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0.4.1 patch note and maintenance schedule

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Super Tester
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Ranked Battles

Implemented a new game mode: Ranked Battles

Ranked Battles are available during a regular season and for a limited period of time. The launch of the first season will be announced additionally.
Ranked Battles become available once Service Record Level 9 is reached. Battles take place in a 7x7 format in the Domination mode. Each team may have no more than one aircraft carrier and no more than two battleships. The tiers of ships that may participate in Ranked Battles are governed by the rules of the Ranked Battles season.

Every participant of a Ranked Battle is awarded a star for every victory of their team. A player is promoted to the next rank once a certain number of stars has been earned. In case of a defeat or a draw, players may lose their ranks or stars. Ranks are divided into several groups. The first group is characterized by easier conditions for obtaining ranks and terms for losing ranks and stars. Players are selected to enter battles within their respective group of ranks.

For achieving certain ranks, as well as based on the results of a Ranked Battles season, players may get rewards in the form of unique game valuables.

 

In version 0.4.1, Ranked Battle scenarios are implemented on the following maps:

  • New Dawn
  • North
  • Fault Line

tl;dr. Wow! Rank MM! More skilled players (hopefully)

This may or may not reduce the number of bad players in your team.

 

Ships

Buffed Neutral (can't tell)Nerf

General changes:

  • Extended the action time of the Hydroacoustic Search consumable
  • For all ships, increased gunfire accuracy at close quarters (i.e. at distances of 0.2 km to 4 km), which resulted in a minor increase in the accuracy of fire at medium- and long-range distances
  • The 'value' of a hit into the middle part of a destroyer was reduced to match the 'value' of hits into the bow or stern of these ships. Now, 'alpha strike' damage to the bow, stern, superstructures and the central part of the ship will not differ

 

  • For the Japanese ships, bonus to a chance of setting enemy ships on fire is at maximum for 200 mm and 203 mm caliber guns with the other calibers having a lower bonuses
  • For all destroyers, casemate resistance to damage was decreased to match the respective hull values
  • For all destroyers, added a fourth point where the fire may potentially be started.

 

  • For all ships, changed the display of the rudder shift time. The time itself remains the same, the change affects its display only.
  • AA characteristics scale of display has been changed. AA capacity has not changed, but in the integral characteristics view mode in the port the value has been lowered - this is necessary for correct display of increase in characteristics when ships modules and commander's skill are applied.

tl;dr:

  • Hydroacoustic Search, Close Quarters Gun Accuracy buffed. DD's midsection durability buffed.
  • Japanese CA Flamethrowers nerfed. DDs survivability nerfed.
  • Port values changed but no difference in game.

 

Consumables:

  • Extended the action time of the Hydroacoustic Search consumable from 40 to 90 seconds
  • For U.S. Navy destroyers, extended the action time of Smoke Charges. The previous time for setting a smokescreen (20 seconds) was increased to 22 - 30 seconds depending on the tier of a destroyer. The 'lifetime' of a smokescreen was increased as well: it used to be within the range of 65 to 97 seconds depending on the tier of a ship. Now it will be within the range of 106 to 130 seconds.

tl;dr:

  • Hydroacoustic buff from 40s to 90s
  • US DDs Smokescreen deployment buff from 20s to 22-30s.
  • US DDs Smokescreen duration buffed from 65s-97s to 106s-130s

 

 

U.S.A:

DD Changes

  • Increased action time of smoke charges
  • Beginning from Tier VI, introduced the Defensive Fire consumable.

 

  • Increased the rate of fire and the main battery traverse speed of the U.S. Navy destroyers Sampson and Wickes
  • For the destroyers Farragut and Benson, the 'AA defense-oriented' hulls will become optional for research.

 

  • Fixed the bug related to the high detectability of the Bliss-Leavitt Mk7 mod2A torpedoes: the detectability was reduced from 1.6 km to 1 km
  • For the destroyer Sampson, increased the traverse speed of the main battery guns from 10 to 11.5 degrees per second.
  • For the destroyer Wickes, increased the traverse speed of the main battery guns from 10 to 11.5 degrees per second.
  • For the destroyer Wickes, converted the Bliss-Leavitt Mark 9 torpedoes into a researchable module.

