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Nemo_Veritas

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  1. When you say close range, I mean 10-8km. Under that is close, like you say, and is really where the Yamato underperforms. But most players don't brawl in a Yamato
  2. Fighting a Yamato at close range unless its like under 5km is suicide. They can overmatch you and do so much damage that it's practically signing your death warrant
  3. What I'm talking about is how they can just overmatch everything. I have seen countless Yamatos that just reverse in their base and still manage to hit you for 10k even sometimes 20k volleys in excess of 19km, and it's annoying that the game promotes this kind of behavior. In the way Yamato is designed, its accuracy and overmatch encourage players to camp, and its one of the worst ships to play against. It's almost like the Conqueror, where no matter how you angle against it, it still does 15k against you every time it fires. It promotes the same kind of brain-dead Conqueror gameplay where you shoot and see magical big numbers appear on your screen, even if the enemy player angles like he should. Its even worse if you're in a down-tiered ship and you have to fight it. The other thing that I noticed is that the Yamato has the second highest average damage among all tier 10 battleships, behind the Republique (at least on NA), despite having twice as many battles. Honestly this just proves even more how retarded it is, and every time there is a Yamato or musashi on my flank, I'm forced to turn around and kite away from it and I still get spanked every damn time it fires even though not a single inch of my broadside is facing it. The Yamato is also a ship that requires multiple team members working together focusing fire on it in order to bring it down, otherwise it just dominates the flank that it's on especially if it has team support. I hate ships like this that you can't reliably play against that clearly give its user a clear advantage. The only counterplay that I can think of is that you need to show a much more wide angle of your belt armor to make the shells bounce, rather than just making the Yamato's shells punch right through your nose, but that still doesn't help most of the time because of plunging fire or RNG. The other option is to just run, and most of the time especially if I'm in a BB I have to literally go to the other side of the map just to escape it. I want to hear what people think about this subject, and I want to know what method I should use to play against a Yamato, if it even exists.
  4. Nemo_Veritas

    Not sure if I did this right for my Zuiho Captain

    After those basic skills, take dog fighting expert and then concealment expert and expert rear gunner, and you should be good. Until they rework CVs, these are the only useful skills right now for CVs, everything else is useless. Emergency takeoff just costs too many skill points to be useful.
  5. Nemo_Veritas

    Not sure if I did this right for my Zuiho Captain

    This is the basic build for all CVs. The skills circled in red are the ones you should get, I just don't have enough points for them. As you can see, every skill expect CE is focused on your aircraft's performance. Your aircraft are the most important thing while playing a CV, because they determine the damage you do, whether or not you have air supremacy over the enemy CV, and they also have the extremely important role of spotting. Improve your aircraft, not your AA or secondaries. You use your aircraft a lot more than you do your ship, right? Of course. Concealment expert is just thrown in their because people want you very badly and will shoot at you if they see you, so it's always nice to have. There's nothing else you can get anyways. Best of luck.
  6. Nemo_Veritas

    Not sure if I did this right for my Zuiho Captain

    Basic firing training is kind of useless for a CV and it should be a skill you get if you want after you get anything else. You should get rid of BFT, and get air supremacy next. Get rid of evasive maneuvers and get dogfighting expert instead. Evasive maneuvers is a bad skill because it slows your aircraft down by like 30%, which means that it takes longer to reload and refuel your aircraft, therefore lowering your potential DPM. Finally get concealment expert, because carriers get larger at higher tiers and so does their detectability ranges, so you will need it. Every commander skill you get should focus on the performance of your aircraft, not your ship AA or secondaries. If you're using secondaries on your CV, something is seriously wrong. You should rely on your fighters, not your AA.
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