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I'm digging the Clemson. The eight 102 mm guns really do a number on other DDs, easily taking off half their health on a good salvo. Decent bite against CAs too. Well, CLs anyway.
Prav fucked around with this message at 00:45 on Mar 17, 2015 |
# ¿ Mar 17, 2015 00:43 |
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# ¿ May 10, 2024 12:19 |
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Unlike the TOG the St.L. is actually a credit to it's team that does surprisingly well against bigger ships.
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# ¿ Mar 17, 2015 01:07 |
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I don't think that saying that 5,5 km range torpedoes are bad should be a controversial statement. Also Kongos and Fusos have 5,6 km secondary range. Unless you actually want to test if they're running the modernization and skill or not. That could backfire. Still, as the players are right now they probably aren't. Prav fucked around with this message at 16:20 on Mar 17, 2015 |
# ¿ Mar 17, 2015 16:18 |
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NTRabbit posted:No, reading comprehension, try again. I watched a destroyer come out of smoke from behind an island, approach a Kongo from the front quarter at full speed, and in the process of of reaching a favourable torp angle, turning, aiming and firing, the destroyer - a tier 3 - took 3 secondary salvos and died shortly after firing the torpedoes. Are you sure that none of those were from a primary? Because at that range primaries absolutely annihilate DDs and are pretty easy to hit with since the shell travel time is basically instant.
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# ¿ Mar 17, 2015 16:53 |
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It'd also make for some really long BB queues.
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# ¿ Mar 17, 2015 23:48 |
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It's a shame that the HMS Gay Viking was just a motor gun boat. Not to mention the notable butt pirate HMS Gay Corsair.
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# ¿ Mar 18, 2015 20:55 |
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NerdyMcNerdNerd posted:They really should buff the turning speed of guns on the Japanese destroyer. Moving around and evading fire is your primary means of not exploding, but this means you can't use your guns. At all. Sometimes your ship goes so fast that you can't bring your guns on target fast enough to track it and take a shot. One tip I got is that the Aiming Expertise skill is supposed to work wonders on them. +2,5°/s is a ~55% buff in traverse rate! Bit silly to have them so reliant on a single skill though. Now if only I could get a few piasters to actually try it out...
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# ¿ Mar 18, 2015 20:57 |
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Considering that there's a couple of destroyers that are just straight downgrades from the preceding ship (looking at you Mutsuki) I think it's safe to say that the complete overhaul DDs got last patch isn't quite done yet.
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# ¿ Mar 19, 2015 02:32 |
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Well the Cleveland is not a battleship but people still enjoy playing it so yeah, it's getting nerfed.
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# ¿ Mar 19, 2015 12:37 |
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As a random though, an arming range indicator for torp bombers would be... very useful, let's say. Wonder how long it'll take for someone to make that mod.
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# ¿ Mar 19, 2015 16:21 |
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Oh and while I'm thinking about user interface, I really wish I had a torpedo range circle in addition to the gun range one. And a surface detection range circle. And an air detection range circle. And a spotting range circle. Whole lotta circles.
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# ¿ Mar 19, 2015 17:07 |
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JuffoWup posted:There is a range circle for torps. The dotted circle around your ship on the minimap is for either your guns or your torps. Depending on which is selected. Oh hey it does change. That'll be convenient.
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# ¿ Mar 19, 2015 19:00 |
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Firing HE at a CL or even CA deck will get you a whole lotta crits. Probably won't miss the lost AAMG or whatever terribly much but you sure blew it up. Torp launchers also tend to react badly to HE.
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# ¿ Mar 19, 2015 22:32 |
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xthetenth posted:There's crits which are generally minor and if fire is any example smaller shells have a lower per-shell chance of them, and then there's citadel hits, which are just sloughing off 1/x of a target's health for values of x usually well under 10. 25-40% for any poor CA that happens to be fighting a battleship. I have strong feelings about large-caliber citpens.
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# ¿ Mar 19, 2015 23:18 |
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It's +10% reload time, as in you take longer to reload. Only use it if you're desperate for gun traverse rate.
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# ¿ Mar 19, 2015 23:49 |
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PirateBob posted:Does the Gun Fire Control System give any meaningful increase to accuracy though? No one's sure afaik. It seems to be better than a placebo. But that might just be the placebo effect speaking.
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# ¿ Mar 20, 2015 00:05 |
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MREBoy posted:ammoracked?/magazined? Hooded.
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# ¿ Mar 20, 2015 10:38 |
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Hagop posted:Either there is a heavy rng modifier to if a hit in the citadel area is a citadel hit, or the hit boxes in game are much smaller than that diagram would indicate on most ships. It's the latter. Possibly both.
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# ¿ Mar 20, 2015 16:37 |
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It's way easier to move a captain than a WOT crew when the skills fit, but I'm a bit concerned about the lack of a credits respec option.
