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hawaiiandude241

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About hawaiiandude241

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  1. Well this past weekend just had a captain skill reset discount, so if some wanted to respec the chance was given.
  2. King George V

    I've been looking foward to KGV since she initially was shown as a T7 before she was temporarily bumped to T8 during development and I can't be any happier with her performance. I have played more than enough Scharnhorst games to have a habit of aiming mid belt - deck line to yield more effective damage versus battleships and cruisers, something I've translated over to KGV and my other BBs. I've placed my 19 point captain which has been waiting for KGV's arrival which is biased more towards stealth/durability versus investing in AA. I do feel a bit vulnerable to CV's, but that's mostly due to me being spoiled by full AA spec builds in my Bayern and Scharnhorst. Build wise I have PT/EM/AR/Bos/SI/FP/CE, a build that has treated both Warspite and Hood well since the captain skill rework. KGV is a soft ship, but I think that's more a result of new ship syndrome and people will shoot me first before the older T7 BBs. Having FP really helps against the latest trend of non British BBs firing HE along with dealing with cruiser punishment since KGV is clad in 25mm deck armor. Ships such as Belfast/Kutuzov haven't been an issue since I can use my concealment to break off and create distance from their stationary position. Speaking of which her maneuverability is so nice to experience since her rudder is very responsive and she definitely feels more agile versus scharnhorst. I tend to play my BBs in a kiting fashion, similar to cruisers, which alleviates the 25mm bow since if I start engagements on my terms. This leaves the enemy with having to shoot at a ship that is angled away from their shells. The result is incoming fire that lands on my belt or superstructure versus overmatching my bow armor. Engagement wise, I'm at a 90%/10% spilt for HE/AP usage. I will have HE loaded at the start to shoot at DDs who will be contesting early caps, to get early fires on BBs who are supporting their dds and cause early damage control usage. I personally don't have an issue with HE, since I look at it as a teamplay choice vs just sticking to AP with a hardheaded "BBs must shoot AP" mentality. Early on making opposing BBs burn heals and damage control allows my friendly cruisers to then proc full duration fires, also makes friendly DD torpedoes even more dangerous and if a carrier is there, my HE shelling will be taking out sizable chunks of AA out of commission. I very much play KGV shell type wise as a heavy cruiser, use HE most of the time while loading AP for targets that are broadside or becoming broadside. For reference here's my performance in the other T7 BBs: Here's my first game out in KGV with the intention of already playing her like a more heavily equipped Scharnhorst, main armament wise. Just for giggles, here's my latest match result.
  3. Agreed, I'd love to see October Revolution released for sale. I was disappointed when they edited out that she'd be one of the ships released for this month.
  4. WG... Take My Money!!!

    Still waiting for October Revolution to release here on NA. For me she's first for my list of ships that have piqued my interest, with Kii being the second. If they go the route of Oct. Rev. and through the testing cycle decide a lower reload time from 35s to 32s, I'd definitely be interested in Kii.
  5. It would appear to me that acquiring Witherer is a calling card for a loss, especially so in my Roon. Bismarck: Roon:
  6. I really don't see how this would relate to the RN BB's considering they already feature 1/4 HE pen baked into their HE shells. Edit: Now regarding CL choices, just like the initial smoke changes, I doubt this specific choice of -1%/-8% will make it to live. Ships like Donskoi, Duca, Perth are collateral for the main targets for this adjustment such as Belfast/Kutuzov. If anything I'd imagine the -1% to stay for up to 139mm guns, making ships like Akizuki, Atlanta, Krasny (Yes I know she's the butt of everybody's joke) still viable for taking IFHE. The -8% value, i'd imagine will go down to perhaps -6%, if not a staggered reduction for a caliber range in the same way Concealment Expert works per class. Another take would be that IFHE would be a skill made specifically for certain ships such as the ones I listed above, in the same stroke that Torpedo Acceleration is not meant for all DDs, but rather taken only for certain ones like Gearing or CV's.
  7. Wishes for more pew pew eye candy for AA too. Looks great, I might become a little distracted when playing Scharnhorst/Bismarck watching my secondaries go off and what not.
  8. Conqueror Tweaks (Dev Blog)

