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Found 25 results

  1. [SPAM-] Sexy Pantsu Armored Militia Ce clan est un clan orienté FUN avec un minimum de niveau où on ne fera aucune compétition de façon sérieuse. On jouera comme on le souhaite et sans prise de tête. Liste des Responsables du clan Commandant : Silverwolf63 Commandant remplaçant : Sea_Fox Diplomate : Youti_Dieu_du_SC Second : Elitefatal / No_SKILL_ALL_LUCK Bureau de la Propagande : LoliGuardian Notre hymne Objectif du clan Play for fun Division loufoque Aucun entrainement Aucun style/méta de jeux imposé Clan battle : récompense ligue tempête Les bonus Critère de recrutement - Discord obligatoire Il est recommandé pour une meilleure intégration le clan d'avoir : - stat en progression - 500 partie mini - 1 tier 8 non premium - Présence discord 2 jours mini - Pour participer au CB avoir un Tier 10 croiseur ou CA + stat moyenne Période d’essai 2 semaines pour avoir le tag ingame Toutes les autres candidatures seront étudiées Diplomatie / extérieur Pour infos : - Ce n'est pas la peine de nous proposer des entrainements . - Nous accepterons toute confrontation fun avec règle drôle ou autre. Sinon le discord reste ouvert a tous les autres tant qu'ils respectent les règles établies du discord de clan. Conclusions Nous ne pouvons pas croire ce que nous ressentons quand nous sommes sur wows, Nos folies font disparaître la tristesse, Alors prenez vos navires, n'ayez pas peur de montrer votre talent, Spamons le monde avec les couleurs de l'arc-en-ciel, Propageons nos créations et noyez le forum de nos délires, N'ayez pas peur d'essayer un angle différent, Parfois, les idées peuvent provenir des yolostyle, Nous serons votre guide, suivez-nous dans une aventure, Nous allons conquérir les esprits et étonner le monde ensemble, Nos bêtises ressemblent au paradis, Un tel yolo skill est un joli cadeau à voir, J'espère qu'un jour nous partagerons des souvenirs, Tu spam le monde et nous jouerons nos mélodies.
  2. BlackYeti

    ARP and Dragon camo bonus

    @MrConway I summon thee! Some time ago there was a proposal for the ARP and Dragon camos to provide at least basic bonuses (detectability and dispersion, even without xp bonus) which seemed fair as you can't use other camos on those ships. You promised to pass on the feedback to devs. Any update on that? :)
  3. ollonborre

    WG, where did port my filters go?

    So with the 0.7.8 update someone decided that the additional contents panel for the port was to complicated, so they decided to change it and simplify it. Somewhere simplify turned into "remove the options I actually use", as in what ships do I want displayed in my port. My port is already a very unorganised cluttered mess and all of the 43 Kongo and Myoko clones are not helping. So there it is, I can hide the exterior (never bothered me) in battle and in port, but I can't hide the ships anymore. A petty thing to complain about sure, but it was one of the few options I actually used in that menu for reasons stated above, so it is not really "simplifying", more like annoying. So is there a way we can have that option back please?
  4. Russia_Moth_Her_Lamp

    2 questions

    Salut les marins, Deux questions pour vous. Comment on peut cacher les navires ARP dans le port ? Depuis la dernière maj, je ne retrouve plus l'option dans les paramètres du port pour cacher les navires (j'ai seulement cacher les camos au port et in game). Quelqu'un sait où ça se trouve ? Deuxième point. En farfouillant dans les options, je vois une ligne dans les options de contrôle "désactiver touche shift pour les porte-avions". Ca veut dire quoi ? Merci :)
  5. HrMs_Triumph

    ARP ships dissepear

    after some time i got 2 ARP ships. thow somhow i could not select them in port (ether way i did see it in the port). After logging back in, the ships just disepearr from the slots. How come? missions are done, but ships are gone? anyone else have this same problem? and know the anser?
  6. MS_Surface

