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howardxu_23

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Everything posted by howardxu_23

  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. Now there is bot carriers, can u change the izumo at the end of the op back to a cv (putting a ranger sounds good) like the original? Also change the spawn pattern from random to something more predictable, from left flank to right flank or right to left flank. It will allow slower ships to adapt more easily and less thinking needed for the brain dead team.
  11. howardxu_23

    Anime

    It is excellent imo despite using a very saturated genre. That is a achievement in itself. It does not devolve into mindless haram, solid storytelling plus funny moments put in the correct place. And the protagonist has excellent character development thought the series. I can sense bloodshed upon us.
  12. howardxu_23

    Defence of naval station Newport changes suggestions

    Keep in mind that u can bring BBs to this op, and they respond slowly to changes, in terms of getting into position to blast them and bringing guns to bear. Worse case scenario is that u only have New Mexicos for your BBs. At the very least limit it to just 2 patterns for the spawning: left-mid-right and right-mid-left. in that case the BBs more or less needed to travel in a mostly straight line, with Minimal time wasted in turning around and getting guns to point in the right direction. Currently if a mid-left-right(and vice versa) pattern shows up, the BBs would need to first travel to the mid flank, and depending how they position themselves, would need to spend time turning the ship and turrets around, then spend even more time turning the ship around and the guns around after the second wave, not to mention the travel time to get to the third flank where the third wave spawns, and the third wave is full of fast and agile ships, increasing the chances of getting overrun. so in a way, adapting to change is harder and makes victory far less likely. As for not bringing in BBs, then u lack raw alpha and holding power, since most t6 cruisers are still made from citadels
  13. howardxu_23

    Defence of naval station Newport changes suggestions

    Then There is the problem of random nature of enemy spawns. i have cases where they spawn on the left flank, then they spawn on the right flank instead of the middle, making it take forever to get to the other side. In fact the best games I have is when they spawn in a more predictable manner, from left-middle-right or right-middle- left. I can simply sail from one flank to other without having to spend a large amount of time trying to turn around and getting my guns to bear, before retreating to base afterwards.
  14. well it has a 25mm cit deck, when it originally had a 50mm with the lowered cit. suggestion: increase cit deck thickness @MrConway can you take it up to the devs
  15. howardxu_23

    Defence of naval station Newport changes suggestions

    @MrConway would you mind taking this up to the devs?
  16. howardxu_23

    Anime

    Slow Start Hana Ichinose, a 17-year-old high school student who is not only introverted, but also insecure and timid, has just moved and will be attending a new school. To make her situation more difficult, Hana is a "slow start," which means that she missed a year and worries about attending a class where everyone is younger than her. During her introduction, the teacher reveals it is Hana's birthday, which gives her the jumping-off point to meet three of her classmates: Tamate Momochi, a charismatic and extroverted girl; Kanmuri Sengoku, who is shy and small; and the popular and pretty Eiko Tokura. Not wanting to lose the chance to make new friends, Hana's interactions with these three mark the beginning of some beautiful relationships that will change her life. A slice of life cute girls doing cute things anime. Tensei shitara Slime Datta Ken Thirty-seven-year-old Satoru Mikami is a typical corporate worker, who is perfectly content with his monotonous lifestyle in Tokyo, other than failing to nail down a girlfriend even once throughout his life. In the midst of a casual encounter with his colleague, he falls victim to a random assailant on the streets and is stabbed. However, while succumbing to his injuries, a peculiar voice echoes in his mind, and recites a bunch of commands which the dying man cannot make sense of. When Satoru regains consciousness, he discovers that he has reincarnated as a goop of slime in an unfamiliar realm. In doing so, he acquires newfound skills—notably, the power to devour anything and mimic its appearance and abilities. He then stumbles upon the sealed Catastrophe-level monster "Storm Dragon" Verudora who had been sealed away for the past 300 years for devastating a town to ashes. Sympathetic to his predicament, Satoru befriends him, promising to assist in destroying the seal. In return, Verudora bestows upon him the name Rimuru Tempest to grant him divine protection. Now, liberated from the mundanities of his past life, Rimuru embarks on a fresh journey with a distinct goal in mind. As he grows accustomed to his new physique, his gooey antics ripple throughout the world, gradually altering his fate
  17. howardxu_23

    has anyone been getting rentals premium boats lately?

    Paying WG means I support their questionable business practices, that’s what I think at least. They again it’s your money, so I should not tell you what to spend it on anyway.(don’t spend it on drugs tho)
  18. howardxu_23

    Best range to position Yamato at?

    Well as far as I’m concerned, if you play a stationary bowtanking Yamato these days your’re gonna get torped and burned to death before you can say “Nippon steel folded over one million times” so my play style of Yamato is more of a mobile aggressive style similar to how I play my Amagi, basically as close as possible without over extending, say if there is no DDs confirmed on your flank, 16km ish from the nearest heavy gunned BB, and using all 9 guns as much as possible. If there is DD then be a giant torpedo bait, you be surprised at how well she can dance. Also if us see any kind of french or RN BB(or Amagi for the matter) they are basically a easy 20k or more if u can cit them. here is a tip as well: since most people know about the cheek weak spot on her, it is possible to bait a volley and have it do nothing, by turning out just enough so that the cheek looks pennable( if u can fire 3rd turret then it’s pennable, buts I suggest u turn enough so the reds can see the 3rd turret) then turn back in immediately to bow in once u see them fire. do keep in mind that if you get too close, her dispersion starts to get worse vs others. It starts to happen around 9-11km. one last thing, just having a Yamato existing at close proximity is enough to scare most BBs off, due to its legendary status.
  19. howardxu_23

    Tier 9 sucks ?

    all they need to improve izumo is flip the 3rd turret so its neslon style. That's literally it. otherwise: I agree pretty much. FDG is basically a trainer for the currywurst, which is bigger and slower. Roon is more of a defensive kiting since all the turrets are at the rear, so better on a weaker flank at long range. Also you forgot iowa, average BB in all aspects except for AA, and Sovetsky Soyuz, which is basically Russian bias 1.0
  20. howardxu_23

    the "carry harder!" thread

    attempted Texas carry. Error 404: Freedom not found.
  21. howardxu_23

    has anyone been getting rentals premium boats lately?

    I’m on 2 ends about the Scharnhorst offer, on one end it is certainly fun, on the other end it still means I’m giving money to WG. also have 2 10 point German cpt, so aready have started KM BBs.
  22. howardxu_23

    has anyone been getting rentals premium boats lately?

    Well I have not yet to spend a single cent on this game as of yet, may be a factor
  23. howardxu_23

    Best range to position Yamato at?

    Underwater hits are a thing, so I think? that said it applies to all shells, and the diving shell is actually ineffective in real life I think.
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