 

  • The top (AA-defense-oriented) hulls of U.S. Navy destroyers will receive the Defensive Fire consumable.
    • For the destroyer Nicholas and Mahan, added the Defensive Fire consumable to Hull B instead of the Engine Boost consumable.
    • For the destroyer Farragut and Benson, Hull C became optional for research. On this hull, the Engine Boost consumable was replaced with the Defensive Fire consumable.
    • For the destroyers Sims and Gearing, the Defensive Fire consumable became available in addition to the Engine Boost consumable.

 

  • For the destroyer Sims, separated the engagement areas of the Browning M2 and Oerlikon AA machine guns. The total engagement power has not changed: the firing range of the Oerlikon machine guns remains standard (2.1 km instead of 1.2 km earlier) while the firing range of the Browning M2 machine guns is reduced from 1.2 km to 0.9 km as compared with the previous range
  • For the destroyer Sims, added an option to mount torpedoes 
  • For the destroyer Sims, added alternative torpedoes

 

CA Changes

  • For the cruiser Omaha, fixed the bug related to the firing range with the top hull. The firing range was increased from 11.500 m to 13.465 m. The viewing distance with the top hull was increased from 18.39 km to 21.08 km
  • For the cruiser Cleveland, fixed the incorrect armoring of 6"/47 (152 mm/47) turrets: the armor of the bottom side of a turret was increased from 37 mm to 38 mm, and the armor of its rear side was decreased from 37 mm to 25 mm.
  • For the cruiser New Orleans, fixed the bug related to the power of the AA defenses: the power of the stock hull AA defenses (40 mm Bofors guns) at a medium AA engagement distance underwent a twofold reduction.
  • For the cruiser Baltimore, fixed the incorrect armoring of 8"/55 (203 mm/55) turrets: the armor of the bottom side of a turret was increased from 19 mm to 38 mm, and the armor of its rear side was increased from 37 mm to 38 mm.
  • The 152 mm AP/SC Mk27 mod. 2 shell was replaced with the 152 mm AP/SC Mk27 mod. 5 shell. The changes affected the cruisers Omaha, Marblehead and Phoenix
  • Added a new type of shell (152MM AP/SC MK27 MOD5) for the 152mm/53 guns: the change of the shell affected the cruisers Omaha and Phoenix

 

BB Changes

  • Fixed the bug that prevented damage to the 12"/45 Mk5 (305 mm/45 Mk5) gun turrets. The change affected the battleship South Carolina

 

  • For the battleship Wyoming, fixed the incorrect armoring of the 12"/50 (305 mm/50) turrets when mounted on the stock hull: the armor of the bottom part of a turret was decreased from 60 mm to 38 mm, and the armor of its upper part was decreased from 160 mm to 76 mm.
  • Decreased the traverse speed of the 12"/50 Mk7 guns to 3.5 degrees per second.The change affected the battleship Wyoming
  • For the battleship Wyoming, changed the stock hull modification; the firing range with the stock hull was reduced from 12.790 m to 10.965 m; the viewing distance with the stock hull was reduced from 20.33 km to 17.71 km
  • Reduced the traverse speed of the main turrets on the battleship Wyoming

 

CV Changes

  • No changes other than the new fighter mechanics

tl;dr:

  • US DDs buffed. A lot. Lots of buffs. New mechanics for them too.
  • Stock New Orleans AA nerfed
  • Wyoming got nerfed.

 

 

Japan:

General Changes

  • Reduced the national bonus related to the probability of setting fire for all shells (except 200 mm and 203 mm caliber shells)

 

DD Changes

  • Increased the range of the 450 Type42 mod. 1 torpedoes from 4.5 km to 5 km. The changes affected the destroyers Tachibana and Umikaze
  • Increased the traverse speed of the 120mm/45 guns from 4 degrees per second to 6 degrees per second. The change affected the destroyers Wakatake, Minekaze and Mutsuki
  • Increased the traverse speed of the 127mm/50 Type C guns from 5 degrees per second to 6 degrees per second. The change affected the destroyers Fubuki and Kagero
  • For the destroyer Minekaze, excluded the Type89 (10km range) torpedoes from researchable modules.
  • For the Japanese destroyers Minekaze and Mutsuki, the detection distance was increased by 0,3 km (5.94 km to 6.2 km)
  • Decreased the aiming angles of Minekaze's torpedo tubess

