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  1. LittleWhiteMouse

    Premium Ship Review #105: HMCS Haida

    Aside from Bayard, the 120mm armed destroyers were arguably the worst hit by the IFHE rework.
  2. LittleWhiteMouse

    Premium Ship Review #105: HMCS Haida

    Yes. The extra smoke has become crucial with the glut of aircraft carriers present.
  3. LittleWhiteMouse

    Premium Ship Review #105: HMCS Haida

    I've been playing with different builds for Ranked Battles. I have 15 skill points locked in with another 4 that I'm toying with. Tier 1: Priority Target Tier 2: Last Stand + Adrenaline Rush Tier 3: Survivability Expert + Superintendent Tier 4: Concealment Expert So where to spend that last four points? Radio Location is tempting. The only reason I don't default to this is that it provides a warning to your prey and that can be a double edged sword. Haida lives by ambush and I don't like giving any notice that I'm about to pounce -- her crawling smoke is already handicap enough that way. So I've been leaning towards Basic Fire Training with the last point being tossed on Preventative Maintenance.
  4. LittleWhiteMouse

    Premium Ship Review #105: HMCS Haida

    There isn't an easy answer here. Grossly oversimplified answer: No. More complicated answer: Sometimes. Haida's penetration jumps from 20mm to 25mm with IFHE currently (up from 19mm to 25mm). 'But Mouse,' you say with an exasperated tone, 'that's the same value!'. Yes, it is. The big difference here is that a lot of ship armour values changed. It wasn't by much in most cases, but it's enough to nudge some key targets out of Haida's reach. For example, all tier VI and VII battleships had their minimum structural armour on bows, sterns, upper hulls and amidship decks increased from 25mm to 26mm. So short of hammering their superstructures, Haida can't hurt them with her HE shells (and she doesn't need IFHE to do that). So right there, one of the more popular ship types is now patently out of reach for Haida's HE (this affects all 120mm armed ships from Jervis to Gadjah Mada to Blyskawica, etc). 25mm armour plate is more common then ever among cruisers, though -- especially for tier VIII and IX cruisers where this often forms the minimum armour short of their superstructures. So you might be tempted to think it's worthwhile to grab it there. But I remind you that shooting up cruisers isn't usually a good idea for the simple reason that they tend to shoot back, often with the aid of Surveillance Radar. So, should you take IFHE on Haida? You don't need it. It will help against some cruisers sometimes, but you don't need it.
  5. Lots of preliminary work done on Odin's review today (she has been finalized).  I filled out my review template (base stats) with the updated changes from (main battery reload nerfs, secondary buffs, AA buffs) and got to work on the graphics.  Consumable, upgrades, camouflage, AP DPM, HE DPM, Penetration and Dispersion graphics are done. 


    I'm hungry now so it's probably time for a break.  I still have armour profile, hit points, AA power, gun stats, torpedo stats, secondary stats, secondary dispersion and captain skill graphics to do at a minimum plus whatever other silliness strikes my fancy at the time.  I'll be trying to get some play-testing time in to evaluate the changes too.  Work work.

    1. Show previous comments  9 more
    2. LittleWhiteMouse


      Odin is on par with Bismarck / Tirpitz in terms of armour.  She has just slightly overall citadel protection but not enough of a difference to matter (like a combined 20mm to 30mm between belt turtleback and citadel wall). 

    3. Admiral_Thrawn_1


      So sounds like our wishes for a brawling ship out of Odin have been granted.

    4. LittleWhiteMouse


      Kinda sorta?  The fly in the ointment is that her secondary firing angles are kinda derpy (you only get one 150mm gun firing until targets are 20º off your prow).  She's good in a brawl (how could something that's citadel proof with torpedoes and decent secondaries not be?) but she's not the knees of the bees.

  6. Discuss.


    1. Show previous comments  5 more
    2. Cheeezzy


      Excellent. Does it do increased damage to RN CVs? This is so hype!

    3. paradat


      Yikes...not sure fires would ever come close to making that up. 

