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Cpt_JM_Nascimento

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About Cpt_JM_Nascimento

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  1. Cpt_JM_Nascimento

    New European DD Line Powercrept a ton of ships!

    The entire line is limited only with HE shells, at high tiers, Gdansk for some dumb reason is longer than Kléber + has one of the most awfull firing angles among high tier DDs, in other words it has a similar handling as Paolo, you won't be able to bring your weapons to bear and being evasive at the same time. Lambros Katsonis is... weird in many ways, but not good ones. I saw many of them during testing and I was unimpressed, the radar is so short that it only helps to shoo off DDs, there's a tiny gap of 3-6s for the remaining team mates to open fire against the target. But considering that most players don't bring their guns to the target with longer radar durations from other DDs, I rarely saw the rest of the team engaging the spotted targets, even with the rare occasion with early warning of the player in chat. Also these DDs won't be able to use the radar+smoke combo if they are making over 40 knots, before they slow down below 10 knots to hide in the smoke the radar would have run out before that. The torpedoes are memes bad, but not the worst. You can describe them like Italian torps but fast or Swedish, but shorter in range. Good luck dealing with larger ships properly. Also they are the only DD line that doesn't have an ammo option to pen the hull of high tier cruisers and battleships. Mentioning against being limited to HE. Destroyer killers like Soviet and French DDs are more dangerous due to the raw firepower and Black with a more solid kit. You just forgot two little important details: Smaland has one of the strongest speed boosts in the game making the ship hearly impossible to hit if the player has any idea what he is doing and has considerable more DPM than Halland.
  2. Faz quase um ano que não tem post aqui nas Guias e Tutoriais, então vou postar algo pra ajudar a gameplay sem precisar melhorar em nada em questão de habilidade individual, apenas 5 ações bem simples. 1. NÃO abandone o local onde você deu spawn Muitas partidas são perdidas logo no começo, consigo prever o resultado final só vendo o posicionamento inicial dos times, isso é devido muitos anos de experiência no jogo. O principal motivo é os jogadores abandonando o local onde começam a partida, por várias razões, entre os principais estão: ter medo de mar aberto, ficar receoso de ficar sozinho, mentalidade de ficar com o grupo principal, não saber jogar sem cobertura de ilhas e insegurança no geral... Parabéns! Com um movimento "inocente" da sua parte, logo antes de ver o oponente o time inimigo já conseguiu várias coisas: uma área enorme do mapa de graça sem esforço; múltiplos ângulos de disparo contra o time, tornando difícil proteger as partes vulneráveis do navio; maior facilidade de pegar os pontos de controle do mapa e mais posições para utilizar elementos surpresa. "Mas Cpt! Quando o time fica junto o time quase sempre ganha!" Preste atenção nestas partidas, eu garanto que em apenas em cenários específicos isso funciona: o time rival está fazendo exatamente a mesma coisa ou o seu oponente tenta peitar a força principal do seu time com um navio de cada vez, geralmente enfrentando 6 ou mais navios sozinhos (ambos os casos são comuns em aleatórias devido a mentalidade dos jogadores e pode ser lidada facilmente de outras formas), em qualquer outro cenário, um time entregando controle do mapa de graça logo no começo sem conflito nenhum está condenado a ser derrotado. Além disso, gasta 5 minutos fazendo absolutamente nada, apenas tentando encontrar posição no mapa e quando finalmente acha, o time já está terminando de finalizar os alvos ali, restando nada para você ou está sendo dizimado e o seu navio agora será o próximo, se o começo foi passivo talvez conseguirá fazer algo. Vou nem mencionar o pior caso que é começar a partida nas linhas 1-2 e tentar se posicionar nas linhas 9-10 ou vice-versa... se chegar a este ponto você tem que tomar vergonha na cara Existem exceções extremas, como