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Everything posted by Uglesett
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How much variation do you actually lose? Right now, for other ships, the only variation added by having CVs in the game lies in whether or not they build for AA. The biggest difference if carriers weren't around at all would be that a lot of ships wouldn't gimp themselves against surface ships by taking AA builds.
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Can i do a return on my purchase of the musashi?
Uglesett replied to mannen33's topic in General Discussion
She's not the USS Musashi, you know... Given her maneuverability, 20% better torpedo spotting isn't really going to do much for you except to give you a bit more time to realize you're ed. Maybe if you combine it with Vigilance and rudder shift you can dodge the occasional extra torpedo, but overall I don't think it's worth it over the tankiness you sacrifice against threats that you're arguably going to face more of (e.g. HE spam). Besides, her torpedo belt is stupidly effective. I just go with Main battery armaments 1, Damage con 1, Aiming systems mod 1, Damage con 2, Concealment system mod 1 and main battery mod 3. Captain is my Izumo captain, Priority target, Expert marksman, Basics of survivability, Superintendent, Fire prevention and Concealment expert. I'll probably go with adrenaline rush with the last two points. That said, if we get a free respec with 0.8.0 I might consider ditching concealment expert since it's not quite as powerful for BBs as it used to be (and you're probably going to be permaspotted by aircraft anyway). Not quite sure what to pick instead, though. -
TBH, I do think the game would have been better and more easily balanced if CVs hadn't been included in the first place. But removing them entirely at this stage is just going to piss off a lot of people. Although, it might piss off fewer people than the rework is going to do
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Poll: Will you keep playing the game after v.8.0 goes live?
Uglesett replied to Jean_Bart's topic in General Discussion
Dunno. I'm going to give the CVs a try. I'm going to see how it feels to play against them. But if the game just stops being fun, I'll quit. No point sticking with a game I don't enjoy playing. -
I was talking about the rework version only.
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So, how would you solve it when the target is accelerating? Or suddenly stops (against, say, an island) while shells are in the air? I think a lot of people would be cheesed off if their otherwise perfect firing solution on someone who was heading predictably into an island would be b0rked by the fact that they were traveling at full speed when the shells were fired. It's rare that there's "easily" anything with a complex software project.
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I've seen a fair few of his youtube vids where he goes back to the CV to dodge torp drops from the other CV. Granted, it's often towards the end of the game, when it's basically CV vs CV and everyone else is dead (which in itself illustrates that there's a serious issue with the rework).
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The USN, yes. They had the somewhat anemic 3.5" and 5" FFARs from 1943-ish, and the HVAR and Tiny Tim showing up during '44. HVAR is basically a standard shell for the 5"/38 stuck to a rocket motor. IJN: Not really. They had some guided missiles (basically glide bombs with a rocket motor and radio control), but AFAIK none of them saw actual combat service.
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Coop is nice for farming some of the missions that typically take a lot longer if you try to do them in randoms. Things like scoring a certain number of primary/secondary hits, getting torpedo hits etc. You can usually do them fairly quickly, and without wasting camos and signals. E.g. the mission to do 250k damage to enemy ships in the PEF took me three or four coop games, it probably would have taken me five-six random games, and those usually last longer as well. And regarding the aforementioned snowflakes, you can get an easy win even with a crap captain and no special consumables. So it's a good way of knocking snowflakes off ships that you've kept around but don't have good captains for.
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I had no problems getting it on the first try (yes, in coop)
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I really hope that's a typo and you meant the 8000 base exp mission
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After playing her a bit more, I find her to be surprisingly effective. She's actually the T6 BB that I have the highest average damage in. However, I suspect that's at least partially down to not having to grind through stock modules and having lots of people in brand new ships they're not familiar with to shoot at. Her general play style has a lot in common with the Hood. You need to keep moving, keep her armour angled and she often works best if you can user her mobility to flank and go for broadside shots. Fairly good cruiser killer, but against other BBs you often have to go for regular pens on the upper belt and superstructure rather than aiming for the citadel. And in common with Hood, I don't think her main problem is that she's genuinely bad, just that she's not terribly exciting. If she's going to get buffed, I think I'd start carefully with a shell drag reduction. I'm not sure she really needs major buffs.
