Dlia_Katyushi Players 226 posts 1,739 battles Report post #1 Posted February 13, 2018 Tell me WeeGee, why put hydro on a CV? 1 Share this post Link to post Share on other sites
[THROW] wilkatis_LV [THROW] Players 5,061 posts 10,702 battles Report post #2 Posted February 13, 2018 4 minutes ago, Dlia_Katyushi said: Tell me WeeGee, why put hydro on a CV? Bcuz planes aren't good enough to spot torps coming from a DD next to you Can't wait for all the "ME HAZ HIDRO" secondary build GZs rushing some cap together with DDs Share this post Link to post Share on other sites
[CAIN] Jethro_Grey Players 5,207 posts 25,733 battles Report post #3 Posted February 13, 2018 10 minutes ago, Dlia_Katyushi said: Tell me WeeGee, why put hydro on a CV? It's a brawler CV. The planes are so $hitty, that they had to give it a gimmick which are Bismarck-esque secondaries for brawling. And you'll need hydro to dodge torps with your agility, so you'll get Hydro on top. It's actually working as i managed to kill a DD with my secondaries while trying to cap, tho the enemy team had El2aZeR in his Enterprise on the enemy team. ^^ EDIT: just saw what wilkatis_LV posted...lel 3 Share this post Link to post Share on other sites
[HU-SD] Prospect_b Players 2,655 posts 14,214 battles Report post #4 Posted February 13, 2018 Just now, Jethro_Grey said: tho the team had El2aZeR in his Enterprise on the enemy team. ^^ at this point we say: 1 Share this post Link to post Share on other sites
[CAIN] Jethro_Grey Players 5,207 posts 25,733 battles Report post #5 Posted February 13, 2018 6 minutes ago, PzychoPanzer said: at this point we say: Yep, that sums it up nicely. He killed all my planes...and my teams DDs (which sucked anyway as they refused to enter the cap on epicenter)...and my teams BBs, so i was forced to cap when a wild Tashkent appeared! Jethro used GZ secondary build...it was super effective ...but than my ship got sunk. Share this post Link to post Share on other sites
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #6 Posted February 13, 2018 If only she also had Bismarck's armor Share this post Link to post Share on other sites
SovietFury43 Beta Tester 665 posts 7,033 battles Report post #7 Posted February 14, 2018 Why to detect submerged submarines of course! Oh wait... Never mind. Share this post Link to post Share on other sites
[ONE2] RAHJAILARI Players 3,160 posts 31,670 battles Report post #8 Posted February 14, 2018 16 hours ago, Dlia_Katyushi said: Tell me WeeGee, why put hydro on a CV? Dude, this is WG we are talking about. There IS no purpose. It is just there because it has been branded a "German Trait". Because you know, all German babies are born with a built-in Hydro (this is totally true, I swear) and a natural proclivity to submerge, when put on water. But if I have to start explaining where babies come from, you're on your own lad, sorry. Even my father's VW had a Hydro... Share this post Link to post Share on other sites
[SKRUN] Gobbernator Players 96 posts Report post #9 Posted February 14, 2018 Should've had the option to switch defensive fire out for repair. That would have been something truly great. Share this post Link to post Share on other sites
[CAIN] Jethro_Grey Players 5,207 posts 25,733 battles Report post #10 Posted February 14, 2018 12 hours ago, PzychoPanzer said: Similar to the geniuses' argument to detonation: It doesn't happen that often, so iz no problem. Makes you feel better? To be fair, detonations are rare, while DDs take massive damage every time. At least deteonations provide you with some flags as compensation while a bunch of overpens on your DD are a excellent source of frustration. 11 hours ago, aboomination said: If only she also had Bismarck's armor + 12 minutes ago, Gobbernator said: Should've had the option to switch defensive fire out for repair. That would have been something truly great. If GZ had a bit more armor and as an addition the heal, she'd be quite a good ship and one that could play very aggressively. Too bad WG didn't think that far. Share this post Link to post Share on other sites
