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About axyarthur

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    Master Chief Petty Officer
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    Physics, Math, Music, History

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  1. axyarthur

    USN BBs

    they have the 2nd best heal in the game besides the super heal of the UK line at T9-T10. The US BBs get improved heal from T5(?) and up. So they do have some advantages over other line, just that in the mid-tiers those don't really offset their god-awful speed and poor armor.
  2. axyarthur

    Anyone play Wukong?

    Honestly, it's just a worse Charles Martel. The addition of DW torps doesn't justify the loss of french speed boost and main battery reload, two of the reasons why French cruisers are annoying as hell to fight against.
  3. axyarthur

    Super intendant

    It's good for 2 types of consumables: heals and radar. These two consumables are so powerful that having an extra one can be game changing. Also for Soviet battleships with limited Dam Con, SI is also a must.
  4. did not read your whole post, but give up vote for your effort, and some of your suggestions I do agree with.
  5. axyarthur

    Moskva and detection

    the best surface detect for Mosvka is around 14km. It has never been anywhere close to 10km. check your captain skills / modules.
  6. SAP has high autobounce angle, but it can be bounced, so angling does help a bit.
  7. axyarthur

    RDF Needs To GO

    haven't heard people complain about RPF since its introduction...I guess someone had to complain about something besides CVs or HE spam.
  8. axyarthur

    Spotting planes - dead horse?

    they do spot...but they have to be in spotting range of ships to spot. Most DDs have short air detection so the plane will have to be close to get spotted.
  9. axyarthur

    Priority sector AA

    There are two effects: 1. does an amount of damage immediately to enemy planes in the reinforced sector. I think something around 8-12% of a squadron's current max HP. Note that this is current max hp. So if a squadron has 8 planes, it will count 8 planes health as max, but if the same squadron after an attack only has 4 planes left, then the max health would be 4 planes. So use it on full squadrons for full effect. 2. Increase the continuous damage of AA mounts on the reinforced side by an certain amount for certain duration. I forgot the exact amount, but around 50-75%, depending on ship type(?) Also the cooldown is faster on DDs and slower on BBs and CA/CLs. This is the main reason to use sector reinforcement, as it lets you shoot down a few more planes before they strike. But really, it doesn't change the amount of planes that will be attacking in the first wave since any planes shot down will be replaced immediately, unless you can shoot down an entire squadron.
  10. axyarthur

    What are DD AP shells actually good for?

    DD AP can be effective at close range on broadside cruisers. Or, if you have high tier RU DD guns, about 10km on broadside BB superstructure and upper belt. close range broadside BB bow/stern can also be pen by DD AP. So the key word here is close range (<8km) and broadside
  11. Off top of my head (T8 and above): IJN: Kagero/Asashio: 5.4, Akizuki: 6.1, Yugumo: 5.5, Kitakze: 5.9, Shima: 5.6, Haragumo: 6.1(?) US: Benson/Fletcher/Black: 5.8, Gearing: 5.9 (5.6L), Benham: 5.8(?) Somers: ? RU: Kiev: 7.9(?), Ognevoi: 6.1, Tashkent/Udaloi: ~9(no CE), Khab: 9.8(no CE), Grozevoi: 6.0 GER: Z-23: 6.3, Z-46: 5.9, Z-52: 6.1 UK: Cosack: 5.5, others: ??? (haven't play T8-10) FR: ??? (haven't play T8-10) P-A: Hsienyang: 5.8, Chung Mu: 5.8, Yueyang: 5.7(?) I'm sure there are some premium ships that I am missing, but this is all I can remember. * numbers indicate best concealment w/ upgrades+ captain + camo, unless for RU dds, (?) means unsure, (L) means w/ legendary upgrade,
  12. axyarthur

    Should I wipe my account?

    everyone has bad stats at the start. The key is learn from your mistakes and improve your game play. 250 battles is really very small sample size. Once you get to 5000+ battles and are doing well, the effect of 1st 250 will be negligible.
  13. axyarthur

    WG obsessed with high tier premium ships

    But people (at least some) complained that the grind is too long, it takes too much time to grind to T10. That is partly (or mostly) the reason WG has inflated the economy so much over the years. When the first free XP ship Missouri was introduced, 750K free xp seems like a lot. but nowadays, it only takes a few months (or weeks, even) of dedicated grinding with right flags and camo to grind that much free XP.
  14. This game is based on war, but it is still a game. And in the game sense, CVs are unfun to play against. You can say that the 'counter' to CV is grouping up...but the problem is that is the only counter. there's no active way to fight back, you just press a button and hope for the best, that is not fun. You mentioned that people want 100% immunity against planes. I don't think that is what most people want, at least I don't. What I do want is that if I play my surface ship perfectly, and the CV player did not, I shouldn't take much damage from him, and he should pay for misplaying by losing his squadron. But if I mess up, or the CV attacks while I'm distracted, congrats and good job to him. All I ask is that I control my destiny. Why is that so hard to understand?
  15. If you shoot at surface ship with another surface ship, he could shoot back, it's a question of how skilled you are at shooting/ dodging compared to your opponent, or how distracted the opponent is so you can take advantage of it and do damage without retribution. Right now, CVs do not have this interaction. No matter how skilled the surface ship is, he cannot actively fight back against the CV attacks. Conversely, no matter how distracted the surface ship is, CV still have to deal with some kind of AA and lose some amount of planes. Why don't you like having player skill decide the outcome of CV-surface ship interactions? If surface ships can manually control their AA, then CVs should have the ability to manually dodge said AA. (ie, get rid of continuous damage). Then it's a matter of ship shooting skill vs. plane dodging and targeting skill. Or, if the CV can take advantage of a surface ship being distracted and only having automated AA, he should be able to attack without losing any planes. The surface ship decided to focus on other things rather than AA, he then must suffer the consequences. This is a much less frustrating experience for the surface ship because he actually has agency and can actively fight back against planes, like he can actively mitigate HE spam, torps, radar, etc. The reason why CVs are hated is because your only method of fighting back is passive evasion. The lack of active defense against it is what makes CVs so frustrating to play against. I wish more CV players would understand this point, instead of painting people calling for CV balance as "haters"