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Sir_Sinksalot

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    [EZKIL]

Everything posted by Sir_Sinksalot

  1. Sir_Sinksalot

    Has mine laying ever been explored in this game?

    Agreed and I added that feature too so that ships can shoot them when they detect them. If a player chose to take torpedo detection instead of mine detection, they will have much less time to react and either shoot or avoid them but for a ship equipped with mine detection the so long as they are not asleep at the wheel they will most definitely have enough time to either avoid or shoot the mines. If implemented correctly, it wouldn't screw game balance especially if they can only be deployed in limited numbers same as torps and with either equal or less damage it really would depend on how it would unfold in a sandbox test but also if mines had a shelf life once deployed, cannot simply stay in the battle indefinitely, then there should be no problem at all I dare say. They only aspect of mines I would find a limiting factor is 1. Are they even viable with CV's spotting everything along with radar 2. Would they even be fun at all to specialize in? A player specializing in a mine build(only possible for a torpedo boat since one replaces the other as a choice) might go an entire battle with no successful strikes and would be reduced to the usually sad gun damage returns that come with most torpedo boats whereas for gunboats, cruisers and event the odd BB, the mines option to replace torpedo's may have some element of usefulness although the ability to shotgun another ship with torps in close quarters is just so delicious and a get out of jail for free card that I doubt many would take the mine choice over torps.
  2. Ok, it might be a noob choice for a BB since they get set on fire a lot and spring leaks with torp attacks but here's the thing, there's skills and signals to reduce those effects anyway but one factor remains annoying for me about playing a BB which is they're just so slow to accelerate and stop. So for me, I decided to go with a propulsion mod on my BB's a few weeks ago and haven't looked back since, it's just so useful to get about the map, catch up to fleets, enemy targets, get to a cap, reset a cap and to either accelerate or pull up the handbrake when faced with walls of inbound torpedoes(where the torp trajectory and notification makes this viable obviously) plus its handy for when getting caught out between islands to just scoot back or in behind cover. Does that extra acceleration and breaking ability translate into my BB's less damage than that which a Damage Control System would offer for putting out fires and stopping floods sooner? Possibly, I feel so tbh, plus it's allowing me to get more damage and wins by avoiding, catching, and all the other attributes that come with a ship that can get up to speed faster and stop faster. Here's the thing about the DCS. It translates into 15% faster fire fighting and flood stopping. That's nothing to be sniffed at but as mentioned, there are skills for a captain such as Basics of Survivability that already gives this 15% repair/fire extinguishing/flood recover boost, there's Fire Prevention for -10% for reducing the chances of catching fire which works in conjunction with the second slot DCS which offers a further -5% along with -3% to flooding. As mentioned, there's also signals which reduce your BB's burning and flood time by a whole 20% each which is very nice and finally, there are both skills and signals for heavily dealing with lost hp such as High Alert for -10% time on the DCP consumable, Jack of all trades for another -5% on consumable reload time and of course Superintendent if you would simply prefer another repair and DCP consumable making your BB a pretty formidable tank for damage abuse plus as mentioned those can also be boosted by signals such as India Delta which adds another 20% of hp to the DCP consumable plus November Foxtrot to get knock a further 5% off the reload time of those consumables. There's probably even other signals, camo's, skills and even a special Captain that would boost the above further so while I appreciate that the DCS offering 15% fire and flood recovery time would further bolster and work in conjunction with these skills, modules and signals, for me, the above measures are more than enough even though I don't always have captains with all those skills obviously, but just prefer the benefits of having a much more reactive BB when it comes to getting up to speed and stopping that the Propulsion Mod offers along with the battle flexibility this module ability offers. How about you guys? Does anyone else prefer to use "unorthodox" or "what a noob" modules and equipment on their ships? I doubt I'm the only one. I'm sure some just love their ship to turn faster or accelerate/stop faster or prefer exploiting their secondary guns so focus on a build to exploit that or have an absolute fortress of AA build lol?
  3. Sir_Sinksalot

    Has mine laying ever been explored in this game?

