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howardxu_23

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About howardxu_23

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    Speed is armor—Nastyninja
    Firepower is better armor—howardxu23

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  1. howardxu_23

    Damageable Radar idea

    I think that the concealment system is supposed to mimic curved horizon(but is that even possible?) would actually give an advantage to IJN BB cause pagoda superstructure
  2. howardxu_23

    Idea for reimplamantation of the IJN Kitakami

    That is at least a unique play style imo, a torp spamming cruiser rather then the nothing but HE dakka spam these days. And Kitakami is designed for that from the get go, unlike yoshino or Mogami/atago, where torps are more of a secondary. I’m using her torps as a example since you are not gonna hit anything with them but still useful as a area denial role. If it truly becomes a problem then lower/remove the cit. Eff it. Give her 65-70 knot 16km modified type 93 mod 2 torps(ones on the Kagero) but with greater spotting distance.
  3. howardxu_23

    Idea for reimplamantation of the IJN Kitakami

    kitami uses a quad, not quintuple. If absolutely needed give longer range torps(reason I mentioned 15km, standard ones of course) for area denial role. I still also have seen atagos and Mogamis (arguably some of the most powercerpt ships) do decently as well. In the yoshino the torps are more of a idiot filter/ area denial tool. We can make kitami perform a similar role, but with nothing but torps. Also the sheer volume will mean that getting a hit is more probable then u think( 20 torps per side) Assuming that if u have clones, then maybe. Else it’s still probably workable.
  4. howardxu_23

    Idea for reimplamantation of the IJN Kitakami

    What’s her best possible concealment? Then give her a torp range around 2-3km longer is what I’m saying(assumed that her best concealment is around 12km) also make the torps slow and visible, so she needs to mainly rely on sheer volume to get hits. Then why the hell tog 2 exists in wot, also a multiplayer game? Also if I play seriously all the time I get burned out. You eventually have to do something dumb cause “why not” is my opinion, and then try to make the dumb thing work so jingle’s quote of “if it looks stupid but if works, then it’s not stupid” is true. I did a triple Yamato div with my buds some time ago and it was hilarious to see every BB simply turn tail and run, while raping french and RNs.
  5. howardxu_23

    Idea for reimplamantation of the IJN Kitakami

    Maybe putting her at t7 instead of t8 with torps that are longer range then the original(15km sounds good), but slower and can be seen further from a mile away but hits hard if they hit by using sheer volume rather then precision and torp stealth. Same reason as the tog 2 in wot. 20 torps per side, with the maximum potential for 40 torps to create the greatest wall of skill ever seen. In other words MEMES.
  6. The new Uber Alaska just looks wrong, I think it’s mainly the superstructure imo
  7. howardxu_23

    Some interesting info around the world

    Soviet battleship Poltava, tier VIII This ship is an imagined improvement of the project 64 battleships, designed for the closed waters of the Black and Baltic seas. In reality, work on the initial project was scrapped. The main drawback of the project was the excessive displacement, almost reaching that of the bigger and more well-armed battleships of the project "A". We tried to lower the displacement, whilst keeping the armament and speed when designing Poltava. The main traits of the ship in game are good armor and low surface detectability, but the range of main caliber guns is quite short. Hit points – 59100. Plating - 32 mm. Main battery - 3x3 356 mm. Firing range - 16.2 km. Maximum HE shell damage – 5300. Chance to cause fire – 41%. HE initial velocity - 895 m/s. Maximum AP shell damage - 11250. AP initial velocity - 895 m/s. Reload time - 30.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 226 м. Sigma – 1.70. Secondary Armament: 8x2 130.0 mm, range - 5.0 km. Maximum HE shell damage – 1900. Chance to cause fire – 8%. HE initial velocity - 900 m/s AA defense: 6x1 12.7 mm, 8x2 130.0 mm, 8x4 37.0 mm. Maximum speed - 29.0 kt. Turning circle radius - 1000 m. Rudder shift time – 14.8 s. Surface detectability – 13.9 km. Air detectability – 12.0 km. Detectability after firing main guns in smoke – 12.1 km. Available consumables: 1 slot - Damage Control Party (Duration time 10 s; Reload time 60 (40) s; Charges 2 (3)) 2 slot - Repair Party (Charges 2 (3)) 3 slot - Fighter. All stats are listed without crew and upgrade modifiers. The stats are subject to change during testing. American cruiser Puerto Rico, tier X One of the most well armored cruisers in game, Puerto Rico (CA-2D project) is one of the concepts of the Alaska cruiser. The increased number of guns is compensated for by a longer reload and decreased accuracy compared to that of Alaska. Hit points – 71650. Plating - 27 mm. Main battery - 4x3 305 mm. Firing range - 18.8 km. Maximum HE shell damage – 4300. Chance to cause fire – 27%. HE initial velocity - 808 m/s. Maximum AP shell damage - 8900. AP initial velocity - 762 m/s. Reload time - 22.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 206m. Sigma – 1.90. Secondary Armament: 8x2 127.0 mm, range - 6.0 km. Maximum HE shell damage – 1800. Chance to cause fire – 9%. HE initial velocity - 808 m/s AA defense: 26x1 20.0 mm, 8x2 127.0 mm, 16x4 40.0 mm. Maximum speed - 33.5 kt. Turning circle radius - 910 m. Rudder shift time – 15.9 s. Surface detectability – 17.6 km. Air detectability – 11.86 km. Detectability after firing main guns in smoke – 14.27 km. Available consumables: 1 slot - Damage Control Party 2 slot - Hydroacoustic Search/Defensive AA fire 3 slot - Fighter/Spotting Aircraft/Surveillance Radar 4 slot - Repair Party All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary.
  8. howardxu_23

