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Cythereal posted:I love it when the other team's carriers do this when I'm in a cruiser with good AA. It's just a matter of thinking "What's the boat on my team most alluring to pubbie carriers?" and staying close enough that I can intercept planes heading for the carriers/fatass battleship. Yeah killing planes needs to be more rewarding because this is a good way to start every match in a CA E: Now I see the problem with the Phoenix; You end up against teams full of Cleavland's and you're absolutely hosed Fart Car '97 fucked around with this message at 04:15 on Mar 17, 2015 |
# ? Mar 17, 2015 04:08 |
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# ? May 13, 2024 07:56 |
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Also you can enable replays by editing the preferences.xml file and adding this line just before </scriptsPreferences> which is at the end of the file almost. Replays are not working yet in this build but they will enable it again in the future according to Gunlion. They were working last build, at least you can save them now and use them at a later time. <isReplayEnabled> true </isReplayEnabled> <ReplayCameraUpdate> 30 </ReplayCameraUpdate>
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# ? Mar 17, 2015 04:10 |
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The other day the carrier shitters kept focusing another Fuso I was rolling with. 56. 56 planes shot down. That's even better than the 46 I got in the Atlanta before CBT came up.
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# ? Mar 17, 2015 04:10 |
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Being in a Saipan with Buffalos against anything lower is just...unfair. Sorry dudes but your planes are going to get straight up murdered by me and then it's free reign for my torpedos. Luring enemy fighters with your bombers is also fun because a smart BB will help you out tremendously
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# ? Mar 17, 2015 04:12 |
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rossmum posted:The other day the carrier shitters kept focusing another Fuso I was rolling with. Dumb carriers always seem to focus purely on either the other carriers (if present) or the biggest battleships on the other team. My personal record so far is 42, babysitting a Nagato (I think) the pubbie carriers had a hardon for killing. Cythereal fucked around with this message at 04:16 on Mar 17, 2015 |
# ? Mar 17, 2015 04:13 |
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Besides, the escort function for fighters is super smart. It hovers over the target and only attacks bombers which come into range, thereby screwing up their targeting. It ignores fighters and also does not chase outside of protection range, so you can't lure them away.
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# ? Mar 17, 2015 04:16 |
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I've taken to sending my torpedo bombers to whatever the chokepoints are on the map. Someone always tries to rush ahead and be clever, and even a DD can have a hard time dodging in those narrow straits.
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# ? Mar 17, 2015 04:23 |
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This games sixth sense is actually really loving good on a DD fyi.
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# ? Mar 17, 2015 04:33 |
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The conclusion I am coming to as a cruiser fan is that my job is idiocy mitigation. While I have the throw weight to hurt other cruisers and dent battleships in a pinch, my primary duty is safeguarding dumb battleships, carriers, and cruisers from destroyers and carriers. I keep seeing battleships get so locked in on dueling other battleships that they completely ignore destroyers racing in and approaching planes.
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# ? Mar 17, 2015 04:34 |
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Poil posted:Ah, good thing I didn't pick that then, thanks. I made a mistake, Damage Control fixes flooding, fires, or module damage. Repair work is the battleship health refiller.
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# ? Mar 17, 2015 04:44 |
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demonR6 posted:Also you can enable replays by editing the preferences.xml file and adding this line just before </scriptsPreferences> which is at the end of the file almost. fuuuuuck, I wish I had seen this literally ten minute ago. I just had the greatest game yet in my Kongo and wanted to brag to the world. Took on two St. Louis and two Miyogis at once and won. While being attacked like crazy by torpedo bombers Kongo is easily the best ship I've played so far, just phenomenal when played right. Good accuracy, good speed, acceptable maneuverability, great damage, decent AA. Well-aimed AP shots just vaporize any cruiser or DD dumb enough to come into range. Her only weakness is the armor, cruisers with high reload speeds can chew you up good if you're not careful. Even a St. Louis is a credible threat despite being two tiers below it.
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# ? Mar 17, 2015 05:07 |
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Vengarr posted:Even a St. Louis is a credible threat despite being two tiers below it. This is probably one of the best things I like about this game. Even being a low tier trashcan you are generally just as capable of putting out serious damage as everyone else.
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# ? Mar 17, 2015 05:08 |
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Cythereal posted:The conclusion I am coming to as a cruiser fan is that my job is idiocy mitigation. While I have the throw weight to hurt other cruisers and dent battleships in a pinch, my primary duty is safeguarding dumb battleships, carriers, and cruisers from destroyers and carriers. I keep seeing battleships get so locked in on dueling other battleships that they completely ignore destroyers racing in and approaching planes. I do this most of the time but it Also just results in me getting mad at people doing stupid poo poo in their battleships which, more often than not, decides the outcome of a game. You can protect them from others, but not themselves. Battleships just feel like Easy Mode compared t Cruisers/Destroyers.
