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Lakedaimon
Jan 11, 2007

How brutal are the penalties to move a captain from one ship to the next on the tree (in this case St. Louis > Phoenix)?

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Lakedaimon
Jan 11, 2007

Ugh of course my 1.5x game in the Phoenix today was the one where I was one shotted by a Furutaka I didnt even see and he hit my magazine at like 13km. My next game was like 2400 xp why couldnt that have been my double?

Lakedaimon
Jan 11, 2007

BIG HEADLINE posted:

In an ideal world, a perk of a premium account would be to be able to *choose* which game you wanted your daily double applied to.

Game I just got out of was even better. Looks like I unlocked something that gave me 1 day of premium (level 7?) and I proceeded to have a 4 kill game where I bagged both enemy carriers with my babby 4.5km torpedoes. Uncle Rico could throw a drat football farther than those things.

Lakedaimon
Jan 11, 2007

Sneaky Kettle posted:

I really like the Omaha. I'm keeping it.


Replay link. In the end, I zigged when I should have zagged and got beaned by a torpedo, but we won shortly after.


Replay link. Got tunnel-visioned on an enemy Furutaka, chased him half the map and ended up getting clipped for like half my health right as I was going to turn around. Spent the rest of the match fruitlessly trying to keep people on fire. Oh, well. Even a bad match is usually a good match in this ship.


Replay link. Highlights include demolishing a Kongo for 21,000 damage at point blank range with a torpedo salvo.

Common theme is citadel pen every goddamn thing. Anything you can't citadel, set it on fire and kite it.

Protips for Omaha: Use the middle hull upgrade, the last one takes away two guns and two torp launchers and replaces it with a bunch of useless AA. My captain also has the ability that reduces cooldown on DC parties, and premium DC parties on this ship really help when it gets penned; 22k credits pays for itself real fast. In that middle one I had my steering taken out a couple of times, and I would have been screwed without it. Use AP anytime a cruiser has its side to you, and you'll shred the citadel if you hit it anywhere near the middle. Anything this thing comes up against at its tier or below, you can pen reliably, except sometimes the St. Louis if it's angled at all. A key benefit over the Cleveland is that it gets slotted more frequently into the T3-T5 bracket, and rarely into the T5-T7 bracket, whereas the Cleveland usually only sees T5-T7 games. Anything at its tier or below, it will ruin.

As an aside, T4/T5 in BBs and cruisers is about where it stops being quite so much of a loving chore to grind out ships and starts being fun, with the exception of the Furutaka. Ships will shoot where you point their guns more often than not, as opposed to the Myogi's, Kawachi's and the South Carolina's guns, which will decide to go to Africa rather than land on the target. Still frustrating sometimes, but much better. Angling is very important with the Kongo; it's armor is relatively fragile, flat on, against Wyomings and other Kongos; if it gets hit, it's going to take a lot of damage.

I struggled with the stock Omaha, mostly because you lose 2km range over the previous ship. And the Phoenix just felt way more agile and able to kite enemies. An extra bonus I almost didnt notice with the Omaha B hull is that the dual torpedo launchers become 3-bangers. Sure the 5.5km range makes them almost useless, but being able to chuck 6 per side at that enemy following you around an island is nice. Last game I got 3 citadel hits on one of those IJN cruisers with a single long range salvo when the dummy ran into an island, then didnt get any the rest of the game, but having a carrier burn to death as I sank soothed that pain a bit. 3 commander levels to go until the big range upgrade urgh.

Lakedaimon
Jan 11, 2007

JacksLibido posted:

Get it, the Phoenix is awesome. Fully upgraded it's on par with the St. Louis for me, just stay waaaaay back then do charges at people firing drat near full broadsides (the guns have a great traverse arc), then when you get too close burn a turn and do the same thing running away. The trick is to always be going almost directly at, or directly away from people. Don't get baited into turning broadsides, you have almost no armor. If you're going directly at or away though it's amazing how much you can dodge while still pouring on the fire. It's seriously one of my most fun ships so far.