    Conqueror has more base range compared to GK, making her max dispersion look worse if you're only looking at that "maximum dispersion" stat without considering each ships' max range. When calculated to the same range that GK reaches out to (20.6km), Conqueror comes in at 256m max dispersion versus Gk's 268m max dispersion.
  9. Agreed @SaidNoOneEver There are countless vids of people having 300k+ damage games with existing T10 BBs and I remember when GK was released with Made in German HE that trolling with 406's + reload mod was a thing while laughing about having turtleback armor vs old citadel Monty. Does Conqueror's heal seem op, sure, but one has to remember that the cc's putting out these vids such as ichase, Notser and Flamu are like top 15% players. Naturally a good player who knows how to disengage and position would do well with such a ship. In a couple places in each of their vids, an average player would've died much earlier without much impact on the match towards their team winning. In ichase's vid for the early half of the match at the southern corner he ended up going, he and an average player could've died right there if the enemies he faced even bothered to focus fire on him. At most he had 1-2 ships shooting at him, without much focus. For Flamu's latest "Mega Zao" vid, at the start when he made a straight line for that large island splitting B/C, a lesser skilled player would've died leaving the damage at ~39k for a T10 BB. Later as he moved around C, not many enemies were landing effective fire on him. As he was shooting HE at the Zao, the only other ship really shooting his way was a sniping tirpitz/bismarck that was mostly landing short. I really can see how Conq. could look great, but in the average players' hands they won't have the disengage timing down, be consistently positioning to have an advantage, using heals efficiently, etc to even mirror what these cc's have put out. If players get the same mentality to focus on a spotted Conq. like they do a Yamato, I'd expect said Conq. to evaporate rather quickly since it doesn't have the deck armor Yamato has to resist incoming raw HE damage. If I come across one as more eventually reach Conqueror, I see a target to farm Whitherer, Arsonist and a whole load of hp to pump up end result damage.
  10. The two most common mods I used from aslians were enable training room and ship names on the minimap. Since the second was added to vanilla warships, I had one less reason to download and use aslians. For training rooms, for the longest now I've just changed a line in the scrips_config file from the "res" folder for warships. Takes less than one minute to change a line from true to false after every patch. Now other mods like others have noted like the navigator or movement/direction markers, both are relatively easy to figure out in vanilla warships. For worrying about angles, I tend to aim higher than waterline on targets that are angled, you can also reference to how angled a ship is to you by looking at the minimap. For referencing movement, hit "m" twice in succession to peak over terrain paired with looking at the smoke coming out of the stack for direction or for an estimate of speed.
  11. I completed the 5th part with Warspite, how fitting indeed. I had to include our team's CV, wow do I wish I could have the pleasure of playing with a wonderfully played Ranger more often.
  12. Warspite now

    I've had a nice trend of improvement with Warspite after the WD-40 patch dropped. I can't really say teams have been worse or better, I simply just try to do the best I can do where ever I end up going, though due to her relatively squishy armor I try to stick with my teammates so as to not be focused down. I'd say CE (concealment expert) greatly increases her survival potential, due to Warspite taking HE damage very easily. Having 11.9km detection gives you much more breathing room when top tier and when bottom tier makes you a very sneaky colonization vessel. I picked up FP when the captain skill tree changed, debating on switching it to AFT just to have more AA range. I also do not use the -7% main battery dispersion module, rather I use the +20% aa range boost. Since Adrenaline Rush was added, I've taken it for all of my BBs, point being I'm always going to take damage, so why not become more dangerous as I lose health? With Warspite's incredible healing ability, you can manage you health quite well if you know when to back off to lick your wounds and return to fighting after a healing charge. When at half health, which is still manageable, Warspite can be sending her glorious colonization rounds down range every 27s. Don't be ashamed to use HE if bottom tier either. There's nothing like using Warspite's glorious dispersion to get some fires going on bow camping BBs like North Carolina with your spotter plane. What I'll do sometimes is my opening volleys towards enemy BBs when bottom tier is to send an HE volley their way. Point being that if I do get some fires going, usually 2-3 because of glorious dispersion, that forces those BBs to use their damage control early making them even more vulnerable to your friendly cruisers who will be showering them with HE too. The early HE volley from me might also coax them into already burning an early healing charge, further setting them back from coping with cruiser fires. Here's my 30 day results with Warspite since the buff: Compared to my Overall Warspite data: Here's my current captain build, though it is subject to change once I see what the tech tree Queen Elizabeth class's AA suite will be:
  13. Oh Holy Knights of the Tier VIII KGV!

    Has nobody else looked at the as-is concealment stat for KGV in its current state? 14.6km, that means going full concealment spec brings her down to 10.65km detection. Holy mother pair that with potentially 10 x 15in guns and a 12s rudder i'm super hyped.
  14. What's your highest potential damage?

    4.11 million with my Bayern
  15. Premium Ship Review: Kaga

    So far I'm loving these new Kaga players filling up the queue.
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