[SKRUN] Gobbernator Players 96 posts Report post #11 Posted February 14, 2018 1 minute ago, Jethro_Grey said: If GZ had a bit more armor and as an addition the heal, she'd be quite a good ship and one that could play very aggressively. Too bad WG didn't think that far. To be honest, i had hoped they give the Enterprise the repair option instead of def fire - given the reputation of the ship. Its a good ship, but the way WG deals out the gimmicks is, for the most part, not very satisfying. Share this post Link to post Share on other sites
[BLOBS] Spellfire40 Beta Tester 5,330 posts 13,776 battles Report post #12 Posted February 14, 2018 To see Torpedos early without binding planes? 1 Share this post Link to post Share on other sites
[NWP] __Helmut_Kohl__ Beta Tester 4,156 posts 18,919 battles Report post #13 Posted February 14, 2018 It is only useful, if you lost all your planes. I would prefer more range on the secondaries, since the weak fighters make it impossible to slot the secondary upgrade. 1 Share this post Link to post Share on other sites
[FO3] yaketymasq WoWs Wiki Team 291 posts 6,075 battles Report post #14 Posted February 14, 2018 preparation for 20km torp spam? Btw hydro is half way from radar Share this post Link to post Share on other sites
[BLOBS] Spellfire40 Beta Tester 5,330 posts 13,776 battles Report post #15 Posted February 14, 2018 8 minutes ago, _Helmut_Kohl_ said: It is only useful, if you lost all your planes. I would prefer more range on the secondaries, since the weak fighters make it impossible to slot the secondary upgrade. Well tehy allready removed the need to man secendary skill by making them pinpoint without. its ratehr either for 19 point comanders or for those that can live without CE.... its a gimic anyway. Share this post Link to post Share on other sites
[NWP] __Helmut_Kohl__ Beta Tester 4,156 posts 18,919 battles Report post #16 Posted February 14, 2018 Just now, Spellfire40 said: Well tehy allready removed the need to man secendary skill by making them pinpoint without. its ratehr either for 19 point comanders or for those that can live without CE.... its a gimic anyway. Not talking AFT skill here, but upgrade module. Share this post Link to post Share on other sites
[SKRUN] Gobbernator Players 96 posts Report post #17 Posted February 14, 2018 10 minutes ago, _Helmut_Kohl_ said: Not talking AFT skill here, but upgrade module. To be fair, i think the way the modules are distributed is overall rather bad and there is pretty much no real choice for CVs. Its one of those things that should be reworked but i have my doubts about that - remembering the year of the carrier and all. Share this post Link to post Share on other sites
[BLOBS] Spellfire40 Beta Tester 5,330 posts 13,776 battles Report post #18 Posted February 14, 2018 3 minutes ago, Gobbernator said: To be fair, i think the way the modules are distributed is overall rather bad and there is pretty much no real choice for CVs. Its one of those things that should be reworked but i have my doubts about that - remembering the year of the carrier and all. Well thats a general problem with CVs. Skillwise they lowered Torp speed and them made a skill to increase it back too old standard too wich is uperly useless. IF skills or modules are reqired they should be in base hull. that would it make way easyer to balace. Skills like CE and last stand come to mind as is the Stealth mod. other lasses have more options drastically changing their utility for one option or another like Survival vs Secondary vs Anti Air. CVs ae stuck in one build 99% of the time unless your really dont care about your fighters. Whats even worse is that you basically forced to free exp planeupgrades to be even remotly on a even playing field compared to other classes. Share this post Link to post Share on other sites