    4. Talleyrand


      I wish one of this grapihc with the tier X guns destroyers and the "ARC 20 de julio"

  7. The work continues.  Reviews #148 and #149 are underway.


    1. Show previous comments  3 more
    2. NoFuxGvn


      Dude, i can only imagine the work that goes into getting data like this... do you use any special addons on the game to get this data? it's seriously nuts the detail you go into. Thank you!

    3. Zargblargs


      Keep up the good work, Mouse. I don't envy you.

    4. LittleWhiteMouse


      @NoFuxGvn  It's all done manually and figure out how to do the tests through trial and error.  I run a vanilla client aside from enabling Mermaid's Wrath on occasion to help Chobi.

  8. LittleWhiteMouse

    Premium Ship Review #147 - Mikoyan

    Clearly I didn't, what with not-fact checking. This is what happens when I rush things. x.x
  9. LittleWhiteMouse

    Premium Ship Review #147 - Mikoyan

    Yes, I've been having issues getting stuff to upload to Patreon. I'm crossing my fingers they get back to me tonight so I can get the last few linked there.
  10. LittleWhiteMouse

    Premium Ship Review #147 - Mikoyan

    I haven't heard anything new. I'm keeping both of those ships fully researched and in my port until something changes. I would advise others to do the same.
  11. This is a review of Mikoyan, the tier V Soviet light cruiser. She was provided to me by Wargaming for review purposes at no cost to me. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.4. Please be aware that her performance may change in the future. Hullo, everyone! This review is going to be a little bit different than my other reviews -- mostly because I've assigned myself an artificial time limit. I'm not allowed working past 24 hours total on this article (And I almost made it too. - Future Mouse). This doesn't include play test games but those were similarly cut short from my usual 30 or so to a mere dozen Random Battles and about the same in Co-Op. My reasons for doing this? I'm trying to get another review out before the end of May and to not go nucking futs working on what is ostensibly a free ship. That Mikoyan can be purchased directly to short-cut the event necessitates that she gets a review but I'm not killing myself over this one. Thanks for your understanding! And nuts to you if you don't get it! Quick Summary: A soft and squishy fast-cruiser with a small battery of Soviet 180mm rail-guns. PROS Belt is so thin that it doesn't fuse battleship caliber AP shells that strike her broadside-on. Excellent range and the ballistics to take advantage of it. Great rearward firing angles -- perfect for kiting. High AP penetration. Good HE penetration for a tier V cruiser. Good top speed of 35.5 knots. CONS Tiny 21,000 hit point pool. Wonky dispersion for a cruiser. Very little citadel protection which is vulnerable to larger caliber HE shells. Slow rate of fire. & poor fire setting characteristics. Very sluggish gun handling with poor forward-fire angles. Torpedoes are painfully short ranged. Large turning circle radius and horrible handling. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / MODERATE / High / Extreme Mikoyan is pretty basic. I'd have given her a "simple" skill floor evaluation if she was a little more forgiving when it came to "accidentally pushing". As it is, her gun handling and agility holds that back so I can't quite give her that rating. As it is, though, a novice player can do reasonably well in this ship by parking in the back line and just launching shells down range. For experts, Mikoyan is pretty surprising with her potential. Her thin belt armour is a double edged sword that can allow you to pull off some pretty troll shot baiting. If she was more agile, this could almost be clever but she doesn't have the wiggle needed to pull it off, sadly. Kiting works well, though the claustrophobic maps upon which she plays makes this difficult. You've got your work cut out for you -- carrying with Mikoyan is really difficult. Options Not much to go over here. Tier V cruisers aren't especially outlandish. Consumables Her Damage Control Party is standard for a tier V cruiser, with unlimited charges, an active period of 5s and a 60s reset timer. Her Hydroacoustic Search also conforms to tier V cruiser norms. She starts with three charges and a 100s active period. It detects torpedoes at 3km and ships at 4km. Finally, her Spotter Aircraft has four charges and provides the usual 20% range increase (bringing her up to 19.44km) for 100s. It has a 240s reset timer. Upgrades Start with Main Armaments Modification 1. In slot two, Engine Room Protection is optimal. This may surprise you given that she can take Hydroacoustic Search Modification 