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Seraduxos

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About Seraduxos

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    Seaman
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    [SVE]

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  1. Seraduxos

    New players and HIGH TIER PREMIUMS

    What they a tleast could do is remove the premiums from CB, that part of the game is ment to be for competetive gaming, premiums and ptw doesn´t sit well when you talk competetive gaming
  2. Seraduxos

    Z52 Long range gun build?

    As a 52 main i can say the extra range isn´t very useful, that sad the low damage output on 52 HE is not a real issue, at long range spam your after fire starts not direct damage, if you where all Khaba players would go IFHE but thats not what people do, it´s the fires that do the most damage. and the 52 is a all ok fire starter. I´ve tried bft/aft and range module and as long as your good at alternating targets and setting stuff a fire you will do good, don't sac concealment thou, then you can still cap early game if you see the chance. I do agree that the best build is usually to focus on a ships strenght, but i don´t ever go topr build on my 52 (i have tried it alot) % based bonus gives the most on slower stuff, the torp reload on the 52 is already fast enough without bonuses, the guns are also fast enough, to be honest. What the 52 has issue with is that it takes loads of damage from AP, so i build it to survive longer. PM, AR, LS, SE, SI, RL and Concealment. (why, well with AR (and you will loose HP) you will have sufficinet torp and gun reload. "RL" is in my eyes the best way to win a cap, pre strike torps pre angle and so on, not to mention later when you hunting there last DD. PM, LS, SE and SI gives you the little extra to be able to fight more agressive and still have concumables left at the end. As for modules, Main Arm, Hydro mod, Aiming, propulsion, conceal and finally Main battery (torp here is a mess, your torpedo launcers take enough beating already, if you loose them your screwed) I usually start of trying to get a cap, and use my torps and guns to fight of any enemies, later on i do play my 52 mainly as a gunboat, hunting ships and try getting in to torp range late game makes you waste tons of time not doing shiet. Moving the RL talent in to AFT and SI and SE in to BFT and DE, isn´t an all bad option, as long as you do remember that your a great cap DD early game. I would suggest you go with PM, AR, LS, BFT, DE, AFT, Conceal and run the same modules except swapping the 4 slot to rudder shift, if you wanna go gunboat build with your 52.
  3. Seraduxos

    Double CV games

    I´ve played loads of T4 in my Ishizuchi and that is def not a good AA ship, if i get focused by 2 CV´s it hurts sure, but only if the T4 game is dragged out, and frankly, pre T6 with the lack of range and BB dispercion spreading shots all over, people should push hard or there wasting there time, that sad double CV´s in any ranked is an issue, but it gets worse the higher you get, and even worse if you get double premium ones, 2x Enterprice can delete an entire fleat of DD´s in minutes, and 2x Kagas working together can strike out 1 ship with each launch of torp planes. I would not mind adding soft caps to CV´s on all ranks, thou if the soft cap hammer lands on CV´s maby all classes should get soft caps, you can make it so it´s just a 1-2 min timer, noone will stop playing because of that and in the long run it would make all ranks more fun to play.
  4. Seraduxos

    Double CV games

    T4 double CV´s is not a real issue, the damage output of them are so tiny that even a destroyer can survive lots of hits. at T6 it is starting to trail of thou, especially DD´s vs double Ark Royal, Arks are most likely Sealclubb setup as they use there 19 pointer T10 cap, so even BB´s and CA´s will fall short here (same issue that is with Kaga/Enterprice at T8) Adding the soft cap on T6 and T8 CV games is a good thing, so what if i have to w8 a min or 2 to get in, (i play loads of CV myself and i rather w8 then be in a 2CV game). IF you add a soft cap on 6 and 8 CV games sure it will up the que abit, still will be a few double CV games but not as often, and most important, there will be more games with CV´s in, making for an AA build to be more valuable on all ships. The que isn´t a big issue, and i don´t know why Wargaming fears it so much, i used to play War Thunder before and we almost always had ques of 1-2 min but with the reward that the games had a better MM. I belive most players would be ok with a tad bit longer w8 with a result of a more fun and fluid game experience.
  5. Njord is looking for a couple of clan battle players We are mainly Swedish but got other Europeans in clan, so we speak English. We are using our own Ventrilo server, and got a Facebook group where we do signups for CB and share informations and tactics. We play mainly Sundays and Wednesday (Thursdays sometimes) 18.30-21.30 GMT. Most of us are in the above 30 with families and your probably the same to fit in well, but any mature player is welcome. We don´t demand that you have ventrilo installed, we can help with that, but you need a microfon and atleast have T8 ships. Contact us here, in game.
  6. Seraduxos

    Captain Skills Distribution Guide (0.5.12)

    Have yeat to experience the last 3 DD´s but i´v found 2 builds work especially good atleast for me: 150mm Gaede/Z-23 i play as gunboats mainly and the russian 3x4 build fits solid there, exept i go for Basic of Survivability instead of BFT and Expert Marksman+Torpedo Arm Exp instead of AFT. Would probably be possible to play them as a light cruiser if you really just wanna shoot. If you like to use your full arsenal i´d say go for: Basic Fire Training + Basics of Survivability (Remember BFT will only effect main guns if your not using the 150mm on Gaede/Z-23) Last Stand + Torpedo Armament Expertise Superintendent Advanced Fire Training (Remember this will only effect main guns if your not using the 150mm on Gaede/Z-23) Consealment Expert If your not 18 points captain i´d pick TAE second last and BoS last as there the 2 least important ones, but with the long reload time of German torpedoes it´s a really nice treat to have. Would also be nice to see a guide for Graf Spee in the future as that ship is so unlike any other. Right now with a 10 point captain i´m trying out a fire build that seams to work alot better then standard german Cruiser build. She´s to slow at both speed manuvers and fire to get to close so she feels best opted at max range. And with DE she got 24% fire chanse so every salvo tends to start fires. So i mainly try to set targets afire while w8ing for someone to show a broad side to get a nice AP citadel hit with her superb railguns. Build i use right now is: Expert Loader Expert Marksman Superintendennt (she got heals so to good to ignore) Demolition Expert (will get CE for my 5 pointer and the last 3 points will go in to IFA and BoS Using defencive AA fire instead of Hydro as i tend to stay at the back. Thou it would be valid to take vigilance if you prefer staying closer, or if you prefer going with Hydroacustic and grab High Alert. Any tips on changes that you think would help is utterly appriciated.
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