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Prav posted:Rudder damage I managed to shoot a guy in the engine and cause him to run aground. It was hilarious.
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# ¿ Mar 13, 2015 02:16 |
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# ¿ Apr 20, 2024 01:50 |
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MassivelyBuckNegro posted:this is kind of valid because its so dumb that it takes me a second to figure out they aren't moving. I love them especially when they do it wrong so I can shoot over the island and right into their decks. Other times I rage at the terrain getting in front of my shots. As for RPM being king, I one-shot some poor cruiser in my TIV battleship. Completely unintentional, just lined up the shot. Next thing I know there's a '40320' number in the air and the dude tells me 'their cruiser is foundering!' Of course I spent the next three minutes of that match chasing the enemies CV's while they ran away and picked off my Cruiser escorts with torp bombers. Ended up winning via base cap.
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# ¿ Mar 13, 2015 09:20 |
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MassivelyBuckNegro posted:Right, that happens. But if you're firing 12 shells every 10 seconds(or in the Des Moines case, 9 shells every 6), your chance of scoring a hit(and thus a crit/citadel) increases enormously. Even if you don't get many citadel hits, you're still putting out so much damage that its hard for a other ships to keep up.* Agree that for cruisers RPM is king. My fully modded St. Louis won a broadside battle with an un-modded one because 8 guns are greater than 6.
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# ¿ Mar 13, 2015 09:42 |
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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.. Torp Bombers vs. Dive Bombers seem to be like HE vs AP for ammo. Torps do tons more damage but Dive Bomber's disable guns and such better. This is what I noticed getting attacked by both in my Kongo though.
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# ¿ Mar 14, 2015 05:40 |
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Still getting the hang of the Pheonix after the St. Louis. However being a BB player I find the St. Louis has one pretty big problem with it despite having 14 guns: It's slow as molasses. I rarely had tier 3 games in it so it would take me forever to get into position to shoot some botes. Plus sometimes I went to the side without all the targets and DD/BB's would finish off that side and start moving to the other while I was still a good distance off. 20 kts is slooooow when BB's can crank up to 30. Also as a BB just use AP and mince any destroyer that gets close. Otherwise shoot at larger/stupider targets at max range. As for reducing the spread on the guns either shoot things closer to you or at your max range. At close range your shots don't have time to spread and at max range they line up for raining in a semi-neat line. (Then again I usually do sequential fire on my BB's via holding the fire button down.)
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# ¿ Mar 14, 2015 22:14 |
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xthetenth posted:Getting a bit sick of teams sailing away from the entire enemy team after it's been spotted. It's not bloody tanks you don't push a lane. Especially when it's a Domination mission
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# ¿ Mar 14, 2015 22:28 |
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Torps take some getting used to (And you need the torps in the Pheonix.) They travel slower than I think they will while BB shells travel faster than I think they will. Alt kinda helps, I just wish there were more GUI options to have some ALT stuff on all the time.
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# ¿ Mar 14, 2015 23:58 |
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Ugh, had a string of games recently in my Kongo where my long-range shots kept landing just too far or too short of full broadsides on boats. In figuring out how to lead everything but a DD (and shoot over tall islands) I have apparently forgotten how to rangefinder my targets.
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# ¿ Mar 16, 2015 14:45 |
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NerdyMcNerdNerd posted:I like destroyers just fine, and I enjoy that they require a clever sort of gameplay to really make the most of them. While BB's are certainly strong overall, a full spread of torpedoes from equal/higher tiers takes them down just like anything else. Thus any BB worth his salt has to take into account torp bombers and DD's close enough to launch torps at him and maneuver accordingly while maintaining a good firing line for his guns. That's really easy to do when I'm only worrying about a single destroyer I can take out in a single salvo of my guns. It's way harder when I've got a DD just coming around an island, two flights of torp bombers incoming and another BB I've been dueling with for awhile. Much like Tanks, Teamwork is OP. In my Kongo the only single ship I'm afraid of is a Fuso. That's after Torps. Even then I'm fairly certain I can trade long-range shots and dodge their's via maneuvering. Regardless I'm always going where teammates are to add my guns and giant HP blob to theirs. The better teamwork/skill of the players is usually the deciding factor of matches.