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# ¿ Mar 20, 2015 19:14 |
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MoraleHazard posted:Credits shorten the "retraining period" when you retrain a captain. Yeah and they don't do anything when you try to respec him. Pay 25g per assigned skill point or live with them.
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# ¿ Mar 20, 2015 19:29 |
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It's pretty inaccurate at range and it doesn't help that it fires very few shells with that stingy 3x2 setup.
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# ¿ Mar 20, 2015 20:25 |
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The whole thing with BCs is that they get big guns and good speed but don't have enough armor to protect against battleship fire.
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# ¿ Mar 21, 2015 16:15 |
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I really hope it has a super-weak rudder and that they add it ASAP.
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# ¿ Mar 21, 2015 22:02 |
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It lets you do one hell of a kiting maneuver if you have to drag things out on your flank.
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# ¿ Mar 22, 2015 18:27 |
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I really appreciate that the co-op mode will keep players like that happily and obliviously isolated from the rest of us. Not that your average BB is very bright.
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# ¿ Mar 22, 2015 22:18 |
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Propagandist posted:So I've seen people talk about how destroyers aren't great after tier 4-5, American cruisers aren't great after the Cleveland, and carriers just aren't that fun overall. Does the game just get less fun after tier 5, or are there good options past that? How do you feel about battleships?
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# ¿ Mar 22, 2015 23:55 |
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WG are going to have a lot of trouble balancing torpedoes because at least half the playerbase have quite literally zero situational awareness.
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# ¿ Mar 23, 2015 00:10 |
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My experience with domination is that the winner is the side with less retarded battleships because most of them just hate playing the objective and instead just sail a slow wide safe circle around the map. And lose.
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# ¿ Mar 25, 2015 15:20 |
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JuffoWup posted:Also, the glacial map has 4 points for domination mode. I thought that was an interesting change (with a good chance of backfiring of course, there's a reason you put down dom points in odd numbers) until I saw where they put it. What were they thinking?
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# ¿ Mar 25, 2015 16:19 |
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I didn't realize that the T10s were more expensive than in WOT. That's a hefty chunk of credits. Comparing the US CA line with the US MT line I think I figured out how much a boats credit is worth though. Not that the economy is balanced yet.
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# ¿ Mar 26, 2015 01:52 |
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The tricky part with comparing per-match earnings is that the average match time is longer and I'm not sure on exactly how much. Experience income probably isn't fine-tuned yet, but they seem to be discounting research costs for the beta rather than increasing the earnings.
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# ¿ Mar 26, 2015 02:08 |
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The thing I'm getting is that sometimes ships just aren't where they appear to be. Shellcamming a 36 cm slam-dunk into someone's deck only to get no hit at all is... unsatisfying
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# ¿ Mar 27, 2015 01:31 |
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Alls I'm saying is that it's truly an outrage that they haven't added the Takao.
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# ¿ Mar 27, 2015 16:51 |
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That would last for all of three seconds before someone makes a mod that displays them in bright neon colors so that everyone's trivial to keep track of.
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# ¿ Mar 28, 2015 01:21 |
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JuffoWup posted:Looking at tier 7 cruisers, I'm kind of miffed. It looks like both ships have the same setup on a technicality. The ijn is 5x2 arrangement while the pensicola is 2x3+2x2. Effectively the same gun count. The ijn has one more in a forward charge, however the turrets are arranged that only two of the three can fire in a direct forward position. They also have the same turret speed and rof. The only difference I know off the top of my head is the ijn has torps. I didn't look, but I assume pensicola has better AA and perhaps more belt armor? Japanese cruisers are made up of citadel hitzones and more citadel hitzones. They also use 25 mm guns for AA, which are less than fantastic.
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# ¿ Mar 28, 2015 03:47 |
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Just pretend that the line ends with the Minekaze and play that until you can't stand yet. another. loving. match. on. god. drat. Fault. Line.
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# ¿ Mar 29, 2015 23:31 |
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Vengarr posted:The Mutsuki has .6 shots per second, which is a terrible 1:20~ish reload time and especially insulting since they're the exact same torpedoes the Minekaze has. poo poo no it's worse than that, the Mutsuki even has a lower ROF and traverse on the main guns and comes with the wonderful option of going down to 2x1 12 cms for main armament in exchange for a few of those dreadful 25 mm AA guns.
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# ¿ Mar 29, 2015 23:50 |
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Pretty much all lines are a mess from tier 6 and up (lolfuso). DDs especially so.
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# ¿ Mar 30, 2015 01:37 |
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The problem I have with the two-gun setup is that you have to yield pretty much all DD encounters.
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# ¿ Mar 30, 2015 03:14 |
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# ¿ May 10, 2024 12:19 |
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Vengarr posted:If you take an S-shaped route you can fire off both tubes, dumping 16 torpedoes into the water. Then thrill as none of them hit because they get spotted 7km away. More like before they're even in the water because CA launches are just that telegraphed.
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# ¿ Apr 2, 2015 02:19 |