[SKRUN] Gobbernator Players 96 posts Report post #19 Posted February 14, 2018 31 minutes ago, Spellfire40 said: Well thats a general problem with CVs. Skillwise they lowered Torp speed and them made a skill to increase it back too old standard too wich is uperly useless. IF skills or modules are reqired they should be in base hull. that would it make way easyer to balace. Skills like CE and last stand come to mind as is the Stealth mod. other lasses have more options drastically changing their utility for one option or another like Survival vs Secondary vs Anti Air. CVs ae stuck in one build 99% of the time unless your really dont care about your fighters. Whats even worse is that you basically forced to free exp planeupgrades to be even remotly on a even playing field compared to other classes. Pretty much this. The plane upgrading is hilarious too. Its not even comparable to the Hull upgrades or AA upgrades of other classes. If you don't have your fighters on par with the enemy, you're getting rolled over, hard. Share this post Link to post Share on other sites
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #20 Posted February 14, 2018 6 hours ago, Jethro_Grey said: If GZ had a bit more armor and as an addition the heal, she'd be quite a good ship and one that could play very aggressively. Still not a carrier's job and only "relevant" when the crap already hit the fan and hardly relevant in any "competitive" mode. My problems with this ship are the loadouts, ammo capacity (fighters), plane capacity (fighters) and strike potential - short: I'd like her to be more "normal" and viable for ranked. The way she is atm, she will be a meme machine for random and a frustrating experience on both ends because of inconsistency and lack of air control/utility. But I guess that random plebs will be amazed by blaping a Bismarck every 4th game and feel like farazelleth reborn. The ability to kite ships in her secondaries or to push into near-dead enemies with hydro is appreciated and hilarious. Other CV can do that to a lesser (but sufficient) extent, tho. But hey, I'm a CV noob - WG hopefully knows better. ps: Oh - and I'd take away circular bombing areas from auto drops. Or maybe remove this feature for good even from (so, so hard to execute) manual attacks. So that skill and awareness matter more on both ends. Share this post Link to post Share on other sites
[JUNK] Affeks [JUNK] Beta Tester 1,934 posts 8,416 battles Report post #21 Posted February 14, 2018 Hydro kinda makes sense when you consider the brawly undertones of the ship and the german national flavour is Hydro. Also its very situational so not that big of a deal to add. On the other hand Repair party could have been more interesting. Share this post Link to post Share on other sites
[HU-SD] Prospect_b Players 2,655 posts 14,214 battles Report post #22 Posted February 14, 2018 4 hours ago, aboomination said: be a meme machine the only valid answer to the question of this topic 1 Share this post Link to post Share on other sites
[RJCTS] Boris_MNE Players 1,568 posts 10,303 battles Report post #23 Posted February 14, 2018 Yo guys, What you think when we might have GZ in shop for sale? I was just wondering, but I dont want to trust my calculations... around half year? Your opinions? Thanks Share this post Link to post Share on other sites
[BLOBS] Spellfire40 Beta Tester 5,330 posts 13,776 battles Report post #24 Posted February 14, 2018 6 minutes ago, Boris_MNE said: Yo guys, What you think when we might have GZ in shop for sale? I was just wondering, but I dont want to trust my calculations... around half year? Your opinions? Thanks The Testmission is up to the 23.2 usally we get a questinarry at the end. This is the 1st time they gave a muti Flightcontroll GZ(no GZ II this testcycle) so unless something drastical hapens it should be the finished product. So my Estimation would be like 2 to 4 Weeks after this Testround IF anything goes as they want. Share this post Link to post Share on other sites
[RJCTS] Boris_MNE Players 1,568 posts 10,303 battles Report post #25 Posted February 14, 2018 51 minutes ago, Spellfire40 said: The Testmission is up to the 23.2 usally we get a questinarry at the end. This is the 1st time they gave a muti Flightcontroll GZ(no GZ II this testcycle) so unless something drastical hapens it should be the finished product. So my Estimation would be like 2 to 4 Weeks after this Testround IF anything goes as they want. She has 3 month blanko ban from shop, for premium users who bought her before .... So 4 months AT least. Share this post Link to post Share on other sites