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About Shels

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  1. Just got the Minotaur

    I use MBM3. When you crunch the numbers, that reload boost is quite significant. It's the percent change, not the strict number of seconds, that you should consider. I ran the range mod originally, but the shells are so floaty that the extra range didn't improve my effectiveness. With how much smoke there is at T10, people generally well aware of concealment ranges, and DDs typically turning to run if a Mino gets them in their sites, you'll want that extra rate of fire.
  2. Cleveland was an updated Helena (St. Louis 1938) design, which in turn was a slight update of the Brooklyn class. Both the Brooklyn and St. Louis (1938) classes were treaty cruisers. The St. Louis (1938) was a slight upgrade of the Brooklyn, moving to the unit principle for the power plant and replacing the single 5" 25 mounts with twin 5" 38 mounts1. The Cleveland basically dropped the C turret to upgrade the AA to from four twin 5" 38 mounts to six, adding the fore and aft mounts in the diamond pattern2. The Cleveland was not a treaty cruiser, but did not gain in displacement as much as the Baltimore in an attempt to keep production numbers higher by reducing cost and production times. This had negative consequences as the war progressed and extra equipment was added, to the point the ships were considered dangerously close to their stability limits3. All US cruisers were evolved from the New Orleans class4; defining features that distinguished them from the preceding classes (Pensacola, Northampton, Portland) were introduced here - armored turrets, submerged magazines, and others. The Brooklyn class took the New Orleans and switched to a 6" gun design due to treaty restrictions, moved the aircraft to the stern, and re-introduced the flush deck, but internally otherwise weren't very different. The St. Louis (1938) had slight alterations to the secondary battery and returned to the unit principle for the power plant. Cleveland made slight armament changes. Baltimore was developed parallel with the Cleveland as the 8" version, and can also be viewed as an enhanced Wichita, which was an 8" St. Louis (1938). 1 US Cruisers (1984) Friedman, N. p 207 2 US Cruisers (1984) Friedman, N. p 255 3 US Cruisers (1984) Friedman, N. p 268 4 US Cruisers (1984) Friedman, N. p 157
  3. I like my Enterprise, but she is not a ship for those inexperienced with CV play. Micromanaging six squadrons starts to get difficult for many people, especially if you haven't ground up a CV line. The IJN line is good preparation since the Hiryu and Shokaku are both six-squadron ships, and you are dealing with five at the Ryujo. American CV experience is also useful. You don't use as many squadrons, but the longer flight times and rearming cycles are consistent with the Enterprise. Add to that the unique torpedo drop pattern and much more selective role of AP dive bombers, and you get a CV that is a lot to try to learn at once without some solid prior experience. I was already to Midway and Hiryu when the Big E finally came out and I still debated until right before she went off sale before deciding to get her. I have liked it and had good success, fun games, but she is a challenging CV to use, especially with the T7 planes in T8 match making. I play her with an eye toward the long-term - air superiority initially, let cruiser HE trim down BB AA batteries, then once I've worn down the other CV a bit, take in my planes for alpha strikes. I rely on Enterprise's enormous fighter reserves and a fighter-spec'd captain and module load-out to take air control, then go ship hunting. It's worked quite well for me.
  4. Decisions on T8 Cruiser

