|
Xae posted:It can be hard to get citadels in the Molotov because the arcs are so flat you have to retrain where you aim vertically. it can also get hard to get cits in the molotov because you've run out of people to shoot or you run out of hp
|
# ? May 22, 2016 06:54 |
|
|
# ? May 26, 2024 17:25 |
|
Citadels, Molotov, hard Which word does not fit into the above list ?
|
# ? May 22, 2016 07:12 |
|
Hammerstein posted:Citadels, Molotov, hard They all fit? You're hard because of the citadels your molotov gets?
|
# ? May 22, 2016 07:22 |
|
xthetenth posted:They all fit? You're hard because of the citadels your molotov gets? It's hard to shoot and specifically not citadel a molotov?
|
# ? May 22, 2016 07:56 |
|
Xae posted:It can be hard to get citadels in the Molotov because the arcs are so flat you have to retrain where you aim vertically. What they all said. This is a really stupid statement.
|
# ? May 22, 2016 08:54 |
|
When you are the only Tier V BB in a game:
|
# ? May 22, 2016 14:33 |
|
Hey fellas, so I've been playing solo with no guidance and being a stingy gently caress at low tiers (no equipment or ship mods, opting not to select skills except sixth sense since I'm not sure what works for each line, and I was wondering if I could get an invite into our clan. I tried once before a long time ago and had issues because I'm in PANSY on WoT and for some reason it acted like that prevented me from being in SEAMN. Anyone willing to lend a hand? Edit: AbnormalReflex on NA server. Blindeye fucked around with this message at 15:52 on May 22, 2016 |
# ? May 22, 2016 14:34 |
|
Burt posted:What they all said. This is a really stupid statement. Fair enough. Apparently everyone else is an elite MLG operator who automatically understood how to adjust their aim for the ship before they even fired their first shot.
|
# ? May 22, 2016 15:11 |
|
Blindeye posted:Hey fellas, so I've been playing solo with no guidance and being a stingy gently caress at low tiers (no equipment or ship mods, opting not to select skills except sixth sense since I'm not sure what works for each line, and I was wondering if I could get an invite into our clan. I tried once before a long time ago and had issues because I'm in PANSY on WoT and for some reason it acted like that prevented me from being in SEAMN. Anyone willing to lend a hand? Unfortunately they haven't implemented clan anything yet. The SEAMN clan exists via wargaming site/WoT, but World of Warships has nothing yet... which kind of blows. The best way to play with other goons and pick their brain on what is good to do, is get on Discord and shoot the poo poo and also shoot at boats, we're most active 7pm-12 EST I'd say.
|
# ? May 22, 2016 17:17 |
|
Also - (until yourshepherd unseats me after 90 more games)
|
# ? May 22, 2016 17:19 |
|
What's really impressive is that you're doing better than the top Shchors players on average damage. But not the top Myoko players. Also there's one guy that does more average damage with the Pensecola.
|
# ? May 22, 2016 17:25 |
|
I'd be in like the Top 10 for the Yorck (1800 rating) but it looks like you need 100 games minimum, so im like 20 away. 2000+ is really impressive, I gotta stop solo-pubbing. I'm starting to think ill actually like the Shchors.
|
# ? May 22, 2016 18:16 |
|
Man, I skipped the Yorck because people said it sucked. Is it actually decent? Also I need to play the Kuma more, I'm near the top but lack 100 battles...
|
# ? May 22, 2016 19:13 |
|
Velius posted:Man, I skipped the Yorck because people said it sucked. Is it actually decent? Also I need to play the Kuma more, I'm near the top but lack 100 battles... At some point (after I paid to skip it) they fixed its major problem (sub-BB turret turning).
|
# ? May 22, 2016 19:18 |
|
Xae posted:Fair enough. Apparently everyone else is an elite MLG operator who automatically understood how to adjust their aim for the ship before they even fired their first shot. Flatter arcs just means you have to adjust your lead as the shells aren't hanging in mid air for so long, why you think you have to adjust your vertical aim point I have no idea. It's seriously not that hard, even I can do it.