 

CA Changes

  • For the cruiser Hashidate, decreased the number of hit points for the stock hull from 10,700 to 8,800 and for the top hull from 12,400 to 10,300
  • For the cruiser Yubari, the Defensive Fire consumable is now effective for the medium-range engagement distance (heavy AA machine guns) as well

 

  • Increased the traverse speed of Furutaka 203mm/50 guns from 4 degrees per second to 5 degrees per second. The reload time of the gun was decreased from 17 to 15 seconds.
  • For the cruiser Furutaka, reduced the rudder shift time for the top hull by 1.1 seconds.
  • For the cruiser Furutaka, changed the research system. Implemented a straightforward gun research procedure whereby guns will be researched successively.
  • Added Type8 mod. 2 torpedoes as a researchable module

 

  • For the cruiser Myoko, decreased the reload time of the main battery guns by 2 seconds.
  • For the cruiser Myoko, increased the probability of a fire on the ship by 6.6%

 

  • For the cruiser Mogami, decreased the probability of a fire on the ship by 6.6%
  • Decreased the traverse speed of Mogami 155mm/50 guns from 4.5 degrees per second to 3.5 degrees per second. The number of the gun's 'hit points' was reduced by 20%.

 

  • For the cruiser Atago, corrected a misprint in the text of the torpedo description (Type90 mod. 1 instead of Type93 mod. 1). The characteristics of the torpedoes remain unchanged.

 

  • For the cruiser Kitakami, added the Engine Boost consumable
  • For the cruiser Kitakami: increased the effective aiming angles for torpedo tubes

 

BB Changes

  • For the battleship Yamato, reduced the chance of fire on the ship by 3.3%
  • For the battleships Kongo, Fuso, Nagato and Amagi, added an intermediate hull (B) as a researchable module. (aka more grinding)

 

CV Changes

  • For ships without obvious superstructures (hahaha Fuso's Pagoda), increased by 10% the distance of surface detection (the change affected the aircraft carriers Hosho, Zuiho and Ryujo)
  • Increased aircraft servicing time and takeoff/landing time
  • Increased the arming time for the Type91 mod. 1A torpedoes from 2.5 seconds to 3 seconds. The change affected all Japanese aircraft carriers.

 

  • Modified the flight control modules; now, each research path offers at least one group of fighters

 

  • Due to the re-adjustment of the visibility system (for easier identification of ships in absence of an explicitly visible island or a superstructure)
    • Hosho increased surface detectability range from 7.92 km to 8.82 km.
    • Zuiho increased surface detectability range from 8.46 km to 9.18 km.
    • Ryujo increased surface detectability range 9.0 km to 9.9 km.

 

  • Zuiho Type 5 mod. 1 flight control to contain 1 torpedo bomber, 2 bomber and 1 fighter squadrons instead of 2 torpedo bomber, 1 bomber and 1 fighter squadrons (Stock Loadout)
  • Zuiho Type 5 mod. 2 flight control to contain 2 torpedo bomber, 1 bomber and 1 fighter squadrons instead of 3 torpedo bomber, 1 bomber and 0 fighter squadrons (Strike Loadout)

 

  • Ryujo Type 6 mod. 1 flight control to contain 1 torpedo bomber, 2 bomber and 1 fighter squadrons instead of 2 torpedo bomber, 1 bomber and 1 fighter squadrons (Stock Loadout)
  • Ryujo Type 6 mod. 2 flight control to contain 2 torpedo bomber, 2 bomber and 1 fighter squadrons instead of 3 torpedo bomber, 2 bomber and 0 fighter squadrons (Strike Loadout)
  • Ryujo Type 6 mod. 3 flight control to contain 1 torpedo bomber, 1 bomber and 3 fighter squadrons instead of 2 torpedo bomber, 2 bomber and 1 fighter squadrons (Fighter Loadout)

 

  • Hiryu Type 7 mod. 2 flight control to contain 2 torpedo bomber, 2 bomber and 2 fighter squadrons instead of 3 torpedo bomber, 3 bomber and 0 fighter squadrons (Strike Loadout)
  • Hiryu Type 7 mod. 3 flight control to contain 1 torpedo bomber, 2 bomber and 3 fighter squadrons instead of 2 torpedo bomber, 2 bomber and 2 fighter squadrons (Fighter Loadout)

