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JuffoWup
Mar 28, 2012
^^ you are already in. And any progress made during the weekend is saved by way of everything being sold and all xp refunded to you.

sarmhan posted:

Also, apparently my progress from the Beta Weekend carried over, I launched the client to find 2.6 million credits and 78K free XP.

I noticed this as well. Holding on to it for a bit though, but got a pile of gold, credits, and free xp. Also unlocked to tier 6 or whatever that command thing is. So I have commanders, and all that happy jazz.

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JuffoWup
Mar 28, 2012
I'm actually surprised the US battleships aren't in. They've been hyping them up in the dev journal things for the last few months.

JuffoWup
Mar 28, 2012
I just want to echo what others have said. You haven't enjoyed this game till you have broken out a st louis and dunked the enemy team with it. Pretty drat durable and so many drat guns.

JuffoWup
Mar 28, 2012
I'm not sure what it is, but I like cruisers more than any other ship type. And american cruisers the most.

JuffoWup
Mar 28, 2012

AlmightyPants posted:

Is anything from beta going to carry over when the game goes live? If not I can't see myself sinking more than maybe a hundred games in overall.

Which boats are the most fun early on that will give me a good flavor for the different playstyles?

When do I shoot HE or AP?

I've played maybe 10 games so far and what I've seen is pretty encouraging. If only arty in tanks was this fun.

The only time I shoot he is at destroyers. Because there is nothing more fun then getting a full pen citadel hit with he. Or maybe it was an ammorack. Either way, made me really smile.

I dunno on different play styles, but get a st louis. Then laugh at all those without one. It brings something like 6 or 8 152mm guns to bear on a broadside. I've danced battleships to death in the past with it just because of the rate of fire and gun count combine to beat out their alpha strike and health advantage.

Edit: it also makes a good bit of money for me.

JuffoWup
Mar 28, 2012

Tuco22 posted:

Not surprised at the amount of people who are still trying to get their brake-less 30k ton canoe's to poke in/out from behind islands.

It is amazing isn't it?

I also love the matches like the one that is just finishing up where one of our battleships decided the best course of action was to drive headlong into the enemy. Yes you are highly armored relative to the other ships in tier, but the enemy ships of the same tier and even a tier below do have enough punch to still penetrate said armor unlike a properly angled maus.

JuffoWup
Mar 28, 2012

TheDemon posted:

So the Kitakami is in in its 40-torpedo broadside configuration. As a premium. When can I pay them money for this?

I only see 20. 40 tubes total, but 5x4 per side.

JuffoWup
Mar 28, 2012
Am I reading the stats on the premium atlanta right? Can you actually physically shoot planes with it? I ask this because the main guns are dual purpose and listed for both AA and normal use. Basically, it looks to be a AA screen boat, but with enough fire control to shoot regular ships when no carriers are around.

Also, for those that haven't spent their little gold stipend, click your name in the upper left. You can buy premium time with it. Go enjoy the game with increased xp income.

JuffoWup
Mar 28, 2012

BadLlama posted:

Hey so I live in the desert and know gently caress all about boats could these huge ships actually reverse without a tug boat or something or did they throw that into the game just so you don't gently caress yourself with bad driving?

They have reverse. They have always had reverse. Tugs are used for maneuvering inside of ports because these boats are not that nimble without a big open ocean to steer in.

JuffoWup
Mar 28, 2012

Obstacle2 posted:

Any feelings on torpedo bombers vs. dive bombers for CVs? I'm about to get the Langley and I just saw one of the loadouts had a dive bomber squad..

Dive bombers are good against destroyers since they are harder to dodge. Torp bombers are good for anything else. However, when there isn't any destroyers to use dive bombers on, they become completely useless against anything else. That said, I have had successful runs in the past with a loadout of 2x dive bombers + 2x torp bombers. The dive bombers would come in first to set the ship ablaze/take the aa heat off the torp bombers coming in. Particularly useful against cruisers who have a habit of spoilering your attack runs (planes will panic in the face of large aa fields, something cruisers are more adept with).

Edit:

Gamesguy posted:

What is the loadout attribute on fighters? Is it worth upgrading the fighters on the Independence?

What do you mean, the left column? It changes how many and what kind of wings you have available to launch and control. If you mean the actual fighter/bomber/torp bomber upgrades, those are straight up upgrades. You can be stingy though. For example, if you plan to run the ship without dive bombers, there isn't a point in spending xp on upgrading dive bombers that aren't on your airfield.

