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About hyuuu

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  1. Kinda hurts to watch your team actively throw what should have effectively been a won match the moment they lost their only DD. Even with your afk BB, it was such a good opening that went to waste when unnecessary aggression by your teammates fed into deaths 1 by 1. Your team DD took way too long to cap C, and somehow got himself killed despite no radar cruiser present. Of course some of the enemy ships played terrible just as well. That enemy Atago performance at the very end was abysmal to watch. Opening up broadside to a German CA of all ships to launch torps it could easily kill with a few HE salvos. Overall your performance is definitely better than average. Ammo choice could improve at times but there is a conscious effort at it. Your initial aggressive stance at C was solid, but I don’t understand why after the enemy DD died, you pushed actively into the cap without trying to maintain stealth. All you did was fire AP shots at long range targets with little effect and ended up taking massive unnecessary damage when you could have potentially capped C with the enemy’s poor position and remain unspotted. Definitely questionable showing that full broadside retreat to a weaker position in the back where you had little impact for a good while when you gave up C. Can’t really read the chat too well, but I basically saw little to no attempt of at least requesting your DD to secure C when you initiated the push on your own. This is a team game, so at least let people know of your intentions so they can decide if they want to back you up.
  2. What is more impressive?

    I think the nation specific ones are more impressive for consistency in performance but also shows a player's dedication to a particular line. It definitely comes off very remarkable whenever I see an enemy YueYang player with the highest Pan Asian emblem. I would have little doubts that the player knows exactly how to play the ship very well. Damage farming on the other hand is perhaps less impressive. You can spam fires on BBs to get it in cruisers, you can spam Khab to get itfor destroyers if landing torpedoes is inconsistent enough, and BBs is just farming BB damage every salvo. Although one could argue the CV one is definitely a sign of a unicum CV player because that's a different story.
  3. Skip Izumo? - need advice

    Satisfy your internal masochism and play Izumo full stock grind all the way through like any other ship.
  4. How to fix Izumo?

    Just started the Izumo stock grind, so far only reached B hull and engine upgrade while doing not too badly so far. The grind hasn't been as terrible as people claim, except the ship lets me down in many cases that I have to make up for by superior skill than my opponents whereas a ship like Missouri would have trivialized the scenario. I hear some of the most polarizing opinions on this ship, with a large majority claiming the best option is to free XP past it because it is that bad. The introduction of Musashi in the same tier recently only reinforced how outclassed Izumo is among tier 9 BBs, especially against Musashi in almost every aspect such as gun caliber and turret layout. I personally feel like Izumo has a lot of wasted potential in her unique design that feels lost in soft stats such as getting burned down easily, inconsistent dispersion, weak secondaries, getting spotted across the map, sluggish speed, and so forth. Given that WG seems to have no plans of replacing this ship with another tier 9 tech tree IJN BB, what are some realistic buffs Izumo could take in order to at least make it competitive among its tier? What are Izumo's crippling flaws that could be fixed in order to make her more fun to play without changing hard design details such as turret layout? Potential ideas? - Improve dispersion to match Yamato's sniping accuracy - Increase deck armor slightly to reduce direct HE pens - Increase range or accuracy of secondaries and their fire starting chance - Increase engine speed to 30 kts - Increase AA effectiveness - Reduce getting set on fire - Reduce concealment range to 13 km~ (max camo/skills) - Slightly faster rudder shift time - Slightly faster turret rotation time
  5. Having played frequently enough to see detonations still a regular occurrence in my games, I note an interesting observation that actually questions the effectiveness of the detonation mechanic change update. One issue about the detonation update is that "full health" detonation can still occur when you consider the fact that not all shells land hits at the same time in a full salvo. In a full salvo, the first shell might be a citadel hit and drop the ship's HP down below the 75% threshold. And then in the next few frames, perhaps a few ms apart, the next shells hit, allowing for a detonation probability to occur because the logic is coded to read the ship hp in that instant. Then in this case, a ship can actually still detonate from full health in practice because there's no separation requirement for the timing of shells hitting the ship below the 75% hp requirement. I have done this more than a few times on full health DDs when firing from a BB during this update. My first "hit" is a regular pen, and then the second hit is an instant detonation since it is incredibly easy to bring down a DD health pool below 75% with a single shell.
  6. A tale of two cruisers.

    Playing the Emerald taught me to stop facing directly bow on to BBs, but instead show a bit of angle when I know I cannot avoid a full salvo. Came up with a fun simple MS paint diagram to show what I mean and why I think it's more effective, even if it seems slightly counter intuitive to purposely show a bit more of your side and potentially eat more rounds. It takes only about two full citadels through the bow and maybe a few regular or overpens to completely kill it from full health. whereas eating a few regular and overpens will probably still leave the ship at around half health or more.
  7. Just Got Akizuki, Need Advice

    Well it certainly isn't optimal, but I'm just pointing out that CE should still take priority over IFHE as you grind up the captain. Also having played stock Akizuki without IFHE in my first several games, I still did well with the guns. You'll still outgun Kageros and you can always switch to AP if necessary when DDs show broadside. You can also aim higher for the superstructure of DDs rather than the hull, because I'm sure 100mm still deals damage to DD superstructure. I didn't just do zero damage firing away my guns even if 75% ended up as shatters. Of course, playing Akizuki means you have to pick your 1v1 tier 8 DD engagements carefully and make sure you can reliably secure the kill before jumping in.
  8. Buff Zao?

