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wylleEcoyote

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About wylleEcoyote

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  1. Just got Yorck

    While i do agree that the AP pen is sad beyond 8-10 km due to tremendous shell drag; one can treat this as an opportunity. If a target is within 1.5 km of your MAXIMUM RANGE your penetration actually improves. Due to Plunging Fire. Throw in the fact that your shells are coming in at an angle anywhere from 60 to 90 degrees off the horizontal and most deck armor you face cant stop you. An additional bonus is that this is great for shooting over islands like a Cleveland or Atlanta Islands that would otherwise block your HE shells. Its a situational gimmick but it does work. Its only downside is that the shells get a bit "floaty" on the way there so your usual MLG NoScope accuracy sort of turns into a "dear Grid Co-ordinates " situation
  2. WHAT WITH THE KONIGSBERG?????

    THIS IS TRUTH The best armor lay out on the boat faces Aft for this very reason. And this includes the laughable attempts to bow tank anything that isnt a DD gun. You will still take damage (because IFHE) until the back overhang and superstructure is damage saturated ... but at least you're out of citadel city Charging in to support your DD's is important and its good that you do so. However a bit before when you feel you are getting to the point where you will be spotted ... Turn the ship around and then throw the engines full speed reverse Continue to advance towards the enemy, but backwards. You have more turrets the torps are right where you need them you can easily slide into a smoke without over shooting. the first salvo's incoming almost ALWAYS under shoot you incoming torps can be beat with ease by simply going from full reverse to Full Speed Ahead. No need to turn and show broad side If things go bad you are already facing the correct way to retreat < kiting the whole way>. to the BBs that are just about leaving the spawn If things go well you can turn your ship back around and advance to the next objective Wash rinse and repeat. Nurnberg is the same way . the only real difference is the guns reload faster and you can swap out one set of torps for actual decent AA with the C hull.
  3. What the hell is hte Hindenberg made of?

    Because Hindenbug Drivers get all those citadels out of the way at tier 5 and 6.
  4. Arc of Atlanta's Guns

    Gojira420: Of course. you dont get a Clear Sky medal for allowing stuff to stay up there "oh look the Moon is as Red as a Japanese battle flag! " "anti aircraft gun crews are on full alert, Captain" Herr_Reitz It helps if they are slow or island camping or big. Or any combination thereof really. That said, when it takes a blue moon to get MM to throw my AA build Atlanta against a carrier (outside of a CV division) I will take what ever target practice i can get. (its not like the crew gets paid to bring that ammo back to port...)
  5. Arc of Atlanta's Guns

    To take full advantage of this mechanic the range has to be better than 8 km Advanced Firing Training is your friend in this for Moar Rainbows of Pain. Throw in some Demolitions Expert to be a #TwistedFirestarter! Use IFHE and your Rainbows become Painbows of Suffering. Sometimes Enemy BB drivers will just stop and take the time to beg you to stop in chat. (especially painfully slow colorados) Ive been on the receiving end and i swear there were so many explosions and fires i couldn't see where to shoot my guns .... :/ The little notification that shows up next to your crosshair that looks like a mountain is also your friend. When it shows up it means that some of your guns are masked by the island. Also if the target your shooting at is no longer spotted and you loose the lock on than the guns that were firing on target moments ago will now fire at whatever you crosshair is aimed at (most likely that mountain) If one is particulary cheeky breeky .... if your target is at max range you can align the guns at where you think the target is with the mini map and then just point the curser halfway to the sky. This will toss the shells out at max range but your dispersion will be awful So double tap the mouse and address your full broadside to "dear Grid Co-ordinates"
  6. German Cruisers patch 6.6

    As far as im concerned, its good. Especially for the N-K'berg. Expert Loader for faster switching between shell types lets me not "Mindlessly spam HE" but purposefully do so for consistent (if not outstanding) damage when AP would just bounce. Combined with adrenal rush because after one or two good hits your lucky to still be alive Example: fires AP at a broadside and hits. Enemy starts to angle. switch to HE. Pen his Bow. Drink his tears. Enemy starts a turn again. AP is loaded in time to get that citadel (maybe) if the aim is true. This helps Karl (much like Yorck) not for penning bows but for getting Citadel Hits with IFHE from any angle on certain fragile vessels that rely on angles to survive.
  7. Kahrlsrue has an undeserved bad rep