    I ground the New Orleans before she got any buffs - pre-radar, concealment buff, rate of fire buff, armor buff, and managed about 55% win rate. Tough grind. Now, with all the buffs, I find her quite competitive, especially with a 10-pt or more captain. 9.1 km detection range and 9.0 km radar makes her both stealthy and a solid counter to smoked up ships. I especially like getting into range of cruisers sitting in smoke - cut an angle to get a broadside on them, then light them up with the radar and land multiple citadels. The NO is, in my opinion, a cruiser hunter-killer that relies on sneaking up and then whacking someone with a brutal AP salvo. She's only decent against DDs due to the 12 second reload - much longer and fewer barrels than the Chapy or Edin, for example. Solid against CVs, strictly second-line support against BBs, even with the solid American AP shells, due to the lower rate of fire. I find her handling quite good, she's pretty short so a smaller target, and the armor works quite well against cruisers. Not as much against BBs, but few cruisers stand up well to BB fire, and expecting them to really isn't reasonable. I have managed to bounce 16" shells off my belt a few times, but against BBs I rely on dodging and concealment rather than the armor. Against cruiser AP I find angling works quite well, especially since 6/9 barrels are forward. My Chapy was long-range HE spam, and you better stay at long range due to the exposed citadel, poor armor, and "bus on ice" maneuverability. I ground through it, but wasn't entertained. It made for what felt to me to be a rather stale playstyle. Get close and one is asking for an insta-delete. Stay long and usually the AP won't land at a good angle for consistent damage, while the HE with IFHE deals very consistent damage. Edin was an uptiered Fiji. I actually liked the Fiji much more - there just didn't feel like any significant improvement of the Edin over the Fiji. Better heal and slightly longer ranged torps doesn't seem like much of an improvement for going up an entire tier. If you need the difference in the heal that much, usually you've done something wrong in the first place. Add in the MM patterns, and Edin was a "nothing special" grind for me, which was a let down after the fun of the Fiji. Fiji was a great ship, and if I didn't have a Belfast I would have kept the Fiji as a T7 go-to. Mogami. Pre-buffed 155 mm was incredibly painful with the glacially slow turret traverse, so I ran with the 203 mm loadout. The upgrade from the Myoko was similar to the upgrade from the Fiji to the Edin. Nothing special and not much of a gain relative to the changes in MM. I actually preferred the Myoko's layout, as it made it easier to keep more guns on target while kiting away. I don't have the French or German T8s, grinding their T6 and T7 respectively. In summary, I prefer the NO, especially after the buffs she has gotten. I have good success using her as a cruiser HK, especially if they are sitting in smoke. She does good second line support for BBs, just always keep dodging. Chappy was effective at long-range HE spam and somewhat boring. Edin and Mogami felt like uptiered Fiji and Myoko and were not terribly interesting. The only T8 I've repurchased was the NO, which has a dedicated captain, the rest were all sold as I moved up the line.
  5. CV bug, same as previously reported. I had taken no damage, no hits. Planes landed and could never take off again. Attached the WGCheck report and a screenshot. This type of game-breaking bug is inexcusable - whomever was supposed to be quality checking for these types of issues should be demoted or fired. They are clearly incapable of performing at even a minimal level of acceptable competency. WoWS_report.wgc
  6. Islands weren't rendering for me. Easy to run aground on the small ones when you can't see anything but a shadow.
  7. I have an Independence

    Grind it out to the Ranger, which is a huge improvement (over double the aircraft capacity) and use that free XP to immediately upgrade the Ranger.
  8. DM - Range/RoF?

    I've stuck with the range buff since the RoF buff sacrifices turret rotation and I don't want to lose that while engaging in knife-fights. The ability to send some long-range shots out can still be useful, especially since although the flight time remains an issue, you can put out so many rounds anyway.
  9. I've done quite well in the T7-9 USN CVs, grinding through the Essex at the moment. You're more specialized running the USN load-outs if you don't use the balanced one, which I rarely have because of the fewer total planes you can put in the air at once. Though for the Independence, I did grind using the 1/1/1. I did quite well with the strike Ranger and Lexington, and am doing well with the Essex. In fact, I kept the Ranger and play it as much or more than my Essex. Lexington air-groups weren't a significant improvement over the Ranger, but AA brutality ramps up even faster. Essex finally gets a fighter in the strike package, which makes a huge difference. Main thing with the Independence is the still extremely limited hangar capacity, right when AA is starting to drastically improve and it is almost certain you will encounter cruisers with defensive fire. I typically had to play her passively at the beginning, focus on spotting front ships, maybe harassing DDs, and providing fighter cover. Then once the match got about 8-10 minutes in, ships have started taking some module damage, AA is decreased, they're no longer full HP, and more likely to be distracted, at which point I could then make attack runs with a much better chance of success. Don't expect to alpha strike someone out, you are going to have to rely on damage over time from flooding or fires. I suggest hitting with the torp bombers first - if they cause flooding, even when there are DBs nearby, almost everyone will repair the flooding. If they don't, just keep them in sight of your DBs - they'll either repair or let it go the entire time - yes, I've seen that - and you'll get the full flood damage, otherwise once they pop that damage control, you wait for it to expire, then light them on fire. Some players will pop that damage control on flooding right away even if they see the DBs, gambling that you won't be able to set them on fire. I have usually won that gamble with well setup DB drop - if most of those bombs hit, it usually causes at least one fire. Some people like to go strike with the Independence, but I found that giving up the fighter squadron for only one DB squadron wasn't worth it, especially since if you encounter your T6 IJN counter part Ryujo, unless they are running the 3/1/1 flight module, they will have only one fighter squadron, and assuming equal upgrades and you aren't dogfighting over enemy ships, you should win nearly every time. Three fighter to fighter encounters and they'll be out of fighters. Go strike and anything but another strike Independence can shut you down or stall you badly, and you can't put enough squads in the air to keep that damage rolling in fast enough, Two of the things I really liked when I moved from the Independence to the Ranger were 1: double the hangar capacity (37 -> 73 planes) and 2: four strike squadrons versus three. That's enough to reliably alpha strike out a counter-part CV, or DOT him out if they don't use that damage control wisely, and enough squads in the air that at least a couple are always getting through to keep dispensing the damage.
  10. Game is back to causing the Nvidia graphics driver to crash, just like in 0.5.14. Freezes up in port or in game, then either the graphics driver goes down completely and Windows does a recovery and restart of it, or it dumps to the desktop with the icon still in the task bar, but non-responsive.
  11. Game dumps to desktop within five minutes of loading, either while in a match or while sitting in the port. Relaunching and reconnecting to a match in progress crashes as soon as the match loades. Started with 0.5.15, not resolved with I sometimes get a message that the video driver has crashed. I have an NVidia GeForce GTX670, using the latest driver version: 376.09. The problems started immediately after the update to 0.5.15. I was still using the older driver version I had been using the entire time I have been playing the game. Updating to the latest driver did not resolve the issue. Given this started with 0.5.15, it is clearly related to the update. No other programs - games, DVD/Blu-Ray software, media players - have had any issues. My laptop running an Nvidia 960M updated with no issues, so this may be something that the patch broke that is specific to specific video card architectures. I have not been able to capture any error messages from the game.
  12. Game crashes ~1/3 of the time ever since 0.5.6. This happens on both of my computers, both of which are far more powerful than needed to run the game and had no issues until 0.5.6. Just had three crashes in one match, reinstalling now. Crashes are either "Fatal Exception Errors" or errors in various DLL files.
  13. Tier 8 or Wait