JuffoWup fucked around with this message at 06:08 on Mar 14, 2015

JuffoWup
Mar 28, 2012

sauer kraut posted:

Is there a cruiser or destroyer that ditches all its ineffective popguns for lots of flak and torps instead?

The premium atlanta sounds like what you are looking for. The main guns are dual purpose. However, it only has one quad launcher per side for torps and they only have a range of 4.5km. This, in a tier 8 cruiser.

Edit: is there any game mechanics they could add to alter the flow of torps in the game? I saw in the gif earlier showing a dissection of where the citadel area was it listed the battleships bubbled sides as anti-torpedo area. However, I know for a fact I've nailed torps there and be as effective as stern/bow hits. do they need to add some spaced armor mechanic from WoT to mitigate it? Or as someone suggested online, depth charges. What did they use in during ww2 to make a torp homing true to explode prematurely? Besides the obvious of turning. Or is this a problem that solves itself when pubbies realize that blobbing is more effective and defensive because planes will spot the torps earlier (assuming this is the case now which seems to be true from what I've seen on a carrier).

JuffoWup fucked around with this message at 19:14 on Mar 14, 2015

JuffoWup
Mar 28, 2012

Prav posted:

I'm not sure that I'd describe the Atlanta as a ship that dispenses with ineffective popguns though!

I dunno, they are only 140s. The jap cruiser move away from 140s by tier 3 or 4. And this is a tier 8 cruiser. I would imagine that you would be using he most of the time in it because ap wouldn't pen very well against its peers.

JuffoWup
Mar 28, 2012
What happened to the ice map? I saw it in both weekend events, but haven't seen it yet on closed. Neither in low tiers, or in my ranger.

JuffoWup
Mar 28, 2012

SuperSix posted:

Anyone gone down the IJN Cruisers line? What's it like?


And how does a tier 4 IJN destroyer go from 1.6 torps/min to 0.3 torps/min at Tier X....

The tier 3 and 4 are heavy destroyers. According to wargaming text, they were intended to be lead destroyer. However, unlike the actual destroyers in the game, they lack smokescreen. I have been messing up a few bad players though that haven't catched that my hitch on cycling another volley was because I was launching my torps. I'm on the kuma right now btw. The tier 4. Guns are a wee bit weak compared to my phoenix. I blame that mainly on the kuma using 140s compared to the phoenix having 152s. That said, the torps on the kuma are 7km range (5km on the phoenix) and they actually reload at a pretty decent rate. Nothing sweeter than doing a narrow spread from 6km out (and thus, away from secondaries) to land all 6 torps.

Last couple games, I have sunk a couple of larger tiered battleships because they were so focused on their big guns that they forget to steer till it was too late for the torps. The torps didn't kill them outright though, but chunked enough of their hp that I suddenly had the advantage to finish them with the guns shortly after. Also, I sank a cleveland in the same ship because as he avoided my torps, he ate 3x citadel hits from my guns and sank.

JuffoWup
Mar 28, 2012

Prav posted:

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.

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.

Since noone talked about it, Wargaming offered a new video showing off the complete US tech tree. Midway will be jumping to tier 10 in place of the essex. The montana will be the tier 10 battleship. Yup, our first t10 paper ship. Though, I'll give credit in that it wasn't some napkin drawing by some random german engineer in a state of delusion like WoT has.

https://www.youtube.com/watch?v=ZgQF8Z7mVjY

Edit: actually, it depends on what point of video for the carrier t10. The first tech tree shot has a "coming soon" between the lexington and essex. While later during carrier specific talks, they show the midway at t10 and the essex at t9.

JuffoWup fucked around with this message at 18:50 on Mar 19, 2015

JuffoWup
Mar 28, 2012

NTRabbit posted:

Pretty sure I've read them saying somewhere the Alaska is in the battleship branch, and at a guess somewhere around tier 7 between the dreadnoughts and the treaty battleships. Ideally it would be in a distinct fast battleship branch headed by the Iowa class at 10. If you fudge out the fastest of the dreadnoughts and lead them into the original Lexington, you can make an entire fast battleship branch that uses only three paper warships and still have a standard battleship branch that has not a single paper ship in it.