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# ? Mar 17, 2015 05:11 |
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Well, got my first massive torpedo crit tonight on the left side of Fault Line. Was driving a Kuma, dropped a spread into a gap where I vaguely expected a line of battleships to cross, and then retreated, as one of them got me with 2 shells dropping me deep into yellow. 15 seconds later, one full health to dead Kongou in a single torpedo. On the bright side, he wasn't angry, though he was very incredulous.
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# ? Mar 17, 2015 05:15 |
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Focusing your AA by pressing ALT and clicking on planes flying above you is OP as gently caress Honestly i'm in the Cleveland and I'm almost having as much fun just completely tearing apart torpedo wings than actually killing ships
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# ? Mar 17, 2015 05:15 |
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Should destroyers use HE or AP? Their AP not useful against bigger ships and does AP matter against other destroyers?
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# ? Mar 17, 2015 05:33 |
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Zhanism posted:Should destroyers use HE or AP? Their AP not useful against bigger ships and does AP matter against other destroyers? I use AP against destroyers because one good AP volley into the citadel is basically lights out for another destroyer. HE against everything else for the sole purpose of attempting to start fires to cause them to burn their repair.
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# ? Mar 17, 2015 05:38 |
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Zhanism posted:Should destroyers use HE or AP? Their AP not useful against bigger ships and does AP matter against other destroyers? If the target is far use AP even against Battleships. Your rounds will arc right down into their nice sweet and soft deck and puncture right through.
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# ? Mar 17, 2015 05:41 |
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Steelion posted:Christ I am bad at torpedos. I have so much less fun and am so much worse with the T3 Japanese Cruiser than the St. Louis. Destroyers are also a slog. Yeah I can never wrap my head around their slow, linear path. Ballistics I'm really intuitive with for some reason. I'll learn them eventually, for now I just start with close targets and gradually work my way farther out. Fart Car '97 posted:I use AP against destroyers because one good AP volley into the citadel is basically lights out for another destroyer. HE against everything else for the sole purpose of attempting to start fires to cause them to burn their repair. I learned really quickly to let fires burn unless/until I was out of combat and repositioning long enough for repair to count down again. In battle, repair is only for when I take a shot below the waterline and I'm sinking. Yeah, you take damage you could have prevented by letting fires burn themselves out, but when you start flooding the damage racks up a LOT faster. It'd be nice if flooding were a separate stat - it does some HP damage but the water level will slowly pump back down once you repair the breach. You could allow more RNG hits that do waterline damage that way, because it's something that the opponent can mitigate until the amount of flooding is beyond their buoyancy. Still, arcade-y as it is, I really like botes so far. Onwards to the cleaveland steamer! Harik fucked around with this message at 06:09 on Mar 17, 2015 |
# ? Mar 17, 2015 05:56 |
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BadLlama posted:If the target is far use AP even against Battleships. Your rounds will arc right down into their nice sweet and soft deck and puncture right through. DD's don't really have the range for this to be a thing though. Arcing down really only applies when you're shooting over long enough distances for it to actually do that and the top tier DDs have like a 12k range.
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# ? Mar 17, 2015 05:58 |
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My main problem with torpedoes is that I just keep underestimating the amount I need to lead the target.
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# ? Mar 17, 2015 05:59 |
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Zhanism posted:Should destroyers use HE or AP? Their AP not useful against bigger ships and does AP matter against other destroyers? HE against destroyers because you'll cause massive crits that cripple his ability to move/fight back with every salvo. AP against everything else. It does way more damage to cruisers and will give you 2k damage volleys even against battleships at long range. Close range HE from a destroyer basically does nothing to a BB, it doesn't even cause crits.
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# ? Mar 17, 2015 05:59 |
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Nordick posted:My main problem with torpedoes is that I just keep underestimating the amount I need to lead the target. Press X with your crosshair over the target. A lead indicator will now appear when you select your torps. It's complete bullshit and should be removed, imo. Omaha First Round Trip Report: 67 hits landed, 7 citadel hits, 3 crits, 1 Kongo, 1 Phoenix and 90% of another Phoenix that a BB scraped the kill from. Its good
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# ? Mar 17, 2015 06:03 |
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Nordick posted:My main problem with torpedoes is that I just keep underestimating the amount I need to lead the target. If you target something, hit x and it'll show a white arc for approximately where you need to aim your torpedoes in order to hit them if they keep travelling at the speed and heading they currently are.
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# ? Mar 17, 2015 06:03 |
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^^ Wow I did not know this was a thing.Fart Car '97 posted:DD's don't really have the range for this to be a thing though. Arcing down really only applies when you're shooting over long enough distances for it to actually do that and the top tier DDs have like a 12k range. Every DD has range to arc AP down into decks of ships. Event he early tier 10KM guns.