 

  • Shokaku Type 8 mod. 2 flight control to contain 2 torpedo bomber, 2 bomber and 2 fighter squadrons instead of 3 torpedo bomber, 3 bomber and 0 fighter squadrons (Strike Loadout)
  • Shokaku Type 8 mod. 3 flight control to contain 1 torpedo bomber, 2 bomber and 3 fighter squadrons instead of 2 torpedo bomber, 2 bomber and 1 fighter squadrons (Fighter Loadout)

 

  • Taiho Type 9 mod. 2 flight control to contain 3 torpedo bomber, 2 bomber and 1 fighter squadrons instead of 3 torpedo bomber, 3 bomber and 1 fighter squadrons (Strike Loadout)

 

  • Hakuryu Type 10 mod. 2 flight control to contain 3 torpedo bomber, 3 bomber and 2 fighter squadrons instead of 3 torpedo bomber, 4 bomber and 1 fighter squadrons (Strike Loadout)

tl;dr:

  • DD Gun Turn rates buffed
  • Yubari, Furutaka, Kitakami and Yamato buffed
  • The devil Minekaze finally got nerfed
  • Hashidate nerfed? (No sealclubbing)
  • Myoko and Mogami rebalanced
  • IJN Mid Tier BBs have new intermediate hulls for grinding
  • Lots of CV changes.
  • Tier 4-6 CV Camo nerfed

 

USSR\Russia:

  • Shell of Cruiser Murmansk 152-mm AP/SC Mk27 mod.2 was renaimed into 152-mm AP/SC Mk27 mod.8. Characteristics remained the same.

tl;dr, No changes to USSR because Soviet is Stronk.

 

 

Aviation

  • Added an alternative attack mode for fighter squadrons: Air Squadron Assault, activated by pressing Alt + LMB
  • An air squadron carries out an assault upon a particular area on the map, designated by the player. Going at a high speed, fighters fly straight through the designated area, delivering massive fire at targets. All air squadrons (including allied ones) that happen to be within the impact area will take damage.
  • Added aircraft fire visualization in the form of gun tracers.
  • Fixed the incorrect display of a torpedo cone during a torpedo attack in automatic mode.
  • Now, fighter squadrons cannot be ordered to perform several consecutive attacks at once (by pressing and holding Shift).

tl;dr

  • Fighters now have manual control to strafe an area which decimates planes in the cone of attack.
  • Shift Click cannot be used on fighter squads anymore.

 

Aircraft:

  • Changed the turning radii for all aircraft. The average values remain close to those in the previous version.
  • Increased ammunition capacity for all fighters
  • Introduced a twofold increase (on average) in the self-defense power of all attack aircraft
  • Normalized the self-defense power of all fighters in order to avoid significant variations across levels

tl;dr

  • Fighters got buffed with increased ammo
  • Rear Gunners are now 2x better aka they are 50% less rekted.
  • Fighter's DPS between tiers are more even

 

 

Reporting

  • Implemented an automatic system for handling reports regarding chat misbehavior, capable of issuing chat bans to players.

tl;dr:

  • Reporting players can actually chat ban them.
  • Please report all the "pois"

 

Matchmaker

  • Implemented a "mirror balance" for aircraft carriers in terms of their number and tier in almost all cases (except for extremely rare occasions when the waiting time in queue is longer than the maximum time allowed).
  • Implemented interruption of a series of battles that a player takes part in where the player's ship tier is lower that the level of the battle
  • Now, the matchmaker distributes destroyers more evenly between opposite teams, when a battle is created.

tl;dr

  • MM received a huge buff
  • Carriers are always symmetrical (Unless the CV player waits for 10000 years)
  • MM makes DDs distribution more evenly.

 

Game Maps

  • Added two new maps: 

Straight:

The map features an Italian coast where, in 1940, for the first time ever heavy ships were attacked solely by carrier-based aviation. This operation "inspired" Japan's massive assault on Pearl Harbor. In 1943, the Allied fleet supported Operation "Husky", Operation "Avalanche" and many other operations of great importance for wartime achievements in Europe.