    Met a Bouge with a 15-point captain last night. Was a surprise. My Ranger in 1/1/1 and friendly Zuiho in 1/2/1 vs their 2/0/2 Ranger and the 1/1/0 Bouge. We double-teamed out the Ranger, chewed on their fleet, then found the Bouge. I was surprised to see a 7-plane fighter squadron, more so when it turned out to be the Bouge. Also relieved as a AS Ranger with the AS skill would have been able to really shut us down. Bouge got a couple of kills on straight line driving BBs while we were taking out the Ranger, then we shut him down. Driver wouldn't stop insulting his team's Ranger in open the entire time. Might make for good stomping when top tier, but I bet you'd get more value in a Ranger or higher where you can field more squadrons that the skill buffs, and have the aircraft capacity to truly wield it. Loving the Ranger over the Independence, oh the much larger hanger capacity is wonderful.
  14. Confirmed multiple likely bots named for the "Nereides", listed here http://www.theoi.com/Pontios/Nereides.html. Got through to the "E" names, already hit three likely bots. All started 3/16/16, all have 1500-1600 games, mostly in the same ships, with the common "highest ship" being the Ranger. Poor damage, XP, kill stats, and all similar to each other. For 150 games in 14 days, a person would have to play 107 games/day. That's 35.67 hours/day, if the games all took 20 minutes (unlikely, of course). If we assume an average time of 10 minutes/game, to pick a number, then the average gameplay per day is 17.83 hours/day playing. Every day. This seems extremely implausible, especially when multiple accounts have the a same pattern of ships used, all were created on the same day, and all have a similar number of games, damage and xp, victory rates. That strongly points to multiple bots with a common origin. I'm generally skeptical of claims about bots, hacks, etc. etc. because often it is just someone complaining, but the video evidence submitted by the OP is quite convincing. With the statistical pattern above, I have no doubts, and to top it off, just had a game tonight where each team had a Ranger, each was on the list of Nereides names, and both played identically to the video. Multiple players in open chat were commenting on it and sending in bot reports.
  15. The Farragut, I just can't do it anymore

    I found the Farragut to be a real disappointment, but the Mahan, especially after the torpedo buff, is very solid, and the Benson is almost stupid strong. It's so good that I'm happy to grind to the Fletcher, rather than use any of my free xp (and I'm sitting on over 250K). If you just can't take the Farragut any longer, free xp past it to the Mahan.