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# ? Mar 17, 2015 06:03 |
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BadLlama posted:Every DD has range to arc AP down into decks of ships. Event he early tier 10KM guns. That's contrary to what some of the more experienced players were saying earlier
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# ? Mar 17, 2015 06:04 |
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hopterque posted:If you target something, hit x and it'll show a white arc for approximately where you need to aim your torpedoes in order to hit them if they keep travelling at the speed and heading they currently are. Thanks guys.
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# ? Mar 17, 2015 06:07 |
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Fart Car '97 posted:That's contrary to what some of the more experienced players were saying earlier Been doing it constantly since I've been playing. Also agreeing with the Omaha is pretty sweet.
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# ? Mar 17, 2015 06:13 |
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The problem with the torpedo lead indicator is that it assumes consistent speed and heading. Which hey, sometimes guys are just cruising along unsuspecting and its great. You'll hit them with all your torps and sink them. But if they're taking evasive action, the indicator won't help you. And you should always be taking some kind of evasive action. Even something as simple as constantly switching between full speed and 3/4ths makes a huge difference. On ships with lots of giddyup, you can go from full to 1/2 to 3/4ths to 1/2 to full and just gently caress with everyones' shot timing. Plus, rather than going directly parallel to the target you should angle your ship a bit so you're either headed towards or away from them--that added dimension makes it even harder to hit. Unless I need to get somewhere NOW at top speed, I'm always loving with my speeds and directions. It increases survivability by an impressive amount.
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# ? Mar 17, 2015 06:16 |
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Vengarr posted:The problem with the torpedo lead indicator is that it assumes consistent speed and heading. Which hey, sometimes guys are just cruising along unsuspecting and its great. You'll hit them with all your torps and sink them. But if they're taking evasive action, the indicator won't help you. Obviously it's not perfect but I just don't see why it's necessary at all. Why should players not have to learn how to properly lead torpedoes in the first place?
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# ? Mar 17, 2015 06:19 |
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Fart Car '97 posted:Obviously it's not perfect but I just don't see why it's necessary at all. Why should players not have to learn how to properly lead torpedoes in the first place? Because you are very unlikely to hit anything at long range with torps if you don't have indicator. Don't be dumb, DDs are weak enough as it is.
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# ? Mar 17, 2015 06:24 |
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Fart Car '97 posted:Obviously it's not perfect but I just don't see why it's necessary at all. Why should players not have to learn how to properly lead torpedoes in the first place? Because unless you can do split-second trig calculations, hitting a target with a torpedo at anything other than point-blank range would just become a matter of luck.
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# ? Mar 17, 2015 06:25 |
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What's the best way to get in playing with goons in this here boat game?
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# ? Mar 17, 2015 06:25 |
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Mazz posted:I really want to play this but I hadn't paid attention to the WoT thread or the news for this in weeks/months so now I'm stuck reading posts getting sad. Us beta testers got a unique Sherman variant, that's about it.
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# ? Mar 17, 2015 06:26 |
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Yeaaaahhh I just took the Isokaze out for a spin, now with knowledge of the indicator, and it's pretty ridiculous. Yeah, it won't help if the target turns or changes speed, but the thing is a lot of pubbies just plain don't do that. I nailed several hits I wouldn't have even dreamed of, previously. And even if the target is, say, turning a bit, you can still use the indicator as a starting point and adjust from there, instead of just plain eyeballing. I dunno, maybe they could change it so it only appears after you've tracked the target for a few seconds first, or something.
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# ? Mar 17, 2015 06:26 |
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Lee Outrageous posted:What's the best way to get in playing with goons in this here boat game?
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# ? Mar 17, 2015 06:26 |
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That password is usually posted in the not-publically-viewable subforum for a reason...
Q_res fucked around with this message at 06:50 on Mar 17, 2015 |
# ? Mar 17, 2015 06:34 |
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I am just getting stuck on the SHITTIEST teams. My win rate went from 66% in the alpha to 33%. It's a small sample size, but thank god it's getting reset.
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# ? Mar 17, 2015 06:45 |
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McGavin posted:I am just getting stuck on the SHITTIEST teams. My win rate went from 66% in the alpha to 33%. It's a small sample size, but thank god it's getting reset. I pull my hair out over the fact that 70% of my team ignores the cap. Ive had one pubby say something along the lines of "Why are you retards capping, its a GAMEPLAY TEST" After I proceeded to tell him caps were a part of gameplay, he proceeded to call me dumb.
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# ? Mar 17, 2015 06:59 |
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# ? May 13, 2024 07:56 |
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Q_res posted:That password is usually posted in the not-publically-viewable subforum for a reason... It's not a state secret, really. I see pubbies in the tanks channel all the time.
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# ? Mar 17, 2015 07:04 |