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Found 7 results

  1. First off: I like this Operation. I enjoy the feel of being on the offensive, of conducting a daring naval raid in the good old "hit and run" buccaneering tradition (although the likes of Drake and Henry Morgan would have taken a dim view of the lack of plunder and pillage). So well done to Wargaming, for this! Secondly, a disclaimer: As should hopefully be obvious from the following text, I am one of the "tactically challenged" ones to whom the title refers. Even after more than five years of playing this game, I seem to remain, at heart, something of a well-meaning noob. With this out of the way, on to the main subject. As anyone would know who has spent time fighting through operation Killer Whale in the past, it has certain built-in obstacles. These have mostly to do with the requirement that as soon at the first phase of the operation is complete - the raid on the harbour area and the destruction of those enemy forces found within - the players are expected to make an exit through one of two possible areas, one located to the west and the other to the north. This second phase, which is set on a timer, includes a number of secondary objectives in the form of options to sink certain incoming enemy ships. There is no bonus (other than xp and personal satisfaction) for sinking ships other than those specially designated, and there is indeed no option to win by sinking all incoming ships - enemies will continue to appear in wave after wave until either all players are sunk, or the countdown timer runs out. In order to complete the operation, at least half of the remaining player ships must reach the exit area. Which exit area it is - the one in the west or the one in the north - is not determined until the second phase of the operation is triggered. In this phase, there are a number of things that can, and all too often will, go wrong. Players may not realize that they are required to make an exit at all. These players will instead happily engage the wave after wave of incoming enemies, until they are all sunk or the exit timer runs out (which, unless enough players make it to the exit, fails the operation). Players who are aware of the exit requirement, may still not realize that the exit area is subject to change. These players will hare off towards the exit they went through last time, and will typically resist any and all efforts by their despairing team mates to get them to head in the proper direction (which, unless enough players go the right way, again fails the operation). Players who do realize when and where they are supposed to exit, may still be tempted to stay and engage the continuous waves of incoming enemies, some of which are - quite nefariously, to make a personal observation - designated as juicy secondary objectives. One fairly efficient but somewhat counter-intuitive tactic for dealing with these secondary objectives and still keep the time limit - namely for a player to ram the designated target and thus complete the objective while at the same time facilitating the task of getting half of the remaining ships to the exit - has yet to occur to the majority of players. (It didn't occur to me until Jingles pointed it out in a video.) During my last Killer Whale excursion, I set forth in the Admiral Graf Spee. I regard her (him?) as a good choice for this operation, since her battleship-caliber guns are excellent for wiping out the land forts, and her torpedoes come in handy for dealing with those enemy ships that for some reason won't oblige you by accepting any hits to their citadel. I had a number of battleships and cruisers in my team as well, one Ark Royal and - thankfully - no destroyers. So I figured that we were off to a good start. Halfway through the harbour area, two of our cruisers had already died to fire from those ships found inside. This left me and our two battleships to deal with the remaining enemy ships, while our carrier kept himself busy by firing rockets (not bombs or torpedoes - rockets) at the moored battleship. I went in pretty close for my torpedo runs - those bot ships seem to have a knack for knowing exactly where and when you drop your torpedoes - and by the time we were finished with all this, I was at less than a quarter health and with only one heal remaining. The second phase saw most of us starting to go for a somewhat belated journey to the west (the correct exit area, as it were). However, when we neared the entrance to the harbour area and some enemy destroyers and cruisers turned up, everyone but me and one battleship decided to turn back inside. The carrier started dropping torpedoes (not bombs or rockets - torpedoes) on the destroyers, and then proceeded to go for the north side of the map (maybe he had some relatives over there; your guess is as good as mine). My accompanying battleship was sunk by torpedoes from the enemy destroyers, and after having dealt with what remained of them I had nowhere near enough health left to make any headway out of the harbour area (not that it would have made any difference at that point). I managed to sink an incoming Ishizuchi with a lucky torpedo spread that hit home right after I had been sunk by the last salvo from said ship, and about fifteen seconds later the timer ran out and we lost (yes, I was late in starting the retreat as well; no one did much good in this battle). So that, as they say, was that. Please note that this is not a rant. I was having fun the whole time, from the intrepid charge at the beginning to the ignominious defeat at the end. I regard this whole sorry episode as a learning experience, and part of what I learned was that those operations that run the most smoothly, are not necessarily the most memorable.* When I get home tonight, I shall have to try this operation out again with my newly acquired British heavy cruiser, the Devonshire. I expect her to sink like a stone, which will make a fitting statement on this, the last day of England as a member of the European Union. There are many of us who will be sad to see her go. Cheers! * Just look at the "One Bridge Too Far" movie from 1977, or any of the films of Quentin Tarantino for that matter.** ** When they make a movie out this particular Operation Killer Whale, I want my character to be played by Sir Michael Caine.*** *** With the same complete lack of anything remotely resembling a German accent, as when he portrayed Oberst Kurt Steiner in "The Eagle Has Landed" from 1976.**** **** The new movie shall be called, "The Eagle Has Stranded."