    Not really. I'm not sure with radar and the very fact that other DD's will most likely be going to these areas, CV's also spotting them, if what you're suggesting would be possible or even fun to try but if somehow it was, like I said, if deployed mines had an expiry date then it wouldn't be possible since apart from the risk of being spotted each time a DD tries to deploy them, the fact that mines would disappear after X amount of time means you simply cannot lock out sections of a map any more than suggesting torpedo boats can all line up and keep spamming torps into choke points it just doesn't happen in practice and for those that do, they generally get killed off quickly for trying so I don't think this would be much different.
  4. For you to outline the reason why an AA build is wrong is one thing but that's not what you did, which is what you should have done. Instead you took my reply to you in which I outlined that I don't have nor recommended an AA build and simply outlined what I do instead, which is share AA with a teammate/teammates to which you illogically responded "And none of that justifies investing in AA." which makes absolutely no sense at all since clearly I didn't justify it, you just decided that me outlining what I do instead of an AA build is in fact somehow endorsing or recommending an AA build which makes no sense at all.
  5. Ah but it is proven that while it doesn't slow a ship faster that once it is stopped, it "accelerates backwards" at a faster rate.
  6. Hence why I said I don't so what are you referring to when you say "And none of that justifies investing in AA"? I literally just said in what you are quoting me on that I don't invest in an AA build and outlined that instead I sponge AA cover from a teammate who has a ship with better AA and how it's more effective to share AA duties with teammates so what are you talking about?
  7. I never did but who knows, maybe some roll with it. Personally I prefer to sponge off a teammates AA capabilities if it's a ship well know for strong AA and just increase both our AA potential by sharing both ships AA and form a somewhat solid AA umbrella. More ships, more AA so it just seems to work out better to stick together in this game and not just for AA but just about most situations. Sticking together is nice for an unseen enemy torpedo build destroyer though lol.
  8. Possibly only accelerating and not "decelerating". I just assumed it just straight up gave a ship -50% less time to hit full power regardless of which way you spin those props. Ya I have Steering Gears on some BB's for that reason too. I guess it depends on rudder and turret traverse speed so each ship might benefit from one or the other. Personally I find that sluggish glacial acceleration on some to be more annoying but for sure it depends on the BB or any class really. Turning faster is definitely beneficial though for so many reason, dodging torps, getting your ship broadside on a target faster and also getting it bow on faster for an incoming volley to hopefully take a hell of a lot less damage from AP that might otherwise hit citadels. Which is why I moved away from the DC mod. Since I'm almost perma-on fire I just focused more on either getting cover with a faster accelerating ship, getting on broadside faster to simply remove that target asap and also focused more on HP recovery with the faster DCP, faster consumables, more consumables and of course, signals for boosting both the HP gains by 20% and reducing the recovery time of consumables so I can use them sooner which of course includes the DC consumable for just putting out the situations where there's multiple fires. I literally gave up on focusing on reducing fires and fighting fires since it just seems like in practice to be little moments between invariable set on fire again and as such, as total waste of time when HP recovery and consumable time reduction and buffing seems more beneficial overall to heavily offset damage and lost hp. BTW guys. Is this game like WoT whereby you can stop fires(and I'd also assume floods) by stopping your ship. In WoT, if your tank is on fire, you will burn for longer if you keep driving around and turning hard etc whereas if you just stop, your crew tackles the fires and puts them out much quicker. Is this the same in WoWS whereby stopping your setting your ship to stop and doing nothing makes your crew focus on stopping fires and floods much faster?
  9. Sir_Sinksalot

    No EU Captain For Sale?

    Hi guys, Have I missed something but I don't see a 10 skill point EU captain available and I was sure there would be either in as part of a bundle or in the armory or something and it's not been ideal playing this new T6 DD without the concealment skill tbh since it's got no smokes and not really lighting fast or powerful guns or gun range... or torp damage lol... so... it's interesting to play for sure but I need a skilled captain to trim that concealment down to more workable and forgiving levels and I can't see one for sale is this the case?
  10. Sir_Sinksalot

    Some codes

    Thanks, Problem solved
  11. Sir_Sinksalot

    Some codes

    My set is still incomplete by 3 because of duplicates so unfortunately I don't think simply completing the 23 personal missions.
  12. Sir_Sinksalot

    GERMAN CV LINE INCOMING!

    Good. Not all players cup of tea but I like them in most Ops and the odd Co-op so certainly would like another tier6 to my collection at least. There's also room for the odd premium from other nations as a stand alone CV from that nation. For example. The Italians had the Aquila and another carrier called the Sparviero was under construction but got sank https://en.wikipedia.org/wiki/Italian_aircraft_carrier_Aquila https://en.wikipedia.org/wiki/Italian_aircraft_carrier_Sparviero The French had the Bearn https://en.wikipedia.org/wiki/French_aircraft_carrier_Béarn At least these are not fantasy ships and actually existed either complete or heavily constructed. I'm sure there was other proposed carriers from countries that just didn't give them the green light for one reason or another.
  13. Sir_Sinksalot

    Some codes

    Most all of them worked for me and I think the code that didn't work was only because I had already used that from the event vid which featured it. Btw, is there going to be more of these containers to be had throughout April or is just the 23 or however many that "kill at least one ship per battle" mission drops? Along with these bonus codes? I still need another 3 to complete the entire set and right now, only the odd random collection thingy within a daily container seems to be the only way of completing the collection?
  14. Sir_Sinksalot

    No EU Captain For Sale?