Umm, did you watch the video? Because if you had, you would see the iowa class is already penned for t9 in the upcoming bship line. I mean, they oculd in the future fudge it to 10 like they did with the is-4, but it is penned to be a tier 9 currently.

JuffoWup
Mar 28, 2012
Welp, found an afk-er today. First one since the launch of closed beta. Sadly, I'm a loving retard when I took the screenshot, so I don't have his name.

JuffoWup
Mar 28, 2012
God drat do I wish there was replays. I just had a game that was ended with me showing a perfect example of why you have to be careful around upper tier cruisers while driving a carrier. Also careful of cruiser captains that know how to muck up a torp run.

I finally unlocked the aoba. And it is actually a pretty decent little ship. I mean, paper armor, but I do love the alpha of 6x 203mm guns. With a side helping of 4x 610mm torpedos. And I just now realized I can now shot to 10km ranges instead of pulling to 7 as I did in the last game. Oh well, it was to an independence I took no damage from the secondaries anyway.

Match was pretty much over, but the carriers didn't work together so while my barrage was on cooldown, I wasn't being hunted. Once the next wing found me by accident as I hunted for the other carrier, that carrier turned his top bomber wing around to get me. He ended up disengaging me without launching after losing all but one plane of the wing. Hunting carriers in a cruiser is almost being mean. They can't defend against you because your barrage and aa guns in general tear up their planes. However, the cruiser has enough fire power to answer back. Then again, the carrier shouldn't have been so exposed but the surrounding teammates died horribly. One shotting a destroyer will never get old. Particularly when you do it, then see two torp spreads miss the battleship nearby because of it.

JuffoWup
Mar 28, 2012

-Troika- posted:

The Aoba can actually do considerably better than 10-- mouse over your FCS for the exact range. The top FCS lets you shoot at 14.9km.

Torps, not guns. Torps. Torps on the aoba go to 10km. The prior two was 7km which is what I was still judging to. The phoenix torps can only go to 5.5km.

JuffoWup
Mar 28, 2012

-Troika- posted:

Don't all the Japanese heavy cruisers literally have the same guns up to tier x?

Not exactly the same, but they do top out at 203mm. The best part is you start this experience at tier 6. The cleveland still hangs out with 152s. Not only that, but the aoba also has a quad tube on each side fitted with 10km range torps.

JuffoWup
Mar 28, 2012

EponymousMrYar posted:

The Kawachi has more guns but less maneuverability and speed.
The Myogi is faster and more maneuverable but on top of having less guns it has a weird setup for them: two in back.

The Maneuverability and speed cannot be underestimated. While it's possible to dodge torps in a Kawachi it's going to mostly because whomever launched those torps messed up a bit.
In the Myogi you can dodge most torps no problem with a bit of forethought, perfect training for a Kongo.

Stock Myogi is worse than stock Kawachi though.

The good thing about a myogi is that you still have 2x2 guns firing while trying to run away for an unfavorable encounter. On the other hand, you only have a 1x2 gun when steaming towards something.

JuffoWup
Mar 28, 2012

xthetenth posted:

When you're steaming towards or away from something it's usually good practice to angle so you can fire all turrets. In fact at all times it's usually good practice to angle so you can just fire all turrets. When layout comes up is when you absolutely have to turn, and I find keeping guns on target is more critical when the enemy has the advantage, in which case I want to be turning away from the enemy thank you very much.

Oh, I know. Don't get me wrong, I do the angling all the time. I'm just making a light hearted joke that the ship seems purpose built to be french in design. That is to say, best firepower when running away.

Edit: also, had another good game in my aoba. I really should take shots of the aftermath screen. Me and a fuso went down one path and no one else followed. Sadly for the enemy team, I know how to be a good escort and screened the fuso from everything. The first victim was a cruiser that I didn't catch. He turned for a broadside on me, missed me but ate a citadel from me. Then he ran aground which gave me a few more shots. The fuso then rounded the corner and finished it. A DD tried next by sneaking around. It didn't work as I dodged all his torps and starting laying into him. More the point, I made him get out of his optimal torp setup by short ranging my own. I got the kill on him. Then we just set about finish going down the area between the islands into the enemy side. As we reached the end, we started to get heavily harrassed by both of the enemy carriers. Sadly for them, I know when to fire my barrage and kept near the fuso so was able to screen against torp bombers. The carriers were running away by then, but I think the fuso got one of the rangers while the other was alive at the end. Both with very reduced number of planes.