  2. Right, so i have aready seen lots of effing potatos who have virtually no idea what do they do then die 2mins in, and people who just simply throw a garrenteed win away cause they are not in the right place in the right time, and a apparent serious lack of guides detailing on how to beat them. do please suggest improvements on the guides as well, since I’m not that good at remembering ship spawn positions. Guides to operations in wows: contents: General guidelines for all ops T6 ops: defence of naval station newport killer whale agies raptor rescue(on hiatus) t 7 ops: nari Ultimate frontier(on hiatus) special ops: Hermes(on hiatus) cherry blossom(on hiatus) operation dynamo(on hiatus) 1. General guidelines for all ops: Operations differ from PVP random battles as in you will only be fighting against bots, not humans. The bots however differ from the ones in co-op as the ones in co-op are powered by potatoOS while the bots in ops are powered by skynet’s younger brother, which means if you screw up or you are not up to standard, they will murder you. Also unlike in co-op you often find yourself fighting at a numbers disadvantage from the start on, but you will have a tier advantage or some form of help in the form of forts, other bot ships or just downright completeing the objectives ASAP. So here is some general guidelines: Read the objectives that appear at the top right of your screen, especially the main one. Completing the main objective will at least garrentee a win, but if you want more £££ then complete the secondaries as well. even though bots are powered by skynet, they will always spawn in the same place/same ships, and and roughly the same movement pattern towards you until further notice. DDs are usless in all ops except dynamo, as they have far too little HP and armor, guns often don’t do much against ships and bots evade torps as soon as they are fired, making torps useless except in point blank ranges. Avoid bringing Nuremberg to any ops. It has far too little armor and explodes just by someone looking at it the wrong way. OPs are not PVP, so you need to be aggressive and make the plays that count, foucus fire on the same ship, don't camp, and if you have to, eat a torp meant for a convey ship. for the same reason, avoid camping in repair circles unless you absolutely have to go and repair. All OPs have friendly fire turned off.
  3. Hello, This operation is: - too easy - boring It offers no challenge and it ends prematurely. Have been playing few today and every match some player(s) kill the fun out of it BY ENTERING THE CAP PREMATURELY. I can use chat, ping map ... nah ... they just rush the cap so the mission ends in few minutes. I would fight the enemy waves, yet I dont have any chance of doing so. Was not there some requirement like 50% of ships alive must enter the cap? Now just one rouge player can take out all the fun out of ops and end the game. Waste of time / signals.
  4. The new tier VI Pensacola really kicks azz in Operation Killer Whale. Play her well or even barely competently, and you can basically just rofl-stomp across the board. The reason for this is, her combination of AA power and 203 mm guns. The AA suite, while not quite on par with that of the old Cleveland, is still more than able to do the job, and those 203 mm guns smashes forts apart, tears cruisers to shreds, pounds destroyers to bits, and generally makes life a burning hell for any carrier unfortunate enough to get within range. The recipe is simple. First, you select upgrades, captain skills and consumables for maximum AA damage output. Then, you enter battle and proceed roughly as follows: 1. Go straight for the harbour area. Take out the forts on your way in (shoot AP). 2. Try to be the first to confront the planes from the enemy carrier in the harbour. With a combination of Defensive AA fire and your fighter plane, you can take them out with contemptuous ease. 3. Take out the carrier at anchor. Whether to use HE to burn it down, or AP to citadel it to oblivion, is mostly a personal choice. You can probably leave the enemy cruiser and battleship to the mercies of your allies at this stage. 4. As soon as the anchored carrier is sunk, turn around and head out to sea again to intercept the enemy carriers and destroyers approaching from the west. Try to get at least one or two allies to join you; an opportunity to spam HE at a couple of CV:s under cover of your AA umbrella should provide good enticement. (Unless absolutely necessary, do not stay to shoot at the anchored battleship or the shore installations. You need some time to get to where you need to go, and speed is not the Pensacola's forte.) 5. Time your Defensive AA and fighter planes to deal with enemy planes and spot incoming torpedoes. Being an AA shield at this stage will allow your allies to pound the enemy fleet without getting harassed by planes, so concentrate on dodging torpedoes and generally staying alive as a priority. With the kind of AA power you've got, you will sweep the skies clean in pretty short order. You should probably focus your own guns on the enemy carriers to begin with, although it pays to take out the designated enemy ships to complete secondary objectives. Your secondary batteries can provide you with a few bonus kills at this stage, especially since they tend to benefit from the same commander skills that bolster your AA. 6. When the enemy carriers are sunk, it's time to evaluate the tactical situation. Any remaining designated targets should be dealt with now, if time allows it. If you can help your team to win by getting to the exit, then by all means do so. If the swiftest (or only) way to victory is for you to go down, then die well and bravely - preferably by ramming a designated target and thus helping to complete the secondary objectives in the most dramatically satisfying way possible. At least, this is how I have done it. But I'm sure the recipe can be improved upon!
