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About RipNuN2

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  1. Check your credit total and port slots.
  2. It's a bit unrealistic for things to be balanced based off of T1 ships for rewards. The USS AZ guns according to Navweaps states a usual rate of fire of 1.25-1.75 rounds per minute which falls in line with the in game rof. Also balance will trump historical accuracy because this is an arcade game. If you accept that, the game can be much more enjoyable.
  3. It depends a lot on the situation, like which ships are you now facing, how close are they, what terrain is nearby that may allow a getaway. You learn a lot of this by playing and reading the minimap in particular. I try to plan my attack route with 1 or 2 getaway routes if the situation goes south. I think you'll find as you play more you'll rarely get surprised by what pops up because you have already read the minimap and can predict which ships are in your part of the map.
  4. Why resurrect a topic over 3 months old that has already been resolved? Just a question.
  5. OP you might want to reread how the smoke changes work as you dont seem to grasp how little it effects DDs firing from smoke.
  6. Restart the game and see if that fixes it.
  7. Are they going to build some replica icebergs to go with it?
  8. Belfast unplayable with radar, hydro, and smoke?
  9. It is visible but there is a filter for it.
  10. Mostly correct, although manual AA will fire without a designated target just without giving the bonus damage.
  11. AFAIK it just reduces the chance the module is knocked out so like an engine hit. It rolls to see if it incapacitates the engine and this skill reduces the chance of it happening by 30%. It doesnt affect AA or secondaries as they cant be incapacitated. They are either working or destroyed.
  12. Not sure why anyone would expect public matches and players to have it figured out on release day. Give it some time and youll see more players work it just like other operations.