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Everything posted by NewHorizons_1
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Fun tier 6 premium ships for operations?
NewHorizons_1 replied to CaravellaCaravan's topic in General Discussion
I keep meaning to try London in Scenarios, sad to say she's become a bit of a port queen. Probably ought to try Rahmat too as I quite like Dido My favourite ops ships :- Premiums / Specials T6: Dido, Makarov, Repulse, T7: Weimar, Scharnhorst, Atlanta Tech Tree T6: Nurnburg, Leander T7: Fiji, Yorck, Chumphon Though Yorck is a recent addition to the list - scored my first Ray achievement in it. Weimar in Narai is nice, good ballistics, speed, spotter plane and LOTS of torpedoes. I've seen some players score over 2000 BaseXP, sadly not me .... yet. -
What Were Your Greatest Gaming Achievements Today ?
NewHorizons_1 replied to Hanszeehock's topic in General Discussion
My inner Klingon raises his head : "Revenge is a dish best served cold" What's better than sinking a submarine with a torpedo .... launched from a battleship. -
In game F1 help page doesn't document the depth controls (F & C) for subs. Seems like some sub players need all the help they can get.
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Gun barrels seemed OK** , but my index finger felt a bit arthritic at the end after all that mouse clicking. The irony is when I play light cruisers I prioritize the smaller ships (destroyers & cruisers) so that our destroyers and battleships (and any carrier) are free to get their teeth into the enemy's battleships. As a result I usually tally up a good XP result, but not with a massive damage score. ** IRL gun overheating was an actual problem. See https://en.wikipedia.org/wiki/Battle_off_Samar - jaw dropping article.
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How was I supposed to deal with the submarine?
NewHorizons_1 replied to The_Angry_Admiral's topic in General Discussion
Agreed, though it's not just BBs that fall victim to that tactic. Any surface ship does and the other classes are more vulnerable due to lower health and poorer torp damage protection. One of the reasons I, and others, have suggested that guided torps should only work against other submarines. -
I'm kinda surprised there hasn't been a "Reported for playing a sub" thread yet
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It does seem that way. As my karma increased I got more compliments & reports. IIRC you initially get a combined number of compliments + reports, maybe 7 of them. So you can compliment many players but run out of the combined total and then are unable to report anyone. Then at some point, when your karma is high enough, compliments and reports are independent. Hence you can run out of compliments, but still have reports left.
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Carrying the Defense of Newport Naval Station, so only two stars.
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RPF used to work on subs at periscope depth - I specced many commanders with RPF for this reason. If this is no longer the case, shouldn't we get a free respec of commanders? It is quite an expensive skill after all.
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can anchors be used in the game ?
NewHorizons_1 replied to CV_SUB_Report_Blacklist's topic in General Discussion
Gives another meaning to " angling " I suppose. -
can anchors be used in the game ?
NewHorizons_1 replied to CV_SUB_Report_Blacklist's topic in General Discussion
I suppose it could make for an April Fool's dev blog. -
Damn, I missed/forgot that from the patch notes. Agreed, definitely it should. Why the heck didn't we get a free respec if RPF had been nerfed?
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You could have two PvE scenarios. The epic battles over the Malta convoys spring to mind here Convoy Escort : Players protect against bot subs & ships Convoy Raid : Ship & Sub players assault an enemy convoy. Escort would have "ensure X freighters" survive, with some additional objectives, eg sink the U-boat ace or locate & sink the sub's supply ship. Raid could have a heavy naval escort so that there's a self preservation incentive to not just pick off freighters - if you don't take out some of the warships your team would risk too many losses to complete the mission. Objectives could also add to that - sink the Escort Carrier or some named destroyers / cruisers. Maybe time-gated like Newport which becomes harder if you miss the deadline. Maybe an island part way along the course with a port / sub pen that can provide repairs.