Agreed - fully upgrade the Phoenix. With the guns, third hull, and fire control system, you can easily outrange and kite a lot of tier III boats that will either be unable to target you, or suffer from extremely poor accuracy at their max range while you plink away at them. And the third hull is the first thing in the USN Cruiser line that can actually shoot down planes with some efficacy. Unfortunately AA range is only short enough that the planes usually have to be attacking you or passing right overhead.

Lakedaimon
Jan 11, 2007

my DD captain is literally 1xp away from being retrained and getting his full skills back, so I get another awesome game without the detection skill gently caress

Lakedaimon
Jan 11, 2007

Ahaha just made some pubbie in a Murmansk blow his o-ring. Game was just about over and it was me in my Isokaze and our Langley left against an untouched Bogue, a BB and 3 Cruisers hunting us down. I managed to put two torps in the Murmansk and sink it because he traveled in a straight line and he promptly called me a pussy. Then when I died shortly thereafter he was talking poo poo about how I just got sunk. I dont think it helped when one of the torpedoes I launched just before death hit the BB and nearly killed it giving me Confederate too. Had 90k+ damage that game. Just realized it was a Draw and not a Defeat even better.

Lakedaimon
Jan 11, 2007

I get little glitches on the minimap occasionally where I will see a red blip for half a second, usually in the NW corner. Annoys the heck out of me because my instant throught is sneaky DD

Lakedaimon
Jan 11, 2007

Im presuming that HE shell hit you in the magazine and instakilled you. Like a bad ammo racking in WoT.

Lakedaimon
Jan 11, 2007

Well this was my best game by a country mile. Friendly Carrier was in trouble with a Minekaze and a cruiser approaching and focused on the kill and somehow I popped the DD with a random torpedo blob fired in desperation. After that it just felt like I was out there to kill everything left.

Lakedaimon
Jan 11, 2007

Man are the propulsion/steering/or dot timer upgrades really worth a million spacebucks? seems a bit steep to me. Driving a Cleveland/Minekaze right now, but im considering going up one of the BB trees. Kongo seems like a pretty attainable goal at only tier V, but ive heard the ships before it are urinal cakes.

Lakedaimon
Jan 11, 2007

Tier 3 skill for a BB captain - damage repair 10% faster or torpedo spotting? I figure you're probably too slow to easily dodge torpedoes even with the bonus, but I dont know how much worse it gets at higher tiers as the ships get heavier but the torps do too.

Lakedaimon
Jan 11, 2007

Unless im in a Battleship I stopped trying to fire AP at St. Louises, way too many bounces for me

Lakedaimon
Jan 11, 2007

Timmy Horsey posted:

Discovered this from playing with pubbies today:



Details about it are fuzzy at the moment as I just discovered this, but you can get this ship plus a free slot with the code: ALBANY.

Hey it worked thanks for the free slot and a ship worth 375,000 spacebucks if you sell it

Im tempted to use it and then complain like I cant believe I spent $15 on this terrible ship just to see how the average pubbie reacts

Lakedaimon
Jan 11, 2007

22 Eargesplitten posted:

Wait, so like right at the water? I generally aim about halfway between the deck and the water.

If a shot hits even slightly low, would it just stop there, or do shots travel underwater for a short distance? I get the feeling my terrible (46%) win rate will get a lot better once I figure out what the hell I'm doing with regards to citadels and ranges to engage at. I generally just engage at whatever range I run into people at. Probably also if I can ever get in a platoon division, teamwork is OP.

E: How good is the Albany going to be at making credits? I'd think that a mid-tier standard ship will do better, if it's anything like WoT. I'm inclined to sell mine because I need more slots to be able to keep both my seal clubbers and progress into later ships.

My understanding is you can do damage with AP under water (and get those sweet, sweet citadels), but shots hitting the water do lose some of their velocity and armor penetration. But if you are slinging big shells I dont think it will matter hugely

Lakedaimon fucked around with this message at 02:59 on Aug 2, 2015

Lakedaimon
Jan 11, 2007

did anyone else notice that they just changed the x1.5 symbol on your ship boxes to x2 now? Are they actually doubles now or is this just a UI tweak?

Lakedaimon
Jan 11, 2007

Applied (Agent_Aika)

Lakedaimon
Jan 11, 2007

I dont really plan to go past the Cleveland or the Minekaze, and im almost to the Kongo (which I may not pass either). If I did have to pick between Sky Cancers, id like some opinions on which.

