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RighteousFury42

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About RighteousFury42

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  1. On missions that require module breakage:

    A few volleys 203mm HE on a RN BB or some IJN ones should easily break a lot of small caliber AA mounts really fast.
  2. Thanks Wargaming!

    Hm a division of Des Moines rotating premium defensive fire with this module, jack of all trades and the -5% for consumeable reload flag... Each charge would last 48 seconds and takes about 108 seconds to reload. It wouldnt be always on but pretty close to it :D
  3. French BB most in need of a buff???

    Well now that I played all but the T10: Turenne: Not great but neither is the Kawachi or something... its a T3... none of em plays anyhow comfortable Courbet: Its allright but not really much better then the Turenne. I had an (for the low tiers at least) insane losing streak with that ship but that might just been wonly 3x XP weekend MM doing its usual thing Bretagne is fine. Plays a lot like New York which is also fine. Normandie is pretty meh tbh. Gun arcs are weak, AA is weaker then on Bretagne and its not really accurate either. Sure its fast though for a T6 (actualy given the hull shape and length faster then such a design could have been if it wasnt paper... there is a reason why all faster BBs have a longer more cruiser like hull and the fat WW1 designs are all pretty slow) (Dunk is fine) Lyon is fine. Its frustratingly inaccurate (and once again too fast for its shape but hey) but it makes up for it with hilarious main, secondary and AA gun count. Rich is fine if pld like a mix of cruiser and bow tank. Sure it has the lowest DPM of all T8 BBs but it can use all of that DPM very effectivly unlike other ships Gasconge... well it has bad gun arcs and not the bow tank advantage of the rich and also way weaker AA. It tries to compensate that with spotter plane, faster reload, better sigma (even the 0.1 is actualy noticeable due to the very fast shells increasing the over and undershooting problem on french 380mm guns) and a better heal. The problem is, you cant really use that DPM (which is still like 2nd lowest in tier) or you cant tank proper... You can totaly make the ship work fine when you play it like a bully cruiser or kite BB but its very situational. However just like the Ishizuchi it can get occasional brilliant games due to its fantastic mobility, if enemies dont know how to play Alsace is basicly Lyon 2.0... another shotgun. It adds 4 extra barrels to a Rich/Gas desing and decent AA. Arcs arent too bad but not great either. The problem is it has even worse sigma then the Rich and in this case a not as close gun placement (at least for the backturret). So yeah with sigma of 1.7 and french 380 ballistics it has a hard time hitting crapsometimes. Also at T9 380s are starting to get a bit weak when you always face t9-10 armor (despite its really good velocity/pen). Overall its still a good ship but you will get games were you either cant hit crapor get a mix of bounces, shatters and overpens all the time... Republique looks allright. It DOES need to have its armor weakspot fixed though that several youtubers pointed out (for exsample flamu made a vid about it). Other then that its a suddenly very accurate, high caliber fast firing ship with low gun count in return. And good AA. Seems to be allright.
  4. Premium Ship Review: Gascogne

    While I have to agree that its not complete garbage and meh is a fair statement (when compared to some really garbage premium and non premium ships) I would go as far as saying it is in fact the weakest/worst of all T8 BBs. A group so far that was fairly ballanced as in having no really weak ship so far. Yes the Rich does even have less DPM with the same garbage dispersion (although the turrets are placed way closer together so that helps a bit), worse heal and no spotter plane but its still a superior ship because it can actualy tank proper and has AA. So yeah Gascogne isnt terrible and could have been worse but it is the first actualy weak T8 BB and that doesnt even take into acount getting uptiered into 9 or 10...
  5. No it wasnt ;) So im just insanly unlucky and the dublicate desing was poorly done... ok
  6. Are they sure they didnt forget to put in the T8 ship mission? I got the Bretagne from the regular crates early on. Then I bought 50 containers to test this out: Basicly if you get a mission it will replace the flag slot by a safe with 500 Doubloons and a mission. If you already have/had the mission you get only the gold. After 3-4 containers I got the first safe and it had the lyon mission. A few later I got a safe with only doubloons so it was a dublicate. Next safe was Normandie Then I opened the remaining and got a TOTAL of 15-16 times only doubloons (so dublicates) but no Richelieu... assuming the chances for each of the missions is 1/4 per safe that is VERY VERY unlikely. By this point I wouldnt be surprised if they just forgot to activate the Richelieu mission... Gotta say im pretty dissapointed. At least could have made it like with the premiums (or camos) in the last few container events, that if you get a dublicate it tries a non dublicate first.
  7. For the Expert Marksman it depends. its a fixed value in degrees faster. That means depending on the original value of turret traverse the percentage of increase can greatly change. For exsample: Really slow BB turret traverse would be 60 seconds for a 180° traverse. That would be 3° per second originaly. Since its large caliber usualy you would gain 0.7° per second or with this captain (and Steven) 1° per second. So for regular EM that would equal a rotation speed increase of 23.33333(etc) percent and with the better EM thats 33.333etc percent speed increase. In port that would be shown as 180° time of 48.7 and 45 seconds. The same skill used on a much more comfortable BB turret traverse of lets say 30 second for 180° (granted thats rare on most BBs) is a different story. Originaly you would start out at 6°/second and EM would give you +0.7°/second or with special captain +1°/second. You can easily see, how thats only half the relative increase of rotation speed in % (that is 11.6666etc % and 16.666etc%) For DDs the same is obviously true although in some cases it might be even more extreme. There are some DDs with really slow traverse in the realm of 20-30s. Since the EM for small guns is 2.5 or 3° /s increase thats even more noticeable (up to around 50% relative increase). Adrenaline Rush is a bit different since its a % value bonus to begin with. Your DPM will increase by that value no matter what it is/was before. No more, no less. However for reload times that means obviously, that it depends what value you had before. 10s reload increased by a 10% dpm buff (or 10% decrease in reload) will be reduced TO 9 seconds or reduced BY 1 second. That obviously depends on your damage level. Exsample: Lets say you have a 30s BB reload time and are at exactly half Health and have AR. Now AR gives 0.2% per 1% lost HP which means since you lost 50% of your HP you gain 10% reloadspeed/DPM. In our case, that would reduce your reload by 3 seconds from 30 to 27 seconds. The "better" AR is 0.25% per 1% lost HP so in our case we would gain 12.5% reloadspeed/DPM and therefor end up at 26.25 seconds reload (reduction by 3,75 seconds). Or in other words the improved AR is 1.25 times (or 25%) better then the regular AR. Since its percentage based bonus the % bonus stays the same on all reload speeds. But if your original value was 15 seconds not 30 obviously your reloadspeed would be only reduced by half the value in seconds (but same in %).
  8. shhh, it top serect