JuffoWup fucked around with this message at 04:03 on Mar 21, 2015

JuffoWup
Mar 28, 2012
^^^ The Aoba is an amazing god drat ship, you take that back. Less guns, sure. But the guns it has delivers. It kind of reminds me of the us versus german issue in war thunder planes. The americans just loaded more 50cal brownings which might be effective-ish. But when your counterparts are throwing 2x-4x 20mm cannons, there is a noticeable disparity in power. Those torps are amazing at doing nothing but force engagements to your benefit. As they dodge, they are less focused on the shooting. Or if they are still focused, you are getting cleaner shots. Or in the case of my last game, be so focused on admiring your torp run in a DD to run right into your quad torps.


God drat is domination bad. These pubbies are terrible. They all rush for the land grab and completely don't realize that is pretty much never the reason for their losses. Deaths cost you waaay more than owning all 3 circles.

Really though, that game mode seriously accents the people that know how to shoot and the ones that don't. Those that will can deliver a win while those that don't will deliver a loss readily. Man do these players need go hide back in co-op mode.

JuffoWup fucked around with this message at 05:47 on Mar 21, 2015

JuffoWup
Mar 28, 2012

Slim Jim Pickens posted:

It's pretty important if you can actually shoot or torp when you enter the circle, otherwise yeah.

I've been dying in the first 4 minutes in my destroyers whenever I get a domination game, but I usually torp-sink one or two other ships before I go. My winrate went up.

See, I'm ok with that. I was in a game those where our farragut and other DDs started to race to cap, noticed they were getting capped already then ran away and hid behind islands for the rest of the game. I took a torp hit from an enemy DD that came out, but our DD did nothing but sit there and hide. They weren't doing anti dd work, they weren't trying to ninja the nagato that was crossing two islands in giant open waters. They just huddled next to an island and turned the engine off. Once the side they were near started to collapse, they fired up the engines and ran away to the other side. Meanwhile the even more expensive cruisers and battleships were driving headlong into said nagato and other stuff without care and just congo lining to them. Our tier 7 was a carrier (which btw, the enemy didn't have one). It just made no sense. All our team went this one side, the nagato was spotted heading to our side, I never saw our torp bombers get anywhere near any of this.

Also, this game really shows off n+1 type combat. Pubbie lemming trains actually work in this game, but people don't seem to be doing it. There is a reason fleets consisted of mixed sets of ships in a ball. Cruisers escorting battleships with dd screening ahead and behind is an amazing wrecking ball, but it rarely happens.

Carrier pilots, I have a pro tip for you. When your planes are set for their bombing run, shift click somewhere for them to next fly to. Then shift-f for them to return from that point. Preferably, set the waypoint somewhere off where the enemy can't see them correct heading towards you. Every carrier I've sunk to this point has had a flag going "I'm over here!!!!" as their planes return to land. And it has always been a direct path.

Edit: cleveland bought

JuffoWup
Mar 28, 2012
Yeah, there needs to be a dev video on domination and how it works. I'm really not happy when I'm busting my shoulders trying to kill poo poo and not be killed. Then I look up and see that our team is down half their ships, we are at 175 points and the enemy team is cruising at 500+. There is no way to turn that kind of deficit around when you also take note that the 2 ships that have been sunk was either assisted by you, or straight up by you. And all the other enemy ships still have 75+% health remaining.

Also, the cleveland kind of sucks. I know it is stock still, but I'm not seeing it. Sure, dpm or something, but I still feel like I need to tip toe around battleships. The Aoba on the other hand has all the tools in the box to give a battleship hell. Large guns and quad torps will keep a battleship on edge. I know the Pensacola will solve the issue, but just not seeing it in the cleveland.

edit:

Dalael posted:

The 360 mm/45 Type41 upgrade gives the following:

+0.1 rate of fire (from 2.0 to 2.1 rounds/min)
+2.6sec for 180 Degree turn time (From 47.4s to 50.0s)
+1 artillery (From 69 to 70)

I think I prefer without the upgrade... + 0.1 RoF and +1 artillery is not worth +2.6 sec of turn time for the guns in my book.