1 for for 17,000 from the Armory, but she doesn't do well up close so you're better off protecting her machine spaces and steering gears. If you intend to use the commander skill Last Stand then you can grab the Hydroacoustic Search upgrade instead. And to no one's surprise, Aiming Systems Modification 1 is still optimal in slot three. Captain Skills Don't take Inertial Fuse for HE Shells on this ship. Never ever ever. A Soviet destroyer build is pretty close to ideal here, again so long as you avoid IFHE. Start with Priority Target. Depending upon your personal level of situational awareness, you can swap this out for Incoming Fire Alert, Preventative Maintenance or Expert Loader. More on this last skill in a bit. Take Last Stand at tier two. Loud noises a whole grid square over tend to break Mikoyan's engine and rudder. You have your pick of skills at tier three. None of them are particularly good for Mikoyan. I went with Demolition Expert as a default measure, but you could simply go with Survivability Expert for the extra 1,750hp. Finally take Concealment Expert as your last skill. There aren't a whole lot of high-tier skills that otherwise benefit this ship overmuch. If you didn't take it for your first skill, then Expert Loader is definitely worth picking up. Grab Adrenaline Rush and Expert Marksman too. You may as well grab Radio Location as your last skill, but hunting destroyers isn't a comfortable role for this ship. Instead you may want to pick skills that at least make her decent as an alternative captain for some other ship. Camouflage Mikoyan has Type 9 Camouflage. It provides the following benefits: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% experience earned. Mikoyan's default camo scheme. I much prefer the alternative palette which you can unlock via collections. Firepower Main Battery: 3x2 180mm guns in an A-B-X superfiring configuration. Torpedoes: 2x3 launchers with one launcher per side mounted between the two funnels. Mikoyan's Fish Let's start with her torpedoes. They're largely forgettable due to their short, 4km range. This limits them to weapons of ambush and desperation -- and these tend to be linked. This ship dies a horrible death in close-quarters brawls. Her protection scheme is entirely ill-suited to fighting up close and the only time you're ever going to use her torpedoes are when you or your opponent has screwed up horribly. Those two are not mutually exclusive either. Outside of co-op, it's best to forget these even exist. Mikoyan's Guns I could go on forever and a day here, but I'll let the graphics do the talking for the most part. Here's what you need to know: Mikoyan is armed with six of the new Soviet 180mm guns. These have excellent ballistics, god-tier AP penetration across all distances, improved auto-ricochet mechanics and are stupidly-long ranged. That's the good news. The bad news is that they have horrible gun handling, poor HE performance and trollish dispersion. These are weapons designed for camping the second line, using AP shells whenever possible (which is more often than not) and praying to RNGeebus for dispersion to be kind. These are NOT weapons for spamming HE. They are very poor fire starters and their sustained damage output with HE shells is just pathetic. Also, don't bring these things into a brawl -- their gun handling is atrocious, to say nothing about their sustained damage output or burst potential with only six rifles. Mikoyan's HE damage output is pretty terrible but her AP performance is good despite her only having six guns and a slow reload. Keep in mind that her AP shells are further strengthened by truly excellent penetration values that easily exceed the 203mm performance of most other ships. Seriously, Mikoyan can citadel battleships at point blank range. Don't try it, though. You'll die. Mikoyan also has improved auto-ricochet angles meaning her shells will bite in more frequently into ships that are trying to deflect your shots. Please be aware that at the time of publishing, Kotovsky has not yet been released and her performance may change in the future. This deficit of HE performance carries over into Mikoyan's fire-setting potential. It's pretty bad. Thankfully, she doesn't need to touch IFHE. Mikoyan has 30mm of HE penetration -- more than enough to directly damage the extremities of any ship within her matchmaking spread. So there's your booby prize. Please be aware that at the time of publishing, Kotovsky has not yet been released and her performance may change in the future. The strangest dichotomy of the new Soviet cruisers (Mikoyan included) is that the ship is designed to perform best at long range due to the combination of poor gun-handling, poor agility and