Atlanta contra tier IX em Okinawa dando spawn longe das ilhas no noroeste do mapa ou encouraçados com manobrabilidade horríveis em regiões com muitas ilhas como linhas 9-10 na Terra do Fogo. 2. Foque navios com HP baixo e DDs Percebo que muitos jogadores ignoram destroyers e navios com HP baixo, principalmente os que estão tentando fugir, ainda mais se estiver jogando com encouraçados. DDs estão mais vulneráveis no começo da partida, quando tem mais navios para achá-los, enquanto são muito perigosos no final quando tem poucas embarcações ou nenhuma para encontrá-los. Enquanto navios com HP baixo podem recuperar e voltar para a partida mais tarde e DDs terão recarga insana nos torpedos com a habilidade "rush de adrenalina". Retire um pouco da mentalidade de ficar pegando número grandão na tela um pouco e foque em derrubar os números do oponente e os alvos responsáveis por serem os olhos do oponente. Na segunda metade da partida terá todos os alvos restantes para farmar tanto dano até a partida terminar sem ficar numa situação embaraçosa de ser torpedeado por um DD que não consegue ver que ignorou mais cedo ou ser afundado por algum jogador que pensou que já estava no fundo do oceano. 3. Não jogue o navio da forma que ele não deve ser jogado Vejo com mais frequência que gostaria que acontecesse... jogar com o navio num cenário que ele não foi feito para jogar. Exemplos: Worcester com módulo de alcance + avião de spot, porque não um Nevsky ou um Zao? BBs franceses com build de secundárias (exceto Flandre), porque não um encouraçado com secundárias que ao menos FAZ DANO nos alvos com o armamento secundário? tentar fazer manobra de flanco com BBs lentos... nem preciso detalhar o motivo. "Mas Cpt! eu gosto do estilo de jogo 'x'!" Uma ilustração: não use como métrica o quão bom é um animal é na capacidade de escalar uma árvore entre um peixe, esquilo, boi e um pássaro. Por favor, aprenda sobre o navio primeiro e jogue com ele como deve ser jogado, se quer um estilo de jogo específico, procure os navios com a forma de estilo de jogo apropriada. 4. Tancar ou não tancar de BB, eis a questão Bem resumidamente: se tiver aliados por perto que podem facilmente explodir e o seu encouraçado for capaz de resistir ao armamento dos oponentes naquele local do mapa, certamente que sim. Caso não tenha ninguém ou apenas um ou dois do seu time ali que vão cair de qualquer forma porque estão com HP baixo ou estão passivos esperando alguém ser boi de piranha? Jogue sossegado e administre o seu HP. 5. Não tente ganhar mais do que precisa Jogue de acordo com as suas condições de vitória. Alguns exemplos: Se tiver com uma margem enorme de pontos, não vá atrás caçando navios, fique esperando eles chegarem nos pontos de controle porque o oponente TEM QUE pegá-los para vencer e se tiver com HP baixo ou desvantagem enorme de navios, simplesmente fuja. Não precisa bancar o macho alfa e tentar ganhar que nem homem, sabe o porque? Sua masculinidade não depende disto. Caso esteja em desvantagem de geração de pontos, o foco é ajudar o seu time a virar os pontos de controle. Afundar navios é importante, mas geralmente só ajuda em ganhar mais algum tempo. Caso seja o último jogador do seu time e tiver uma vantagem segura de pontos, fuja. Caso não tenha ou o oponente será capaz de virar os pontos antes de terminar a partida, enfrente-os, de preferência um de cada vez e assim que tiver a vantagem dos pontos, sobreviva.
  3. Nice post as always! Because it doesn't sacrifice firepower like many recent ships, mainly CLs, that's a plus. Nor artificially nerf to fit the ship in a tier she doesn't belong. I would prefer the HE and AP combo, I would avoid SAP, because WG doesn't know how to balance ships armed with SAP. Maybe the only two exceptions are San Diego (I found her final product boring compared to the potential she could have) and Sherman, that even with high DPM, the Excel spreadsheet says Sherman is a slow DD with average concealment and limited torpedo power, therefore it is "balanced", but the ship is a bit out of the curve in potential for randoms, on the other hand is weak in competitive... while the others are a joke and Venezia saw better days.
  4. Cpt_JM_Nascimento

