that engagemnet?
Well I do ask myself the same questions after my Tashkent transforms into a leaking submarine ... Why did I start that fight ... Obviously it looked like a good idea at that time :-)
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23 hours ago, Haatra said:Lekce z real-life angličtiny a němčiny s případným českým překladem a zdarma? No neber to... :)
Nemcinu a anglictinu mam dost v praci :-)
whoers: sorry za threadjack ... uz drzim hubu ...
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Dnes Dunkerque 50%
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fun thread :-) I started with IJN DDs back when Minekaze had the 68knot torps (before split). I got to Isokaze just before the split. After reaching the Akatsuki, I do not play much IJN DDs aymore. I switched to the RU DDs, they are much more fun.
The main problem with the T5+ IJN DDs is their lack of speed (FUBUKI !!!). Repositioning the ship for a strike is sometimes impossible and once you are caught by another DD, there's no escape (unless that other DD is an IJN one or stupid).
The other option to buff the torpedo DDs would be to make the different torpedo options as ammunition types a hybrid system between guns and planes. Basically you get a magazine configuration of different torpedo types that you can take into battle, similar to the squadron options CVs have. Then you can switch/reload them as you need during battle. To balance that, you's only get a limited number of reloads of each type with the basic/starting type being unlimited ... Given that the usual reload time is more than a minute at higher tiers, you'd only need a few reloads of the "premium" types ...
too much out of the box ?
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20 minutes ago, Stratos_HF said:A proč ne ?
Já tu mám taky inzerát na klan který jsme založili na NA. A jsou lidi cz/sk kteří tam hrají ,tak proč se nedat dohromady.
To je nieco ine, stale ide o CZ/Sk hovoriaci klan, aj ked to bude SEA server ... Ak hladam ENG/GER hovoriaci klan tak ho nebudem hladat v CZ/SK sekcii a naopak ....
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Nejak mi unika zmysel inzerovat AJ/NJ klan v CZ/SK sekcii ...
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The Ognevoi needs +1 knot of speed and 4.2 sec stock gun reload (you cannot mount the reload mod at T8). Other than that it is a decent boat. Not great at anything, but played correctly it can handle the fights and help the team.
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On 6/14/2017 at 3:32 PM, loppantorkel said:Still works fine if they drop from above, but it's not easy hitting it.
If Khaba still is OP and the armour should remain as it is, I'd look at nerfing gun traverse speed. Surprising a Khaba could reward you a bit more that way.
Pretty much this. The whole Kiev/Tashkent/Khabarovsk line should have B2LM turrets with 18.6 stock turret traverse and long rangeguns with matching range torps. It works well for the Kiev and Tashkent. Keep the other line with B2-U turrets (those are actually AA capable turrets) with 9 sec traverse, decent concealment and reasonable torps.
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Kiev
in Torpédoborce
On 5/27/2017 at 1:54 AM, reeprich said:V dřívějších dobách jsem si s Kievem rád zahrál - po "inteligentním" přesunu na T8 stojím většinou proti MM+2 a v tomto okamžiku je rychlost na prd, spot naprd, torpéda k ničemu a jakmile se dostanete do focusu T10 CA jste víte kde...

Nevím proč mi dali z full Kieva takovouhle základní mrdku, ale opravdu nevím co s ním... Snad jedině plavat vzadu s CV a doufat, že se najde osamocený enemy DD, který si pro ni pojede...
Tahle "loďka" za mě po přesunu na T8 totálně k h...nu..
A ano, vím, že ruská DD mají specifický styl atd... koneckonců jsem se na toho full T7 Kieva dostal a ta lajna mě i bavila - teď totálně k ničemu.....
Zaujimave. Podla mna ta RU DD zmena bola v kazdom pripade k lepsiemu. Ked doladia Grozovoi a konecne sa rozhodnu co ma byt Khabarovsk tak to bude ok. jediny "divny" je Ognevoi, ale pokial si clovek uvedomi ze to je hybrid, tak to ide aj s nim dobre (prave som dosplhal na Udaloi a nemozem sa stazovat na Ognevoi).
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1. Description
Tashkent rudder and turret traverse sound too loud: When the turrets on the Tashkent traverse or the rudder is shifted out of center the sound effects for both of these are very loud. This does not happen with other ships (f.e. Kiev, Ognevoi).
2. Reproduction stepsPlay a game in the Tashkent. Change course or change turret angle.
3. ResultComparably loud and annoying sound plays for both.
4. Expected resultThe turret traverse/rudder shift sound should be barely audible as is on the other ships.
5. Technical details
I do have Ultra sounds installed, in prior update (0.6.6.1 and 0.6.6) without Ultra sounds the same was happening as well. -
Just played Tashkent - the whining gun traverse sound is so freaking annoying, it's too loud compared to the rest of the game and drowns out the ambience. Since you're constantly traversing you hear it the whole game.
Please PLEASE fix this. It is driving me mad. The rudder and turret traverse sound is horribly loud and annoying on the Tashkent. Speaking for myself, I do NOT need that sound at all.
I do not have the new HQ sound installed btw.
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the way I see it after the proposed 0.6.3 change goes live:
1. RU DDs do not care and continue as is
2. US DDs (and their derivatives) slight nerf but due to excelent smoke will mostly shrug shoulders and adapt, they are the most affected by this change
3. IJN and KM DDs will transition to pure torp DDs with smoke/obstacle gunfire only - so basically no change at all except the Akizuki which will be nerfed to hell due to its slow speed
4. Cruisers that can stealthfire won't care as it does not affect them as much, they will transition to smoke scavenging
5. BBs won't be able to hit the max range firing DD anyway so will be even more frustrated by a target they can now see but not hit (exceptions being slow DDs like the Akizuki)
I am not sure at the moment, but does detection from air suffer the same penalty as surface detection ? I do think it remains static so that might be a solution as most BBs and a lot of cruisers do have spotter planes. Give the spotter planes an HP buff and let them serve as sentries against invisifire ....
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Hmm ... I just watched Notsers video on this. From an IJN torpedo boat point of view, the only positive change is Concealment expert from 5 to 4. Everything else is a massive nerf. A few of the usefull skills are much more expensive now, there is literally no usable skill in level 1 were there were 2 previously. You could argue about smoke expert skill, but since I have a long duration smoke already, I can cover enough area without the skill. And once I am detected, I know I am the priority target anyway thanks to being a squishy torpedo boat.
And thanks to RPF, almost any independent operation will be either impossible or highly dangerous. Now I need to stick to my main fleet so that the RPF marker points to the main fleet and does not reveal my position. Going behind enemy lines and harassing BBs with torps from behind ? No longer an option. Or flanking the enemy for that matter.
On the other hand, I do see a massive boost for Russian DDs. US and German are nerfed a little and moderately.
So the conclusion is: if RPF makes it into the game, I switch to Russian DDs exclusively with US as alternative (I am IJN primary, Russian alternative at the moment).
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The "new" Grozovoi
in Destroyers
Posted
well the problem is the crap interface. given the calculations, Grozo should have 3.16 sec reload, interface is likely showing 3.2 ... however it's a mystery what the game engine uses. Similarly Tash should have 3.96 sec reload.