the excellent ballistics and penetration. Simply put, staying further back plays up to the strengths of these Soviet railguns while simultaneously hamstringing the return fire of the enemy and downplaying her own weaknesses. Yet there's a monkey-wrench in the works: As good as Mikoyan's 180mm guns should be, their dispersion keeps them from echoing the performance of ships like Molotov and Pyotr Bagration. Mikoyan's dispersion is trollish. It's not Roma-levels, mind you, but having shots land short or long is very VERY commonplace at ranges of 15km or more. I can't count the number of times I thought I had an enemy cruiser dead to rights -- a perfect broadside where I knew my AP penetration was more than sufficient to end them only to have no hits land. I wouldn't go so far as to say that this sort of thing happens constantly -- but it does happen often enough to be a marked flaw of this ship. It injects a big dose of unreliability into weapons that would otherwise be the best at their tier. 180 AP shells locked on and fired at a stationary Fuso-bot that had no camouflage. Mikoyan was using Aiming Systems Modification 1. Shots are coming in from the right -- Fuso is effectively bow-tanking the incoming fire. Imagine firing this at the broadside of a cruiser -- a lot of shells are going to fall short or fly long. I suppose the best thing that could be said about Mikoyan's gun performance is that they up-tier very well. Her ridiculously long range (pushing almost 20km with her Spotting Aircraft deployed) and effectiveness at this range means that she always has a role no matter what her opponents are. This is good news given how often tier V ships get pooped on in the Matchmaking. Seriously, in my dozen Random Battle playtesting, not once was I top tier. That could have been just a bad run of RNGeebus given how few games that is, but still. Overall, these are effective weapons so long as you can keep your ship in the game. That's what we like to call foreshadowing, boys and girls. Mikoyan's rearward fire angles on her guns are phenomenal. Firing forward, they leave her open to taking citadel hits in return. Her gun rotation is also on the poor side, with only an 8º/s rotation rate. VERDICT: Gun handling and dispersion nerf what are otherwise god-tier guns. Having only six of them holds her back too. Outside of PVE modes, you have to largely forget she has torpedoes. Durability Hit Points: 21,000 Maximum Citadel Protection: 13mm bow + 35mm transverse bulkhead or just a 35mm belt. Structural Armour: 13mm bow & stern, 16mm upper hull, 16mm deck amidships, 10mm superstructure. Torpedo Damage Reduction: None There's a lot to unpack here but I'll try and be brief. First, Mikoyan doesn't have a lot of health. And that's a bit of an understatement. Hawkins has more than 50% more health than Mikoyan and that's even before you account for the British cruiser's Repair Party consumable. Line up all of the tier V cruisers and you'll see a very marked gap in health pools from the top ships and those at the bottom. And Mikoyan sits even lower than that. So yeah, that's not good. So many cute little low-tier cruisers. Look at all of the tiny hit point pools. It would be a shame if someone were to carpet-bomb their 13mm and 16mm decks. Please be aware that at the time of publishing, Kotovsky has not yet been released and her performance may change in the future. This is made worse by her armour. It's standard tier V light-cruiser fare -- which is to say it provides almost no immunity or overmatch protection. Her 13mm bows can be overmatched by AP shells as small in caliber as 186mm -- so from Hawkins' 190mm guns to the 203mm guns on Genova, Furutaka and Exeter, she has to be careful. Similarly, she has almost no mitigation against HE shells being thrown about -- not even her belt is entirely proof there. Much ado is made about Mikoyan's citadel protection. Her 35mm belt is downright meme-worthy. Mikoyan can take HE citadel hits from whole slew of medium and large caliber HE shells. German 150mm guns (Konigsberg, Nurnberg, Makarov and the secondaries off of ships like Scharnhorst) are particularly frightening due to their high rate of fire, but HE shells from any battleship will similarly make her life hilariously short. You also have to worry about the 1/4 HE pen off of German and British heavy cruisers similarly making her life miserable. Coupled with this, her thin belt provides scarcely better than destroyer-levels of protection for her magazines and machine spaces. Near misses from HE explosions will frequently knock out her engines, to say nothing of direct hits. Last Stand is a solid investment to keep her from being caught dead in the water and then made dead in fact. Still, it's