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tocqueville8

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    [VIBES]

Everything posted by tocqueville8

  1. tocqueville8

    Iwami in shop

    Since when is 35s for 180°, stock, considered "slow"? She appears to have the same dispersion at range as the Izumo, and slightly better sigma. Since when is the Izumo a poor sniper? Be honest: you like her and you don't want anyone else to have her!
  2. tocqueville8

    The best Brawl matchup I have ever seen.

    I happened to play radar Mino vs Kléber once: I entered the cap from an unexpected direction, surprising him completely, and slapped his broadside several times. But he was still able to angle in time, shrug off the rest of my AP, charge me and torp me. I outplayed him (I would say), yet he still survived on 1k or so. Granted, maybe I shouldn't have gone nose-in in a narrow pass, but there wasn't a real alternative, if I were to try that ambush: if I had gone in a more roundabout way, he would've gotten even more points before we met, and then he could've just run away and reset me.
  3. tocqueville8

    What Were Your Greatest Gaming Achievements Today ?

    This Ranked game was going well, so I decided to finish in style by charging the two low-hp DDs. Loyang hydroed me and I could only blind-fire them, but it worked: My healthbar at the end And a -3 once in port
  4. tocqueville8

    The best Brawl matchup I have ever seen.

    Marceau might beat them, but against anything that's not a DD (or a CV) they can pretty much just cap and pivot around an island until time runs out. And as yoloers, I think they're a bit too much, especially given that lots of the caps make it fairly easy to approach from stealth.
  5. tocqueville8

    The best Brawl matchup I have ever seen.

    Tbh I think the Kléber should be banned from this mode, or at least the caps should've been chosen differently.
  6. But why use a bot on a Tier 10 tech-tree ship? You've got nothing to grind for (alright, maybe some modules on a CV, but nothing on a Vermont), and you lose a lot of credits.
  7. tocqueville8

    Umm......what dafaq .....

    @Andrewbassg, small favor: could you please be more informative/descriptive with your titles? If you go like this, "Umm......what dafaq ....." "Erm......what?" "Yo... Wedgie....WHAT ze actual fluff...." "Ummm........wat?" "Hkhmm....Wedgie....." "Hoooly......" "That's a first." ...I just won't know from the title whether I'm interested or not, so I'll have to check each time (a bit clickbait-y) or ignore them all (like they're spam).
  8. tocqueville8

    What Were Your Greatest Gaming Achievements Today ?

    Early flanking, spotted a misplaced CV for the team to nuke...but she still needed a little nudge
  9. How does this guy/bot average 43k in the Asashio, but 3k in the Vermont? 2k in the Hakuryu over 1100 games?!? 42k in the Colorado is...bad, but reasonable. 21k in the Chikuma is decent. But 5k in the Petro!?? I mean...I don't understand. Why would you program a bot to play a Tier 10 tech tree ship, anyway?
  10. tocqueville8

    T10 1vs1 Brawl Damage Record ? :D

    Highest so far. Open map, so I had to open-water a Schlieffen Of course, I didn't break a single one of his secondaries
  11. tocqueville8

    When do i know a ship as good AA?

    That's crucial. Short-range AA won't deter drops, as the planes take reduced damage when they're attacking. I mean...it's still helpful if the planes fly over your ship on their way to dropping the next guy, but normally it just won't do much. You shoot down planes as they maneuver to get a good first drop, or as they turn to make a second pass (sometimes). As such, the heavy lifting is done by the mid-range AA, which is typically a lot stronger than the long-range one. Good values, at high tiers, are about 150 dps (far) + 300 (mid) and really anything at close range. And maybe 8 flak bursts or more. For instance: Shikishima has 234 - 437 - 101, 10 flak: that's good Worcester has 136 - 434 - 143, 6 flak: that's...not as good, though it's often a lot better than that thanks to Def AA. Yamato has 147 - 0 - 388, 6 flak: that's pretty bad, as it's mostly short-range There's also the issue of the survivability of the AA mounts: BBs in particular are often shot at with HE, which can destroy a lot of AA at once. A Thunderer can strip you of most of your light mounts (short and mid-range) in a couple of salvoes, unfortunately.
  12. tocqueville8

    What Were Your Greatest Gaming Achievements Today ?

