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totally_potato

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Everything posted by totally_potato

  1. totally_potato

    Cruiser the forgotten gameplay

    That was stupidly hard and then ppl couldn't predict torps as much Now its still a problem, since we have all kinds of fast torps, but atleast the average players can mostly predict where torps can come from
  2. totally_potato

    Cruiser the forgotten gameplay

    and here you are showing your feeling and then player stats, which mean nothing in the context of a ship's abilities Well done colonel, you've made America proud
  3. totally_potato

    Cruiser the forgotten gameplay

    Wtf is stats gonna tell me about the tanking aspect of a ship? On how shitty, or less shitty, ppl play that ship? And while Khaba has armor, there are ways to counter it. You can't counter baked in special saturation mechanics So no, RU DDs don't beat FR DDs in tanking. He is completely right about the tanking aspect of FR DDs
  4. totally_potato

    Cruiser the forgotten gameplay

    French saturation and HP already is the best tanking ability a DD can get. Couple that with torpedo speed.
  5. totally_potato

    Cruiser the forgotten gameplay

    See this the problem. They rant about CVs being OP so WG nerfs the rockets, and now you require some skill to aim them. And now players start crying on the forums coz they don't want skill when they were the ones saying CVs OP. Have cruisers fallen off? In overall effectiveness? Yes. In DD killing? Nope That's on you. Even the average potato would have killed him. I have no idea what circumstances you were in. Straight on gunfight, if you have proper aim, you should have won. So tell me what circumstance you were in That's good actually. This is what this new line was supposed to do, and him doing it means, atleast the T10 works. They still get dumpstered if a cruiser catches them with hydro/radar. And many cruisers have introduced that just DD hunt. Ochakov for eg. so I don't get the whole rant. At lower tiers, DD HP is so damn less, that3-5 salvos are required to blow that DD up. At extreme noob tiers, yes DDs are very small, so its a walk in the park for them, but that's all. Cruisers bring the most Utility and the most versatile firepower.
  6. totally_potato

    Cruiser the forgotten gameplay

    [edited]stats, we are talking about game performance They have pretty good HP, French saturation and they are fasters than some torps. Ofc they are tanky
  7. totally_potato

    Tirpitz secondary build after captain rework

    Secs are far from useless. They are a good tool for small term engagements like Ranked and Brawls
  8. totally_potato

    Tirpitz secondary build after captain rework

    That makes no sense. This skill suggestion gives BBs a bit more of a chance of surviving torps attacks, so there is no problem in that
  9. totally_potato

    AP shooting DD...is here something i am missing ?

    Never was Its a wonderful skill for the German and UK lines Its not a bad skill on French, Russian lines as well but there are other skills you want This is my German DD build Its an amazing build. I could have gone gun range, but tbh 12.05 isn't too bad and I learned to work around that range. I don't need fire skill since two flags do it for me. I don't need the consumable skills since the flag does it for me. You can see the AP DPM. It even melts broadside BBs. I even use AP on marceau, coz it has some good pin and DPM to melt. I can even post my Daring build if you so wish, to show how amazing this skill is for these two particular lines.
  10. totally_potato

    AP shooting DD...is here something i am missing ?

    AP has always been dangerous on broadside DDs German DDs proved that (the OG one) I outgunned a full HP Kitakaze with like 2/3rd HP Z-46. Kitakaze kept giving me broadside, my AP did like 4k to 5k volleys a pop, and in like 5 salvos, I killed him, while Kitakaze got me down to 1/3rd of my HP. Did a bit of spotting and torp boating for the rest of the game. I wanted to show this feat on the forums, but some stupid VLC crap didn't let me open the replay. Luckily, there is a very underrated youtuber who did the same. SO you see, u should use AP Don't be sheep
  11. totally_potato

    Tirpitz secondary build after captain rework

    You think there is an island in the good position in every map? If that's how you setup your ship, then its the most situational thing ever. And yes fulfilling the mission is the priority, but surviving to fulfill it is as well. To get to the sweet island position you talk about so much, you first need to get to, and you might lose half your HP on the way. TLDR, full sec build is a trash build, and u should mix up the builds with what you need and what you don't for the best efficiency
  12. totally_potato

    PT 0.10.5 - General Feedback

    Hate CVs? FDR comes to mind
  13. totally_potato

    PT 0.10.5 - Grand Battle

    Also make this game mode permanent and use it as a medium to introduce projects that were beyond the realm of possibility. Like H-44, the Tillmann projects as they were, Italian Super Alsace. Doesn't matter if they are balanced or not. You can have some overperforming ships here. Btw Played another few games in Hannover, still love it
  14. totally_potato

    PT 0.10.5 - Bugs Reports

    You think I am WG? Do I look like a money hungry rancor to you? Also, when you reach the area to click there should be an indicator on the mouse, so that is compensates a bit
  15. totally_potato

    PT 0.10.5 - Bugs Reports

    Coz they are trash?
  16. totally_potato

    Tirpitz secondary build after captain rework

    Tell me something? How do you brawl Do you spawn it to brawl, or you have to get into one? Answer me honestly Coz then I can explain you, why you are so damn wrong
  17. totally_potato