Lakedaimon
Jan 11, 2007

Ugh I hate this stupid game. 10+ games in the New York without a win, and didnt get my 2x in on time. Didnt matter if I had 4 kills, or did 100k damage, loss draw loss loss draw. In exactly two of those games we had air superiority. One was a fighter heavy US carrier against no enemy carriers, the other was two langleys who didnt know how to manual drop against a Bogue that devastated us. The game came down to our two carriers against him and with 4 torp drops they didnt hit him once. It was incredible. Meanwhile he couldnt miss. Didnt win that one. Probably three or four of those games I was just wiped off the map by unavoidable torpedo bombers while our fighters were busy escorting dive bombers.

Lakedaimon
Jan 11, 2007

So im hearing that they nerfed the Minekaze and buffed the Mutsucki on the test server. No more 10km torps for the Minny.

Did they also nerf Cleveland AA like they talked about?

Lakedaimon
Jan 11, 2007

Just had a Cleveland game where I shot down 37 planes, roughly 100k damage and 2 kills. We still lost of course.

Lakedaimon
Jan 11, 2007

Just bought the New Mexico. For the last upgrade slot - Acceleration +20%, Steering +20%, or Firefighting/Flooding +15%? I figure its one of the last two, and probably rudder but I havent taken her out of port yet.

Lakedaimon
Jan 11, 2007

Urgh some pubbie just wasted my Confederate/High Caliber/First Blood/Flesh Wound game with a Draw because he couldnt restrain himself from leaving the cap circle. He then had an enemy Langley - their last ship, and out of aircraft - within 5km for 3 minutes (in a St. Louis) and couldnt sink it. I dont think he was using HE and was shooting at the stern and parked his ship.

Lakedaimon
Jan 11, 2007

Ok I have a dumb question. Ive noticed several ships (IJN and USN) have these things, they look almost like a torpedo or bomb and are out on the deck. But I know it must be something else. For example, the Furutaka has a pair of these things right behind the third turret. Or behind the second turret on the Aoba, or bolted so the front of the bridge/superstructure on the Myoko.

Btw the Furutaka isnt actually that bad, other than the fact that its longer than the trans-siberian railway. I waited until the patch to buy it and its treated me pretty well even if it is a bit fragile. Aoba almost unlocked. I also like that the Furry unlocks the improved torpedoes for the Mutsuki, which probably makes that grind somewhat less terrible, is that the only upgrade that is shared between two lines? I know it happens more often in tanks, but thats the first ive seen it in this game.

And yeah if you think spotting/camo is bad in this game, I feel like it was way worse in tanks when I was playing. If a tank destroyer with a huge cannon had like three bushes between you and was far enough away from you or your buddies he could fire away with impunity.

Lakedaimon
Jan 11, 2007

VietCampo posted:

Just unlocked the Cleveland, should i free exp the modules, or is it good enough to play through and save my free exp for something more needy.

Also how do i play it? Like an omaha?

Cleveland is probably one of the few ships that are pretty good right off the shelf. I say just grind through the new modules. Hull upgrade gives you better flak, but carrier jockeys will avoid you regardless. Things under 10km will be smothered under a blanket of your HE. But I find that at ranges over 12km or so you will struggle to hit targets unless they are BBs or dont know what their rudder does. The guns are lower velocity than the Phoenix/Omaha and are best described as "floaty". With the fire control module and advanced firing training you can shoot out to like 17km but its rough to hit anything moving at that range.


Now I have a question of my own. Is it crazy to just skip having a level 5 skill in a BB and instead of saving up all those points just buy basic firing training and the turret speed skill from the first two tiers (went with repair skills to start)? Even though .7 degree a second does not sound like much I figure once you get to the big boys it will help.

Lakedaimon
Jan 11, 2007

Night10194 posted:

Pubbies in general are amazing cowards in this game. Pubby cruisers are so terrified of DDs they won't advance to look for them, and BBs will never move forward to anchor a line. The only exception is the Pubby DD, who is not only going to rush forward, he'll happily get himself spotted and get murdered.