|
# ? May 22, 2016 22:15 |
|
Velius posted:Man, I skipped the Yorck because people said it sucked. Is it actually decent? Also I need to play the Kuma more, I'm near the top but lack 100 battles... The only difference with the Yorck from the other German cruisers is that you need to use HE a lot more. Over 10km, use HE, under use AP. It has a fairly decent HE round [for a German ship anyway]. I really like both the USSR and German cruiser lines, they seem to be very similar, you just get better ships as you go up the line rather than having to relearn how to play every time you upgrade like the USA. The USSR has a bit of a dip at the Chappy, it's damage seems to be a bit low for it's tier, but other than that all are fun to play.
|
# ? May 22, 2016 22:22 |
|
German Cruisers seem more durable than the USSR ones, at least to me.
|
# ? May 22, 2016 22:28 |
|
Is this game still the HE FIRE APOCALYPSE?
|
# ? May 23, 2016 13:20 |
|
Stanley Pain posted:Is this game still the HE FIRE APOCALYPSE? Not as much as it used to be. They shortened fire duration in the last major patch, and I'm pretty sure they dropped HE fire chance on some of the worst offenders a while back.
|
# ? May 23, 2016 13:31 |
|
NTRabbit posted:Not as much as it used to be. They shortened fire duration in the last major patch, and I'm pretty sure they dropped HE fire chance on some of the worst offenders a while back. Good to know. Dropped into a couple of games today and it did seem a LOT better than before. I'm assuming Eye of Sauron and Lead Indicator mods are bannable right?
|
# ? May 23, 2016 19:30 |
|
Stanley Pain posted:Good to know. Dropped into a couple of games today and it did seem a LOT better than before. They are a very bad thing to be caught using, that said the only way WG would catch you is if you uploaded video of yourself using them. Lead indicator is a terrible mod to rely on anyways, as it doesn't actually teach you how to calculate lead, nor does it actually get it right most times. With the actual WG made scaling zoom crosshair and the OTM thing that shows when someone changes throttle input, I can easily calculate exactly where and when to shoot and when to hold my shots. orange juche fucked around with this message at 20:07 on May 23, 2016 |
# ? May 23, 2016 20:05 |
|
Tokyo Sexwhale posted:They are a very bad thing to be caught using, that said the only way WG would catch you is if you uploaded video of yourself using them. Lead indicator is a terrible mod to rely on anyways, as it doesn't actually teach you how to calculate lead, nor does it actually get it right most times. Are there tutorials on how to calculate lead? I just sort of got a feel for it and wing it with moderate success. Using torpedo targeting helps, but I almost never look at the numbers on the crosshair
|
# ? May 23, 2016 22:23 |
|
Check the Reddit and the forums. They just started a crackdown on illegal mods (they haven't said which mods other than aim assist) today and they're figuring out who uses them, but obviously aren't stating exactly what system they're using to detected them. Maybe they're using us as a test bed for some sort of WoT mod policy change and purge. Also on the Asia server they are changing people's names who use illegal mods brown, reflecting all their damage back to them, and in a few days give them a 7 day ban, which all seems hilarious. The rest of the servers can't get away with ridiculous public shaming however. Victor Surge fucked around with this message at 23:39 on May 23, 2016 |
# ? May 23, 2016 23:34 |
|
What's the thread opinion on buying the signal flag bundles? There's a couple specials on the premium shop right now, including one that gives sets of 100 signals each for +50% xp, +50% commander xp, +300% free xp, +20% credits, and -10% repair for 15 dollars. I feel like this would help my high tier ship grinding efforts, but I dunno if this is considered a smart investment or if the money would be better spent elsewhere.
|
# ? May 24, 2016 00:03 |
|
I use those flags all the time but got a ton from events or ranked or achievements and still have over 100 of the +xp and +commander xp ones. They're good, but I'd put getting premium first, if only because you can do tanks too if that's your thing.
|
# ? May 24, 2016 00:07 |
|
Tokyo Sexwhale posted:With the actual WG made scaling zoom crosshair and the OTM thing that shows when someone changes throttle input, I can easily calculate exactly where and when to shoot and when to hold my shots. Okay, I'm a dumb player, what are these?