    Pan-EU BB tech tree proposal

    Digging deeper I found some British projects, but I couldn't find any information about them, except the name. Also I found German shipyards being mentioned, but also, I couldn't find any more information... I don't know if they are still confidential or which book/archive/library I could find them. Anyways, gonna mention the British ones that I found by name, they couldn't fit in the tech tree, but they might work as premiuns. Armstrong Export Design 473 for Greece - 1906 Vickers Export Design 462 for Turkey - 1910 Vickers Export Design 469 for Turkey - 1910 Vickers Export Design 470 for Turkey - 1910 The German projects are designs from the same period, competing for the same contracts as the British ones I mentioned. This information I found was from Tzoli
  5. Cpt_JM_Nascimento

    Pan-EU BB tech tree proposal

    I was digging further down the rabbit hole. Not only it is possible to make a BB line for pan-EU without Netherlands, Spain that now are their own factions, but it is possible to make a second one with battlecruisers as well without using too much fiction like I first thought. But I reached a progression issue: tier VI-VIII would be Austro-Hungary once again, at least they would form the core of the tech tree and how the gameplay would be. Instead this time I could add other nations as well. And that means how to fit Salamis and Yavuz, both being built originally at German shipyards helps a lot with progression. Tiers IX-X I don't need to comment... Now here comes the problem: Salamis doesn't have a base speed to work as a battlecruiser in WoWs, only 23 knots... still enough to outrun almost any battleship back in 1914, then there is the final version that was being built that makes hard to find a place for the ship, she had a heavy broadside - 8 14-inch guns from US and average armor, not more than 250mm belt protection and she was lighter than a Tegetthoff - 19.5k tons. This thing would eat stuff at tier IV like Orion already does. (IRL her hull was mostly complete) Then There are her preliminaries and a mostly unkown event from the 1920s: Her first drafts include smaller vessels. One of them weights only 13.5k tons and the low barrel count of 3x2 14 inch guns... that's barely better than a Mikasa, but NY guns can't be tier III material even with only 6 of them. But in the end it wouldn't make justice for the greek market and it can't fit a line that should be faster than most BBs it can face. Then there is a requirement from the greeks that never reached the design papers, because of bureaucracy, payments and contract issues resulted from the WWI, not going to dive in this one or I would waste time in off-topic. But basically the ship would be remade to murder Yavuz, in other words it would keep the same armament, but the protection would be improved and be at least as fast as its Agean rival. And now I have to say I have bias to add Yavuz instead, because she was comissioned after all. If we use her like she was in WWI, she won't be that much different from her sister Moltke and be tier IV material, but this is boring... but if we use her WWII version in-game she might have similar performance as Derfflinger at tier V. Yavuz would have weaker protection and firepower, on the other hand, she would be faster and have an AA way stronger. That's why I'm inclined to put Salamis as a tier IV premium, since her characteristics make it hard to fit in a tech tree line: strong armament, weak survivability and average speed for the tiers she could fit even with German origin. While Yavuz have better synergy with A-H battlecruisers that had heavy German influence.
  6. Cpt_JM_Nascimento