Note that the +1 artillery is a rating. So you are gaining 1 more point in artillery rating because of the increased RoF. As you said, doesn't really seem worth it compared to slower turning. I'm actually looking at a similar issue on the cleveland. 10 extra seconds on rotation for 1.5 rounds/min increase. It might help, but I dunno. You would think I would be ok with this since the aoba still turns her turrets even slower.

Edit2: Btw, for those that don't know or notice, the Pensacola has a mixed turret with the upgraded hull. 2x3 203s + 2x2 203s. So keep that in mind.

JuffoWup fucked around with this message at 07:21 on Mar 21, 2015

JuffoWup
Mar 28, 2012

Slim Jim Pickens posted:

There are two ways to use torpedoes.

One way is by playing chicken, and it guarantees kills.

The other way is to pick out particularly dumb-looking pubbies, and launch a long-range spread and hope they wander into it.


Both are acceptable. Sometimes, you can't get into torpedo duelling range without eating it, so you just try and pick off the dumbest pubbie in the pack.

The third way is to just force the pubbie to turn pushing less of his guns available to the current fight and possibly into a favorable position for others on your team.

JuffoWup
Mar 28, 2012

Dalael posted:

Some dude was in his Tier 5 carrier (Independance) and started asking for the ennemy team to kill him claiming that our team sucked (We in fact, did suck). When I told him that these were bold words coming from a beached carrier, his reply was that being a carrier, he's not supposed to move.

Please.. Enlighten me... How in the hell can someone even think that is a legitimate way to play a carrier?

The same hive mind thinks that going fast is the only thing they can do in their cruisers and DDs. And then cry about the battleships still on the other side of the map they left behind before meeting their deaths. And now said battleships are under harassment from the enemy carrier planes. Boy that BB is really wishing his aa cruiser ships hadn't gone off into the sunset and died within the first 4 minutes of the match.

Edit: And I just saw how one could think the aoba sucks. Poor guy took a triple citadel hit from me. I was an aoba as well though so rip that guy. No seriously, I swung my turrets, aimed and fired. Then turned to deal with a DD that appeared 7km away. Then I get a notice I sunk a ship and see the aoba sinking under the water.

JuffoWup fucked around with this message at 03:59 on Mar 22, 2015

JuffoWup
Mar 28, 2012
Hah, I love pubbies that are bad at carriers. Just shredded a double flight of torp bombers at the start of the match in the cleveland. I timed it right and got in between where he was planning to go and where he launched them. As soon as they got into range, pressed the barrage button and things died heaivly. They finally turned to drop on one of the nearby BB, but there were so few planes by then. None of them made it back to the carrier. Sadly, that means a faster refit and launch, but I never saw his planes near me again. That match also ended in a nail biter as I had to finish off one BB that was trying the sidescrapping thing and his DD buddy came in to rambo torp me. Luckily, My last salvo before I had to give up sank the BB and then I turned my nose at the DD and the guns were enough to wreck him too. Then we won because of points.

Still doesn't redeem the cleveland though. I get that I can switch fire better than the aoba, but I just really don't like fighting BBs in it. It just doesn't feel it has the power to really pen for citadel hits like the aoba can. And even if both did get a citadel hit, the 203 is going to make for a messier citadel compared to the cleveland. The only thing the cleveland really has over the aoba is a bit better AA screen really.

Edit: I just looked and noticed something. Raise your hand, how many people looked at the torpedo armement expertise skill (2 point one) and passed it over as a DD only skill? *raises hand*

Read the info some more. -10% service time on torp bombers as well. Uhhhh, I know what to get at that tier first for my carrier captain.

JuffoWup fucked around with this message at 06:02 on Mar 22, 2015

JuffoWup
Mar 28, 2012
Ok, so I've been looking at the skills some more deeply. Ther tier 3 skills are all pretty useless honestly for carrier. In fact, since you have to pick one to advance, there is only one choice. The other three skills are boosts to other ship class skills. So, with that in mind, I wanted to start a little discussion on what you would put your first points into advancing down before looking at filling out.

For me, I think I'll with the AA for my first skill. You would think repair would be a better idea, but since there seems to be a small set of pubbies that just have to bomb rush the enemy carrier, upping my personal aa screen seems like a good idea.
Second skill will be torp expertise. Reducing the reload time on torp bombers is a huge huge win for them. But there is a secret here which I'll get to.
Third skill is sixth sense. There isn't any other choice.
Forth skill, the secret fun. Advanced flight training. Advanced flight training has the fun ability of giving you a -10% recycle time on all planes. That is -20% on your torp bombers. Most likely though knowing wargaming, it'll be something like -12-15% instead of a full -20%.
Fifth skill is air supremacy. That is a pretty much given though.
I think after that, I'll go back and look at dogfight and aerial recon.