not all doom and gloom. Mikoyan's 35mm belt is too thin to arm any battleship caliber AP shells. It's only by striking the belt at an angle -- typically entering auto-ricochet territory -- that battleships have any chance of fusing their shells. There are three catches of course. Shells hitting the water. If the shells hit the water before the ship, they'll fuse beforehand and cause all sorts of unpleasantness. Overmatching down the length of the ship. If the shell penetrates the ship from the bow or stern, they'll have passed through more than enough steel to arm. EVERY battleship can overmatch Mikoyan's bow and stern. HE Shells. Just when you think you've got your auto-ricochet angles all figured out, they'll load the HE and blow you up anyway. Honestly, it's not battleships Mikoyan really has to worry about. It's other cruisers and destroyers -- which brings up an important topic: Do not brawl with this ship. I say again: DO NOT ATTEMPT TO BRAWL USING THIS SHIP. Nothing will end your matches faster than thinking "Hey, this looks like a pretty good time to push in!" Don't do it. Resist the urge. Bad things will happen. That destroyer hasn't over-extended. You can't push that smoke screen. Don't attempt to ambush that battleship with torpedoes using that island. You're not going to end that beached cruiser quickly. "But Mouse, when I did it, everything went fine!" Shut up. You got lucky. Maybe the word hasn't been spread far and wide yet, but it will -- mark me, it will. Mikoyan is a victim waiting to happen and her executioners are anyone with a sub-10 second reload. For crying out loud, British 120mm/45 guns -- you know, those ones with the floaty, pissing-in-the-wind ballistics? THOSE can citadel Mikoyan 10km. They don't even have the ballistics to hit the ground at that range (look-out, moon!) and they're capable of punching into her machine spaces. Coupled with her poor DPM, agility (spoilers) and gun handling, bringing her carcass into close range is just serving herself up for the butcher. Your only defense is to keep the range up where their guns suck and yours aren't compromised. Mikoyan's durability is garbage. The only good thing about it is trolling battleships like a Chad-unicum by offering them up broadsides and watching them overpen. Of course if you think that will actually work, I'll remind you that you have even odds that the battleships you'll be facing haven't figured out that they're not supposed to spam HE. Ignoring her belt armour (I know, it's hard), Mikoyan's structural armour is super average (squishy). The geometry of her citadel's butt is more interesting than the flat surface at the front. There too, it's 35mm thick for the upper portion (kinda like a wrap-around belt) with a 6mm lower portion. But her butt (heh) has a weird little step with a 50mm shelf. This 50mm shelf can't be overmatched, so there's some largely irrelevant good news. VERDICT: Yer gunna die. Lul. Agility Top Speed: 35.5 knots Turning Radius: 830m Rudder Shift Time: 5.9s 4/4 Speed Rate of Turn: 5.3º/s She's fast but she turns like butts. Combined with her sluggish turret traverse, this is bad. The disparity between good and bad manoevrability at higher tiers is far more pronounced than down here at tier V, however the maps are a lot more claustrophobic at lower tiers so you'll feel Mikoyan's rancid-mayo handling more. There's not much more to say than that. You're an idiot if you bring her into a brawl and hope for good things to happen. I was an idiot often during play testing. Mikoyan always made sure I felt like one for thinking she had any kind of wiggle that might save me. Mikoyan's agility is "the best of the worst" among the tier V cruisers. Furutaka looks agile by comparison. For those unaware, a lot of the in-port turning radius values are a lie. Ship agility is complicated. Please be aware that at the time of publishing, Kotovsky has not yet been released and her performance may change in the future. VERDICT: Anti-Aircraft Defense Flak Bursts: 1 explosions for 910 damage per blast at 3.5km to 4km. Long Ranged (up to 4.0km): 21dps at 90% accuracy Medium Ranged (up to 3.2km): 91dps at 90% accuracy Short Ranged (up to 1.5km): 46dps at 85% accuracy If you were hoping for a colourful, confusing graphic here, I'm sorry to disappoint. It would take too long to say: "all tier V cruisers have crappy AA defense". It's saying something when the best protected cruisers from air-power at this tier are all of those who can call on smoke (Emerald, Exeter and Montecuccoli). Sustained DPS never gets high enough to truly threaten carriers. Range is generally lacking too. Short of having smoke, a Catapult Fighter is the best deterrent you could hope for at this