    Zao is really not effective at influencing matches in the current meta. As a result, it fails to be impressive as a tier 10 cruiser that can only spam HE at range. HE and fire damage is so easily mitigated nowadays by BBs who understand how to absorb fire damage and repair almost all of it over time that Zao does not pose a significant threat but more of mere annoyance to BBs. In return, Zao can easily be crippled any tier X BB that simply fires at it because of the devastating effects of a single alpha strike. Yamatos will continue to fire at 18km away and still land lucky 10k+ salvos on Zao regardless of angling simply due to overmatch. Zao may have concealment, but it cannot push into objectives like a Minotaur or Des Moines. If it gets caught and spotted up close, it will simply be shot to death from focus fire without the DPM to neutralize threats alone or risk exposing a broadside to turn away. It does so poorly at close range because of the slow rate of fire and being sluggish to maneuver compared to DPM monsters like Mino and DM that it can only really perform well kiting and spamming HE at near maximum range. None of this influences a match as much as a Tier X is expected to carry out.
  9. Just Got Akizuki, Need Advice

    Ideally you play Akizuki on a 14pt captain to have both CE and IFHE. However that being said, I believe CE is still the bigger priority because Akizuki will not survive long if spotted far away due to her clumsiness in handling and speed. She can still farm fires on BBs without IFHE fairly well and that's where most of my Akizuki damage comes from generally. CE also ensures you can still rely on stealth torping abilities and cap objectives, very important factors for playing a DD. IFHE really just mostly trivializes DD engagements in your favor, but not having it means you are more or less equal in 1v1 DD gunfights that you would otherwise destroy the enemy easily. It's not completely crippling, but having IFHE is what makes the ship stand out so well.
  10. Best Destroyer in Each Tier

    As a DD, I think playing the objectives is one of the most important factor to winning, so some generalizations I'll focus on. In terms of objective play and capture, US DDs are easily on top of the list from tier 7 to tier 10 due to a mixture of their high rate of fire in knife fighting and maneuverability while being stealthy. At close range, they have almost no flaws for a DD that I essentially see them as the perfect baseline class for DDs, with high regards for Benson and Fletcher as arguably the best DDs in the game for a team to always have. You can argue that German DDs are also very good at this but the only reason would be because they can pull off a smoke + hydro combination to shutdown another DD within 5km. However, their RoF and DPM generally will not match an equally skilled US DD player most of the time in a close range open water gunfight. PADDs (non-premium) from tier 8 - 10 are basically US DDs without torps in a contested objective. This makes them slightly worse than German DDs at objective play because the threat of torps is a huge factor in keeping enemy DDs from aggressively pressing forward carelessly. However they can generally pull off what US DDs can do to a certain point and win objectives. In terms of premium PADDs, Lo Yang wins over the Benson by being a hybrid of German and US DD. IJN DDs at almost every tier (except Akizuki) can only hope to win a capture by being uncontested, landing a lucky torp hit, or hoping friendly cruisers or BBs are nearby. In a 1v1 scenario with any other DD, they will lose at close range if they are not kiting away. The combination of these random factors make them some of the most inconsistent to play and easily shut out of the objectives with an enemy US, German, or PADD nearby. While it can win objectives sometimes, US DDs can accomplish the same thing with far better ease. IJN DDs are simply designed for other roles, such as target sniping capital ships outside of objective play, which is why we see many Shimas refusing to enter a cap early game. Russian DDs are objectively the worst destroyers by this generalization, because they aren't to be played as destroyers at all (with some exceptions like Ognevoi). They generally cannot afford to lose HP trying to get into a cap zone early game, but they can carry a lot of weight in the endgame captures by being the fastest ships in the game. The problem is in practice, most of the matches are decided by the time endgame is reached that stealing a cap won't heavily influence a clear sided outcome.
  11. If the game is completely lost but I'm still alive, I make it my final objective to make it out of the match alive but I keep playing. Usually I can take out a ship while forcing them to pursue me or I can isolate enemy ships and try to win the 1v1 engagements for as long as I can hold. Once it's clear I'm about to get outgunned or simply lack the health to engage, I start kiting away to the edge of the map while returning fire for until the match ends by time/points. While bailing the game objectives seems dishonorable for some, I find some enjoyment in the prolonged struggle to survive rather than throwing myself into the enemy fleet and burning in flames quickly. Unless I know for sure that somehow my sacrifice would help contribute a winning chance, I don't try going down in glory.
  12. Citadels

    Amagi for those upper tier consistent citadels
  13. After finishing a match in a division, I came back to a menu looking like this. None of the buttons were back and no mouse inputs would respond to anything other than the few chat windows I have. I don't know if the issue is related to divisioning explicitly, but it has happened more than once when I was in a division rather than playing alone. Also, disconnecting from the server and rejoining does not solve the issue because I end up seeing the same thing. Instead, I have to close out the entire game client and restart for a fix.
  14. I feel like in this public test 0.7.2, there has been a consistent number of (purposely?) afk ships on either sides of a team. Since wins matter if you're trying to test out the Richelieu and Lyon, it seems like some people are just gambling on the team carrying them a free win while they purposely join matches and afk on them. If the team loses, they have nothing to lose in stats since it's just a temporary test account. Is it just me, or has this been an issue and do you think it is an issue that needs attention?
  15. Your 'oh crap' moments

    Top ten moments taken before disaster It was at this point, he knew he foked up Context: The first few minutes of a match, spotted by an unseen destroyer and realized I moved a bit too close to the caps with none of the main enemy ships spotted yet.