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About DedPan

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  1. Is the Grozovoi worth it?

    It's a Russian take on a hybrid style DD. Has torpedoes and concealment much better than the Khab, but still has lots of the Russian quirks like garbage turn radius and being in general a huge ship for its class so she eats damage like crazy and cap contesting solo can be very rough. That said, the guns are awesome, better than the Khab in my opinion, though she lacks the speed, range, and armor of the Khab so you can't just W+mouse1 it (I even took AFT to get a little more utility out of them). Her torpedoes are stealth fire-able and are generally pretty good though have that same long [edited]reload as the Gearing unless you double down on modules and captain skills. Sadly I can't comment on her AA since I haven't played her since this last patch and CVs were all but extinct at high tiers when I did run her. All-in-all if you want something a little less 1-dimensional then the Khab's style it's pretty fun, it does require a more Gearing style of play but remember she's still a Russian DD at heart as well. If you division with someone else who plays a DD like a USN or KM she can back them up and absolutely demolish enemy destroyers at caps while still being usefulness once it become torpedo time.
  2. This pretty much sums up the last few weeks for me. Teams who have the tools to succeed but do things that are so profoundly stupid you wonder if they're getting paid by WG to tank the game for everyone else. I don't mind losing if it's a close game and we get outplayed, but so many games are so one-sided I struggle to even figure out where I could possibly do to help. Perfect example is a game earlier tonight on Warrior's Path, where I take my DD to probe B at the start, and after the initial melee there I turn away and realize the entire team has gone NW of A, where several islands block any line of fire they have to almost the entire map. Needless to say without any support at all our DDs died off quick and I was left milling around the map trying to figure out how I could contribute against a mostly untouched team with several very skilled Z52s and the like to contend with. Games like that just demoralize you to the point where it's a struggle to even log in. The last half of this month's premium was basically wasted since I just didn't have the to will to try and play uphill battles, and I'm sure it also badly effected by damage and wtr as I started to take on that same don't-give-a-[edited] mentality that it seems so many of the other people on my team had. Maybe I should take a break from the game for awhile until MM forgets about me and takes me out its crosshairs and I can get games where the skill gap between teams is less monumental again.
  3. A whole 6 games into the Kidd but so far I find it a lot of fun. I love the hybrid style of the tier9 Fletcher but always felt i relied on torpedoes too much while barely touching my guns, so I'm hoping the Kidd forces me to learn how to be more useful with them, and especially help me to learn to get more aggressive contesting caps. For this reason her repair party is a godsend and I find I miss it so much when I go back to other destroyers.
  4. Sad state of dd rewards

    Personally I think they need to redo how "Damage upon your spotting" is done. As it sits right now it seems like when you light someone, if your team hits him and gives you credit for spotting damage but as soon as they fire back their detection bloom reaches out to the guys shooting them, thus your team mates are now spotting their own target so you stop getting any credit for the subsequent damage. I don't know if this is legit how it works but based on the typically super low spotting damage I see I can't help but assume it's not far from the mark. Instead it'd be nice to see something like you get credit for damage done to a target you detected or are the closest to or something like that, to actually reward destroyers who are seeking out targets for the rest of the fleet. Also I like the idea of getting some type of credit for damage done by people in your smoke cloud.
  5. There's nothing more frustrating than launching a spread of torpedoes only to see a plane fly over them 10 seconds after they hit the water and knowing they're lit for all time and the only way they're going to hit anyone is if they are completely retarded. Nothing wrong with planes spotting them, that's their job, but allowing them to go dark again would do wonders to make torpedo-centric DDs less frustrating. Between all the various hand holding like hydro, planes, and the massive detection range of their torps IJN destroyers especially could benefit from this. (hell I remember back in the day before you had a loud beeping alarm to warn you about incoming torpedoes)
  6. WG actually did a pair of 1:42 videos on the Moskva and Stalingrad that sheds some light on where the designs came from that are pretty neat. From what I gathered the Moskva (Project 66) was a sort of a down-scaled Stalingrad (Project 82), a "medium cruiser" as the video calls it. Also that camo makes the Carolina look like candy corn.
  7. Look!!! Who we have here?

    Are we finally getting back the CBT Cleveland?! Also madd excited for a St. Louis class ship, something so ungainly yet so awesome about them. I noticed she has dual 5-inchers, wonder if that means WG is finally easing off their old thing of not putting those on anything below tier8; maybe there's hope for seeing a Colorado hull with them some day.
  8. FINALLY! Got "The Groz"!

    So 2 months later and I finally got myself a Grozavoi as well. On the one hand I can see why people don't talk about it much, but on the other it's kind of fun trying to hit a homer with a football bat. She well and truly is a Russian style hybrid destroyer; with the right captain skills and modules you can get the torpedoes down to about 100 seconds and the guns are amazing, even better than the Khab's cause the velocity means you need barely any lead. On the downside, like everything else Russian it's fat as hell and turns like an oil tanker so if you get caught in a turn you're gonna eat damage like a KM DD, and you can't dance for crapin a close in knife fight. So far my damage per-game and win rate are horrid but I think I'm starting to get a feel for it, and it's kinda fun in a weird way. (though I would absolutely not take her to CW over my Gearing)
  9. So I wonder, is the reward going to be an actual Stalingrad Class Battlecruiser or just a duded up Moskva with a new name?
  10. Do like I did and play some WoT after a year long break. After that this game will seem amazingly fun...any game will...even that one where you just hit your hand with a hammer repeatedly.
  11. I pack it in when my team goes to A on Hot Spot and sits in there the whole game. Having to wipe peoples' asses for them gets tiresome.
  12. Udaloi setup

    If your Udaloi captain is on deck to go into the Grozavoi I'd consider getting CE next since that's a ship that actually benefits from it otherwise everything so far looks good. I personally didn't go with DE; I was initially going to go MCAA since the Groz has some of the best AA for a DD, though upon looking at it a combo of TAE and Torpedo Mod3 can make it a potentially decent torp/dual purpose boat as well (with points left over for AR). Either way it's entirely dependent on your style of play and considering you're a fan of the Gremy and Khab DE is not at all a bad choice. For modules I went MBM3 for the rate of fire, Udaloi's AA is terrible so you might as well bank on the guns more (plus the turn rate penalty isn't bad since they're not the garbage slow ones on the Tashkent). Also for the last slot Target Acquisition is the last thing I'd pick, her detection range is huge and it doesn't make you spot anything sooner, just ups that 2km bubble around you that guarantees detection even thru smoke and islands. Instead I went with Steering Gears3, though as Doomlock said with either CE or Concealment Mod1 your detection range equals your torp range, and with both you get her detection down to just over 7km for a small stealth torp window.
  13. I used to stealth fire some with my USN and IJN DDs between torpedo reloads, and while it didn't account for much damage it did occasionally light a fire or two and give me something to do. Now I only fire from smoke or if I'm in a situation where I'm either going into cover so I can let off some shots and be gone before they have time to react, or the enemy is occupied wither other ships and probably about to die. I dunno if it's due to the changes or my working up the KM line but I've also learned to be a lot more aggressive with smoke/firing out of smoke, though I did and still do consider torpedoes to be the number one means of damage on all my non-RU destroyers.
  14. I thought I remember a long time ago reading that the Sims has the best bonus to base income of all the premiums (at least back then). That said given how low damage its torpedoes are the Missouri dwarfs its damage potential so in the end it doesn't really matter.
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