    Tirpitz secondary build after captain rework

    On the first one? Maybe On the second one? Hella no. I mostly play Gneisenau and GK with this build And occasionally FDG, which while it does benefit, I have tried it, and I get like 1 fire per 100 secondary hits, and the damage individual secs do isn't great to justify. The fires I get with these secs do like 50k per ranked game, with 30-40k sec damage. With IFHE i get like 60k sec damage but none - 20k fire damage. On lower tier, I use this build as well, where IFHE is just a waste of a fire chance and 2 points, coz mostly everything is below 32mm threshold. And I treat secs as a useful tool rather than my main source of damage. Its useful in ranked, and pretty damn strong at lower tiers, hence I spec into it. If they ever chnage the sec accuracy back, I might consider IFHE. Right now, Kii, and the premium americans need that sec skill more. I took Vigilance coz no hydro does hurt a bit, and I am used to play Pommern more for torp BB plays. So I am trying Vigilance rn, Had a game where I dodged Halland torps with ease with this active. Still testing it out.
  18. totally_potato

    PT 0.10.5 - Grand Battle

    Also the Hannover gets something, the Kurfurst needs. Good firing angles. That and a buff to MS skill would make Kurfurst a great BB once again. Its not much to ask for is it?
  19. totally_potato

    PT 0.10.5 - Grand Battle

    The BBs are very nice Satsuma is another sniper. You could have made her quite tanky by removing the cheek weakness Hannover is what the German T10 BB should have been. The guns are very good. They are decent at long range, and very good mid to close in. The secs are quite nice, and with booster its extremely dangerous. It would make an interesting consumable for the German BBs. Adjustment fire is interesting and making it unique to a nation, each of its classes and premiums, and their roles would be nice. It should however be counted when you hit a ship regardless of whether its spotted or not. Also the booster, which is available when the player reaches the goal, should be activated at the players own will. If any of you have played the mobile game temple run, you know about the booster which activates upon collecting a set number of coins. If you didn't, I see your a man with no culture, don't look at me and go and play it. So basically upon a certain amount of coins collected in the run, a special booster is available, and upon the player's will it can be activated. For temple run, it is mostly unique to the configuration you set up and character you play, so it can be running as fast af boi, being invincible so you go right through obstacles without dying, magnetic abilities to unlock the next booster, etc. So this concept can be implemented here. After 4-5 salvos fired in the vicinity of the enemy (about 50m-100m from the center point of the ship), you get the increase. Say you hit the ship atleast once in those 5 salvos, you get the boost, but if you don't hit the ship, the bar will fill up half to what it would if you hit the ship. So upon hitting the ships in five salvos, boost is activated. That doesn't mean you activate it if you hit him five times in one salvo. This is the current concept with some punishment if you don't hit the ship. For eg:- Hannover you require 5 salvos worth of shots to get the bar up Salvo 1 - salvo 5, you hit, you get the booster. So if every salvo you hit, bar goes up by 20% If you miss every time, while still the shots land in the vicinity Salvo 1-Salvo 5, it only goes up to 50%. So every time you miss but land in the vicinity, bar goes up by 10% each time. So 10 salvos of that same result to fill up the bar If you for eg hit sometimes, miss sometimes S1 - Miss, 10% S2 - Hit, 20% S3 - Miss, 10% S4 - Hit, 20% S5 - Hit, 20% S6 - Miss, 10% S7 - Miss, 10% S8 - Hit, 20% S9 - Hit, 20% S10 - Miss, 10% So in this case, your bar fills up by the 7th salvo. Now once you get the bonus activated, you can use it to your will. You can also stack it up (Among Us Mayor from Town of us Mod reference). So you activated once, you can keep it in reserve, and fill up again, and get the second boost ready. Then you can use it and once the first one runs out, a small cooldown in between and the second is ready for usage. How does that sound?
  20. totally_potato

    PT 0.10.5 - Bugs Reports

    click on the ship
  21. totally_potato

    PT 0.10.5 - Bugs Reports

    you have to click on the ship
  22. totally_potato

    Lenin

    Tirpitz Gun performence is still good Ig Lenin is better that's why its shocking
  23. totally_potato

    Tirpitz secondary build after captain rework

    Go for sec. The point of Tirpitz is to be the close range bully. Lemme explain This is my Tirpitz/Pommern Captain The reason I took this build is becoz My concealment and maneuverability are quite good with this build I get the secondary enhancements with 7 skill points, a module and a flag I get a fair amount of survivability as I get PM to make sure the torps don't break that often, to reduce the fire number and duration. I also took Vigilance since I am one of the few high tier German BBs that don't get hydro so might as well take a skill that does the same thing as hydro, lasts forever and while having a minimal effect, atleast gives me a bigger warning of torps (PT does the same, but since I never get to use Vigilance, I might as well use it) If you want Tirpitz as a German BB captain trainer and want her build to be effective on other German BBs, here's what I would suggest:- Now notice that I didn't take AR I honestly am fine without it, and its a good alternative if you don't want BoS. Small suggestion for WG: Combine vigilance and anti torpedo protection skills ffs and make it a 2 pointer. It would be an amazing skill imo.
  24. Stop the CAP IFA is one of the best one pointers available to a cruiser and DD. Maneuverable BBs can also make use of it. If you don't find it useful, that's fine, but its not pointless. SiS on Torp DDs is quite decent although it as a 3 pointer would be noice SiS on BBs is quite on good on some french ships. And snipers in particular benefit from this skill. Champagne is the best BB for this skill. You go 39.7 knots with this and sierra mike and you have engine boost which makes you go faster than 40 knots. 43.5 or something like that. They could change the condition so that it becomes a good running away and rushing tool. Maybe make it base. Then add a skill that decreases turning radius and rudder shift? That would be a nice skill for the more nimble BBs.
  25. totally_potato

    Massachusetts, OHIO Captain Builds

    Sure. You can do that as well. I take concealment coz it gives me the ability to disengage. 14km is trash but better than 15 or 16, so I use concealment to disengage.
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