    Missions and already owned ARP ships

    So i finished the Hiei ship mission. As i already owned that ship, the game just replaced my Hiei ship current captain with the 6 point one... Now i have a 16 point captain on another ARP ship and i'm not sure if the mission will just replace it with some 6 or 10 point captain. I also thought there was some kind of compensation when we already owned the ship. I'm not finding any topics related to this but someone mentioned in the game chat that the missions had some bugs. Glad if anyone can help me. Thanks.
  7. It is here update 0.6.9 What will it bring besides the Yamamoto Campaign, it does have something very rewarding for you as a player especially when, - You are a fan of Arp Ships - You have a Dragon ship (or two) - If you do have an IJN Captain - You like to train your Captain with incredible speed to 19 - You kept all those Arp and Dragon Ships Well, something you might have missed in the update from Dasha, that in this new update 0.6.9, Captain from IJN are now fully interchangeable with both ARP and Dragon Ships So now an x3 exp for the first win and you have an IJN Captain, comes to if you still have all 9 Arp Ships and the Southern Dragon that would bring you 11 times, x3 exp for your IJN Captain. And then there are also some extras like signals not included. So in a short time, this will lead to a 19 point IJN Captain. And that my dear friends will lead to you yes you guessed it! 11 times XP multiplier a day (and your signal multiplier), which leads to in a short time very much Captain exp for free which you can then also use on your other Nation Captains. So my guess would be to see a lot of ARP and Dragon Ship in the times to come Dutchdelightsnl
  8. No ja wam powiem, że jestem w szoku. Gracze zaczęli odpływać, czy co? Jakie przewidujecie misje na ARPy może jakieś krążowniki do wygrania tym razem? Ogólnie cały ten miesiąc wygląda nieźle jeśli wliczymy w to wejście rankingówek.
  9. Hallo, was macht man denn mit den ganzen ARP "Kongos"? Ich habe 2 mein Bruder 3 und gespielt werden die fast nie. Die haben wir bei irgend einem Event erspielt und haben keinen Nutzen an den Schiffen. Ok, sehen ja recht nett aus, aber eine bunte Kongo in Hafen, reicht auch aus. Oder gibt es einen anderen versteckten Nutzen, den wir noch nicht entdeckt haben. Evtl. sollte man diese Schiffe auch verkaufen dürfen oder evtl. tauschen! Ist eine Anregung über die man mal nachdenken sollte. Ich würde z.B. gern eine Oktober Revolution kaufen, aber bei so vielen Kongos im Hafen, glaube ich nicht, dass ich ein weiteres T5 Schlachtschiff brauche. Also sind diese ganzen ARP "Kongos" eher verkaufsbehindernd als verkaufsfördernd! Sieht das ganze jdm. ähnlich? No1o1
  10. etie1404

    Navires Arp: langages

    Bonjour, J' ai reçu des navires arp,(cuirassés, croiseurs) visibles sur le port : Yokosuka. Malgré le changement de langue dans les options, ceux-ci continuent a dialoguer uniquement en "japonais" , j' aime bien leur accent mais ce serait bien de comprendre ce qu' ils me racontent. :-) Connaissez vous une solution? merci et passez une bonne journée
  11. GunnyGreenhill

    Where are the ARP ships

    The select ship option doesn't display ARP ships. Where are they?
  12. DFens_666

    Special Voices?