    Ya that's surprising at least it is for me anyway. For sure I would have expected WG to potentially make a little cash by offering some, ahem, "European" captains(not EU my bad)) to run alongside the event. We had a Captain Cunningham with the latest British heavy cruiser event so I was sure there was going to be a 10 pointer somewhere to be had. As it stands, I'll reserve judgement of these new DD's until I have a captain with the Concealment Expert skill since my tier 5 Frisbee a tier6 FasterAss lean closer to the 7km detection but would be more closer to a 6km detection with CE which of course would give that much more freedom. For now, I would say I actually find them fun though I'm grinding away in Ops with the tier6 and this is the ship I will play most of the time from the bunch and in Ops. As you can see I've unlocked it's Swedish camo scheme which is nice, probably would have preferred more battleship grey instead of the green camo, it's not fighting on land in some forest obviously lol and I actually think the European camo scheme that can be applied to all ships is VERY nice indeed, makes any ship look great but it's a consumable sadly. When I got enough tokens for this tier 6, unfortunately I got the exact same looking Captain again so before I went grinding towards a 10 pointer, I firstly added a new captain and as you can see went with the catchiest name to suit and "Gunnar Larsson" seemed to fit the bill. Performance in Ops and Co-op? Well, like I said I'll try reserve judgement until the Captain has that CE skill which I believe will just give this ship a little more breathing space. As of now, it's also a learning curve on a personal level since it's a new style but I find it fun to play and want to play more of it for sure. Ok, you cannot shotgun a full hp BB like other DD's can but then again maybe that should be how it always should have been with a DD. Was never sure I agreed with that one shot ability on a full hp BB tbh. Was ok to shotgun a cruiser and another DD but I believe a DD player should need to work a few ranged torp efforts on a BB first before that "shotgun" to finish and not just ambush and one shot from full hp but that's another matter. Anyway, what this means is that this DD needs a considerate approach to an engagement and "Do the maths" to guesstimate if the hp of the ship you plan on attacking falls within your 6 torpedo damage range. Torps are fast, not amazingly quicker than other DD's torps but fast enough. I suppose we don't want the Shkval in this game either which would be really bad for gameplay if torps were stupidly fast and unavoidable either, that would be toxic even if they did less damage since you can have several of the same class of ship on each team, or tooning and just torp spam targets. In Ops it prints Torpedoman achievements which is nice and I've had some good fun battles with it. Damage has been humble but not too bad either and I think it will improve as captain skills improve along with myself improving as I adapt to the playstyle. That said, I tried the same with the Fubuki and was pretty easy to achieve a better result having both more torpedo's AND more damaging torpedoes. The Fubuki takes longer to reload though and in fairness to the European DD the Fubuki's captain is well trained so again let's see how things pan out later.
  15. Sir_Sinksalot

    Dasha captains: Will they ever be made available again?

    Ya but this is WG we're dealing with. In WoT there has also been "rare sale" or "exclusive" or "unlikely to be sold again" items such as the Defender and ok it's not every weekend for sale but it's not exactly "buy now or you'll forever regret the missed opportunity!!" territory either. For sure this gal is going to be rare for a while, then when situations change, she's available every other week. Was there a rude joke in there? Maybe.
  16. Sir_Sinksalot