|
# ? May 24, 2016 03:11 |
|
MattLochNessMonster posted:Are there tutorials on how to calculate lead? I just sort of got a feel for it and wing it with moderate success. Using torpedo targeting helps, but I almost never look at the numbers on the crosshair Turn on whatever it is that gives you the ToT of your shots, 1km/s rounds will land almost exactly on the spot that the number was hovering on when the shells arrive. Most US ships shells travel about 800m/s so you need to adjust your aim point for them, and the further away the target the more additional lead you need to add past the number of degrees.
|
# ? May 24, 2016 03:37 |
|
|
# ? May 24, 2016 06:02 |
|
So what was the verdict on the Warspite? Is it any good?
|
# ? May 24, 2016 06:11 |
|
Gorau posted:So what was the verdict on the Warspite? Is it any good? It's pretty good, but woe betide you if you get uptiered onto a big map.
|
# ? May 24, 2016 06:39 |
|
Blindeye posted:Okay, I'm a dumb player, what are these? OTM has a little dot above a target ship, green means it's going forwards, yellow means stopped, red in reverse. Sometimes at long range, especially with no nearby islands to provide a reference, it can be hard to judge what direction a ship is going, and a lot of pubbies like to sit still or drive backwards like they're in a tank. the scalable crosshair is just some new settings on the crosshair page I haven't touched yet, more or less replaces the functionality of the custom ones.
|
# ? May 24, 2016 06:41 |
|
Wow, good thing we're getting yet another nerf to IJN destroyers. Because apparently only they are supposed to be forced into having an aggressive playstyle at high tiers. Don't do anything about long-range invisifire though, which both the other destroyer lines can do. Nope, force the lowest health ones to close in the most, well within potential RADAR range, as opposed to their compatriots. Note, I don't even play destroyers all that much, but Fletchers/Gearings and their loving invisifire annoy me far more than long-range torpedoes, which I'm generally fully capable of anticipating and dodging. The latter just requires situation awareness and actually paying attention to the lay of the map. The former just requires sitting in a smoke cloud at 12km and just mindlessly spamming shots until you start fires. So of course they nerf the one that actually requires skill again. Hilariously stupidly, with them stripping the 20 km torps off IJN ships and having already reduced the range of the 15 km torps down to 12 km, the Gearing now gets the longest ranged torpedoes in the game by a significant margin, at 16.5 km. Because making them crappier at their supposed specialty than another nation's ship sure makes sense. Extra points for irony for giving a WW2-era US ship the best torps in the game. Torp speed upgrade will be rather poo poo too, given the shortened ranges, so yet another wasted skill. WG, completely and utterly loving poo poo at balancing. edit: Right, the link. http://forum.worldofwarships.com/index.php?/topic/80610-056-patchnotes-and-downtime/ Hilariously, reading through the thread, this was yet another change snuck in without ever running it by the testers either. Because prior drastic changes of this sort snuck in sure have worked out well. double edit: Wait, they're adding strafing allied planes to the TK criterion? Hahahaha, what? Has anyone ever had an issue with people doing this out of spite? It's a completely legitimate tactic depending on CV matchups, and they're actually penalizing it? Wow. Lord Koth fucked around with this message at 06:54 on May 24, 2016 |
# ? May 24, 2016 06:42 |
|
Lord Koth posted:Wow, good thing we're getting yet another nerf to IJN destroyers. Because apparently only they are supposed to be forced into having an aggressive playstyle at high tiers. Don't do anything about long-range invisifire though, which both the other destroyer lines can do. Nope, force the lowest health ones to close in the most, well within potential RADAR range, as opposed to their compatriots. Note, I don't even play destroyers all that much, but Fletchers/Gearings and their loving invisifire annoy me far more than long-range torpedoes, which I'm generally fully capable of anticipating and dodging. The latter just requires situation awareness and actually paying attention to the lay of the map. The former just requires sitting in a smoke cloud at 12km and just mindlessly spamming shots until you start fires. So of course they nerf the one that actually requires skill again. I kind of understand what you are saying but I'd far rather have DDs spamming guns at me than the constant sudden walls of torps appearing out of nowhere. At least with gunboats you know where they are as you can look for the smoke and heading towards them will normally light them up, torp boats, yeah, don't try that. I'm also getting a bit excited for the new Furutaka, three faster turning double turrets? Yes please.
