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TGed

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About TGed

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  1. Self-explanatory title. Looking for opinions from more experienced players on these two skills (Deadeye and Outnumbered) swapping classes; from BBs to CL/CAs for the former and CL/CAs to BBs for the latter.
  2. I remember watching a video somewhere and it mentioned that CVs are both the most combat efficient and damaging class in the game: since they spot for the team and can deal large (un-healable) damage at the same time, unlike other ships where they often take a compromise between the two sides. So would you prefer CVs be spotters (allow them to spot for the team but deals pitiful damage) or damage dealers (rely on teammates to spot for them but can deal damage similar to currently in-game)?
  3. Any tips to maximize the amount of coal I could get as a F2P? I only have 1 line per nation grinded up to T5.
  4. What are some good captain skills for Pan-Asia DDs? I plan on building more of a generalist build with Pan-Asia DDs, with a good balance between skills for a gunboat and for a torpedo boat. My main gripe is choosing the 4-point and 3-point skills, since I could probably only get 2 skills from each point-tier: 4-point: Advanced Firing Training/IFHE/Concealment Expert 3-point: Basic Firing Training/Superintendent/Demo Expert/Torpedo Armament Expert
  5. Currently grinding on the Italian cruiser line and am up to Tier 4. I have some questions for the more experienced Italian cruiser players out there: 1. What's the best course of action against an enemy BB? Since you don't have HE rounds you can't really do consistent chip-damage and hope to out-DPM the enemy BB. 2. When do I use AP rounds? For other ships, you switch to AP when facing a broadsiding enemy/engaging at close ranges. For the Italian cruisers the SAP rounds deal more than enough damage, and doesn't have the problem of over-pen. So when do you switch to AP rounds? Thank you for your help.
  6. Do you guys think the HE fire chance needs a nerf? Playing battleships is so frustrating at times since your armor is completely irrelevant against fires. You can counter 1 fire with a repair party, 2 or more simultaneous fires and you'll be taking damage equal to eating a AP salvo unless you use a repair party...only to be burned again when all of your consumables are on cooldown. I think the main thing that's needed to nerf is the fire chance percentage, because once you translate that to the amount of fires you can start per broadside salvo, it's quite scary: Tier 5 Cruisers (since this is the highest Tier I've reached so far) Kotovsky: 8% fire chance, 8 shots per salvo = 12.5 salvo for 100 shots = 0.64 fire per salvo Krasny Krym: 8% fire chance, 8 shots per salvo = 12.5 salvo for 100 shots = 0.64 fire per salvo Mikoyan: 11% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 0.65 fire per salvo Konigsberg: 8% fire chance, 9 shots per salvo = ~11 salvo for 100 shots = 0.72 fire per salvo Yahagi: 13% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 0.76 fire per salvo Murmansk: 12% fire chance, 7 shots per salvo = ~14 salvo for 100 shots = 0.86 fire per salvo Hawkings: 15% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 0.88 fire per salvo Exeter: 15% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 0.88 fire per salvo Furutaka: 17% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 1 fire per salvo Omaha/Marblehead: 12% fire chance, 8 shots per salvo = 12.5 salvo for 100 shots = ~1 fire per salvo Emile Bertin: 12% fire chance, 9 shots per salvo = ~11 salvo for 100 shots = ~1 fire per salvo Kirov: 13% fire chance, 9 shots per salvo = ~11 salvo for 100 shots = ~1.2 fire per salvo Essentially, most cruisers at T5, on average, guarantees a fire per 2 salvos, with some with having a good chance of fire for every salvo. With Demolition Expert it might as well be a fire per salvo for most if not all the T5 cruisers. Combined with how quick cruisers reload, burn damage is arguably the most consistent large damage source for cruisers, except for the Germans and Emerald as they mainly rely on AP. Of course, I know that RNG doesn't work that way. You could have fired 20 salvos with zero fires ignited, you could fire a salvo that ignited 2 or even 3 fires, you could/ the dispersion caused you to miss shots that could have caused fires, some of your shots shattered etc. But on average, a fire per broadside salvo from rapid-firing cruisers just makes armor and angling somewhat irrelevant, since it's guarantee damage unless countered by consumables. This made battleships especially vulnerable against them since they have a long burn time and a long consumable reload time. I would prefer all the HE shells to work like the German HE: low damage, decent pen to ensure consistency, with the occasional chance to lit fires. Fires should still be kept of course since small caliber guns (cruisers, DDs, secondaries) still need a way to do damage to heavily armored targets, but I think the fire chance should be drastically lowered. Or the burn time/damage could be dramatically reduced, similar to how long floods last/damage done by floods. What do you think?
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