tier. So, lacking smoke and a fighter, you can pretty much tell that Mikoyan is screwed. And not in the fun way. Even if tier V cruisers had AA levels that could be sufficient to seeing to their own defense (or at least frustrating carriers), Mikoyan is in the bottom half (and almost the bottom third) for AA performance at this tier anyway. Mikoyan is boned. Again, not in the fun way. VERDICT: Irrelevant. Refrigerator Base/Minimum Surface Detection: 11.98km / 10.46km Base/Minimum Air Detection Range: 6.38km/5.74km Detection Range When Firing in Smoke: 6.25km Main Battery Firing Range: 16.2km / 19.44km with Spotting Aircraft active Mikoyan's surface detection is pretty average for a tier V cruiser -- being neither bad nor good. I'd argue that she benefits from this "average" concealment more than many other ships, if only grace of her predilection for firing from the second line. It doesn't hurt that she's painfully allergic to pushing. This is a ship where you want to keep your opponents at a minimum of 12km range -- preferably more if they're trying to shoot back. That way she can silence her guns and easily drop back into concealment to avoid the worst of their return fire. To this end, her Hydroacoustic Search kind of goes to waste. Short of being actively hunted by a Japanese lolibote or in an end-game scenario where you can charge an isolated destroyer hiding in smoke, there's really little need to make use of it. It's a shame really, but this just compounds upon the difficulties this ship has with performing up close. Oh well. VERDICT: Good enough, I guess. Final Evaluation Well, at least she's free. Lemme preface this: I like lower tiered ships. I really do. However, the Matchmaking tier V ships end up facing has definitely curbed that enthusiasm. Tier V ships get the worst luck when it comes to Matchmaking. They either face a glut of carriers when top tier or they end up being the little fish against higher tiered boats. This makes evaluating them difficult -- they're forever in a disadvantageous situation where it's rare to see them at their best. I think it's points in Mikoyan's favour that at least she deals with being up-tiered about as well as you could hope. Still, I feel her design is a poor one for the tier she's placed in. This is a ship with long legs and long range that really wants some room. She is a high-tier ship design -- built for kiting. That's not something that works especially well in lower tiers. The maps down here feel island congested and claustrophobic. Mikoyan can't flex the way she needs to in order to be at her best. Even still, when she finds herself on maps with tier VII ships, her guns are a bit of a let down. Her dispersion really surprised me -- especially after having recently spent so much time with Ochakov and Pyotr Bagration. Her gunnery simply felt "off". This is entirely by design, though it's not a design i find particularly rewarding. I can stomach it more with my battleships for the promise of massive alpha strikes. For a ship that struggles to compete in the DPM races like Mikoyan, it just feels like I'm being cheated when my perfectly lined up shots stray because of RNGeebus (love you, big guy -- mad respect, but can you just chill?). When Mikoyan's guns work, they work beautifully. There's just a dash of inconsistency that makes me wary every time I pull the trigger. Most times they behave. Most times. I'll be damned if my brain doesn't remind me of the occasional failure like it was a constant oppression though. On the whole, I give Mikoyan failing marks. I don't like her. I won't be playing her. If I want this kind of game play, I'll dust off Molotov. I'm glad you can earn Mikoyan for free -- to me, she's not worth the coin needed to buy her. Conclusion I really tried to limit myself with how much time I was going to spend on this review. May has been hella-busy. This is my fifth review published this month behind Cheshire, Orkan, Ochakov and Pyotr Bagration. I wish I could say playing these ships was fun. I really only enjoyed Ochakov and even then, she's not likely to be a ship that I dust off for her own sake. Ugh. This month has felt like a whole lot of work. I cut corners here where I could to expedite getting this one out. I can't say I'm happy with the results, though I am glad to get this out in a timely manner. I won't have the luxury of half-assing the next three reviews coming up, one of which is my 150th. The big one-five-oh should line up with Odin's release if I understand the timing correctly. I think that's reasonably auspicious right there. I've been floating the idea of doing an "open book" review -- showing my process as I go, making rough drafts and notes available as I piece it together in my usual methodology. It's one thing to say that a lot of work goes into these reviews. I think it would be eye opening for some to see everything that doesn't end up in the final review. Lemme know if you think this is something you'd enjoy seeing. It will involve some extra work, but I think it's worthwhile if there's enough interest. For now, I need a break. There's a lot of work still to be done with the submarines on the live server, so I'm going to have to try those out. And that's not discounting the next ships to evaluate which are coming up shortly. I need to fast recharge my batteries.