    Pan-EU BB tech tree proposal

    Ersatz Monarch except the guns indeed is tier V material, but again it would need at least a reload nerf, Kongo, one of the hardest hitting ships at the tier already punches through most tier V BB citadel armor like butter and the Skoda 350mm weapons hit EVEN HARDER if we use the limited information we have about the weapon being used on land. Mostly due to the higher muzzle velocity. I can see her fiting at tier V... but this firepower still concerns me. http://www.navweaps.com/Weapons/WNAust_138-45.php I avoided large ships to make the line seem unique, the size of the ship in real life didn't impact too much in their survivability, but in WoWs it does, becoming more obvious with German battleships and "tier XI" battleships that dares to get too close for confort. That's why I picked the small ones, but that's not the only reason, it would share similar characteristics with Viribus Unitis. One of my favorite characteristics on Viribus is the ability to quickly make turns while not being actually fast, being one of my favorite ships to evade torps and incoming fire. I wanted to keep this characteristic in the tech tree... meanwhile giving large ships a tight turning circle might make them look cartoonish (some ships back in alpha testing were nuts in this characteristic, tbf that was a totally different game from nowadays). If the survivability is still a concern due to low tonnage, tweaks in the survivability consumables can do the trick. I didn't want to make the line look like a mid-long range spin-off of the Schlieffen tech tree. And the last point is that I wanted to make a BB/BC line that is not easy to play, but very rewarding for the players that knows the game, something lacking in WoWs nowadays. The only exception recently is the German BC line, that has poor survivability, they can be easily citadeled compared to other brawling capital ships, low HP and many other issues in this area, but their damage output is insane. In the end, Schlieffen became a better brawling option for good players than GK/Preussen even with these two having better survivability and heavier main battery that is more noob proof, because they are nearly cit-proof and have a larger HP to burn and with a "not overmatchable" hull. Making searches around, as expected someone made a similar proposal before than I did, but the topic is now closed. The main difference is that the OP from that topic used an even more extreme approach to my tech tree vision. For example: Ersatz Monarch being all the way up to tier VII. https://forum.worldofwarships.com/topic/245857-the-pan-eu-conundrum-an-austro-hungarian-solution/
  7. Cpt_JM_Nascimento

    Pan-EU BB tech tree proposal

    All the designs and layouts are in the source I provided, I didn't post the pictures here to keep the post smaller and play safe. http://www.viribusunitis.ca/bb-bc-pre-designs Also there are more info there way beyond that could be applied to WoWs if u are interested
  8. Cpt_JM_Nascimento