I am often amazed at how DDs will charge right towards me when im in a Cleveland, I rip them apart with about three salvos if they are dumb enough to get within 8km.

Lakedaimon
Jan 11, 2007

I somehow managed to double citadel a Cleveland at like 19km in my New Mexico with my last turret shot. I just stared at the little hit icons in disbelief for about 5 seconds. Of course my team failed to capitalize on my incredible luck and we quickly lost.

Lakedaimon
Jan 11, 2007

whoa new record for me:



I think ive decided to head for the Zao. I have enough banked xp to skip the Colorado (well, if I buy a little more Canadough) but with Tirpitz-fest 2015 im not sure I want to jump into a stock T8 BB that supposedly cannot citadel that ship at close ranges. Colorado, Pensacola, Mutsuki, Kongo all unlocked too but the only one I think ill enjoy is the Kong.

Lakedaimon
Jan 11, 2007

Lord Koth posted:

Perhaps we should first ask WHY you think it's a downgrade. Because as stated, as far as most of us are concerned it's a complete upgrade.

Pros
+More health and armor
+10 guns compared to 6
+Guns have decently longer range
+16 torpedoes compared to 8
+Torpedoes do more damage and are faster
+Better AA
+Faster


Cons
-3 second longer gun reload time
-9 second longer turret rotation time
-Very slightly worse rudder shift(0.6 second difference) & larger turning radius
-Less concealment


Pretty sure that is all the differences, so what were you twigging on?

Does the third Myoko hull have any cool secret bonuses? Just looks like AAA?

I liked the Aoba but I already like the Myoko more. First game in it I ravaged a Tirpitz with 53 hits from my guns and a pair of torps to finish her. I was pretty roughed up (8k hp left) but still managed to to kite a Cleveland and Aoba, killing the Cleveland from full health with a surprise 10km torpedo spread and some timely fires. Might have been able to finish the Aoba too but the round ended. I was hesitant to take Demolition Expert over AFT, but I think it was the right choice.

Lakedaimon
Jan 11, 2007

I managed to detonate an Atlanta while firing 8" High Explosive at it. Didnt think that could happen. I swear I have caused more detonations with cruiser guns than I have with battleships bigass shells

Lakedaimon
Jan 11, 2007

Lady Morgaga posted:

So if I understand correctly with 8 inchers it can be done on battleship 2-3 tiers lower then yours. Thanks. Another question. Am I right thinking that Cleveland's guns are low velocity and so their penetration is bad and so it not really worth to shoot AP at any time?

The Clevelands AP is still useable against Phoenixes, Omahas, Pensacolas and really any of the Japanese cruisers. Under like 8km or so where your trajectory flattens out you will turn those botes into a colander. Anything else I would pretty much stick to HE.

Lakedaimon
Jan 11, 2007

I've never really bothered with the ranked battles thing. Other than a few flags for moving up ranks is there a hugely compelling reason I should be doing them?

Lakedaimon
Jan 11, 2007

Lady Morgaga posted:

What 4-point skill I take on Furutaka? Advanced Fire Training and plane skill are obviously out so fire chance skill?

I took the fire skill (demolition expert or whatever), seems to work pretty good.

Im about to have another two points unspent in my Myoko, im thinking about taking the level 2 skill that lowers your fire chance by 7%. Sure id probably love to have AFT on the Mogami with its 155s, but I thats probably 200k away.

Lakedaimon
Jan 11, 2007

gently caress pubbies forever

6 kill game, rest of my team manages 3 and loses. Special shoutout to the rear end in the Tirpitz who hugged the line the whole match trying to snipe. At least I got Confederate flags out of it

Lakedaimon
Jan 11, 2007

Gunder posted:

It's not that I'm not having any fun, it's that the curve feels too steep. Half the fun of the game for me is unlocking new ships, and right now, that takes too long and feels frustrating.