    Hi With the changes to the Sounds, i cant seem to get the special voiceovers to work. My Voiceover language is English (as always i guess) so now everyone talks english. I dont see an option in there to get standard language for everyone. I like the special voices and i was pretty upset to hear my Haruna talking english. Setting the Voiceover Modification to National made her talk normal Japanese. Also Stevan Seagal is gone too. Am i too stupid to find it or is it gone ?
  13. We have the Arpeggio of Blue Steel ships for quite some time now in the game. As a matter of fact, they have inspired me to look up for what this fictional universe even was. By now I’ve seen all the animated adaptations (honestly there aren’t too many) and I’m up to date with the manga. Now – the ships we got have their own voices and looks (although only colour-wise), so I thought to myself – why not make them have their own personalities? They are not meant for competitive gaming anyway, why not go a little bit crazy and create captain specs that reflect what the mental models behave like in the Arpeggio universe? Anyway, I’ve been trying to make those setups diverse enough, yet not overly ridiculous. (the missions took place before I had some of the ships required tier-wise), but I’ll describe what I think should be an option for such an approach. I’m not covering upgrades, consumables, and I leave the order of picking those skills to you. If need be, I may recommend something there as well later on. I don’t have all of them This presentation contains explanations, so obviously some spoilers are coming, though most of you reading this are probably keeping track of the Blue Steel. In case of conflicting information, I preferred to stick with the manga. First of all: the Kongō sisters. 1. Kongō As a flagship of the First Oriental Fleet, she is commanding and playing a role of a spectator, until the circumstances force her to deal with the I-401 herself together with an assembled task force. She covers herself in spatial distortion to call in Ise as support, and when she’s immobilised and struck by aerial-dropped warheads, her bow continues a descent towards Matsushima II, with an eye of capturing Chihaya Gunzō. She is usually judging the situation correctly, although her overconfidence in technical superiority can make her vulnerable. Her sinking by airplanes made me go for absolutely no skills that can be effective against planes. · Priority target – she’s the flagship, of course someone wants her down. But she also seems to have some kind of an insight into the enemy attack, much due to the information provided by her subordinates. Besides, Kongō’s ability to perceive threats is explicitly mentioned by Hyūga while creating a diversion against Hiei. · Preventive maintenance – not that easy to get to the Kongō herself, which is why it’s even harder to aim at specific parts of the ship. · Expert marksman – a good commander can react to enemy movement quicker, in fact I remember at one point she says something along the lines “Swift and decisive should be an ideal of a warrior”. She also has a very good sense of target selection, as stated by Iona in chapter 70. · Last stand – even after breaking into multiple parts, her bow continues chasing the Matsushima II. Do I need to say more? · Superintendent – additional flagship equipment can be introduced from the orbit. · Vigilance – see the comment on the priority target. · Basics of survivability – Kongō can adapt to the situation pretty well, a bit like in case of the expert marksman. · Concealment expert – while using flagship equipment, the actions of Kongō remained pretty mysterious for 401’s crew. In fact, they had to rely on Hyūga’s experience of what a use of this equipment might even mean. 2. Hiei Hiei is very strict and wants to rely on an analysis of the Joint Tactical Network resources, consisting mostly of past records of Fog experiences and engagements, that are being uploaded by all the ships. She admires Kongō, but lacks her insight. Incapacitated by Hyūga bringing a gun turret at her face. Not a very bright way to go. · Preventive maintenance – preventing damage to vital parts can be somewhat improved by analysis of damage sustained by other ships in the past. · Jack of all trades – Hiei surely has went through multiple pre-arranged scenarios, so in most situations she’s able to get her assets out a bit more quickly. · High alert – not really a good name for a skill for Hiei, but the thinking behind it is sort of similar: she has stored the things needed in an order that allows her to access them a bit more freely if an opportunity arises. That’s not en equivalent of a tactical flexibility however. · Superintendent – I’m sure they can find some spare space for additional nanomaterials being stored. And who would arrange this space better than Hiei does? · Basic firing training – purely because training, Hiei loves it. · Advanced firing training – just as above. · Fire prevention – even the Fog has to possess manuals for that. 3. Haruna Haruna seems calm. She usually is. Unless she gets into some serious combat for someone she wants to protect. Sunk by Hakugei 3’s torpedo at Yokosuka. In the defence of the Osakabe residence she has torn vehicles apart with her bare hands and taken out helicopters by hand grenades. A truly manual AA and close combat platform, isn’t she? Owner of a very large coat with plenty of spare volume underneath. · Preventive maintenance – a bit boring? Haruna doesn’t think so. She’s just the one responsible for technical calculations in her duo with Kirishima. Perhaps that’s why she survives the explosion at Yokosuka much better. · Expert marksman – at close range there’s a lot of aspect changing, better be prepared for that. And apparently she could outpace her adversaries easily. · Adrenaline rush – the only Fog ship who has gone berserk, almost annihilating Japan by overriding Maya’s fire controls in anger. It took an intervention form the Admiralty Code to stop her. · Superintendent – the coat! She surely has something extra hidden in there! · Basic firing training – when fighting multiple enemies at close range, every gun has to do its job as fast as possible. · Advanced firing training – being the first to strike is an advantage by itself. · Manual AA – you surely can handle those guns by hand, if you can throw grenades at aircraft! 