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Everything posted by NewHorizons_1
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After getting 24 hours premium from the armoury freebie, I'd thought to try ops since WG have done some recent tweaks to them in the current patch. So time to load up my general purpose operations ship with eco bonuses and so what they're like. And, to be fair, they do seem to be more balanced. They're still a challenge, as they should be, but now they actually seem feasible again. These three ops aren't my favourites but we did OK.
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Your olde screenie of "Karma of the beast" would seem appropriate right about now.
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Not "will" but "can" get an additional 10%. It all depends on what naval base upgrades that clan has purchased. Maximum XP bonuses (again depending on building upgrades) are +5% ShipXP, +50% FreeXP and +15% Commander XP. There's also naval base buildings that, when fully upgraded, grants -15% on credit purchase cost of tech tree ships, +10% Steel and +5% RB points too. But yes, being a member of a clan (that has a base with a lot of upgraded buildings) can have a significant long term benefit to the player.
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IIRC there's a mod which removes that number by your account name in port. Or fudges it to 999.
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I always thought it was a shame you don't see Kong when in battle. WG could have wired up Priority Sector to wave his arms furiously at the attacking aircraft just like the end of the movie. Napoli is great. It's quite tanky too with an internal turtle-back armour layout. I've had matches where the damage has been 50/50 main/secondary or equal parts main/secondary/torps. Is that what we call a balanced ship? I've not got any ships the show the crew in port, but that certainly puts things into perspective.
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From T7 upwards the Royal Navy destroyers are great fun in co-op as they excel at close-quarters knife fights with the bot DDs. T8 HMS Lightning with a freebie perma-camo from a Distant Voyage crate back when it included the XP/credit bonus. Extremely sneaky with a 5.5km detection radius. All three turrets quickly turn through 360° and sport a pair of 120mm guns so you can dodge without compromising how many guns you can bring to bear. A decent torpedo load out of two quad launchers (that can be fired one at a time) with an 8km range. Short range, but long duration, hydro to give advance warning of when the opponent has the same idea. Short duration smoke for one things get rough (or you want to ensure you finish capping). I was really lucky to get T8 HMS Cossack from a freebie Unsinkable Sam crate last year. More of a gun boat than Lightning above as she only has the one quad launcher (with 10km fish), but has 8x 120mm guns in four turrets. Same excellent concealment and similar consumable load-out, but also gets an engine boost. And don't ask me to choose between the two - I still can't decide.
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[Poll] How many 21-point commanders do you have? Which unique commanders do you have?
NewHorizons_1 replied to Leo_Apollo11's topic in General Discussion
@Leo_Apollo11 , maybe add a "none" option for that section. -
[Poll] How many 21-point commanders do you have? Which unique commanders do you have?
NewHorizons_1 replied to Leo_Apollo11's topic in General Discussion
Unique commanders :- Auboyneau 15 Cunningham 18 Halsey 21 Lutjens 21 Sansonetti 18 Swirsky 14 Yamamoto 21 In total I have 7 elite commanders, wither a fair few at 18 or above. What I want to know though is when my 19pt Jingles eventually becomes elite will he start identifying ships correctly? -
is there a possible way to overcome the 21 Skill Points limitation?
NewHorizons_1 replied to tonschk's topic in General Discussion
What ever it is I'm pretty sure it ain't legal ... anywhere. -
What happened to the 150% XP/FXP/CXP bonuses of the Ultimate Crocodile camo for the Black?
NewHorizons_1 replied to ThePurpleSmurf's topic in General Discussion
Indeed, WG's marketing/sales department kinda screwed their own art department. -
is there a possible way to overcome the 21 Skill Points limitation?
NewHorizons_1 replied to tonschk's topic in General Discussion
Well, given that @Siagor seems to think he's a state actor (and we can all take a guess as to what that state is) I'm not sure votes are actually worth anything over there. But, it is kinda worrying what people, that could be walking the same street as yourself, are thinking. -
is there a possible way to overcome the 21 Skill Points limitation?
NewHorizons_1 replied to tonschk's topic in General Discussion
The one with two** members? Well, I suppose it gives an idea how well the recruitment drive is going given the fact that he's having to offer financial incentives... ** one of which was suspected to be his alt account. -
is there a possible way to overcome the 21 Skill Points limitation?
NewHorizons_1 replied to tonschk's topic in General Discussion
Don't worry, I recently played Cult of the Lamb, so I'm fairly resistant to the False Prophets of the Old Faith. -
is there a possible way to overcome the 21 Skill Points limitation?
NewHorizons_1 replied to tonschk's topic in General Discussion
I just want to know what quantity of what drug(s) were involved to reach that level of enlightenment. -
is there a possible way to overcome the 21 Skill Points limitation?