    Pan-EU BB tech tree proposal

    I can see why you don't want to add similar ships when you can add different ones, but I didn't want to straight up make Viribus Unitis obsolete or make a 34.5cm gun unfun to play by making it way too innacurate and/or with a long reload. Ships from the same faction at the same tier with different gun calibers usually have a noticeable difference in the amount of barrels. An alternative would be downtiering the finalized Ersatz Monarch to tier V. While at tier VI, the substitute would be "Design XIII STT Project I 1914" armed with 4x3 34.5cm guns and displacing 29,600 tons. Giving the ship a slight weaker salvo than the American and Japanese dreadnoughts at the tier. I thought a bit about using "Design XIV STT Project II 1914" as a substitute, the extra gun compared to the previous design wouldn't make too much a difference, since this one has a worse gun layout, but she got a large displacement and could potentially have even better survivability than the tier VII (32,000tons), also the dimensions and tonnage would be among the largest among the BBs at the tier. Not that STT Porject I is any smaller either... and both wouldn't fit the characteristics of the rest of the line. Both would fit better as premiums. Then I looked at previous designs once again. Designs VII and VIII 25,200t MTK project(s) 1912 would give similar firepower in a considerable smaller hull and would fit better with the rest of the line. Like most the rest of the battleships here, you wouldn't want to serve in cramped warships like these. tl;dr: Ersatz Monarch would be downtiered, while the substitute at tier VI would be either design VII or VIII, but trying to not straight up making Viribus Unitis obsolete or make Ersatz Monarch unfun to play by nerfing the gun performace would be a balancing problem. Extra: It might be possible to fit a 5x2 30.5cm design at tier III, IF there are considerable compromises in gun performace and firing angles, we don't wanna another König Albert here
  9. Hello! After doing some research I found it is possible to make a pan-EU BB line without diving too much on fiction, unlike some lines added recently. All ships from the line are from the Austria-Hungary Empire, I picked only a single nation to make the progression more cohesive without sudden changes in gameplay, therefore increasing the chances WG might add the line in the future, just like the "pan-EU DD line" that is basically Sweden. Obviously, feel free to point out alternatives to solve it. Some I saw include: Greece, Turkiye and if u go deeper in the rabbit hole you can even find projects for the Nordic countries for further additions. Precise information about the battleships are hard to find, because each place of the Empire was responsible for different parts of the construction, nowadays different sovereign states. Fortunately, I found a source that compiled all the information in one place that I will share at the end. Enough with the introduction, in the game the ships would have the following characteristics: ships with the dreadnought armor scheme, small for their respective tiers (dockyard limitations IRL) making hard to land bulky salvos against them and incredibly maneuverable even with the limited maximum speed, on the other hand they would have a small HP. Offering a different gameplay without adding gImMiCkS. Possible modernizations would include Škoda weapons created after WWI and the fire control and large caliber weapons would utilize German technology due to diplomatic narrowing between the Austro-Hungarians and the Germans before the Empire felt. The naming convention for the warships used mostly references to the Habsburgs, the Royal family of the empire and other important noble citizens. Furthermore, names from pre-Dreadnought vessels that were being decomissioned will be used as well. Now a quick summary: Tiers III and IV are the first generation of battleships, the first being a preliminary design of the Tegetthoff-class and the second one Tegetthoff itself that operated for the navy. Tiers V and VI are projects resulted from the Arms race from the period, being the first one a preliminary design of the Ersatz Monarch class and the second the finalized version. Tiers VII and VIII are the result of the experience shared from the Germans about the Battle of Jutland, in other words, the caliber of the weaposn are prioritized over the volume of the salvo, meanwhile the end of the war was approaching and the navy was anxious to restart its capital ship building program with the conclusion of the conflict, oblivious to the destiny that the Empire would face soon. Tiers IX and X are fictitious ships that could have been build if the Empire didn't dissolve and lasted a little longer to progress with the naval development, using references German projects. Here they have a dangerous firepower and low survivability. Tier III – Tegetthoff - prelimiary (Siegfried Popper II project) Dimensions: 151.5 (wl) x 26 x 8.6m Displacement: 20,000 tons = 33,500 HP Main armament: 4x2 305/50mm K10 Secondary armament: 4x2 190/50mm Other: 20x1 100/50mm em casamatas AA: 2x1 70/45mm Speed: 20,5 knots Armor: turrets - 60 a 280mm; deck - 48mm; belt - 230mm Comments: a generic battleship for the tier with pre-Dreadnought "vices", like large secondary weapons in turrets, even so, prepares the player well enough for the tech tree. Tier IV – Tegetthoff Dimensions: Viribus older sister :) Displacement: 21,689 tons = 35,700 HP Main armament: 4x3 305/50mm K10 Secondary armament: 12x1 150mm AA: 18x1 66mm Speed: 20,5 knots Armor: turrets - 60 a 280mm; deck - 48mm; belt - 280mm Comments: in-game the ship would have lower alpha and longer reload to become balanced one tier lower compared to her sister Viribus Unitis (tbf the ship was fine at this tier in the first testing version, but WG became hesitant to create a seal-clubbing