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Even that one is a little tricky. Are we talking about the regular hydroacoustic search that many surface ships have or an additional specific anti-sub hydrophone? If every destroyer gets hydroacoustic search** then that reduces the uniqueness of the British & German DDs and could, in theory, make some other DDs really strong. On the other hand, if every DD gets a ASW hydrophone will that detect torps too? You'd like to know if that sub you're hunting has fired torps, right? Because then the RN & KM destroyers will have two, independent, methods of spotting torps. So you either buff the RN & KM destroyers or you buff everyone else's. ** I suppose any ASW hydro added to DDs could be a short duration / lots of charges variety in contrast to to the RN long duration hydro. Range may have to be longer too. Fire up hydro, detect submerged sub (moving at a sensible ~10kts speed so you can actually catch it) , close in, drop depth charges. Hydro finishes and cools down with a similar period to the reload on the depth charges. Rinse & repeat when hydro & DCs are ready.
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And that's the really hard part to address. In real life destroyers were a submarine's predator. But that submarine never had a surface fleet to back it up, so the destroyer only had to worry about the submarine. Most modes (Randoms, co-op etc) in WoWS are roughly modelled around fleet engagements. But no 20th century navy successfully incorporated submarines into those operations, despite some attempting to do so. A big problem the destroyer faces is being spotted by the sub and then half of the sub's team unloading on it. I suppose you could apply the proposed plane spotting change to subs too - any ship detected by a submarine, at periscope depth, cannot spot for its allies but, at most, that ship appears on the mini map.
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Indeed. A co-op match can be over before the hydrophone is ready.
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No prima aprilis mode or anything?
NewHorizons_1 replied to Steel1nvader's topic in General Discussion
I'm so old I miss Space:1999 -
Well, at the risk of sounding like a broken record I'll add my suggestions from the threads : Homing torpedoes should only work against other subs, where conventional torps would be next to useless Increase range of CA airstrikes, maybe with the Dutch CAs having an additional ASW airstrike that has the same range as their conventional ones. Restore detection of subs at periscope depth with radar Decrease hydrophone cooldown so that subs can hunt each other much earlier on. Maybe increase detection range at periscope depth with speed, eg wake from periscope
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There was initially in the dev blog describing Canarias but as @Aragathor pointed out, it was later removed prior to it being released. I wasn't aware of the removal, that's all and (incorrectly) assumed players had made the most of the AP buff ... that it didn't actually have. Hence why I +1'd his correction
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Do you want subs fully integrated into WOWS in their current form?
NewHorizons_1 replied to Yedwy's topic in General Discussion
I don't report all sub players, only if they have had a negative impact on my game, such as If fallen victim to the toxic ping + torp + DCP + ping + torp-hit sequence You've spawned next to a sub and not been able to push to avoid (1) However, if the sub player has scored well, which is rare, I'll refrain. Granted, co-op is one place to learn the class but a training room would be better. One of the reasons I avoid Randoms is because of ship classes without adequate counters. -
Do you want subs fully integrated into WOWS in their current form?
NewHorizons_1 replied to Yedwy's topic in General Discussion
I voted, unsurprisingly, NO. I'll concede though there as been some improvements since the initial release. Almost all surface ships now have some form of ASW, still debatable how useful (due to the risk) ship dropped DD & CL charges are, especially in PvP No more × IMPOSSIBLE TO TARGET operating depth Airstrikes seem to be slightly more consistent due to tighter drop pattern Downsides are still there. I'd recommend Homing torpedoes should only work against other subs, where conventional torps would be next to useless Increase range of CA airstrikes, maybe with the Dutch CAs having an additional ASW airstrike that has the same range as their conventional ones. Restore detection of subs at periscope depth with radar Decrease hydrophone cooldown so that subs can hunt each other much earlier on. Maybe increase detection range at periscope depth with speed, eg wake from periscope -
I don't have Canarias myself, but I've seen it do well in ops. I guess timely use of the alternate fire mode (AP pen buff) on broadside IJN cruisers in Raptor Rescue.
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That kinda sounds familiar....
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WG in a year or so
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Probably an old, and rather obscure, minor UI bug that affects the stats that are displayed in port on a ship with stock modules. 1) Select a stock ship, eg Hsienyang with a rudder shift of 4.9 s 2) Select (but don't research) an upgradeable module, Hull B and note the rudder shift = (-1.4) 3.5 s Hull B module is highlighted with a thicker border drawn around the icon. 3) Go into battle and return back to port. 4) Module's (hull B) icon now appears de-selected, with a thin border, but the stats still show (-1.4) 3.5 s as if you have it selected.