  5. BlackYeti

    Operations...

    So, it's been a couple of months since the Operations release. There are a ton of tutorials online. A lot of forum posts. The difficulty has been toned down significantly. And today I get this... Ok, in the first game in QE I derped out too, repaired a double fire and then caught a flooding from a T-22 because I played too aggressively. But I am just one ship of seven. People still do things like torpedo boat divisions or hug the repair ships in the back so there is no one around to stop the destroyers in time from entering the base. /rant I seriously don't know what else can be done in this matter at this point, the operations have been dumbed down enough as it is and i am against skill-based MM. 7-man divisions also shouldn't be the balancing factor. On the other hand defeats should happen as they happen in randoms, the rewards have been tweaked slightly since release but the gap between victory and defeat is still too large. Maybe if the reward gap was smaller losses wouldn't be so goddamn frustrating and make me wish for 30mins of my life back :( EDIT: screenshot didn't show up EDIT II 4th game was a 0-star victory because I carried the hell out of this game being the last man standing
  6. Mir ist aufgefallen, dass sich seit letzter Woche etwas bei den Szenarien geändert hat: Es sind anscheinend nur noch Stufe VI-Schiffe zugelassen! Dies trifft bisher auf die Szenarien Aegide (letzte Woche) und auch auf Killer Whale (aktuell) zu. Ich finde dies überaus schade. Die Auswahl an Schiffen ist dadurch um die Hälfte geschrumpft, so dass nun immer die "üblichen Verdächtigen" auf den Meeren anzutreffen sind. Man freut sich jetzt schon, wenn mal eine PERTH oder ANSHAN für Abwechslung sorgt - interessante Teamzusammensetzungen sind nun Mangelware. Was bezweckt Wargaming damit? Zu schwer? Zu leicht? Zu eintönig? Oder doch was anderes in der Pipeline? Weitere (neue) Szenarien für andere Stufen (IV, V, VI und höher?)? Abwechslung in den Szenarien (nicht so statisch gescriptet und vor allem weitere Szenarien) täten diesem Match-Zweig gut. Auch mit Stufe V kann/konnte ein Szenario gewonnen werden. Soviel besser sind die Schiffe Stufe VI auch nicht. ... und noch was: Die Szenarien-Gefechte tauchen unter Profil/Zusammenfassung nicht auf. Aber bis zum Update 0.99 wird das schon noch kommen. Also Wargaming, auf geht's!
  7. When I played the 'Operation Killer Whale' some time ago, I found myself - to my surprise - sailing in a team with one Anthony and two Cyclones. Needless to say, they didn't do very well - they sank in the first two minutes of the battle. Being to all practical purposes three ships short of a full task force, the rest of us didn't do too well either. I don't really know what to make of this. To begin with, I hadn't realized that the Anthony and the Cyclone could be used in any operation other than 'Dunkirk'. And even considering that this seems to be possible, why would anyone choose to do so? I would regard them to be eminently underqualified for any other task than 'Operation Dunkirk', for which they were - as far as I understand it - specially designed. The lure of getting a bunch of free Commander Xp from those two 19-point captains might be a reason, I guess, but since this means that you get those xp at the expense of crippling the game for the rest of the players on the team, it would not be reason enough to make me sail them. Or am I missing something, here? Confused in Killer Whale
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