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# ¿ Mar 18, 2015 01:10 |
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They're also masters of force projections. Assuming a 2 fighter 2 bomber deployment, that's two different boats and a zone of AA support that a CV can reasonably provide all at the same time. They can even be across the map from each other. Of course there's the matter of actually hitting with your torps and not getting your fighter squadron's creamed by other fighters (if they're taking AA fire that's AA shots not directed at any bombers in the vicinity.) I think Dive Bombers could be tweaked a bit. More base damage less crit chance to make them a reasonable alternative to torp bombers. Almost guaranteed hits for some damage and maybe a lot of damage vs. huge amounts of damage if you hit (and people WILL try to dodge unless you get perfect shots.) demonR6 posted:You can certainly hold your own versus a Fuso in a Kongo. I am pretty sure the Fuso's guns are less accurate although the pack a better punch. If you are modded and the captain is trained correctly you'll shred a less skilled Fuso for sure. In general the biggest threats to a BB like the Kongo as I see them are: Getting ganged up on (Teamwork OP.) No seriously Teamwork is OP I don't want to fight many dudes at once. Oh god it's the perfect two flight-torpedo spread where I can only reasonably dodge half of them! Surprise Torpedoes. Torpedoes. A skilled Fuso. A skilled Kongo. E: Quote reply and made my sentences more better. EponymousMrYar fucked around with this message at 02:01 on Mar 18, 2015 |
# ¿ Mar 18, 2015 01:46 |
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Can't see smoke. Also being a single plane they tend to die comically to AA and they're on a really long timer.
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# ¿ Mar 18, 2015 03:41 |
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Max Range shots are mostly down to luck with a 8-12 second shell travel time, but half-range or more you should be able to lead 5-6 seconds on anything except a non-stupid DD.
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# ¿ Mar 21, 2015 02:08 |
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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.
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# ¿ Mar 21, 2015 03:34 |
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xthetenth posted:First skill for carriers is definitely AA. If you're getting hit by carriers that are trying to midway you, you need it. If you're getting hit by a destroyer or whatever, a boost to your passive repair rate recharge isn't going to help, you'll be mashing the repair ability and dead shortly after that. Battleships are the only ones I can think of where passive repair is something you will ever rely on, although AA sucks too on destroyers. For BB's the repair time generally means shorter fires and less fire damage that you can just activate away, though they can get some pretty good use out of the AA boost, being giant targets for carrier planes. But I've rarely had plane problems that ctrl-clicking to focus my AA on torp flights hasn't solved/made less of an issue of.
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# ¿ Mar 22, 2015 07:05 |
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Poil posted:I was flying some torp bombers around and into the enemy spawn at the start of a game when I spotted an Amagi just sitting there afk. 12 manual torps and 12 hits and the bastard was still alive with a third health left. Bittersweet.
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# ¿ Mar 22, 2015 20:00 |
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Lorem ipsum posted:You don't have to kill them the first time with bombers because unlike destroyers, you can try again
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# ¿ Mar 22, 2015 23:40 |
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Shipped out in my Wakatake for some destroyer fun since I had a pretty bad time in my Omaha and got into a Tier 3 Destroyer vs. St. Louis game. I was on the destroyer side, 7 destroyers (and other boats) vs. 7 St. Louis (and some destroyers.) Took out 5 ships mostly with torpedoes all by myself and earned over 100k credits and 5k xp. Of course I only needed 1k to get an Isokaze so now I have so much XP on the Wakatake I can't convert over. Destroyers are very hit and miss
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# ¿ Apr 3, 2015 07:27 |
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I've been having issues with ghost ships in my long-range bombardment on the Fuso. Still learning to lead my targets better. While the Fuso's less accurate than the Kongo, it does have 2 more guns which means 4 more shots. It's better as a 10km-ish brawler in that regard.
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# ¿ Apr 6, 2015 06:45 |
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OSad posted:Try saying "Poi." in the game sometime. People blow the hell up in anger even though they don't really know anything about it, for no reason really. Works every time. Sadly this is usually less amusing than I hope for.
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# ¿ Apr 6, 2015 21:15 |
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Poil posted:Is there an appropriate way to get close with a battleship to another battleship to bring the derpy guns to bear? Or is it better to attempt to hit at long range? I really have no clue how to properly play one. Approach at an angle, preferably one you can bring all your guns to bear while they can't, since they'll either turn to bring everything to bear and give you better shots on their flat armor or they'll turn away and give you an opportunity for raking shots along their length. The derpy secondaries are mainly for punishing cruisers/DD's for getting too close though they can certainly contribute to BB on BB pseudo-violence. They won't do nearly as much damage as a main gun salvo though I've finished ships off with them. Figure out where you're good at predicting shots while dodging others and try to stay at that range/shell travel time. It's different for every BB I've found up to the Fuso (still working on Nagato.)