This is how they monetize the game. Everyone loves getting a new ship or unlocking better equipment for them. But as each grind gets a little longer thats a huge incentive to pay for premium, or even use doubloons to convert free exp. Where I think they really get people, and you dont really see it coming is silver. At first ships and their upgrades are cheap enough, but once you hit like tier 7 they start to get so expensive that grinding more than a single line or two becomes way more difficult. Unless that is, you buy a premium ship and play it frequently because they get a bonus to silver generation... For instance a Tier 8 ship is like 8-10 million spacebucks or so. The good news is that Tier IV-VI is really a sweet spot for silver generation. These ships are not ludicrously expensive, but generate a healthy amount of silver. At the higher tiers, you can actually lose silver without premium if you have a mediocre round and dont do much damage. I wish some of the daily missions gave out a bit more silver, 20k or 50k isnt really much after you've played for a while.

Lakedaimon
Jan 11, 2007

Lord Koth posted:

I still don't see why the premium ships are priced SO high though. Myself personally, and I'm sure many others, are tempted by some of the ships, but I'm not paying the price of an entire AAA game for a single goddamn ship. I mean, maybe they've run the numbers and decided that the people buying the stupidly expensive premiums makes them more money than if they were priced lower and had more buyers, but I'm rather suspicious of that.

You're totally preaching to the choir on this one. I think the price for the Tirpitz is insulting. The only premium ship I have (and probably the only one ill ever have) is the Murmansk, and thats only because I was able to buy one of those codes for like $3, and that also came with doubloons and a week of premium.

Speaking of the Murmansk, I could train up that captain for Russian DDs, how do they look? Will they be able to blap people with guns while remaining just out of spotting range?

Lakedaimon
Jan 11, 2007

Gort posted:

The Langley and Bogue are both kinda horrible mainly because of their low speed. If one side of your team just collapses, you're not getting outta dodge in time, while IJN carriers are all speedy.

The Bogue is basically a Langley again, so don't hold out hope on its account. The Independence that comes at tier 6 can do 30 knots, so it's a nice upgrade.

Squads of 6 planes is nice too... I was fortunate enough to have a masterful Independence on my team last night, bailed us out with 5 kills by putting down perfect torp drops that were getting 4-5 hits even on cruisers. Weirdly enough we both got Confederate almost simultaneously by beating up on the last remaining ship.

Lakedaimon
Jan 11, 2007

So skill wise what do you think will work good for the Russian Destroyers (at least the tier 5+ ones).

Basic Firing Training, Situational Awareness
Expert Marksman (dont know how slow the turrets will be)
Vigilance?
then im thinking Advanced Firing Training over Last Stand for kiting enemies and shooting them outside spotting range - it sounds like the guns will have enough velocity that you can actually use the extra range. Eventually id want to grind to Demolition Expert maybe but ill probably quit long before that happens heh.

Lakedaimon
Jan 11, 2007

Stalkerr posted:

Just got my Cleveland last night! Any tips for a new Cleveland driver? It feels like a really fast battleship with no armor. I got absolutely annihilated from 20 km by some Tier VIII battleships earlier... not sure if aimbot, or...?

There are two kinds of Cleveland - at ranges past 12km its rough to hit ships unless its a slow BB or they dont ever turn. But once you get closer and the trajectory flattens out a bit you just Peter North red dudes. One thing I think the Cleveland is surprisingly good at is charging right towards enemy DDs - especially the IJN ones. Even with only the two forward turrets shooting, if you're close enough to un-stealth him he is going to suffer a ton of critical hits. Once he panics and fires his torps and you turn out of their path then you can bring the aft turrets to bear and finish it.

Any battleship will hurt you so try to never show your broadside. I managed to double citadel a Cleveland at 20km in a New Mexico. Always look to be approaching or moving away from them at an angle, which makes judging lead a lot harder. Keep wiggling with slight rudder shifts and they will struggle to hit you with more than a shell or two in a salvo. If you set the back of a BB on fire, try to land your next shots elsewhere and stack that extra damage. Tirpitzes suck because their guns seem to have a higher velocity and good accuracy.

Lakedaimon fucked around with this message at 05:17 on Oct 9, 2015

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Lakedaimon
Jan 11, 2007

I should be done with the Myoko tonight. Im probably gonna use some free xp to unlock the fire control and probably the first hull on the Mogami. Do the second/third hulls give you any hidden bonuses like ROF, turret speed, better ammunition? Im assuming not because its not like a WW1 vintage ship like the Kongo/Fuso.

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