  12. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    The designs of the Imperium technology are deliberately anachronistic, combining the fantastical with more familiar forms. At a glance, it looks ridiculous -- why would a society of the distant future be using things like riveted tanks, for example? Why are they loading 100m long torpedoes by press-gangs of people with nothing more than winches and pulleys? Why does everything look like it's out of the late Renaissance or Victorian Age? The reason is simple: Human life means little to nothing in the 41st millennium and the lords of the Imperium spend those lives callously in the name of the Emperor. When (nearly) any conflict can be won by sheer weight of numbers, you don't need fanciful high-technology. You need reliable, mass-produced fare that can match the limitless numbers of conscripts you can draw upon. The equipment issued to the Astra Millitarum and Planetary Defense Forces are rugged, versatile, easy to manufacture and easier still to maintain. The standard issue las-rifle has enough stopping power to blow a man in two, can be manufactured on a world with medieval levels of technology and its power supply can be recharged, in a pinch, by tossing the battery cell into a campfire. And that's just the basic armament of the most basic of lowly grunts for a backwater civilian militia. High technology in 40K consists of using caged stars as fuel, of weaponizing the psychic horror of a planet that's been "Death Starred" into solid-mass artillery rounds that cause seismic shockwaves capable of leveling city blocks (while simultaneously breaking the minds of anyone in the vicinity) or 15m tall siege engines with reality-bending shields that make them nigh-impervious to conventional attacks and weaponry that cycle through rapid-fire atomics, making them capable of glassing the entire state of New Jersey in a couple of hours. And that's to say nothing of the firepower of the Imperial Navy which can (and does) unleash horrors such as the "World Eater" virus -- a biological contagion that consumes and liquifies organic material so rapidly that as a consequence the atmosphere ignites. And if that's not enough for you, there's the body horror of imposing "Hunger Games" style deathmatches for children in order to find the best candidates to brainwash, torture and surgically transform into post-human deformed, warrior-monks. The horror of 40K is its scale. As powerful as the weapons, armour and equipment is that the humans are using -- as limitless as their numbers are, it's not enough to ensure humanity's survival. The galaxy is vast and you will not be missed.
  13. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    Naval warfare in the Warhammer 40,000 universe deviates greatly from what you might expect from the ground forces. The Battlefleet Gothic board game had the fleets playing generally like this: Imperial & Navy and the Mechanicum: Short ranged. Heavily armoured prows. Massed torpedo batteries. Has access to a few long-ranged, super-powerful weapons. Ships are slow. Decent but not-great attack craft. The Imperium played like Nelson's fleet of old: Never mind the manoeuvres, just go straight at them. Break through their line, cross the T. Fire torpedoes on your way in and tough out the worst of their return fire. Traitor Fleets: Very long ranged. Relatively soft skinned. Fast. Tends to lean more heavily towards a combination of artillery and carrier strike forces. Attack craft are marginally better than those of the Imperium due to more wide access to assault-pods. Quite potent in a boarding action, especially with Khorne disciples or with Traitor Astartes on board. They have access to some incredibly powerful battleships and super-weapons. Chaos fleets were very well balanced between speed, firepower and durability. This fleet was incredibly flexible and elegant to play. Adeptus Astartes: Short ranged. Heavily armoured as all get-out. Faster than the Imperial Navy but slower than the Traitor forces. Access to powerful (but a small number of) bombardment cannons which make a mockery of armour values. Fleet