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Everything posted by howardxu_23
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Weekends are getting too painful these days...
howardxu_23 replied to Sark74's topic in General Discussion
For me it's broadsides everywhere, but RHGeaus shitting on me and refusing to let me punish them by giving me nothing but overpens -
(speculation) what will ruski battleships be like?
howardxu_23 replied to thiextar's topic in General Discussion
Problem is that nagato and prinz eugun will be immune to it, so buff damage more -
Sticky keyboards?
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What better way to go out other then yelling RAMMING SPEED/BAMZAAAAAAAAI
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Don’t forget everyone in real life would have BB grade dispersion, and ramming is deemed to be uncivilised. Here? Ramming is a good tactic.
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Does not work with us cls going around these days, but yes I’ve just moved to Nagato. Either that I I keep getting people who knows how to evade unlike you who gets peeps who sail broadside in a straight line for very long times. im also 100% certain that most ships actually takes far more punishment in RL then in here, and pounding a bb to death with dd he is certainly impossible. the most realistic one I can say is throwing the wheel about to throw off aim for both guns and torps does work in both worlds. nowaki did this vs the Iowa, and although Iowa straddled her serveral times, she managed to get away, the most important bit.
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"If the highest aim of a captain was to preserve his ship, then he'd remain in port forever." -Thomas Aquinas on the battleship meta i can literally hear Yamato from kancolle crying.(hotel Yamato, get it?) also loled at the part where crossing the t is useless here, since that is exactly what I tried to do in the Kawachi XD. but I have to strongly disagree on #10, it just means more overpen induced rage for me. #8 is redundant since I have played multiplayer building games, I have to deal with far worse paint jobs. At least the skins here can be considered as “art”. Also if you can’t trade broadsides with each other effectively then it’s aready not realistic. had to minis one the comic cause no poi spam, but a very bad poi-n
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(speculation) what will ruski battleships be like?
howardxu_23 replied to thiextar's topic in General Discussion
Oddly enough, I heard they do have plans for a cv-bb hybrid, supposedly larger the the kurry. and because WG it will be designated as a cruiser(seriously just make a BC class) for the lols+ Stalinium AP divebombers that will permafuck everything+MIGs to pwn all them planes, and then if any gets through aa will spam vodka bottles at 6000rpm at them till the fighters get drunk and fall out of the sky that said, even Stalin thought that it was too excessive, so it was cancelled. to op tho: I say RU bbs, if WG is not drunk on vodka, will probably consist of plenty of ww1 pre-dreads with gangut’s dcp, maybe some converted foreign ships like Arkhangel'sk, with railguns similar to RU cruisers that W have currently+ maybe a higher focus on armor in terms of thickness rather then schemes like KM but in general I say they can only really fill RU bb slots up to t6, maybe t7 if they are really pushing it with whatever plans in real life,to fill the rest they would need a lot of vodka, since Soviets did not really build much in the way of bbs since their armor making was crap or something. eg. Sovetsky Soyuz class bbs according to wiki, has 420mm at the thickest area of the main belt, but uses 3x3 406mm, presumably without the super heavy shell, while still being longer then Yamato, so certainly undergunned, while only being a knot faster. TLDR: railguns for the main guns, reletively slow in general, thicker amor belts in general compared to other nations of the same tier, probably a choice between regular dcp or Gangut’s dcp sounds like the most viable option if WG is not drunk on vodka. tier 1-5 will prob consist of nothing but pre-dreads, Gangut being t6 with proper railguns, not really sure where to put the rest. -
Experience of nagato so far+ asking for tips on improving nagato play?
howardxu_23 replied to howardxu_23's topic in Battleships
K thanks. I suppose I go and ditch secondary battery mod that I’m currently using for aiming mod. -
Stalingrad: the HE needs to go.
howardxu_23 replied to __Helmut_Kohl__'s topic in General Discussion
Good example: HE spammer conquer vs Yamato -
Montana can be a pretty close contender, since the design was 100% finalised along with plans for a 3rd lock at Panama Canal, so if they wanted to, they could have built it, but since cvs rendered bbs ineffective, it was cancelled for more Iowa bbs and essex cvs.
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I did play a bit of cv, and I have to say that losing the vesitlity of the manual drop for t4-5, but t5s more specifically has discouraged me from continuing the cv further and reduced them to grinding only in co-op for now. I find it annoying t5s can still end up with a t6 in a 2v2 senorio, with them able to strafe me while I cannot do anything back apart from zig zagging, but even that is hard with the UI occasionally dropping commands one of my biggest preeve with cv controls, So much that sometimes when I think I have sent commands to launch bombers(clicked my mouse on a empty space and all)and they did not actually launch since the command is “dropped”, and autodrop UI being iffy on tracking a ship past a island, plus the command dropping bug derping it as well. Also, AA and fighter dogfights are literal RNG with a certain amount of bias on how much you lose/who wins, example: found a unupgraded zuiho fighter squad dogfighting a floatplane (no ships of noteworthy aa nearby, unless a allied t4 Cursier is counted)so I engaged it, but lost pretty much all of my fighters in doing so just to destroy the said fighters, same goes with tail gunners on strike planes. Other times I can be outnumbered and still win. for AA, Sometimes I can alpha a Texas(BB with decent aa) without losing much in the way of planes, other times have a squad blown up just for clipping the edge of a cruiser with DFAA active, while another squad that is following behind by a km or 2 only loses 1.
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As far as I’m concerned, Yamato is still somewhat able to hit the citadel from the front of other 32mm bow bbs, I think it’s citadel shape is supposed to prevent that from happening to itself as long it points its bow directly at another Yamato.
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Thanks mate :D. note: stilll works apparently at the time of writing.