Edit:

Dalael posted:

One thing people need to start understanding, and god I cannot stress this enough, is that Cruisers are NOT meant to fight battleships. Fight other cruisers, kill destroyers, and shoot battleships if they are engaged against another battleship. Do not go toe to toe with a battleship. You may win due to the other person's lack of skills, but if you encounter one who can lead his shots properly (like this guy who wrecked my Fuso in 4 salvo's, all of them dead on at 15+ km) you will regret it badly.

I wouldn't if I had a choice. It isn't my choice I get the BB players that prefer ramming each other instead of the enemy player. Or the one that not only rammed me, but instead of steering to get away, continued driving and blew off 1/4th my health from his guns in two salvos before he finally realized and broke away.

JuffoWup fucked around with this message at 06:23 on Mar 22, 2015

JuffoWup
Mar 28, 2012

Zhanism posted:

Whats the best Japanese Cruiser? Do they top out at Tier V like the destroyers?

I can't say beyond tier 6, but the aoba is pretty drat nice. I like it more than he cleveland honestly. There is no tier 5 ijn cruiser currently btw. It is a large jumpfrom the tier 4 kuma to the tier 6 aoba. The kuma is lightly armored and packs 7 140mm guns (6 available on a broadside). It works, but sometimes feels a bit underpowered. If the wargaming text is to be believed though, the underpowered makes sense (text says the ship was intended to be a lead destroyer, not a full on cruiser as in the game). All ijn cruisers after the katori have torpedoes giving you an option to use them as just like a destroyer. Except you still have good guns too.

FYI, both the US and the IJN top out at 203mm for their cruiser guns. So once you see it at t6 (7 for US), only the rof and accuracy are going to be improving by tier.

JuffoWup
Mar 28, 2012
My experience with domination has been that losing multiple battleships cost more than owning the land points. Especially if it is going one sided. Everytime I have looked up and saw one team ahead, the losing team was down half or more of their ships already.

Also, the glacial map has 4 points for domination mode.

JuffoWup
Mar 28, 2012

Krataar posted:

How do I get a broadside instead of firing one gun at a time?

Double click. Holding the left mouse will fire in sequence.

Is sequential fire more accurate? I would assume it wouldn't experience the convergence issue talked about with the all guns fire at once.

JuffoWup
Mar 28, 2012

SuperSix posted:

Half HP in my Aoba when a Cleveland rounds a corner 4k away. I can almost feel his smug rear end look as he proceed to lay into me with a billion guns. I've got about 300 hp left when he's passing me less than 300meters away.

I launch all 4 torps and BOOM.

Bye bye Cleveland

oh and then another Cleveland one shotted me

yup, I did this to a dd once. I'm sure he was all smug seeing my broadside for that torpedo run. He was less smug when he ran into 3 of mine as I had already turned away keeping pace with the speed of his own torps.

JuffoWup
Mar 28, 2012

Asehujiko posted:

I'm up to the Omaha now and unlocked the 3rd upgrade slot, is the main battery accuracy boost good or should I take the extra AA instead? I heard bad things about the turret rotation boost and the torpedo upgrade seems pointless, I never ran into a situation where I couldn't swing the tubes around fast enough.

The accuracy one is fine. It is a straight buff with no penalties. The one people talk about as bad is one that buffs aiming speed. Which also slows down your reload speed.

JuffoWup
Mar 28, 2012
Today's two ship games have involved lopsided teams. My team won both times even though the enemy team were up two more ships over us.

The first game was the cleveland. No joke, me and a fuso were the only t6 in the entire match. Fun fact: they were both on the same team. So the other team didn't have much chance. I hung out next to a kongo most of the game to give screen that wasn't really needed after all. The enemy carriers were focused on midwaying our carriers which didn't end well for them.