    No bots were harmed in the making of this screenshot After three miserable losses (including a heartbreak on points), finally a "gg" in this thing, and 3rd highest dmg on the server! Wary of trying to repeat it, I free-xped to the Trento, notoriously a better boat, and pulled a nice Kraken
  13. It's basically impossible to activate in the early game, but later on, say when you're 6v6 or so, it's quite common, especially if you kite and/or play on the weak flank. It's a skill for close matches, a bit like Superintendent
  14. Dazzle is reasonable. I've just got the Kidd and I'm trying it on one of the captains. If I were you though, I'd drop Liquidator from the Benson, and take Survivability Expert eventually, with the 2 remaining points.
  15. tocqueville8

    Super Container Loot Thread [ topics merged ]

    Let the air with joy be laden! (Veteran Recruiting Station container, 3000 CT)
  16. tocqueville8

    Why keeping ships?

    From mid-tiers up, each ship you play once (even just in Co-Op) during the Anniversary Event (mid-September) gives you some resources: some coal, some steel, one-use camos, special flags... Last year there were some tokens for containers (I think...?) or Tier 7 permacamos. It varies from year to year, and the economy rework will change things once more, I assume, but that's one reason. EDIT: Christmas & New Year's have similar rewards. The juiciest stuff comes from the Tier 10 ships (Supercontainers for the Anniversary and then Santa Crates), but you get something for Tier 5-6 and up, typically.
  17. tocqueville8

    North Carolina 3rd Equipment Slot Headaches

    I'll be honest: I'm not going to sift through all that. Do we have a clear information, such as the percentage of dispersion reduction as a function of the normalized range? Is it that 16% number I read at some point (the same as the range increase?).
  18. tocqueville8

    North Carolina 3rd Equipment Slot Headaches

    I've heard about it but by how much? The turret traverse is easily measurable...
  19. tocqueville8

    North Carolina 3rd Equipment Slot Headaches

    The only USN BB where I took Artillery Plotting Room is the West Virginia 1941, and only because the base range is a sorry 16 km. Now I'm curious...
  20. tocqueville8

    Radar/hydro ideas

    With respect, if I use radar in this game, most of the times I already know the bearing and range of the DD. Sometimes, I can also guess what he's doing. Radar is not, typically, a prophylactic measure to detect DDs: it's a targeting system for situations when you know where the DD is, but you need to actually see him in order to shoot it and sink/cripple/reset it. This is linked to the lock-on game mechanic: even if you know what your opponent is doing, shooting at him when you don't see him will give you noticeably worse dispersion, and the aiming point is going to misbehave (for instance, it's hard to blind-fire over an island...) In short, what you're describing is something decent players already have, thank to Situational Awareness (which used to be a cpt skill, but is now default) telling you when you're spotted, Radio Location (if you take it) giving you the bearing, as well as observation and deduction (presence of smoke, incoming torpedoes, a cap being flipped, etc.). I can often direct the friendly DD, or CV, to the map square where the enemy DD is, without radar. If radar were just what you propose, it would be largely, though not entirely, superfluous, while being in no real way a counter to smokescreens.
  21. tocqueville8

    North Carolina 3rd Equipment Slot Headaches

    Turret traverse is effectively both a damage buff: it will allow you to snapshot some targets when they're full broadside instead of a couple of seconds later, when they might've angled; it will also allow to shoot, regardless of the angle, before they disappear a survivability buff, as you can maneuver more harshly to angle/dodge, and still keep your guns on target.
  22. tocqueville8

    North Carolina 3rd Equipment Slot Headaches

    Unless you actually build for secondaries, captain skills and all, which would be an...interesting...choice for USN tech tree BBs, the benefits they provide are marginal. Go for turret traverse. You never have "too good" turret traverse.
  23. Go for ships first: Vampire is all-around strong, Druid and Colbert can be a ton of fun, etc. Once you have some more, maybe you can sacrifice 1 ship for 3 of the most interesting modules, let's say Yamato (accuracy), Des Moines (maneuverability) and Kléber (different playstyle: weaker, but unique).
  24. tocqueville8

    Submarines impact on your number of games

    Let's be honest: I play Ranked long enough to get all the steel & dubs, then switch to Randoms, subs or no subs. I do wish they went away, though.
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