4. Kirishima The most aggressive of all four. To a point she basically becomes target-fixated and doesn’t want anyone to interfere in her dealing with it. She doesn’t mind firing everything at what she wants to see go down. Kirishima doesn’t care too much about safety procedures or checking surroundings – target first. Sunk by Hakugei 3 in Yokosuka with Haruna. Further records might show a character evolution towards a calmer approach, a bit more like her twin sister, but as seen in the encounter with Atago, Kirishima is still willing to advance despite the odds not being in her favour. Or rather not considering them at all. · Expert loader – it’s better to take out a target fast, with a weapon that gives the best chance of success. · Expert marksman – every gun on target as soon as possible! · Adrenaline rush – she indeed has more fun the harder the situation gets. · Basic firing training – extra rate of fire. No need for further comment. · Basics of survivability – in case a turret gets knocked out, she will surely work hard to get it back into an operational status. · Advanced firing training – extra range for reaching engagement distance quicker. · Manual fire control for secondary armament – everything at the target, no distractions shall be given a thought! Then we have Takao, many fans’ favourite: Takao Takao is very mission-focused and has a “bad habit of putting firepower first”, as she describes herself at one point. Obviously caring for the captain, a ship that has weathered more than a single storm. When in control of herself she wants to pose as indifferent and elegant, though in reality not many ships outmatch her very emotional approach. Takao has gathered a fair amount of information about tactics and has developed a brilliant insight into what the next enemy move might be. Oh, and she loves heavy and destructive armament. · Priority target – in her battles Takao is aware of the enemies facing her. Only her sister Atago was able to outsneak her. Even so, this was some mental model adventure, not an actual combat. · Expert loader – this is one of the firepower skills. Takao likes hitting hard and decisively, which is hard to do with the wrong type of ammunition loaded. · Jack of all trades – having performed almost every mission conceivable, Takao has skills that allow using her specs to the maximum extent. · Adrenaline rush – for the captain she shall not fail, no excuses. · Basics of survivability – in a battle against U-2501, Takao has performed one of the most extensive repairs ever commenced by a Fog ship. · Superintendent – mostly for the sake of the additional heal, reasons as above. · Vigilance – she has a fairly decent record against torpedoes, but of course no ship is capable of taking them all day long. · Concealment expert – this is Takao when she sneaks up to watch Gunzō, or when she gets into Chihaya Saori’s house. And finally, four Myokōs, although those are the least developed characters, so I went with quite basic ideas as a base for my work here. I got somewhat compelled to rely much more on their versions form the movies, because that’s what made them more developed as characters. It became a weird mix of those as a result. In the manga they are quite plain and acting as a background. In fact, we’d be able to say much more about Lexington, Vampire, Yukikaze, Repulse, Chōkai, Nagato, Zuikaku, even though many of them haven’t fought so far at all. It’s not a criticism towards the original plot, as the animated version is already closed and it has created its own universe. The much more complex comic-universe keeps expanding, so it makes sense some characters seem incomplete for now. 1. Myokō Myokō is the most serious mental model of all, comparable in my opinion to some extent with Atago only. Keep the jokes away. She leads the other sisters into combat, maintains order amongst them, and keeps a large part of communication with Hiei. Because of this, I decided that she should get a pretty “boring”, purely utilitarian WoWs Myokō-class setup. · Priority target · Preventive maintenance · High alert · Jack of all trades · Expert marksman · Adrenaline rush · Last stand · Demolition expert · Concealment expert 2. Nachi Eyes and ears of a fleet. This lady will see you before you see her, transmit your location to everyone, and let them sink you once she stretches her back sitting calmly on a deck pillow she owns. No damage-wise improvements, every intel perk you could possibly imagine. · Priority target – there’s no way you get close to Nachi and aim at her unless she lets you to do so. Or unless you have a supergravity cannon with a horrendously strong tractor beam like Matsushima II. · Direction centre for catapult aircraft – 2 planes for double spotting of torpedoes and ships. · Incoming fire alert – a shot can be detected quite easily by her surveillance sensors. · Jack of all trades – not a straightforward pick at 2 points level, so I went with an idea that we’ll at least get the access to hydroacoustic search faster. · Superintendent – more charges of hydro or floatplanes per battle, less likely to get surprised · Vigilance – I don’t think I need to explain that · Radio location – some additional info as to what is the nearest threat or target. · Concealment expert – to make Nachi spot first, instead of being spotted first. 3. Haguro A racing boat of the Fog. You’ll have a hard time landing a hit, and if you do, the engines will probably be held in a decent condition by the operator herself. She likes to move. Got sunk by I-401 after mistakenly colliding with Nachi in a sharp evasive turn, which is perhaps partially in line with her reluctance of maintaining order or in this case – formation. · Priority target – for the very sake of dodging · Preventive maintenance – to reduce the chance of rendering propulsion or steering inoperable · Incoming fire alert – as in case of priority target · High alert – fix everything as fast as possible · Expert marksman – in quick engagements slow turret rotation would have been a liability · Last stand – let’s say she can protect her vital areas so that only a part of the crucial system may get disabled with one shot · Basics of survivability – for the times when it’s better to conserve forced repair · Vigilance – harder time for torps to hit as well · Concealment expert – coming in and out so fast you may not notice when 4. Ashigara A crazy mental model, a direct contrary of Nachi. She goes as close as you can to hit as hard and as often as you can. Always in the vanguard, always as aggressive as possible. But make no mistake – she’s still a part of the Fog and does not do it because of selfish desire for glory. If need be, she can take a hit so that other ships will be able to endure longer. Still – perfectly honestly – she loves doing things by herself. · Expert loader – as expected of a hyperactive ship skipper. · Direction centre for catapult aircraft – since we can’t equip double energy swords, nor a launched spike… · Expert marksman – at close range this is necessary. · Adrenaline rush – Ashigara is used to “stressful” working conditions, yet they still manage to excite her. An adrenaline addict, I’d say. · Torpedo armament expertise – as with expert loader. · Basic firing training – because more shots is what she really likes. · Demolition expert – some ships just want to see the world burn. · Advanced firing training – because Ashigara really wants to bring out every weapon as soon as possible. So it’s mainly a trait of impatience. (As an alternative you may even want to switch demolition expert and double fighter plane for manual secondary armament, but I just think this is starting to take too much toll on the in-game ship’s performance. Not recommended, but closer to the personality.) Maybe I’ll revise them as new chapters come out with additional information on the characters, but right now I feel like those options are the most relevant set I could make.
  14. CIMNERIO

