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Everything posted by Sub_Human
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I tried the 16.8 range but settled for 14.5 with reload booster instead of range module. So 3.5 sec reload instead of 4sec. I run demo expert instead of bft but if ever CVs were played more bft might be better. I might still try the 16.8 build again. It's kinda funny being able to cover the whole map from b cap in a DD.
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I see it as one thing doesent have to exclude the other. She will be a better capcontester with the faster gunreload Im using now. Torpreload goes down to 90sec instead of 68. But I also gain aa-range. AA is at 78 without bft. Scoutplanes just fall out of the sky. But sure Ive not yet found a way to use the extra gunrange. To be extra clear. Im not avoiding caps. I just see this as a way to relearn a ship that Im not enjoying at the moment. And I think she will be more efficient for me this way. I saw a flamu video a while back where he "carries" in the z52. In my memory he spent the first half of that game gunboating as a second line dd. I will have to watch it again though.
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I still have the z46 and like it a lot. But it plays differently than the z52. With the 46 I went torpsbuild. Its made for kiting and torpspamming. The hydro has a lot shorter range then its bigger sister so I mainly used it for defence. With the z52 I end up further in the caps because I want to detect the other DDs. This usually results in being stuck without a way back. What Im thinking is gunboating at range early, 2nd lind of DDs, and pushing midgame. I just have to get It into my thick skull and not push hard at the start like usually do.
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I already have them. Not the Grozovoi though. But Im getting there fast. My problem is that I have a t10 ship with a 19p captain and premium camo that I dont play because I dont enjoy it. I played one game in it today. We won but I did 10k damage and sat behind a rock in b at tears map with a DM, Loyang and Missouri in the same cap. Sure they were tied down also but Its so boooring. The game after I played Yueyang 247k damage and 3 caps... I cant make z52 work as well. But sure I gunned down a z52 at 10k health with my Udaloy at 2.5k health in the first match of the day. So In a open water duel you are right. The Ruskies are superior. Still I think this Is the way to go for me. I have to relearn to play it though.
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Im tempted to go there with the Yueyang. Same base reload as gearing and same mortars. Its just that the torps are so good, gearing as well. Had a New record game today in the YY. 266652 damage, mostly torps. Still guns are more consistent. Hence the gunbuild on z.
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You seem to grasp the consept that every build doeset have to be the best. It just has to be fun . Also gunboating doesent meen that one has to ignore caps. I cap all the time in my Udaloi and Kebab. . Just scare them away.
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Still gonna try it out. Tried one game with 16.8 but never got to try the guns over 12km. Did ok as a gunboat though. One cap 120k damage and 2 kills. One torp hit the rest guns. Hydrokilled a loyang . So next Im gonna go aft and reload module. 14.5 range 3.5sec reload, and that is before ar kicks in. Fire chance is 10% with flags. Did 2 games but I sucked. Overextended as usual. Still this bild feels more fun...
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Already have the Kebab. Grinding the Udaloi as we speak and enjoing it a lot. Mabe the 16.8 will be to much 14. something might be enough. What I hate about the z52 with the torpbuild is that I get baited into capping and cant get out because the ship is so clumpsy. With the Udaloi I actually do better because the 7.2 detection forces me to play a little more safe. I would hate to fight a gunbuilt z52 in the Kebab so I dont think it will be inferiour. It can disengage at will, 9.7 detection vs 6.1. Vastly superior torps and better ruddershift even If you have stearing gears mod 1+2 on the Kebab. By the way say hi to Smygande faran for me.
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Kommer från GGS. Ansöker till SV.Namn: DavidNick: SystergummiÅlder: 40Maxtier: Gearing, Shimakaze, Khaba, z52, Yueyang... snart GrozovoiFavorit T8: Ognevoi, Kagero, KievOm mig: Spelat lite över ett år, tycker det är kul med CW men kan inte spela så ofta. Spelar nästan uteslutande DD.
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Consealment expert. I dont really see why this skill has to give larger ships a higher percentage of reduction to detection range. A ship with higher detection will gain more than a smaller ship anyway. Because 10% of 20 is more than 10% of 10... And I think a lot of players will agree that its wierd that bbs with full consealment can outspot cruisers with full consealment. This would help a little. And mabe it would be a step away from the meta where every ship of every kind takes consealment as their first 4p skill.
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Same here
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Its horrible. But yes if I played it today I would make it work. But I would rather play any other t 7 DD. Even Minsk.
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I grinded through it in co op... I still wake up sceaming in the middle of the night sometimes. My wife has to clam me down with pictures of Fletcher telling me it was worth it.