premium). Tier V – Ersatz Monarch - preliminary – Maria Theresia (Design I / 22.000t MTK Project 1911) Dimensions: 161 (wl) x 27.6 x 8.4m Displacement: 22,000 tons = 36,300 HP Main warmament: 4x3 305/50mm K10 Secondary Armament: 6x2, 10x1 150/50mm casemated AA: 24x1 75mm Speed: 21 knots Armor: turrets - 60 a 280mm; deck - 63mm; belt - 300mm Comments: Similar to the tier IV with improvements to the armor, secondary armament and AA weapons. Tier VI – Ersatz Monarch finalized project – Monarch Dimensions: 172 (wl) x 28.5 x 8.4m Displacement: 24.500 tons = 45,100 HP Main armament: 3x2, 2x2 350/45mm K14 Secondary armament: 14x1 150/50mm casemated Other: 12x1 88mm dual purpose weapons AA: 2x1 47mm Speed: 21 knots Armor: turrets - 80 a 340mm; deck - 72mm; belt - 310mm Comments: Keeps the gameplay from the previous ships with considerable improvements in fire power and protection to keep competitive at the new tier. Tier VII – Erzherzog Karl (Battleship project III - 1917) Dimensions: 200 (wl) x 30 x 8.75m Displacement: 32,300 tons = 52,800 HP Main armament: 4x2 380/45mm SK L/45 (German origin - weapons from Prinz Heinrich in-game) Secondary armament: 18x1 150mm casemated Other: 14x1 88mm de duplo propósito AA: unknown amount of 47mm weapons Speed: 25 knots Armor: turrets - (similar to Prinz Heinrich turrets); deck - 40mm; belt - 300mm Comments: sacrifices armor, on the other hand gains a substantial amount of fire power and speed. Tier VIII – Zrínyi (Battleship project V - 1917) Dimensions: 215 (wl) x 32 x 9.5m Displacement: 39.600 tons = 62,700 HP Main armament: 4x2 420/45mm SK L/45 (German origin - weapons from Schlieffen in-game) Secondary armament: 20x1 150mm casemated Other: 4x1 150mm dual purpose AA: unkown amount of AA weapons, problably the 47mm option and newer guns. Speed: 24 knots Armor: turrets - (similar to Schlieffen turrets); deck - 40mm; belt - 300mm Comments: the old design starts becoming a problem, on the other hand is compensated with the largest main battery guns at the tier, being a threat to any target being aimed by this ship. Extra: here we would possibly have the oldest 150mm DP gun if it gets implemented... how effective it would be in reality is dubious, because even similar weapons several years later were a disaster in this function, some of them were only solved somewhat during the Cold War. Tier IX – Erzherzog Franz Ferdinand (fictitious) Displacement: 45.000 tons = 67,500 HP Main armament: 3x2, 2x2 420/45mm SK L/45 (German origin - weapons from Schlieffen in-game) Secondary armament: 12x1 150mm dual purpose AA: 18x2 40mm from Skoda Speed: 26 knots Armor: turrets - (similar to Schlieffen turrets); deck - 40mm; belt - 320mm Comments: a considerable more modern warship, without the use of casemated guns, also with a heavier focus protecting the ship against air raids. On the other hand keeps the obsolete armor scheme, low speed compared to the competition and low HP. At first I thought increasing the caliber of the weapons, but it would be hard to balance (Georgia, Musashi both no longer available to purchase and Sun Yat-Sen with a pathetic alpha damage per salvo) Tier X – Habsburg (fictitious) Displacement: 58.000 tons = 81,000 HP Main armament: 4x2 450mm (Preussen weapons, but not quite... several posts in the forum already cover this) Secondary armament: 6x2 150mm dual purpose Other: 8x2 128/61mm KM40 dual purpose (German origin) AA: 24x2 40mm from Skoda Speed: 27 knots Armor: deck - 50mm; belt - 350mm Comments: a warship with the same gameplay from the other high tier ships from the line, at first it seems like a boring vessel to play, but she has unmatched handling uncommon for tier X behemoths. Tier VI (premium) - Sankt Georg (Battlecruiser project II - 1917) Dimensions: 220m (wl) x 29 x 8,5m Displacement: 34.000 tons = 55.300 HP Main armament: 3x2 380/45mm SK L/45 (German origin - weapons from Prinz Heinrich in-game) Secondary armament: 18x1 150mm casemated Other: 12x1 88mm casemated AA: 6x1 88mm weapons Speed: 30 knots Armor: deck - 40mm; belt - 225mm belt Comments: The KuK navy got impressed how SMS Goeben evaded the British and how effective the Battlecruisers were at the Battle of the Falklands (1914) and designed some of their own, since they lacked a warship of this type. So, I picked this project as a premium, since there are only a few battlecruiser projects that couldn't be the base of a different tech tree line, in-game the stats might be intimidating for a ship at tier VI, but the armor is vulnerable even against some 203mm AP shells and the poor placement of the turrets will force the player to show a considerable amount of the weak sides of the ship to the enemy. Source: http://www.viribusunitis.ca/bb-bc-pre-designs Extras: I forgot to name some ships; I need to rethink the AA, even if it gets buffed somehow the protection against airplanes will still be weak; If the ships can't deal enough damage on paper in the game, the addition of underwater torps might be an option; There might be some Portuguese words randomly lost in the text above, since the original version I made for fun in Portuguese last month after @Captain_Benevolent_Fair dared me to create a BB line not added to the game yet that isn't pure fiction nor a PanAM one. The HP I used don't follow the formula used in the game to calculate it using displacement, I did it in a rush in the last minute because it was missing, still an aproximate value; To see the designs click on the source I provided to see Tzoli reimagination of the ships. He always does an amazing job!
  10. I'm going to keep it short. This is a F2P game... what you are asking for is a game where you P2W. Before I hear cliché answers like "I keep the game alive by buying stuff" or "They need a revenue source" I have all the ships banned for the next season. The problem here is the lack of variety among the remaining BBs available.
  11. Cpt_JM_Nascimento