NewHorizons_1 replied to tonschk's topic in General Discussion
Sounds like he has strayed from the path by wanting a commander that is better than most. I wonder how long he'll remain in there? -
Originally (pre commander rework) its range was around 11km, hence why so many players chose the commander skill to increase it to around 13km. When the rework hit, players could no longer use the skill on cruisers, hence its range dropped back down to ~11km. After much protest from the player base WG bumped Atlanta's range back up to ~13km like it was with the commander skill. Then, sometime later, they did the same to Flint which had the same range issues. Edit: Just spotted I've echoed @Panocek's reply
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I've done OK with the premium ship you get part way through dockyard events. From the original, Puerto Rico, event was T7 Italian heavy cruiser Gorizia. Four twin gun turrets firing either 203mm SAP or AP. No torpedoes but has hydro and, naturally for the line, high speed smoke. From the Marlborough event, T6 battle-cruiser HMS Repulse. Accurate 381mm guns housed in three twin gun turrets with a reasonable turret traverse. Very good range at 19.8km that can be extended up to 23.8km with the spotter plane. That, coupled with excellent mobility at 33.3kts (with an +8% boost) and a reasonable rudder response gives the impression of a much more modern vessel when compared to most BBs you find at tier 6. T7 Commonwealth destroyer HMCS Huron was the intermediate reward for the second Puerto Rico dockyard. Similar to the excellent HMS Cossack, she trades one rear gun turret for an AA gun mount and loses the smoke generator but gains a heal. HMS Renown '44 is the most recent addition from the current dockyard for Admiral Schroder. Not as long range as her T6 sibling at 16.9km (and no spotter) but she has 4 torpedo launchers on each side and hydro in case the opposition decides to return the favour.
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Minor bug when displaying shell switching times after using the RECALL COMMANDER button. 1) Select a ship with no command on board. Shell switching time is, correctly, the same as the base gun reload time - 15.5sec for USS Anchorage 2) Now select RECALL COMMANDER (but not ASSIGN COMMANDER) using a captain that has the Gun Feeder skill. Tooltip on the Main Battery stats is unchanged from step (1) above and still displays 15.5sec for the minimum shell switching time. 3) Opening up the commander's skill window, or using the ASSIGN COMMANDER window, correctly evaluates the effect of the commander's skill on the shell switching time So, it looks like the game client only re-evalutes the effect of captain skills only when a window has been opened/closed. Probably should also take captain skills into effect when RECALL COMMANDER has been used too.
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My only dockyard ship, T8 heavy cruiser USS Anchorage. Twelve 203mm rifles in four triple gun turrets which results in quite a heavy broadside, but with a slow rate of fire : base reload of 15.5sec. However, unusually for a USN cruiser, she also gets a quad torpedo launcher on each side (10.5km range) and a smoke screen. It does OK in co-op and has actually been quite a reliable credit earner.
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What happened to the 150% XP/FXP/CXP bonuses of the Ultimate Crocodile camo for the Black?
NewHorizons_1 replied to ThePurpleSmurf's topic in General Discussion
OK, I see : the 100% bonuses derived from the old ShipXP bonus on the Default camo trumped (and didn't stack on) the 50% commander bonus on the K117 (which had less Ship XP) bonus. -
What happened to the 150% XP/FXP/CXP bonuses of the Ultimate Crocodile camo for the Black?
NewHorizons_1 replied to ThePurpleSmurf's topic in General Discussion
OK, then can WG explain why the bonuses for my Yamato with the K117 camo (which I had before the eco rework & used to give improved commander XP and credits, but a lower ShipXP bonus IIRC) do not appear to have been applied in the new scheme? As I understood the rework at the time if you had more than one perma camo on a ship, that had different XP/credit bonuses, the resulting perma bonus package would take the best of all the perma camos. But if you compare the two bonus packages they appear the same. I would expect Yamato to have inherited the improved commander XP & credit bonuses from the K117 camo compared to that of a standard (eg Montana's) perma-camo. T10 Yamato with has both K117 & Default perma camos: For comparison, T10 Montana which only has the Default perma camo (again, bought pre-rework) & resulting bonus package:- -
And here I am thinking this was a thread about Conq's heal. Impressive detail on the 3D printed St. Louis though.
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It's a shame there not much incentives (eg missions) for low tier as it can be fun down there. The Grand daddy of them all, T3 HMS Dreadnought. I got a steam-punk style camo for T3 Wakatake. Funnels are replaced by glass lined cylinders where you can see the pistons & steam move around inside. T2 USS Albany sporting a very similar camo to Emden. T3 HMS Cambletown. The old WW1-era destroyer that rammed, and then blew up, the dry-dock gates at St. Nazaire during WWII.
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What happened to the 150% XP/FXP/CXP bonuses of the Ultimate Crocodile camo for the Black?
NewHorizons_1 replied to ThePurpleSmurf's topic in General Discussion
IIRC It's camos that are purchased that affect the discount. If you get the first perma camo from a crate or mission reward but don't like it, you can purchase 2nd camo at a discount. But a 3rd camo will be full price. -
Also I'm kinda disappointed all, but the T10, don't get ASW air strikes. Given these ships don't have the best manoeuvrability, the ship dropped depth charges seem particularly useless. What's that I hear? Did someone say FreeXP sink?