    Going through Karl is like going through puberty. Because WG likes to make german players suffer before getting to the "nice" ships and once you get to a point where you can look back on it, you can laugh and say "it wasnt so bad" those torpedo launching arcs are as always sweet. (as is the damage they do which only gets worse from here) It introduces a big [edited](for its tier) 150mm gun. Its so nice that it just gets better soft stats as you go into tier 5-6 Just like the Yorck; with AP that only works reliably at "almost close enough to Torp" range, or the occasional tasty Citadel against a broadside RN CL. HE damage was better than nothing but is good enough (and even better with 6.6 buffs) and DE +flags makes for good enough fire starting. Or use IFHE and Pen citadels with HE. ( that is ALOT of captain points for tier 4 unless you are a filthy stat-padding seal-clubber) With SONAR + Vigilance, it's perfect for DD hunting. if it could get out of its own way ... and for a cruiser its kind of tanky. especially compared to others in tier 4. That Tank-iness is really the only thing you will miss as you go up tier. (this and Torp damage vs enemy HP pool) all and all its a bit of a pain in the [edited]for a Noob. But a pleasant change of pace from being in a Hipper and playing against Yamato for the 4th time in a row. Its not the obviously OP Clemson, and it never will be. But with the right skills; you can come back to this ship and surprise not only yourself, but counter some of the other seal clubbers.
  8. What can we do About Nurnberg?

    All of you crying about the HE spam trick not working on the ship need to try new tactics. It is not now; nor has it ever been, a [edited]Cleveland. M'kay? Its armor layout is ideal for being chased by kited opponents. i like getting in position then turning around and backing up toward my enemy. It confuses them and allows me to dictate the exact range I want to engage.(+10km or bow on = IFHE; -10KM AP into superstructure and Broadside Crits. 8 km or less? torp spam for them to turn for crits as you run away) If things go well i can keep going and if things go bad im already facing the right direction to get the hell out of dodge. More than a few times i annoyed 1-2 enemy BBs enough to chase me so far from any cap as to be useless to their team. The Guns are wonderfully accurate. So you can aim for specific portions of the enemy to strike for reliable damage. Its AA is enough to mean you dont launch a fighter and not sweat Air strikes. Ruddershift mod means you can wiggle your hips like a gypsy and not get hit in the first place. Yes its armor is wrecked by IFHE. But thats Light Cruiser life. you want a tank? get the G.Spee CAnt hang with tier 7 big dogs Play the Konigsberg in Tier 5 the same way. Its MM is more forgiving.
  9. umm get both. IFHE improves your damage per game, especially at long range (where you should be) and improves xp gain for more captain skills Its also gratifying CE allows for invisi-firing (briefly) at longest range and allow you to fire up the cloaking device when you stop shooting (at long range) Allowing you to live longer and that usually increases your average xp per game.
  10. The Nurnberg- HE spammer or AP support?

    IFHE makes a big difference. It will consistently damage for more than AP in situations where AP would bounce/overpen . But it is still HE damage and your AP does much more. So us Especially DDs (instant engine wrecker) and pens (for he damage) the bow of ANY vessel the N/K-berg will see. Maybe even start a fire. not that its fire chance was great to begin with. Nor does it matter. Fire chance was a mechanic worked in so you could at least get that damage when nothing else would do anything. (small caliber guns vs angling bbs) That said; where AP does work it does much more. and even gets crits if you know what your doing. Broadsides of cruisers mainly and superstructures (from any angle) and upper hulls (when broadside) of most Battleships Just pay attention to your range. you can pen 100mm of flat armor at 9 km with AP. HE pens 25 mm of armor only. But with IFHE that becomes 33. juuuuust enough to pen bows of tier 8-9 BBs plenty for CL/CA At all ranges and all angles due to HE being HE As for fire flags and DE ... while very essential on Yorck, a waste of flags and skill points that a better used for Vigilance or CE on the 'Bergs Speaking of Yorck its HE gets an unmodified pen of 35mm. which is enough for anything it sees that isnt belt armor here is its AP curve, much like the Karlsruhe... its a big gun that can hit like a truck but the pen drops off after 8-9 km though landing a shell on someones deck with 110-160 mm of pen while they were hiding behind an island 16-17 km away <looking at ATLANTA/Belfast> is still fun even if the HE cant get the drop on 'em and later guns are Very much better. even at range... while its HE is around 34 mm of pen.
  11. Ranked battles and the Yorck