    DevBlog 388 - Pan-American Cruisers - Closed testing

    The lack of real ships and proposals for the line baffles me. Six out of the nine Brooklyn-class cruisers ended their carrers in South American navies... only Boise released some years ago as a premium is in the game. 25 de Mayo with 190mm guns as a premium? Bahia as a low tier ship? Latorre a light cruiser that fits the description of the line? Almirante Grau, so we could have a DZP that isn't depedent on air strikes to compensate the nerfed DPM? At least there are La Argentina and Coronel Bolognesi... The tier I no matter if it is real or not is gonna be generic as all the other ones there. Edit: and no Vickers-designs on sight or more British ships that the Royal Navy wanted to sell to pay the costs from the war until the US came and said: get my ships instead!
  12. Did u just ask to collectivize the means of XP production on Narai or send Weimar to gulag? ... This isn't the first time I see something like this.
  13. Cpt_JM_Nascimento

    Recrutamento dos portos da STAR

    Hmmmm... Não sabia que o Norfizz postava e atualizava por aqui.
  14. I was taking a closer look at Siegfried in game and I noticed her freeboard sits too high in the water (there was already the armor layout that was inconsistent, but that was discussed a lot when she and her sister were lauched and then WG showed OUR blueprint). I'm well aware the freeboard of a ship will go up or down according to how much weight it carries, but that's rarelly the case in WoWs. Also the freeboard of other ships were changed when needed, more recently Tashkent and Petropavlovsk. Both O-Class in game have a tiny part of her red under hull showing, should their freeboards be reduced?
  15. Cpt_JM_Nascimento

    Rochester - Worth Owning?

    Pick Rochester first, since she brings a different gamestyle than other american CAs, there's also Anchorage, but there are some things that make her have poor synergy with her kit that Rochester doesnt suffer: she's big for a cruiser that fires from smoke cover + has poor concealment, that means she is vulnerable to blind fire, metal fishes (she handles poorly) and her firing penalty is high. Meanwhile Rochester doesn't have any of those. Rochester also has something most players totally forget about, she has nearly DM levels of AA, but at tier VIII. CVs except tier X ones will regret attacking this ship. Also because her conceal is really low she can still work outside smoke screens because she can outspot most cruisers she faces. I first bought her because I wanted to smoke copium until they bring a Baltimore-class at tier IX like used to be some years ago. I had low expectations and I got a huge surprise instead.
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