- Size: 36x36 km

- Modes: Standard Battle, Domination (3 key areas).

 

Solomon Islands:

One of the major Pacific Ocean campaigns carried out during World War II that took place in the vicinity of the Solomon Islands archipelago.  Battles continued from 1942 until 1945. During 1942-1943, the largest sea battle - the Guadalcanal Campaign - took place in the waters of the archipelago. A strategically important airport Henderson Field is located on the island. After the battle, the U.S. President Franklin D. Roosevelt said, "It would seem that the turning point in this war has at last been reached."

- Size: 30x30 km

- Modes: Standard Battle, Domination (3 key areas)

 

  • Added foliage to the following maps: NorthBig RaceIslandsHotspotNew DawnTwo Brothers and Fault Line
  • Fixed gameplay components of the following maps: New Dawn and Fault Line
  • Disabled the initial diagonal placement of teams and the Domination mode (with 5 key areas) on the Hotspot map.

tl;dr:

  • You now have 2 more maps to sail around in.
  • Most maps had their foliage levels buffed.
  • Domination (5 cap zones) no longer place your teams in the weird separated spawns.

 

Graphics

  • Implemented a new technology of foliage visualization on maps

tl;dr:

  • Graphics in the game has been "rebalanced"

 

Sound

  • Made an overall improvement of sound effects in the game.
  • Reworked the sounds of nearby flying shells. 
  • Improved the sound effects of jet-powered aircraft. 
  • Work is under way to improve performance.
  • Added new music tracks.

tl;dr:

  • Music in the game has been buffed.

 

Interface

  • Now, ship's characteristics are displayed taking into account the equipment mounted on the ship.
  • Improved visualization of three-dimensional game interfaces
  • Implemented the display of licensers in the game client
  • Added an IME language panel (can be enabled in the Settings)
  • Added input support for the Chinese, Korean and Japanese languages.
  • Improved the Summary tab in the player's profile
  • Implemented the option to display battle statistics separately for Co-op, Standard and Ranked Battles

tl;dr:

  • If you put +16% primary range module, the part will show the change on your ship. (Example)
  • Chinese, Korean and Japanese players now have their own languages.
  • Players Profile became more detailed.

 

System Changes

  • Added a change that will substantially simplify aiming at a ship moving over the border of the map ("kiting")

tl;dr You can shoot those filthy blue liners now

Edited by Deathskyz

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Beta Tester
506 posts
1,386 battles

If some of you find the IJN section of the patch note to be confusing and contain conflicting information, you aren't alone.

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[SGC]
Super Tester
1,459 posts
6,806 battles

If some of you find the IJN section of the patch note to be confusing and contain conflicting information, you aren't alone.

 

Im trying to summarise it as we speak

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[POI]
Super Tester
350 posts
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All good changes 

 

no one can stop the "Poi". it's not really annoying in my opinion and there is less spam now 

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Super Tester
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For the cruiser Myoko, increased the probability of a fire on the ship by 6.6%
For the cruiser Mogami, decreased the probability of a fire on the ship by 6.6%


Reduced the probability of a fire on Mogami and Yamato by 3%, and increased the probability of a fire on Myoko by 3%

 

Where is this? This was not properly reflected on either end.

Edited by Haku

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[SGC]
Super Tester
1,459 posts
6,806 battles

For the cruiser Myoko, increased the probability of a fire on the ship by 6.6%
For the cruiser Mogami, decreased the probability of a fire on the ship by 6.6%


Reduced the probability of a fire on Mogami and Yamato by 3%, and increased the probability of a fire on Myoko by 3%

 

Where is this? This was not properly reflected on either end.

Good question.

It was in the patch notes. Go ask the content team.

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Super Tester
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  • For the cruiser Kitakami, added the Engine Boost consumable
  • For the cruiser Kitakami: increased the effective aiming angles for torpedo tubes

huehuehue

 

We should all have torpedoes! you get torpedo, you get torpedo, EVERYONE GET TORPEDO!

 

I'm still feeling the Japanese kroozas though and I think Myoko's going to be a barbecue girl.

 

(why must you mock Fuso's pagoda mast even if she had... balls-to-the-wall issues irl?)