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# ¿ Apr 6, 2015 22:20 |
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OSad posted:Even at tier 6-7 games I see carriers/destroyers doing good torp runs, but either Battleship hitpoints/armor are too high or torpedoes just don't scale as properly. You seem to have to do so much more work to take down BB's at later tiers with torps. I thought it did come with some speed reductions as well but I haven't been saddled with it long enough to notice.
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# ¿ Apr 8, 2015 04:19 |
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Slim Jim Pickens posted:If they do, they'll need to change the game mechanics. It's pretty easy to defeat that mod by changing course and speed, but enough people are getting mad about dying in two or three salvoes. EponymousMrYar fucked around with this message at 17:12 on Apr 10, 2015 |
# ¿ Apr 10, 2015 17:10 |
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The Fuso isn't as accurate as the Kongo, but it makes up for that by firing 12 shots. The Kongo is more accurate at all ranges (The Fuso has trouble between mid and max range.) Of course there's nothing like blapping most boats in a single salvo! The Nagato is interesting for different reasons. It's secondaries are insane. On an open ocean battle I killed 2 and almost a third destroyer just with them when they went after our carrier. Only reason I didn't kill the third was because another cruiser got the last shot in.
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# ¿ Apr 19, 2015 23:41 |
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James Garfield posted:You get 5% faster reload in exchange for about 5% slower turret rotation. It's pretty much a matter of opinion, neither change is big enough for one option to be obviously wrong. Compared to the Cleveland's turret upgrade, which has a very large RoF boost but an absolutely horrendous 180 penalty to it. In a ship where you're going to be maneuvering/rotating your turrets a lot more. I've been having trouble with the stock Cleveland's turret traverse already.
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# ¿ Apr 20, 2015 06:07 |
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Asehujiko posted:How good is the Nagato? I can get it cheap but I've been badly burned by "upgrading" my Cleveland to a Pensacola The Nagato's alright. It doesn't have the crazy firepower of the Fuso but it has absolutely hilarious secondaries. With captain and module upgrade they can get out to around 10km range.
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# ¿ Apr 21, 2015 09:31 |
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The Cleveland is a really nice boat. That keeps getting it's guns shot off. I was reduced to attempting to ram something in my last match because I had no more main armament to shoot and I didn't have enough health to do secondary brawling.
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# ¿ Apr 24, 2015 07:36 |
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orange juche posted:Seems like it might be worth getting the 20% chance to critical damage reduction upgrade. It's on there. Either it's bugged and actually giving a 20% increased chance of that stuff happening or my efforts to dodge enemy fire just make my guns a magnet for destruction. My Fuso lost a gun decently often, but my Cleveland loses one every 3 or 4 games and often loses more
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# ¿ Apr 24, 2015 07:57 |
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It's also a famous Hawaiian dish that ranges from sweet to sour as it ages. There's apparently a performance art based around spinning balls on string in rhythmic patterns called Poi. Modern Poi uses glowstick technology to make some performances a really trippy experience. Also the balls/objects can be on fire I have learned something neat today. Now I can make references and call pubbies uncultured rubes for not getting them as they wallow in their plebian anime memes
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# ¿ Apr 25, 2015 08:48 |
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Pimpmust posted:If they weren't great at dealing total damage but great at like, knocking out turrets and stuff, they could have a use. Of course, sinking a ship is preferable to disabling a ship, so when you have to pick between a dive bomber squadron and a TB squadron... Most of their damage is done by the fire they inflict which while good in theory is hampered by their accuracy problems and that a single fire isn't a serious threat in itself to anything other than a destroyer or a hurt cruiser. The only time they're a threat to BB's is in getting the BB to blow his repair before getting hit by followup torpedo bombers. Whenever I see dive bombers I immediately start looking for the followup torpedo bombers and use my Magical Duct Tape ability to heal through the fire/slight torpedo damage. I wouldn't mind if they had an accuracy buff so they could reliably hit and cripple smaller targets (giving carriers a defense against Destroyers that isn't secondaries) with a slight damage buff.
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# ¿ Apr 26, 2015 15:34 |
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The Nagato's slightly more accurate and it's secondaries are hilarious. With the upgrade and captain skill you can reach out and punish anything within 8km of you.