    DONDE ESTA MI ARP KIRISHIMA?

    Acabo de ganar supuestamente el ARP KIRISHIMA con la 2º parte de la FLOTA DE LA NIEBLA, no esta entre mis barcos el ARP KIRISHIMA se puede saber que pasa?
  15. viceadmiral123

    ARP ships captain skills

    Ahoy! I am having a lot of fun with ARP Kongo, and I am wondering what skills to choose. The captain will be permanent for this ship, for this tier. Right now I am leaning towars picking Last stand (engine/gears working) at t4, and then spending the rest on t3 skills and below. At this tier, the problems for BBs are fires and the occasional engine or steering being broken by a torpedo. I would like to take the usual AFT, but the secondaries and AA are not that great. I don't like the Myoko that much, but I'd like to level her up as well. Probably stick around a similar skillset, with the thought of not going to play higher tiers with that captain.
  16. ColonelPete

    When will you fix captains voices

    Since two patches ago the voices of special captains (ARP) do not work correctly. When will this get fixed? It should be quite easy as there are mods that will do that, but I do not want to use mods.
  17. Alonsopanzer

    Sobre el Arp Kongo

    Bueno pues ya e cumplido todos los requisitos y se su pone que me lo han dado. Mi duda es donde lo reclamo, no lo veo por ningún sitio. Un saludo.
  18. Phroco

    ARP Tech Tree

    For the last few days I noticed there was an IDS_Arpeggio tree in the tech tree section. In it were the Kongo and Myoko plus another three colours of the Kongo that you could research for 20k or so and buy for around 2 million IIR. I thought it was a bit weird that nobody had mentioned it or that I hadn't seen any other ARP ships in games, but today it's gone. Unfortunately no screenshot but it was definitely there and it has both appeared and disappeared without announcement or fanfare. Anyone know what's going on? I wish I'd bought one now!
  19. Alopex_FR