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Very true. But my point is that if you get to close to a bb or a cruiser you die a lot faster than you would have thought possible. Generally I dont want to be closer then 10km. At 8 you find yourself melting like Stripe in Gremlins. At 6 you get blapped. At 10 to 12 km you thrive.
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Play it, and play it like you would the Khaba. Its a fun ship and really good sometimes. Learn what ranges you can be effektive at and how to set up ambushes against dds and bbs. Learn when you should switch to ap and when to he spam. You will do better in your Khaba if you do. And yes you will be frustrated sometimes because always outspotted and being extremely punished if you overextend. But this is as true for the Khaba. Also dont forget the torps.
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Awesome changes to Shimakaze and Prinz Eugen
Sub_Human replied to darkstar73's topic in General Discussion
Om not saying the IJN torps are good. The torp acc 12km version is just the best of the worst. :) -
Awesome changes to Shimakaze and Prinz Eugen
Sub_Human replied to darkstar73's topic in General Discussion
It works for me :) Still the playing style demands that you get close. And that is hard, multiple radars can even make it really hard. I had a game yesterday in my Yugomo with dev strikes on a Des Moine, a z 52 and a GK. With Said torps. So you can make it work. I checked. Reaktion time would be 8.79 secs for the 9.6km version. Gearing stock has 7.9 secs and 7.34 with torp acc. -
Awesome changes to Shimakaze and Prinz Eugen
Sub_Human replied to darkstar73's topic in General Discussion
Shima buff makes me so happy. I love the Yugomo so this will probably make Shima my New favorite. To get around the gun and torp issues I sacrificed the rpf and got expert marksman and torp acceleration. With the 12 km torps this gives you 9.6km range and 72knots speed. The em makes the guns somewhat useful in a dd fight. 15 of those torps and you are home... -
You asked what line is the best. I enjoy all of them. Khaba the T 10 Ru is a blast but not really a dd. I would say that the best dd line is the Pan Asian. You do trade because of the deep water torps. Not all ships are that good. But the t4, t7, t9 and t10 are best in class or on par with whoever is. My first love was the german line. But today I play them the least and have a hard time getting them to work, so things do change over time. If I had to choose one or more ships per tier as favorite it would be. T2 Germany T3 US T4 Pan Asia and RU T5 Japan gunboat line (Minekaze) T6 Japan regular (Fubuki) T7 Pan Asia and Japan gunboat line (also the Leningrad and Blyska but they are premium) T8 Japan gunboat line and regular. RU alternate (Ognevoi) T9 US, Pan Asian, Germany, RU alternate line (Udaloi), Japan... so basicly all of them I even like the Tashkent. T 10 Pan Asia, US, RU both lines. I dont have the Grozovoi yet but loved it in the test server.
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Its funny that some things are always diskussed in these threads and some are always avoided. The elephant in the room is the fact that in all other classes the skill gap between players are balanced by having multiple ships of that class. Not so with CVs. This leads to a dwindeling number of active CV-players. As most people dont want to drag their team down with them when they feel their skills are lacking. Leaving only the truely good ones and the guys who do not care or are incapable of realizing how bad they are. So untill this issue is fixed we will have theese threads. A solution once given by @El2aZer is to make battles twice or three times as big. I-Chase suggested making CVs work like they do in Battle of Midway where you must pilot the aircraft from within and thus can only pilot one squad at a time. Is any of it viable?
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This very much this. So wg please make it possible to play multiple CVs in every game or revove them. Its the only solution. The problem is that multiple CVs 4-5 on each side like every other class would make the game unplayable as CVs are now. Hence rework is needed badly.
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I dont agree. Especially when playing cw. Its a common tactic to layer multiple (3+) radars to close down caps. It happens in randoms to, but not as often. When this is done well it hinders dds from spotting as well as capping. Leading to stale and campy play. Making radars line of sight would benefit gameplay. The great players would adapt so they would still be unicorns.
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Discussion thread for "some interesting info around the world"
Sub_Human replied to Deamon93's topic in General Discussion
All true. And a fine mess it is. Still its a fun game. -
Discussion thread for "some interesting info around the world"
Sub_Human replied to Deamon93's topic in General Discussion
Part of the problem as a dd in randoms is that spawn loitering bb are drawn to green things. One of the only ways you can make them move is to take a cap. If you get chased of by planes the team keep loitering and points keep ticking away (If your enemy counterparts are allowed to cap by your cv). -
Mabe wg could change consealment expert so that the percentage is the same, 10% for all classes... It would not make a huge difference, but would balance it a little. And bigger ships would still gain more than smaller from the perc.