Second game was a t7 match in my aoba. We got a pair of nagatos, And I don't remember the team's comp, but I know they had some 7s as well. Our team got a ranger though for our only cv while the enemy was stuck with 4 myogis for battleship flair. I think they had one or two other battleships, but no carrers. Ended the fight in our favor as I masked with one of our nagatos and helped out. Took two of their myogis and then had to double back because the other flank was having some troubles. The middle was also got pressed as a pair of clevelands and an aoba pressed in to pincer that flank. No torps from me ever landed, but I think it distracted the enemy in a few spots. The two of us clocked out all three of them as they had turned right into us. I guess they thought if they swarmed the nagato, they could get it. Sadly, he took one cleveland straight out and injured the hell out of the other before it succumbed. By then, I already already sank the aoba and then finished off the cleveland.


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?

JuffoWup
Mar 28, 2012

quote:

The internal upgrades system will undergo some changes and then we will be testing the hell out of some new features we are planning such as improved projectiles, advanced fighter plane mechanics and armour piercing bombs.

Yaaaay, ap dive bombers. I'm curious on the fighters too. Maybe the disparity won't be as bad with it compared to now.

JuffoWup
Mar 28, 2012

ArchangeI posted:

I didn't think it was possible, but it appears the Independence is actually a downgrade from the Langley. It's fast and it has nice AA, but the planes aren't able to do anything in the tier 5 AA environment and the modules are one :psyduck: after the other. First airgroup update leaves you with divebombers instead of torpedo bomber, which means you are completely useless in a fight, the fighter upgrade actually reduces the damage you do :psyduck:

The flight upgrades are your personal customization tool. If you want to go fighter + torp bomber, then stick with the stock one. On my ranger, I have a choice of 1x fighter + 2x torp + 1x dive, 3x fighter + 1x dive, or 2x torp + 2x dive. It is a choice on how you want to play for the environment you expect to be in. I personally went the 3x fighter because it is hilarious how easy 3 wings on top of each other are at mauling enemy planes. My last game ended with me having defanged the enemy carrier so completely that it was just sailing into our team to die. Sadly, our cruiser didn't get my message that the guy had nothing left and not bother so proceeded to focus killing him instead of the assisted on the battleship that was nearing cap with 3/4th of his health remaining.

Plane upgrades are upgrades though. It might be something like you lose on firepower, but the planes get there faster. And let us tell you, getting somewhere faster is a major upgrade worth the lowered damage. I believe that fighter upgrade reduces damage, but gives you back survivability. And that is very much important for air defense and coverage.

JuffoWup
Mar 28, 2012

Gindack posted:

Are fighter heavy loadouts viable at higher tiers and how often do you get in MM with no enemy carriers?

They have been viable for me. The issue with fighter heavy loadouts is two fold.
1) Very very minimal reward for downing enemy planes so your end battle report will show xp as if you had done near nothing even though you had won the air superiority which leads to
2) Complete reliance on your team not being poo poo

I have seen matches where one team got a carrier and the other one didn't. I haven't been a carrier in one yet, but I know of it. In those cases (from the weekend events), I use my fighters as highly durable scout planes. I'll also send them out to cut the enemy scout planes down if I can catch it coming towards my group (never let them chase as the ship aa will maul your group without them getting close enough to shoot at the lonely scout). The best thing I love to do is baiting DDs in smoke. They just can't always help themselves and will fire their aa at your fighters. The problem is that AA still counts for exposing yourself. Which the planes pick up and radio to your team.

JuffoWup
Mar 28, 2012
I wonder how effective ap dive bombers will be. That may change our view on the fighter heavy loadouts considering the really quick change over on dive bombers versus torp bombers.

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JuffoWup
Mar 28, 2012

MREBoy posted:

OK, does anyone know where to find info on whats going to be in the next patch, or does that info not get distributed until the patch lands ? I've been all over the NA forums looking for anything but its chock full of 2-3 year old threads about whatever. Is this type of info RU only or something ?

Kind of comes out of the rumor mill like WoT has. I don't know of a unified place to get the info though. Perhaps someone else can give better info.

I only know of "coming soon" that isn't specific to the next patch, and that is the fact modules are getting redone slightly. With one of the features being dive bombers getting ap shells along with their existing he shells. There are some other mainly cv stuff being worked on it seems. Better fighter mechanics will hopefully help with the current issues people experience where a carrier's planes just one tier above the enemy's fighters will just straight up smash up the enemy fighters. There is a very vague "improved projectiles" in there, but who knows what that means. Also, bismark and warsprite coming as premium before the end of cbt.

http://worldofwarships.com/en/news/common/what-next-world-warships/

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