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tmGrunty

Supertester
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About tmGrunty

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    Master Chief Petty Officer
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  1. tmGrunty

    Swedish DDs Captain skills

    Those Destroyers are pretty much torpedo boats with guns only for self defense. Their guns and the hulls are not good enough to make viable gunboats out of them as they are too slow and too sluggish with no smoke to reliably use the guns without taking huge amount of damage in return. The basic build for all of them are those 12 points: PT LS SE CE AR You want them on all Destroyers on the line. After that it basically comes down to this. TAE SI RL You have to chose 2 out of those 3 depending on your personal preference and playstyle. TAE is a bit useless on the lower tiers because the torp reload is already so short but becomes really helpful on the T9 and T10. With no smoke avaiable and their detection not being great I highly recomment that RL is one of the skills you take so the "real" choice is between 1 more heal (SI) oir quicker torp reload (TAE). However this only applies for the line. I'd take a totally different approach on the Smaland.
  2. tmGrunty

    What is Sight Stabilization?

    Dump DE for Enterprise but keep Sight Stabilzation. The 3 free points should 100% go into SE (you should take both T3 skills before taking any T4 anyway). And then just level your captain a bit more to be able to pick up the Improved Engines. Adrenaline Rush doesn't do much for a CV since the speed buff is calculated only from the current avaiable planes in a squad. This means if a plane dies or you empty drop it doesn'T count for AR. So the overall benefit of this skill is meaningless as ideally only 1 plane at a time is damaged.
  3. Demo Expert is a must on RN CVs and highly recommended on USN CVs (with HE bombs). In general if you CV has AP bombs you don't take it. If it has HE bombs it's viable but only after you get the plane survival skills in.
  4. Demo Expert only works on Rockets (on IJN CVs) which are or should be your least used planes unless you hunt DDs. You don't need extra fire chance on those.
  5. If you are so close in a CV (maybe except GZ) thatyour secondaries are firing you have made a massive mistake in positioning. AFT is also completely worthless as an AA skill. It only improves flak damage which is deadly enough already and no CV should even try to strike you anyways unless you are the last ship alive. At higher tiers it is absolutely deadly and a complete waste of planes if you try to attack an enemy CV. They have the best anti-air in the game and you will lose every single plane in your squad trying to get a strike through. Fire Prevention doesn't help you either. The -10% chance is absolutely meaningless to begin with and reduction to 3 fires doesn't help either because of how firfes on CVs work. Usually it's great because it combines the 2 middle (superstructure) sections into 1 and you can only take 1 fire there instead of 2. This is still true for CVs but since fiures only lasts 5 seconds on CVs it doesn't matter. You can just be set on fire on that 1 section every 5 seconds anyway. They don't need to set 2 fires to burn burn you down. Besides that ... If you are under constant fire from enemies you have mispositioned your ship. Regarding Torpedo Acceleration ... Upsides: Faster torpedoes make dropping on smaller targets easier and also allows you drop from behind ships so the torpedoes can catch up Downsides: It costs 2 points that could be spent on other skills (mostly additional T1 skills) You need to drop further out which can prevent you from dropping on targets close to islands It increases the speed difference between USN/RN CV torpedoes and IJN torpedoes and therefore you have to learn different lead times
  6. No. This is a basic 17pt captain build for IJN CVs Shokaku and Hakuryu. The last 2 points you can choose between TA or Last Gasp + Improved Engine Boost.
  7. tmGrunty

    CV Hate

    I basically don't touch my rockets (TinyTims) outside initial spotting and when I absulutely have to (no other full squads avaiable, need to go after a DD). Torp Bombers are by far my most used plane type on Lexington and are usually respnsible for >50 of the damage I dealt. The heal is best used after you caught a flak and multiple planes are damaged or as a "semi-counter" to fighters. Other then that heal is not very useful since only 1 of your planes takes damage at a time and therefore the heal will only heal that one target
  8. tmGrunty

    Hakuryu "Hellcarrier" aircraft visuals, sound?

    Played mine yesterday on stream on the PTS. Here's the VoD of it and you can see the planes and hear the sounds. https://www.twitch.tv/videos/570455780?t=6h44m26s
  9. tmGrunty

    Smaland Camo?

    WG changed the "greyish" camo patter during the development to the green one. Why I don't know but there is no way to get the grey one. And yes the mission gives the "Three Crowns" camo mentioned above. Although that screenshot is also not quite accuate on how it actually looks.
  10. tmGrunty

    dilemma

    Superintendent doesn't work for CVs.
  11. tmGrunty

    Graf zeppelin black observations.

    Here is another useful tip: Use the dive bombers at the start of the game to do the initial scouting. There are multiple good reasons for that: They are fast and allow for quick spotting of which ship is where At the start teams are close together so their is a lot of combined AA around and you will 100% lose planes. They are your weakest weapon and losing some of them isn't a big deal. Not going rockets first allows the enenmy DDs to seperate themselves from their support making it easier for you to get them alone with your squshy rockets planes on the 2nd run You might even get a lucky citadel hit or 2 into a Cruiser you find on your way. You might also seriously consider using Lütjens commander. After next patch you only need 30 hits combined from all plane types to proc his talent. This should be achieved pretty much every game and help with plane regenration. Personally I do not like the hybrid build though. I'd go with this instead: https://wowsft.com/ship?index=PGSA518&modules=111111&upgrades=124310&commander=PGW103&skills=134899880&ar=100&flags=472&consumables=11
  12. Description: The armor scheme of Cruiser Colbert isn't changed as metioned. I'm not sure if it is intentional or a bug since it is not the "central" deck armor but it seems weird. How to reproduce: Select Cruiser Colbert in port and look at the armor layout. Result: The aft deck armor is still 50mm thick Expected Result: The aft deck armor is changed to 16mm (same as forward deck armor).
  13. Description: The text when entering the Armory for the first time is not localized How to reproduce: Enter the Armory for the first time during the European Arc event Result: The information about the next event is in Russian Expected Result: The text is translated to English
  14. tmGrunty

    Graf Zeppelin Which Upgrade Is Best

    Are you confusing something? The first upgrade you mentioned is a slot 6 upgrade. Did you maybe mean Secondary Battery Mod 1? Regarding that upgrade though I think it is only somewhat useful if you go on full secondaries and also spec AFT on the captain. IF you want the secondaries you need all the range you can get. Personally I don't like "wasting" points on AFT so I don't use it anymore since that new upgrade got introduced with this patch. To answer the actual question I do use the new Aerial Torpedoes Mod 1. I like having faster torps as they are your main source of damage and it makes hitting ships easier. However I do play Random Battles and no Co-op For co-op games a full out secondary built with AFT and IFHE might actually be the more fun way to play.
  15. tmGrunty

    Indomitable is OP - excellent anti-dd CV

    Using carpet bombers against DDs is very hard especially if the DD is good. I'm not saying you should use bombs in the Indomitable against Destroyers. I'm saying your overall ability to deal with them is worse than with any other CV BECAUSE your bombs are unreliable and the rockets are weaker.
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