    I found i am doing ok (rank 12) and can crush an isolated vessel or (sometimes) two. But i want to get better. The 210mm HE spam is nice (DE ftw) if ...dull. And AP for things that trigger my secondaries for a surprise citadel is cool I can even accept the AP ballistic curve at range for shooting over some islands (some damage is better than none) :/ And the armor is still cruiser like but its better than the russians. and can bounce most AP thrown at it if your angled correctly ... but dealing vvith angry smoke clouds full of 150ish mm IFHE makes it painfull to get in there to sonar stuff. and torp spamming said cloud means getting just a bit too close for comfort. Hoping that the shiratsuyu driver (if my team even gets one) knows how2wallo'skill is what I'm stuck with at the moment and its only letting me break even in battles. Any of you Yorck drivers have suggestions? And none of that 'yorck sucks no one plays it' crap I DO see other yorck drivers out there... current spec includes: Main Armament Mod1 Aiming Sys Mod1 Damage Control Mod1 Steering Gear Mod2 a 10 pt captain with Priority Target Expert Marksman Demo Expert Concealment Expert and 3 unused points
  12. I Can't Believe I'm About To Say This...

    The big difference betvven Nberg and Kberg is the kind of players you vvill see. Kbergs take the ambush predator fun of Karlsrue and adds on the capacity to pen stuff beyond 8km vvith your AP. as long as you are backing tovvard or running from the baddies you can do anything even bounce (some) incoming fire. And because tier 5 inevitably there is someone on the enemy team that vvill do something stupid and you can capitalize on it. BB coming around an island? DD inside sonar range trying to hide in smoke? Cruiser shovvs broadside 16 km avvay? Nberg is more about finding an baddie and kiting them all over the map from stealth fire range using CE Using IFHE and you can rain pain in situations vvhere your AP just bounces. .Just keep your aft end pointed at the enemy because your best armor is still facing rear. Even getting good enough AA on the C hull to keep those carriers honest or you can keep the b hull for more torps and continue your ambush predator fun from teir 5 Kberg times. (i vvould recommend those fighter planes) But realize that folks are on to those shenanigans at teir 6 and BBs VVILL go out of their vvay to Crit-adel you from the other side of the map if they see a broadside.
  13. when pigeon of war is naughty

    'hen the main guns on your KM BB get the dispersion juuuust right
  14. Good bye, fair seas, thanks for the memories

    You need a fun change of pace for those times the grind gets to you. Get a nassau and make a secondary build captain. tier 2-3-4 KM DDs for torp spamming silly time. Clemson for seal clubbing.
  15. New build for Nurnberg?

    DE is a 'aste of points. the fire chance improvement is not enough. Save them for CE. IFHE though... is a must get. Your HE can then pen anything you see for nice damage that doesnt rely on firestarting to be effective. Dont forget your AP though. Its still +best for making crits on broadsides. Having the one point extra catpult fighter skill on the c hull lets you not have to 'orry about CVs that much and get a better bang for your buck than 3point BFT Also at one point: the skill that tells you ho' many ships are aiming at you If you're focused on kiting 2-3 ships and all of a sudden 5 of them are aimed at you then its time to dodge and cease fire. Because someone on the far side of the map sees your broadside and its time for CE to to its thing.
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