    ARP ships, suggestions

    Hello, Just reporting here what I said to Customer support about the subject... I'm a big fan of the ARP missions... I do the missions, that's my thing, and I completely understand why other people would get their kicks doing something else. I don't judge. But... there is a but... :-) I'm completely out of sync with how the hard and easy arp missions bring things that have no value compared to the "cost" (time? effort?) involved in finishing them. Except for the Hiei +16, which is a bit tedious for a good reason (I mean, really a +16 captain??) , I don't quite understand the meaning of getting 3 exact same T5 kongos who stand out on the battlefield (battlelake?) and are primary target for most people. Not quite the same, I admit, the colors changes. I also don't understand why the normal hiei is suddenly harder than a kongo or an haruna. Why force the use of T6+ ships to get a T5? In most other game, you have to use a Tn to get a Tn+1 gear, so it helps you feel that you climb some kind of ladder you can be proud of in some way (with the arp missions, you are proud of the obstacle you crossed, but the result is hmmmm to say the least - only those would got over it know what was involved). Even the Hiei +16 mission requires ships way beyond T5 to accomplish them, for a captain meant to command a T5 ship. Meaning an experienced player (used to playing T7+ ships among experienced players) will get a _very_ advanced captain to go kill the baby seals in Tier 5 battles... What's the big idea there? If there is an explanation it evades me. I believe that with the arp missions, WG had a terrific idea and opportunity, but spoiled it a bit. For example, why not have T5- (ie: T1 to T5 ships) compete for winning the T5 kongos? Why, instead of duplicating kongos like breads at Jesus' picnic, have them behave differently from an original kongo, like according to the anime's captain's type of mood... like have one shoot further, another one shoot faster, another one be tougher in close combat, or whatever weird skills/perks each arp captain could have (each time with taking from some Kongo's original strength and upping another axis for the specific arp kongo- to keep it a balanced T5 on average... or even bump it to T6 or T7 or whatever if need be... )... Also, it could have been a Kongo with different consumables (AA, smoke, AA plane, recon plane, acoustics, etc whatever... no special need to invent something completely new or out of place - like a 3 ship combination with gamma rays and boosters ;-) - just reuse what is already available...). Also, my main disappointment, was with the fleet of fog thing, I _really_ expected them ships to pop smoke in some way or another!! ;-) (and it is technically possible too, the smoke component is _there_ and available!) My second disappointment, was the arp myoko... which I personnaly found less of a treat than the fast, agile, small in it's own way, but tough, kongo.... at T5 while the myoko was T7 (but that's where they were positioned originally by the game mechanics, so well, can't be helped, I guess...). Can't wait to see how that turns out with the arp yamato ;-) I also love how the red Hiei becomes the first ship to be shot at ;-) just my 2 cents, fire away o7
  20. angelsrulz

    Arp ships gone

    Well-- lovly new update.. but where the hell dit all my arp ships go.. and the port to them.. it is okay if you remove that ships i can live whit that but then i whant the silver or the monny back for all the gear i put on them and dissaperet whit them or els you are cheating people again
  21. Reksiu3

    Event ARP

    Czy jest szansa, że wydarzenie z "Flotą Mgły" się powtórzy? Jeżeli tak to czy nastąpią zmiany? Zachęcam do dyskusji : )
  22. MERRYmarksman_1

    Flota Mgły

    Yo, jestem starym graczem i miewałem długie przerwy grając w WoWS'a, przez to nie załapałem się na wydarzenie z Flotą Mgły. Podzieliłby się ktoś wrażeniami z rozgrywek okrętami tej serii? Jakieś filmiki na YT albo coś?
  23. nambr9

    ARP Ships - Questions

    Hello, Ok now that I have bunch of ARP ships in my Yokosuka port (and let me say straight away, that I really dislike that i cant use this ships in any other port but Yokosuka... BOOOOO) I dont know what to do with them. First of all the lack of CAMO makes them inferior to regular ships that can mount a camo, so playing them puts you in a slight disadvantage right away. Not to mention that you are lit up like a Santa in his sledge and therefore get more focus fire.... But lets take all that aside ... I have a bunch of Kongous and Myokous.... with exactly the same modules/captain skills/consumables. What are you guys doing with your ARP ships? Ignoring them? Playing them for fun? Testing different builds (if so what and with what results)? regards
  24. Reksiu3

    Event ARP

    Will ARP event return? If yes will it be changed? What do you think? Feel free to join into discusion : )
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