|
# ? May 24, 2016 07:27 |
|
Burt posted:I kind of understand what you are saying but I'd far rather have DDs spamming guns at me than the constant sudden walls of torps appearing out of nowhere. At least with gunboats you know where they are as you can look for the smoke and heading towards them will normally light them up, torp boats, yeah, don't try that. Torpedoes force ships to turn or die. They're necessary to avoid the hilariously common armor locking meta that is now pervading high tier battles. They're there to make battleships do vulnerable things so battleships can actually die in less than a minute, rather than just go bow on and survive shells from the entire team. If WG hates IJN DDs so much, why don't they just delete them? The Fletcher and Gearing now have the longest ranged torps in the game, that were ALREADY better with regards to detection radius. And the US ships have better guns, too. So now IJN DDs are just RUS DDs with lovely turrets and +2km on torps. Wowee. loving wargaming. The Zao can still stealth fire, and the Yamato still overmatches high tier BB armor, but no, lets nerf IJN DDs again, that's the solution!
|
# ? May 24, 2016 09:51 |
|
The Fletcher and Gearing only launch 10 torp per salvo.
|
# ? May 24, 2016 09:55 |
|
Krogort posted:The Fletcher and Gearing only launch 10 torp per salvo. And the Fubuki launches, 9, the Kagero 8. The only outlier is the Shimakaze's 15, and good luck comparing it's torps to the Gearing's, which have like 2/3rds the detectability but 16!!!!!!!!! KM range, along with superior US RoF and manuevering, smoke screen, and AA consumable. (Of course, the solution to this is to nerf US DDs too, because :wargaming:) Hazdoc fucked around with this message at 10:00 on May 24, 2016 |
# ? May 24, 2016 09:57 |
|
Hazdoc posted:And the Fubuki launches, 9, the Kagero 8. The only outlier is the Shimakaze's 15, and good luck comparing it's torps to the Gearing's, which have like 2/3rds the detectability but 16!!!!!!!!! KM range, along with superior US RoF and manuevering, smoke screen, and AA consumable. The Fubuki should have 3x3, Kagero 2x5 and Shima 3x4 torps. Why the Shima got 50% more torps per salvo (3x5) than any other ship is beyond me. The nerfs to the actual Torpedos range for me were justified although their Detection ranges should be no different between these 3 ships and the USN equivalents really. Or leave their detection range worse but give them faster reload or more dmg. Right now the best torpedo boat in the game is Fletcher IMO.
|
# ? May 24, 2016 11:01 |
|
High tier torp spam is a good thing.
|
# ? May 24, 2016 13:30 |
|
Tokyo Sexwhale posted:Turn on whatever it is that gives you the ToT of your shots, 1km/s rounds will land almost exactly on the spot that the number was hovering on when the shells arrive. Most US ships shells travel about 800m/s so you need to adjust your aim point for them, and the further away the target the more additional lead you need to add past the number of degrees. NTRabbit posted:OTM has a little dot above a target ship, green means it's going forwards, yellow means stopped, red in reverse. Sometimes at long range, especially with no nearby islands to provide a reference, it can be hard to judge what direction a ship is going, and a lot of pubbies like to sit still or drive backwards like they're in a tank. the scalable crosshair is just some new settings on the crosshair page I haven't touched yet, more or less replaces the functionality of the custom ones. Huh, I hadn't actually thought to gauge it out like that. Guess I need to add another table to the spreadsheet I've got on another screen with the concelment ranges for the ships I'm playing. Nifty!
|
# ? May 24, 2016 14:45 |
|
|
# ? May 26, 2024 17:25 |
|
Update 0.5.6 video: https://www.youtube.com/watch?v=uiIFV2MDEo0 Looks like most of the things I was going to write into my mod got added: Nifty indicator showing when you'll be able to fire over land or hit it:
|
# ? May 24, 2016 17:45 |