    Im fairly sure, that if night reduces visibility, radar will still just work fine (like it historicaly totaly countered or even topped the IJN night training and equipment...)
  9. No combat missions?

    This is probably the first time since I started playing the game that I had nothing "to work on" for 1-2 weeks now ;) No ranked (clanwars times are just a nightmare for me), campaigns, colletions, scenarios, tech trees or missions to work on anymore... (sure I could work on the top level emblems but tbh I think those damage ones just encourages bad playstyle). Well im sure the french collection, hopefully some french BBs and maybe 1-2 premiums soon will fix that.
  10. HMS Furious would be hilarious with its 457mm guns on whats basicly a tier 6 hull with CL armor levels... Unfortunatly with just 2 main guns it wouldnt be really playable
  11. the team kill system..

    The problem with the system isnt that you get puniched for second line torping. The problem is you sometimes get pinked for 9 games or so for doing 4k in overpens to some guys antennas and smoke stacks because you hit him "multiple times" or something. That sort of punichment isnt anywere near ok imo.
  12. How many tier 10s are in your port?

    All of them (and all 9s, 8s, 7s etc... 1s. Well minus Arkansas, Iwaki, Flint and Black that is... to my OCDs everlasting frustration)
  13. Getting the hang of it

    It really depends since there is a lot of different factors involved. For exsample: Some BBs with low HE alpha damage (germans, Roma) usualy shouldnt bother switching to HE for DDs since the overpen damage is almost as high as (non saturated) HE normal pen damage... German DDs (at least with the 128mm guns) can get decent results with AP against larger (or actualy wider) DDs (Russians, Gearing/Yueyang, Germans, Aigle) for the same reason. Their HE is bad and if you get pens and not overpens your AP alpha is amazing. The same is true for Russian T9-10 DDs especially the amazing railguns of the Grozovoi (although your HE doesnt suck at least) fighting other giant DDs, especially Khabas with their 50mm belt armor. You can and WILL hurt a Khaba with DD AP or even Cruiser AP very hard. Just keep in mind that even regular DD plating will let any destroyer AP bounce of at even medium angle. Most cruisers are better off switching to HE. Reload isnt terrible so it doesnt cost you as much DPM and especially the later 203 (or even more) shells tend to overpen only and have decent HE alpha. On top of that 203mm shells can only overmatch around 14mm of plating if at autobounce angles. That means a bow in DD can pretty much ignore your AP (aside from superstructure). This changes with the 280mm guns, that can actualy overmatch typical T10 DD bows (19mm). You can still get regular pens at some angle or on very fat DDs (or Khabas whos not only armored but also wide) but you need to find the sweetspot between autobounce and overpen so its not really a regular thing. Generaly speaking, slower AP shells do better here US AP for exsample is often slower and heavier, thus having better bounce angles and more time to arm. German AP is normaly faster and lighter shells (with a very hard tip though). The Königsberg thus has very good shell trajectories and great penetration values at shorter range but the energy retention is a bit worse and angles make more of a difference. So here is my rules for anti DD warfare: German BB: Literaly no reason to ever switch to HE on main guns... (not only vs dds lol). Also just manual secondary the heck outa them at 11km or so. British BB: You are probably on HE already anways... Roma: Dont bother switching to HE ever really... Everything else: Stick to what you got loaded. Only specificly switch to HE for early shots if you support capping DDs or if you know there will be only DDs to deal with it next few shots. Cruisers: HE basicly. If the enemy DD isnt totaly angled I probably dont force a reload if I already got AP loaded or only have a few secs left on reload but queue up HE for the next reload. British Cruisers are an obvious exception, since you have no HE but short fuses and better bounce angles on the AP. Note that those HE able cruisers Belfast, Perth have regular AP and thus should use HE vs DDs. Harekaze with 100mm or Akizuki: AP unless you have IFHE, then HE (you do more damage vs flat broadside DDs with AP though but even 30° or so will make you bounce German (128mm) DDs: Switch between AP and HE depending on target choice and angles. Mostly because HE is so bad... Russian DDs: I like using AP vs selected targets on the higher tier ones (mostly Grozovoi) but only if you know what targets you can hurt and at what angle. Otherwise HE all the way. Rest: HE basicly vs anything. It should be noted, that US DD 127mm AP does have pretty long fuses which is nice vs cruisers citadels but not so much vs superstructures or DDs.
  14. I can honestly say: I play everything and have all ships (5 unobtainable ships aside)
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