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About DeMatt

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  1. Interface is maybe not quite completely obvious, but: From the Port screen, click where it says "Commander Unavailable". (It'll swap to "Assign Commander" when you mouse over it.) The panel now shows a "Recruit" button. Ignore it unless you want to recruit a new commander. Looking down from there, you'll see a tab labeled "From Reserve"; this is showing you any commanders you may have in your Reserve. Grayed-out commanders are of the wrong nation. Beside that first tab, there's a second tab labeled "From Other Ships". Click it. You can now see all the commanders currently in your ships. Find the commander you want to transfer over, click on him, and confirm the transfer. Alternatively: In the Port screen, select the ship the commander is currently on; in your case, that would be the Massachusetts. Right-click on the commander; this shows a context menu starting with "Go to Personal File". The context menu has the option "Assign to", with a little pointer triangle beside it. Mouse over that option. The context menu will expand with ship classes. Mouse over the "Battleship" option. Now you'll have a list of your (American) battleships, including Iowa. Click on "Iowa". Accept the confirmation prompt, and you're done.
  2. I'm not sure how, exactly, WG came up with the specific penetration figures for aircraft HE ammunition; however, you can look up the exact number here: Mount the desired aircraft on your carrier. Open the "Aircraft" tab in the ship parameters panel on the right. Hover your mouse over the desired aircraft and wait for the detailed stats to appear.
  3. DeMatt

    Okt. Rev buy or coal?

    Played Gangut? Liked Gangut? Then you'll like GangutOktyabrskaya Revolutsiya. See LWM's review here. The question is, what else d'you think you might spend your coal (and coupon) on? Special upgrades are a constant source of coal spendage, or you might want to save the coal & coupon for something more expensive.
  4. DeMatt

    Jack of All Trades

    And my post boils down to "I say no, and here's why".
  5. DeMatt

    Jack of All Trades

    Eh... I'd say there's better choices for 2-point skills. If on your first pass through the tree, Improved Engines lets your squadron fly faster, which means less time spent travelling and less time spent in AA. It's not a big difference, but it's constantly supporting an activity you're constantly doing. Depending on which CV we're talking about, I'd put Torpedo Acceleration above JOAT, too. If you're just trying to spend those last two captain skill points, I'd probably go for a pair of the 1-point skills (Air Supremacy, Direction Center for Fighter, Improved Engine Boost, Last Gasp) over JOAT. Depends on the CV, which 1-point skill I'd already taken, that sort of thing. I don't feel that CVs really need to use their consumables back-to-back the way a BB or a CA needs to. The time they spend flying from carrier to target is enough to get a consumable off cooldown without JOAT; the time they spend attacking a target isn't enough, even with JOAT, to use a consumable twice.
  6. DeMatt

    What's Mikasa's class?

    I dunno... EN Wikipedia says Mikasa had Krupp Cemented armor, whereas Asahi/Hatsuse/Shikishima had Harvey armor. From what I understand, given that they had the same belt thickness, that gave Mikasa on the order of 15% more protection. Mikasa and Asahi also needed more horsepower out of their engines - 15000 HP versus 14500 HP - to make the same 18 knots speed. Shikishima and Hatsuse had three funnels, while Mikasa and Asahi had two. Were they similar? Yes. But I think they had enough differences to call them separate classes.
  7. So... where did you find this design? The deep recesses of your imagination? Because while I like my 8x12"/20 kiloton Saratoga/Inflexible/Tsukuba-class battlecruisers, I'm not so foolish as to think they belong anywhere other than the Rule The Waves 2 game where I created them.
  8. DeMatt

    The Mysterious Case of the Flying Dutchman

    I think that's actually Svyatogor, a Russian icebreaker from 1916 that (after a rename, a long career and many refits) is now a museum ship in Saint Petersburg.
  9. DeMatt

    IJN vs USN

    Lexington rocket planes are so much better than Shokaku rocket planes, it's not even funny: Stock, Lex FFAR fires 6 rockets times 2 planes = 12 rockets. Shok fires 4 rockets times 2 planes = 8 rockets. Each Lex rocket is a little weaker, at 1900 damage/7% fire versus 2200/8%. Upgraded, Lex HVAR fires 8 rockets times 3 planes = 24 rockets. Shok fires 6 rockets times 3 planes = 18 rockets. Lex rockets are still a little weedier, 2000/7% versus 2200/8%. Lex Tiny Tim trades the swarm for big hits, getting 2 rockets times 3 planes = 6 rockets. These do 5400/33% and can pen 68mm, making them like battleship HE. Lex rocket planes have about 5% more hit points than Shok planes. Lex rocket planes are about 5% faster than Shok planes. You want to kill DDs? Play Lex with HVARs. Shokaku is for sinking BBs and heavy cruisers.
  10. DeMatt