    Free Compensation Containers

    Hi guys, Just thought I'd pop this here in General Discussion in case any of you missed this offering(Like me until just now) and miss out on a couple of free containers and such. The deadline is to claim them is Saturday. https://worldofwarships.eu/en/news/general-news/eu-compensation-march/
  17. Hi guys. As the title would suggest. I understand why there might be a cap on complaints but lets have no limit for compliments. Complimenting another player is acknowledgement for good play, it's a nice thing to do, good practice and best of all it's totally free. It does not influence anything like xp or credits but what it does do is make another player feel good about playing well and personally I always run out of them while also enjoy receiving them, especially if I felt I carried like a boss or put in a good personal account of myself and I'm sure others enjoy giving a compliment and receiving a compliment too. I'm delighted there's this option in WoWs, there isn't one in WoT though I have called for it. It's a very positive thing in a game where our competitive nature and differences in skill and experience can often naturally lead to high levels of salt and toxicity. If you feel there should be no limit on compliments, give this post a like and by all means leave a comment and add your 2 cents if you have a thought to add.
  18. Hi guys. I see damage dealing missions to be a somewhat repeating mission requirement "Deal X amount of damage" for directives and so I'm planning on purchasing a few higher tier ships to complete these damage dealing missions easier but before I waste credits I wanted to ask the title question before I purchase some higher tier ships and thus save myself wasting millions upon millions of credits on some classes that really suck out when it actually comes to damage dealing. Obviously parts of that answer boils down to a players experience, skill, efficiency with each ship and class, MM and other factors but still, if you gave random players different classes of ships I'm sure it would become apparent that no matter what the skill level or experience, one class is clearly better at dealing damage more than others. The skill and experience just determines exactly how much damage that will be, not the fact that one particular class is still clearly, on average, the best at dishing out the pain. Thanks.
  19. Hi guys. I see this ship fairly often in Ops, my most favorite game mode offering and I ask you to share with me your knowledge about this ship. At a glance it looks like some sort of heavy cruiser/ battleship hybrid but does it get the best of both or actually suffer from the worst of both classes?
  20. Sir_Sinksalot

    Why Does The IZMAIL Get Shafted?

    In regards to having aircraft that is. You can see it's clearly fitted with an aircraft launcher and recovery crane so I'm guessing that it actually did have this aircraft feature IRL and yet in the game it gets no aircraft which would actually be very nice to have for either fighter defense or gun range extension. Any reason for this unfair treatment lol? All my other T6 BB's have an aircraft consumable in one form or another so it just seems baffling and like it was almost forgotten about by the game devs, a possible mistake. Given the pro-Russian or "Russian bias" nature of WG's ships and tanks in their game series it seems particularly odd that this Russian ship gets lessor options than it's alternative nations offerings at this tier. The Fuso The Warspite The Dunkerque Those are the only other BB's I have and they all have aircraft.
  21. Sir_Sinksalot

    Graf Spee For OPs. A Sound Investment?

    Thanks guys. Seems like the Steffi Graf comes across as more of being a bad BB than it does being a really strong cruiser. Guess I'll give it a miss for now. Oh and so far as WG's plans for Ops being up in the air. For me it's really simple, if Ops goes, I go too.
  22. Sir_Sinksalot

    Why Does The IZMAIL Get Shafted?

    Lol. No tbh it's more about the aesthetics than anything else I just think it looks wrong to not have an aircraft on the catapult. Whatever about the fighters, don't care tbh but this comment might not please Izmail lovers but I'd happily take a hit to gun range in order to get a spotter aircraft consumable on there JUST so it has an aircraft on that catapult and looks good lol. The spotting aircraft could then effectively restore it's current gun range when activated.
  23. Sir_Sinksalot

    Why Does The IZMAIL Get Shafted?

    Sounds great and the line of ships most players would do well to research and add to their collection. The best all-rounder ships in the game?
  24. Sir_Sinksalot

    Why Does The IZMAIL Get Shafted?

    They're all very un-broken and non-OP when they are facing tier8 ships though lol. Anyway, I'd actually take a trim to armor and speed if that was the trade. The biggest kick in the balls to BB's is aircraft and I'd much rather a fighter consumable to keep those hornets off my back once a CV gets focused on me.
  25. Sir_Sinksalot

    Why Does The IZMAIL Get Shafted?

    So the German BB is the best ship for completing secondary gun hit mission at tier 6? Now you might just say do the other missions instead and ignore it and I have done that but at the same time, now that the third directive is complete and there's some down time it might be nice to bag some of the other rewards. For this secondary gun mission there's actually 1000 coal rewarded which is pretty nice actually and moving forwards for future events I think I might like to build a "secondary gun boat" lol! Just to have a ship capable of that. So maybe you guys can help me build one but my limit would be tier6 tbh. I know higher tiers equals better ships and easier to do these missions etc and I possibly will pick up a few higher tier ships, especially if the tier7 Ops mission returns but for now if you guys could recommend to me the best tier6 ship for secondary gun missions that would be great... and also a tier7 I guess. I would apply the skills and equipment to best boost the secondary guns also, since that's the build of course.
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