    Submarines: the next step.

    I would certainly be interested in playing kitatami if they did do wows classic in closed stages, where there is just 2 nations, IJN and USN.
  9. howardxu_23

    How players think about Ocean map !!

    Wait, sun used to be OP before? Does anyone have pics of it? That being said, the only issue I find with ocean is that I feel that it is not big enough for some reason—a bb can cover 2 and some of the third by being at A/C caps(Yamato can do all 3 obviously) and if RNG screws you/ not paying full attention you can take large amounts of damage from the BB on the other side, which can be frustrating in some cases. Also caps in ocean is... weird in the first place as well, imo also like some have said here, USN cruisers are severely gimped in effectiveness due to WG designing then to be purely island huggers, while most other cruisers have some effectiveness in terms of speed, range and agility. Also cruisers are literally cannon fodder in here, peeps are far more willing to take shots at a cruiser that is further away then a BB that is closer, with the lack of island cover this is more prevalent.(reminded me of a battle with my bro in his balti, and getting ocean of all things. At one point he was being shot at by 6 reds while my Amagi was not even being targeted despite me being 5km closer. eventually died with 2 mill potential)
  10. howardxu_23

    GAME MAPS AND MODES

    Further feedback on raptor rescue: this op is plagued by bugs such as cv plowing itself into islands and getting stuck, and losing, the cv going at full steam ahead without concern for its safety, and the fact that it still seems to use the old burn and flood times as well
  11. howardxu_23

    Recommend me a Battleship line

    While muzzle velocity is slower then the new york, with Fuso there won’t be a difference since they use the same shells, but Nagato to izumo the speed increased slightly, before dropping slightly at Yamato
  12. howardxu_23

    Kreml, and world of Balans

    Shoot a cleavland precisely in the middle between the 2 funnels, then adjust your aim to underneath one of the funnels. The first case should cause nothing but overspend/pens if done, the 2nd case will result in a cit. same with BBs basically: the green area is where there will be a ‘gap’ where there is no citadel hit box, usually found between the first funnel and the last forward turret. Even on Yamato, and yes I have learnt it the hard way during PTS. so we now take a look at kerml: Green area is the throical area of the “gap”, red area is “BaLaNcEd CoMrAde” zone
  13. howardxu_23

    Kreml, and world of Balans

    Well I’m gonna suggest on how to nerf kerml so here: 60mm armour on it is nerfed to 50mm(can even go down to 40mm so a regular 203mm IFHE CA now has 2 pennable targets) so no need for IFHE Hindys and 310mm supercrusiers. Adjust the cit hit box so it is more uniform(do keep in mind that the citadel shown in armour viewer may not be representative of the actual citadel hit box for max damage, usually found under the turrets or under the funnels) nerf of lower tier soviet BBs Nerf the dispersion formula for all RU BBs in the long range department, and if needed, nerf sigma as well. Possibly even change the GULAG zone from 12km to 10-11km. the sinop’s upper belt armour is decreased to 50mm, with a possible redesign of the superstructure so its larger. No idea if nerfing AA of all soviet BBs is a good idea though, but we can reduce hp of said AA mounts.
  14. howardxu_23

    Kreml, and world of Balans

    well I got some pics to compare the cit sizes of kerml (Left turret armor on since cit hitbox is usually under it) yamato: montana(do note that monty has a 16mm midsection on the cit) kerml: it appears that kerml cit size is between those of a monty and the yamato, and yamato's is defiantly over-sized
  15. Then scrap the entire IFHE change, but let the massively reduced fire chance/no fire chance if you take IFHE skill, and change pen rule so it’s the calculated value and below instead of the current below calculated value. Then we will see from there.
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