Search the Community
Showing results for tags 'bbabys'.
The search index is currently processing. Current results may not be complete.
Found 2 results
Okay, so I saw someone mention the use of gunnery mechanics to stop the issues with BB camping and improve dynamic gameplay. I am going to attempt to expand on this idea and include some actual math (or meth depending how well it goes). So, lets first define the issue. BBabies like to sit in their big HP tanking machines, preferably bow on, and blap away with their big 4$$ guns. This is a problem because it is dull They should be manly, like me and hit the "Doublya" (W) key and get close enough to hit the enemy with their swords. A solution could simply be gunnery. What I am going to suggest is dispersion buffs over time. This would work by "Hard Target Locking" (a new mechanic by pressing ctrl+x) which would then not unlock the target when looking at other item through the bino's. Then for every volley fired at a stationary target that is "hard locked" your dispersion would reduce by a factor of <to be determined - meth required>. This would imitate the plotting room basically getting better at putting the rounds on the target. A target moving at >50% of it's max speed would then nullify this buff. Loss of target lock either manually (selecting another target) or loss of spotting would also reset the buff to zero. The buff would happen in small steps with each volley (full volley of guns so you would get a fraction of the buff for each gun fired seperately) and would be capped at an arbitrary level deemed satisfactory (more meth needed). Smaller guns would gain smaller buffs per volley due to RoF than larger guns. This would then discourage ships to remain stationary as people shooting at them will get more and more accurate over time and would encourage dynamic moving gameplay. I admit, I can't force the players to sail at each other and they may just end up sailing around in circles at max range but it will mean that they end up showing juicy broadsides. What do you guys think?
(disclaimer) because only scrub non-wallet warriers play low tiers i will only talk about tier 7+ german bb 1. durability first and most important you gotta talk about the durability of german bbs. it sucks. german bbs cant take hits, and so i will recommand as with most other bbs that you snipe. this playstyle is enhanced by excellent dispersion and sigma of german bb (see gneisenau, bismarck). when playing german bb expect to see citadel offten, especially through front. this is why many player call german bbs a "line of pensacola" (quote marks so its true). german bbs also fall behind in hp because they are weak and have little superstructure so they dont get as many wg hit points. 2. guns as i mentioned earier, german bbs have very good and accurate sniper rifles. you immediate see this from bayern and gneisenau who like the other higher tiers are extremely accurate and i recommend sitting back as far as possible with spotter plane so you can snipe at very unmanoefubaevfrable dds from very long range (gearing, fletcher). like the uk rn bbs german bbs also feature excellent he so i recommend he spamming to because bb ap is fairly weak especially against dds, if you want the big hits you wanna fire he!!1!1!1111!!1 3. manoefubaevfrablility german bbs are fairly manoefubaevfrable, so you can expect to dodge shell at long ranges, especially slow ones from noob easy ship like akizuki they are very manoefubaevfrable to the extent that you dont ever need steering gears mod and instead can use the fire one because you gotta buff the low survivability of these sniper battleships 4. my unicum lodout equipemnt: tier 1 slot (slot 1) - magazine mod 1 (to reduce high chance of detonation, as seen when bismarck was detonated by hood irl) tier 5 slot (slot 2) - main battery mod 2 (to increase meh turret traverse, reload is overrated anyway) tier 9 slot (slot 3) - gun fire control system mod 2 (to increase your sniper range) tier 3 slot (slot 4) - propulsion mod 1 (means you dont lose engines so much when you get those punishing, often citadels) tier 6 slot (slot 5) - damacon 2 (to increase bad survivability) tier 8 slot (slot 6) - target acquisition mod 1 (you can expect to be torpedoed a lot whilst border humping captain skils: rank 1 - first take incoming fire alert (to try and dodge the enemy shots from other sniper battleship) rank 2 - first take last stand (to make sure that even if you lose your engine you can keep going) rank 3 - first take survivability expert (to increase bad survivability), once youve taken all of the other skills get emergency takeoff and DE (emergency takeoff to make your spotter plane take off when youre on fire and de to buff bad battlehsip fire chance) and finally vigilance (to protect yourself from sniper homing torpedoes, srsly these things are dangerous, i drive straight as possible but they still hit) rank 4 - first take ifhe to increase he effectiveness 4. my unicum consumable lodout for your consumables you must always take NON-PREMIUM consumables this is because premium consumables are a scam created by WG to promote and slowly introduce a p2w culture into world of warships thanks for reading my super important guide, hopefully you can be more unicum battleship like me after you read this if youre in a battleship dont forget to drive straight at quarter speed (or not move if possible) and put out single fires for more dodge and survivability thanks for storozhevoignevni for proof reading pls tell me if you want the font size larger because your potato eyes cant read it