    Public Test of Update 0.9.4: Round 2

    Bits I have already learned from the 0.9.4 PTS: Depth charges do not hurt enemy surface ships, not even when you manage to drop one on his deck. Yes, really - it exploded and everything. Only tier 6 ships have their antisubmarine gear enabled. Dangit, I wanted to get an idea of how they were thinking of scaling it - y'know, compare Farragut with Mahan and Benson.
  11. DeMatt

    Mouse's Quick Summary of Premium Aircraft Carriers

    Saipan's individual plane HP is the same as Midway's, the problem is that Saipan has 6 planes in its squadrons where Midway (or Lexington) has 9. So the squadron gets mulched faster than Midway's (or Lexington's).
  12. A problem with adding Glorious (or Courageous, for that matter) is what she would bring that Furious doesn't. Her brief WWII service does not suggest anything to me - save, perhaps, an "aircraft carrier" that doesn't get to fly aircraft. So, given that "aircraft carrier without aircraft" is not in the cards: Given Furious as a baseline, what aircraft would you want? Same performance, downgraded (see Ark Royal), missing types (like Indomitable)? As for the hull: I suppose Glorious's 16x1x120mm secondaries are more impressive than Furious's 6x2x100mm... but only the most extreme secondary outfits (Graf Zeppelin) get any attention - for example, Lexington has 16 5" guns, while Enterprise has 8 and Saipan has 0... but Saipan's lack of secondaries barely gets mentioned as a problem, and nobody suggests building Lex for secondaries. AA-wise, I'd expect Glorious to come out second compared to Furious, given that the latter got a brace of 20mm Oerlikons added during the war. I suppose it would be reasonable to add a set to Glorious in the same fashion, unless she was being depicted as an earlier incarnation. Speed, armour, stealth, and health should all be pretty identical. A "large light cruiser" Glorious would be a lot more unique than "aircraft carrier" Glorious, being only really comparable to Kongo and PEF... but I'm not sure how fun a 4-gun battleship, which could be reliably citadelled by light cruisers, would be.
  13. Or maybe a Halloween event: Two teams are starting a Random battle, the timer hits zero and everybody starts their engines... then the sky turns black, a voice booms out "Rrrasputin is invading!", and a portal in the center of the map spits out an AI-controlled "super Soviet ship", hostile to both teams! A new end-of-match condition is added ("Rasputin is defeated!"), but it's otherwise a standard match. Watch your targeting! Two possibilities for extra rewards: The kindly version: if Rasputin sinks, everybody gets a reward, sunk or not. The Eee-vil version: Rasputin has a reward pool. Everybody who still survives when Rasputin sinks gets a share of that pool. Rasputin doesn't sink? No reward. Rasputin is, instead of his previous incarnations, some unholy spawn of a Kremlin (turrets have triple stupendous guns), a Kawachi (six turrets in a hex layout - at a minimum! - but limited firing arcs so he can't focus-fire well), and a Großer Kurfürst (secondaries on top of that, for extra dakka). Maybe some extra abilities - perma-sonar (no sneaky smoke-torpedoing), ortillery (avoid the blast zones!), etc. Of course, while Rasputin is immune to being detonated (and probably engine/rudder hits, too), you can blow his turrets off. Maybe tag in the Arms Race functionality - collect those Stalinium consumables!
  14. DeMatt

    swapping AP to HE

    Because you're supposed to complete an entire reload cycle between each time you fire your guns. Imagine the following, assuming Expert Loader always reduced the reload time the way you're thinking: You in your BB fire an AP salvo. You've got 30 seconds to wait before your next salvo is ready. You double-tap to switch to HE. Expert Loader kicks in and reduces your load time to 15 seconds. You wait 15 seconds and fire the HE salvo. You've got 30 seconds to wait before your next salvo is ready. You double-tap to switch to AP. Expert Loader kicks in and reduces your load time to 15 seconds. You wait 15 seconds and fire the AP salvo... 30 seconds after you fired the previous AP salvo. See what happens? You've been able to double your rate of fire, just by alternating between AP and HE. If it's a captain with the improved 75% Expert Loader, you'd be able to QUADRUPLE your rate of fire. So, to prevent that exploit, every gun needs to be fully loaded for Expert Loader to shorten the "ammo switch" reload time. Otherwise, it doesn't, and you'll restart the reload cycle from the beginning.
  15. DeMatt

    swapping AP to HE

    My understanding is this: You need the Expert Loader skill on your captain (obviously). All of your guns need to be ready to fire ("damaged and repairing" blocks it, "destroyed" does not). You need to double-tap to switch the ammo for your current shot, not single-tap to switch ammo for the next one. Pass all three conditions, and you get the shortened reload cycle. Fail any one, you get a full reload cycle. My bet would be you failed condition 2, that is one of your guns was almost-but-not-quite loaded when you decided to swap.