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Funny and sad game situations shown with map screenshots.
howardxu_23 replied to albinbino's topic in General Discussion
i have not experienced this level of potatoness in my past games. and this is in operations, very simple, you bust in, shoot all the things, then bust out. and somehow they can screw this up Graf spree later abandoned us to chase a cv, and in the end everyone died except for me and the pespi. still managed to win by using pespi’s speed and my durability to stall the enemy’s as long as I can. -
I say it is probably because WG did not take steel quality into account, and treats them if all of them are the same type of steel. Therefore it can cause problems as a result.
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I find the best way to manage HE spam in my experience is oddly enough show as much of your side as possible to the guy who is shooting he, and try to get the shots to hit the armor belt, where it should shatter and do nothing. The bad news is that it also means more superstructure to shoot at as well :P, plus if the other guy had any sense he would swap to ap and delete/ deal a lot of damage, and only works in ships that has a very large area covered by thick armor, so something like a Pensacola where the upper area can still be easily penned by HE it won’t do much, but in a fuso where it uses a form of incremental armor scheme(aka more thicker armor covering the sides) it sort of works if they don’t shoot it’s enormous superstructure. also I’m gonna do some testing to see if CLs can still do well if they spam nothing but ap at things once I get them.
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I checked, IFHE affects all HE shells regardless of size, so increases all pen capability by 30%, from a peashooter 100mm to the largest 460mm. You may be looking at Advanced firing training, which only affects dd guns/all secondary battery/aa guns.
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Helpful hint for those short on ingame credits
howardxu_23 replied to pzkpfwv1d's topic in General Discussion
Wait, wut, i did not know this. Also where the hell is inventory button if I may ask? -
I think one of the problems is the IFHE skill itself, which basically turns every HE shell into some form of APHE, allowing the USN CL to do insane amount of dpm as in being able to pen all bb’s bow and stern armor, and without it, they are basically near useless apart from shooting superstructure and setting fires, which would have been realistic imo. On the other hand, most CLs have ap that is only really useful at point blank ranges, some CAs have serviceable AP, but in general spamming HE +IFHE is deals far more reliable damage against all ships.
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Secondaries - I will just leave this standing
howardxu_23 replied to Ukio's topic in General Discussion
The Montana? -
Very good read, although I would like to say that Yamato is pretty much the only t10 bb left that has a easy to hit citadel if you manage to penetrate the armor, including the weakness under its cheek. Also, I would like to dispute on the part on the Kurry, it uses a incremental armor scheme which means while that more of the ships is protected from gunfire, but at the cost of raw armor thickness of the all or nothing system, thus while you cannot lolpen it or citadel it suffers worse from being perforated by focus fire, which is not exactly uncommon at sub 10km if it shows any amount of side, since more ap shells can pen, arm and detonate inside. It also actually has the thinnest belt armor in fact of all t10, at 380mm along the sides, but in return 50mm on the bow and stern. The main problem i find with the kurry’s design is that only the kurry can actually brawl exceedingly well, Montana on its current state can somewhat do it, conquer has no secondarys and you’re better off spamming HE at it from long range, French bbs can use speed and Fast reload and Yamato is going banzai mode if she is entering brawling range, so it’s more of the lack of motivation to actually brawl with the kurry, since trying to do so with it is a death sentence for most bbs in most situations. A balanced Map design as always been a problem since the dawn of time, Since it is hard to not design maps that can effectively render certain ships useless/ineffective, e.g. a map which encourages close range battles as in large amounts of high islands, it will literally be a kurry’s, dds and more aggressive/high dpm cruisers’ wet dream and at the same time Yamato and RU crusiers’ worst nightmare improvements in survivability is always good in my opinion, but doing it to just one class is not gonna make it balanced, As I have found in cruisers while viewing the armour viewer, I noticed that pretty much all of them have a above waterline citadel, making them far easier to delete,even from the bow, but notable ones like Worcester and Des Moines can generate absurd amount of dpm in a glass cannon esq way, and relies on speed and mavuablity as defence In theory. In practice though, the slow shell speed makes it ineffective Against their intended counters aka other cruisers and dds, but the shell arcs means that farming damage on bbs with HE shells from the safely of islands is very easy. One suggestion i can make is to drop all above waterline citadel hitboxes to the waterline/ slightly above it, thus boosting survivability of all ships, encouraging aggressive plays more often + more open maps so less camping spots as for the HE spam, WG’s idea that HE should be a reliable damage method is,pretty flawed, as in real life, you only shoot HE at shore installations, AP shell at anything that floats in general, only justication of using HE shells is early RN dreadnoughts, since they do have specially designed HE shells to basically do what HE shells do here, pound the opposition to dust by sheer volume of fire, while here a DDs can effectively pound a freaking Yamato to death using nothing but its guns. Sadly however I cannot think up a viable solution to shift the power Form HE spam back to thinking about where to hit with AP while still having a semi-reliable but trickle damage source to fall back apart from making ap hit even harder/nerfing HE pen damage( as in reducing the 33% listed HE shell dmg for pen to something like 20%) for ALL ships.
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A solid wall of shells flying at a target, that is gonna be the true art of dakka. some stats I have thought up of: Reduces secondary battery reload by 50%, and increases max range by 30% and reduces dispersion by 30%(or increases dispersion by 2% if too op) active for 30s, cool down is around a min or something. i say make it a option between hydro and that, or completely separate consumable that is available at sub t5
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Ten-go operation from US perspective maybe?(a lot of carriers on one side, Yamato, some dds, and a Mogami on the other) for midway while we have kaga, we don’t have akagi, gonna be a minor issue :P.
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Virtual reality and improving hologram tech can make that a non issue, just need someone to make models for giggles: https://goo.gl/images/Z3nqQp