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Depends on the ship. DDs can often just hang around in or near a cap (preferably with a convenient island nearby to dart behind if necessary). Often just knowing that a DD is around will make people cautious about trying to move in to cap. In BBs you can often cross back and forth in an area. Just keep zig-zagging to keep your ship angled, use wasd hax to avoid torps and manage your visibility so you can avoid showing broadside as much as possible while spotted and not behind islands.
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To be fair, you could also get this one from just having the opposing team completely collapse.
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Hopefully, the worst ships post 0.8.0 will be CVs. Probably, the worst ships will be anything not a CV.
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Right click -> "paste as plain text". Always do this on the forum.
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I can make the hull and armour work for me, keeping her afloat isn't that difficult. But the guns are awfully trollish.
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Oh for 's sake...
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Request to wargaming for cv rework captain respec.
Uglesett replied to thiextar's topic in General Discussion
At the very least, we should get free respecs every time they update either CV or AA stats. -
This game is missing a little somthing...
Uglesett replied to Talladega_Night's topic in General Discussion
+20% to maximum speed, but you can only turn to port. -
You may not be able to be everywhere at once, but it's looking like at least high tier carriers will basically be able to strip the opposing team of DDs before they have time to do much useful work. TBH, I wouldn't really listen to Jingles on this subject. He's just not the type of player to really break the game, he's the kind of guy who plays the game the way the devs want it to work. Farazelleth does a lot more messing around, tries a ton of different builds and sees how you can break the game. Not all of it is effective, but it's interesting to see the different possibilities. And then you have people like our own @El2aZeR who certainly knows how to bring the new CVs' innate OPness to the surface. I genuinely doubt that they can keep DDs playable in games with CVs. At least not without getting completely rid of the rocket planes.
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Except, of course, in the RTS version at least there's the chance your own CV can do something about it.
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[cv rework POLL] just disable AA temporarily ?
Uglesett replied to __Helmut_Kohl__'s topic in General Discussion
To be fair, I think they should remove module destruction altogether. It is such a random element anyway that it doesn't add anything to the game except frustration when it happens. You can't rely on it to gain an advantage over an opponent. And I mean, there's even a precedence for it. Rudder and engine can be temporarily knocked out, but never permanently destroyed. The game isn't particularly realistic anyway, so having the same be true for the other subsystems wouldn't really be an issue. Limited plane reserves are a balancing factor specifically against limited AA capability (or the other way around, depending on your point of view). The CV player would have to shepherd their planes and be more cautious of losses towards the end of the game, but at the same time they'd face less opposition as enemy vessels would have reduced AA capability. So the relative power level between a CV and their target would remain constant-ish throughout a match. With the reworked system, the CV becomes progressively more powerful as the match progresses, since they'll have the same attack strength against progressively less defended targets. Whereas for other vessels the relative strengths against eachother remains fairly constant throughout the match. And comparing it to the completely different attack modes of other ships doesn't really make that much sense. Aircraft are completely immune to the concerns that surface vessels have to take into account. You can defend yourself against surface attackers by taking advantage of terrain, by proper angling or by opening up the distance. Whereas with CVs... AA is pretty much all you have. You can't run, you can't hide and most of the time you can't really dodge either. Erm... what do you think the plane reserves of the RTS CVs actually represent? -
Which forum members have you seen in random battles?
Uglesett replied to Cobra6's topic in General Discussion
Bumped into two forum members tonight. First when I took my Kronshtadt out to finance the spread of global Communism, I had @Drachinifel on my team sailing the Yugumo. Unfortunately, we were on opposite sides of the map and I didn't really see what happened there. We lost eventually, but at least I died last and took home a decent amount of credits. In my next match I took the Alabama out for the glory of the free market, and bumped into @RAHJAILARI on the enemy team who was perhaps a bit more aggressive at the start than one should be in the Mogami. I tried to deliver a comprehensive paddling, but RNG trolled me and someone else got the honour. -
*cue "this is fine" dog meme* Before my time I'm afraid.