tends to polarize between very powerful (and expensive) battle barges and lighter (and faster) strike cruisers. Horrifically powerful in a boarding, raid or teleport action. Very durable attack craft (Thunderhawks). Astartes aren't like the Space Marines from ground forces. They're much harder to play with some definite weaknesses (no flexibility / versatility). They really struggle against fleets that laugh at armour, such as the Eldar, Tyranids and some Chaos ships. Orks: Very very pathetically short ranged with horribly limited fire arcs, but so help you if they hit. Very fast (and for hilarious reasons -- all of the engines on a ship are connected to one big red button on the Kaptin's throne) but very unmanoeuvrable. Very good in a boarding action (on par with Chaos but well behind the Astartes) and even better at ramming. Tend to have very large fleets with tons of escorts, roks and smaller ships. Has access to a Space Hulk (which is pretty much a fleet onto itself). Ork fleets tend to charge and attempt to board / ram everything they can on the first pass. Their fleet generally sucks but it's hilarious so that's okay. Eldar: Take all of the rules of the game and throw them out the window. Depending on the direction of the sun (yes, really), ships go from being fast to "going to plaid". Short ranged, but that doesn't matter. Phenomenal torpedoes and strike craft. Nothing hits harder than the Eldar. The ships get to move, attack and then move again, allowing them to dodge outside of fire arcs, range or back into cover. Even if they can be hit, most attacks fail due to their holographic shields. However, if you do catch one out, they crumple like tin foil. Eldar are infuriating to play against. You'll feel like you're losing against them all game only to finally (FINALLY) catch one of the little blighters. Depending on how valuable that ship/squadron is, you might just pull out a win. Dark Eldar: Eldar-lite. They aren't as fast and don't hit as hard, but they're more survivable. They're better in a boarding action. I only saw people play this fleet a handful of times and it never really made an impression on me. Necrons: Potentially faster than the Eldar and as tough as the Astartes. They have masses of AOE attacks -- so getting in close is all kinds of bad news. However, they're quite vulnerable to boarding actions (so get even closer!) and the fleet risks disengaging suddenly if they take too much damage. Necrons were hella-powerful in Battlefleet Gothic but they were balanced by surrendering more victory points for losses than other fleets. Tyranids: Governed by an instincts flow-chart unless the Hive Mind overrides a given ship's behaviour. Masses of spore clouds around the ship act as ablative armour and can be used to damage ships that get close. Very very slow, very very short ranged. However, if they get in close, they are unmatched in boarding actions and rams -- so much so that the enemy fleets get special rules for nuking their own ships when facing Tyranids. Tyranids were a fleet that seemed interesting on paper but was open to all kinds of abuse from min-maxing players. It wasn't fun to play against. Tau: Short ranged. Slow and kinda squishy. Good torpedoes. Decent attack craft. They tend to load all of their firepower in a forward facing batteries. Limited shields. But mutually supporting ships get some nice bonuses. An interesting fleet with lots of beautiful ships from Forgeworld. It didn't feel too powerful but it was fun.
  14. LittleWhiteMouse

    Take Belfast out of Ranked or put it back in the shop

    That still burns those who have been supporting (and perhaps are continuing to support) Wargaming for years. Look, I recognize it would be better for the game -- I'm pointing out what said proposals are battling against. It would have been better for everyone concerned had Wargaming had a policy from day one that premiums could be nerfed. Or that premiums weren't going to be permitted in select game modes. But they didn't go that route. And they sold a bunch of premiums based upon the premise they could be used openly. Honestly, the best thing WG could do is to start another competitive / semi-competitive game mode where premiums aren't permitted while maintaining things like Ranked and Randoms where they still are. No one can cry foul then.
  15. LittleWhiteMouse

    Take Belfast out of Ranked or put it back in the shop

    Is it though? Premiums have been (up until this point) sold under the premise they could be used in competitive. Barring them going forward will, again, receive player push back and may compromise the number of sales they make in the future. This is where monetization conflicts with game play. One's going to give.