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# ¿ May 4, 2015 00:58 |
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Cardiac posted:Eh, the mod is not that good, whereas there is another alternative that might apply to you. Aiming is a skill in this game and you are gimping yourself if you rely on the mod. Using it as a tool to increase your skill is great. Using it to supplement your skill is going to leave you lacking against people who are actually good at the game and are shooting at you rather than your ship. The only time I find BB's tedious is at the beginning or end of the game because once I spot enemies and get a general sense where they are I start to think into the future and how to maximize my effectiveness. Can't do that at the beginning because I don't know what the enemy is doing and can't do that at the end because it's usually something way faster than me running away on the other side of the map. Not very sanguine about the idea of them adding ammo to the game though. On one hand it encourages people to be more careful with their shots, on the other it punishes being too risky with shots and that helps with learning how to aim and make certain shots.
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# ¿ May 13, 2015 09:10 |
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Burt posted:The main way that the aim mod is broken is giving you an aim point for ships sailing behind islands that will come into view. I have used it and not used it and it's no big difference in my view on open encounters. Actually thinking about it, with the lovely maps we get with all the islands and iceburgs it may be a big deal. Done that plenty of times with just my head too. Alt's distance to target and the distance of what I'm aiming at gives me a place to start, though usually I have to aim up a bit to actually hit ships rather than water right before them.
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# ¿ May 13, 2015 09:46 |
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orange juche posted:drat dude, you probably got huge shoulders from carrying so hard. Tried carrying a game just now in my Minekaze but nope, people were just too dumb to win. Would have replied to your mvp shoutout in game but then the carrier dropped torps and there were shots to dodge and then there were MORE torps and then the game ended. Oh well.
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# ¿ May 15, 2015 06:06 |
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People are hilariously bad at dodging torpedoes today. My Nicholas killed 2 DD's with them (plus one from guns) and then I got the rest of my Surprise! Mission in two Minekaze games where I sunk almost everything I shot my torps at. The second game I had over 100k damage over 5 ships thanks to people either not bothering to dodge (two carriers) or turning into my spread (New York, Wyoming and a Murmansk.) It was a good day to be a DD The Torpedo tube sounds are nice, just wish they cut back the dude saying AA & secondaries are offline.
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# ¿ May 16, 2015 06:18 |
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Insert name here posted:I swear every time I take my Ranger out I get into a match with no CVs on the other team. At least I got to burn down a New Mexico and Wyoming, and got the arsonist achievement off the New Mexico. Also said Wyoming managed to solo a friendly fuso with twice as much health as him while he was burning down. If that happens to me I use my fighters to scout out things. That's pretty much all you can do.
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# ¿ May 17, 2015 00:22 |
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I didn't but it's likely that the 5 free port slots everyone got from the April Fool's ships counted towards that. The Murmansk came with it's own slot regardless.
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# ¿ Jun 16, 2015 07:28 |
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CommieGIR posted:Echoing this. There doesn't seem to be much use for HE on a Battleship, even when engaging smaller targets like Cruisers, the AP does more damage. Couple that with the reload time and it's pretty much almost never worth it to shoot HE from a battleship. Let your secondaries do any and all HE shooting.
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# ¿ Jul 9, 2015 06:24 |
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22 Eargesplitten posted:Aside from going slower, are there any tips for turning tighter? I keep running into islands with my destroyer because I expect it to turn tighter than my cruisers. Go faster. Boats have momentum and slow speed means slow turning. Other than that you should probably turn more.
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# ¿ Jul 9, 2015 22:12 |
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22 Eargesplitten posted:So does the Umikaze just have lovely turning or something? I swear my cruisers with 10 knots less speed turn tighter. Full Speed or 3/4th's is optimal turning for most boats. The only time I have slowed down for a turn is when I'm edging close to an island and I need to cut engine power to not ram my bow into a section of it. That has it's own downsides though since you get to sitting duck status and sitting ducks are incredibly easy to citadel. I don't remember any non-assisted (option where the game auto-turns you away from islands) issues in any boat I've driven that hasn't been due to me messing up my turns in some way. DD's are that but moreso. For BB's, IJN has range and secondaries while US has guns and AA.
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# ¿ Jul 9, 2015 22:56 |
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# ¿ Apr 20, 2024 01:50 |
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One tactic I found that was incredibly effect on the Myogi in CBT was running away from things. You're decently fast and you're gun arrangement is back heavy so you want to keep your bum pointed towards the enemy and lead them on a merry chase while you shoot back at them. Kongo is great and deserves a slot in your port as much as a St. Louis does. EponymousMrYar fucked around with this message at 23:22 on Jul 13, 2015 |
# ¿ Jul 13, 2015 23:04 |