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Beta Tester
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  • For the cruiser Kitakami, added the Engine Boost consumable
  • For the cruiser Kitakami: increased the effective aiming angles for torpedo tubes

huehuehue

 

We should all have torpedoes! you get torpedo, you get torpedo, EVERYONE GET TORPEDO!

 

I'm still feeling the Japanese kroozas though and I think Myoko's going to be a barbecue girl.

 

(why must you mock Fuso's pagoda mast even if she had... balls-to-the-wall issues irl?)

 

Are these supposed to be Intels?

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Beta Tester
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I am more looking forward to 4.2 already.....

 

Yeah, WG said something amazing about trees and others but the thing that i want to know just which country will be the 3rd one? Is it USSR or Kriegsmarine???:hiding: I haven't checked this forum since end of CBT

 

 

 

  • Increased the traverse speed of Furutaka 203mm/50 guns from 4 degrees per second to 5 degrees per second. The reload time of the gun was decreased from 17 to 15 seconds.

 

 

Oooh yeahhh, this is it! Everyone needs to celebrate it, Furutaka will get buff guys!!

 

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Beta Tester
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Crap... My dear Minekaze... I guess we say goodbye from here.

But wait... Thought the Kitakami was removed from the game? And what the heck is Marblehead and Tachibanana???

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Super Tester
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Are these supposed to be Intels?

 

well lets just say its FOR TEH GLOAREH OF TESTING KITAKAMI FOR VIABILITY! ... well one such test involves trying to fish Conan in a BB out of the water which is unpossible because the torps evade his boat as well as trying to YOLOSWAG the damn ship in his BB and see if Kitakami can become THE torpedo. :trollface:

 

but still... FURRYTACO NO MOAR! she will probably be behaving as if she had her 1941 retrofit (seriously RUdevs, flippin give that retrofit to her! scratch the thought she may look or behave like Aoba!)

Edited by EvyL

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Beta Tester
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well lets just say its FOR TEH GLOAREH OF TESTING KITAKAMI FOR VIABILITY! ... well one such test involves trying to fish Conan in a BB out of the water which is unpossible because the torps evade his boat as well as trying to YOLOSWAG the damn ship in his BB and see if Kitakami can become THE torpedo. :trollface:

 

Confirmed: KTKM become a Moderator/Admin Exclusive.

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Beta Tester
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For the cruiser Myoko, increased the probability of a fire on the ship by 6.6%
For the cruiser Mogami, decreased the probability of a fire on the ship by 6.6%


Reduced the probability of a fire on Mogami and Yamato by 3%, and increased the probability of a fire on Myoko by 3%

 

Where is this? This was not properly reflected on either end.

 

Because WG loves to play with hidden stats. Just look at Terrain resistance stats in WoT.

And then recently, we discovered that one also has another hidden stat behind it.

Hidden stats ception. :hiding:

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Super Tester
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speaking of which, will the destroyer of verisimilitude Ninjakaze cease to exist and simply become Minekaze now though?

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Beta Tester
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speaking of which, will the destroyer of verisimilitude Ninjakaze cease to exist and simply become Minekaze now though?

 

It'll just become Isokaze #2, being a little bit faster but slightly slower gun.

I'm surprised not many people complain about the Isokaze though, that thing is a beast.

 

Also, I noticed that Defensive Fire consumable on Yubari also affects those 25mm guns she carry. Let's see how effective that is, eventhough they give us only 1 charge...

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Super Tester
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Conan becomes server no 1 teamkiller?

 

Waw, and he's already the server's no.1 damage hogger and kill stealer.

All them unique titles, yo.

Daiuchuu Ginga Conana Eternal~

 

 

 

It'll just become Isokaze #2, being a little bit faster but slightly slower gun.

I'm surprised not many people complain about the Isokaze though, that thing is a beast.

 

I had a fun hunt yesterday with my Minekaze, hunting down a Mutsuki.

I call it a hunt, because he fired maybe 1-2 gun salvos and then proceeded to try to torpedo me for the rest of the hunt.

Oh yeah, he was good at dodging my shells, but then again dodging in a DD translates into pressing A or D at the right time...

didn't help him though since I hit him often enough.

 

I sometimes miss the good old destroyer duels I used to have, nowadays it feels more and more like clubbing seals at a higher tier...

 

What a good DD duel should be like:

 

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