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About senseNOTmade

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    Warrant Officer
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  1. senseNOTmade

    Kiting in Shchors

    In general this ship is a bit of a paper tiger, in the sense that you almost always trade badly if you and an enemy (especially an enemy BB) are just trading shots back and forth. Because of this, you generally want to just flat out avoid being shot at. Stay at maximum range. Never sail along. Always make sure there's a teammate around who is closer. A teammate who is a more immediate threat to the enemy. A teammate showing more broadside than you. Make the enemy choose not to shoot at you, and then have them regret it after the battle when the farm 150k damage off their sorry asses.
  2. You get ranked battles every so often that are almost entirely filled with BBs. In my experience the game ends up being all about setting up crossfires and coordinating fire, with little else to do. Interesting for one of two games, but not much more than that. That said, I am of the opinion that the current MM makes team layouts too similar from battle to battle. Sure, the game is balanced around having roughly equal proportions of each class in the fight, but in my opinion the fact that battles are almost always some variation of 4-4-4 or 5-4-3 makes things boring after a while. People (including myself) memorize how to play each map given roughly the same team layouts, instead of actually thinking about what they're doing in a grand strategy sense. All-BB battles might be too samy for an entire gamemode, but having all-BB battles pop up in random battles say, once every 30 matches, might make for a nice change of pace.
  3. senseNOTmade

    how you can accomplish 200,000 xp ?

    So, I had a quick peek at your stats to see if there was anything we might change to get you some more XP. Please understand that I only want the best for you when I say that I don't think you're ready for high tiers. In general, the higher tier you go, the longer the ranges and the more heavily mistakes will be punished. As it stands, it seems clear that there are some fundamental things about the game mechanics that you're missing. That is nothing unusual- the game doesn't have any sort of tutorial of manual, so it's quite common for people to come onto the forums only to realize there's something they were just never told about. But your life is going to be a LOT easier if you make sure to correct those mistakes now, before trying to unlock any more ships. My advice would be to only play ships below tier 5. I know that sounds restrictive, but the higher tier ships aren't going anywhere and you'll end up enjoying them a lot more once you have a firm understanding of the lower tiers. Everything builds on itself in this game. Then, go to youtube and look up guides on how to play these ships. We live in the internet age- the best players in the game are all online and just begging to share their knowledge and experience with you. Noster, Flamu and iChaseGaming are all fantastic youtube channels that have videos explaining individual ships or game mechanics in general. Hopefully, that should iron out any gaps in your knowledge which might be holding you back. I then suggest restricting yourself further to only two lines (the American battleships and French cruisers should provide a good starting point), and set yourself a goal in them. For example, try to get a 50% winrate and 40k average damage in the Emile Bertin and New York (not including the battles you've already played). Once you feel really comfortable in those and can consistently hit those goals, go up a tier, and set yourself slightly higher goals. Repeat the process. Advance up a tier when you feel comfortable with a ship, not when the game tells you that you've unlocked it. I know this sounds like a lot of work, but I guarantee that it's going to be worth it in the end. Trying to play when there's mechanics and systems you don't know about is just unfair. But it's up to you to make sure that you know those mechanics before you start trying to grind. It'll probably be faster in the long run anyway. Those high tier ships aren't going anywhere; they'll still be there when you're ready for them. Eventually, with XP flags and camos, you'll be able to do that 200k XP in 40 battles or less. And you'll be having fun at it too.
  4. senseNOTmade

    Is it worth going beyond Budyoni ?

    If you mean the Budyonny, the answer's yes. Russian ships are very powerful when armed with IFHE. I would not hesitate to take any of them into ranked or CB. Up until tier 10 they all fulfill a fairly similar HE spamming/kiting role, with decent concealment, great rudder and weak armour. I think they out-DPM just about any same-tier ship, especially at longer ranges where their fantastic shell velocity and accuracy really come into play. The moskva at tier X retains those great guns, but adds to that the ability to bow-tank BBs, allowing it to set up shop near the center of maps and make extremely effective use of its radar. I would also say that that the current meta which tends to be based around trading damage effectively and setting up crossfires tends to favor this line especially.
  5. senseNOTmade

    Captain builds

    Both IFHE and CE are mandatory for the Atlanta. Without those two skills, you might as well not bother having a captain at all. Some people swear that AFT is necessary as well to correct the Atlanta's terrible range, but in my view that skill just encourages camping and distracts from your primary mission, which should be hunting destroyers. You're not gonna be hitting anything smaller than a BB beyond 10km anyway, and even those get tough if they try dodging just a little. I could imagine that you can play Atlanta without CE in operations, since you'll be spotted most of the time anyway and the DDs are all suicidal there. But IFHE really is non-negotiable. You'll be struggling to pen cruisers without it. I suppose AFT can also be the right way to go for OPs, since you wanna be able to coordinate your fire with whatever your teammates are shooting at.
  6. senseNOTmade

    XP for Spotter Plane after sinking?

    In theory, I think so, yes. The thing is though that spotting damage isn't rewarded very strongly, at least not directly in terms of XP and credits. So I wouldn't recommend this as your go-to strategy for grinding lines.
  7. senseNOTmade

    Am I missing something about République AP?

    I'm not particularly knowledgeable about shell ballistics, but the Rep has a reputation as a somewhat odd duck which combines high penetration (the shells are large, heavy, and very fast), with only slightly above average overmatch characteristics. The result is that, if anything shows you broadside, you'll be able to citadel it at any range (up to 22km+). If you aim too high though you can find your shells have such straight arcs that they pass straight *over* the enemy citadel, and because they penetrate SO well, they'll often end up passing straight through the enemy superstructure without exploding. Your high penetration also allows you to collect a large number of pens on the upper belt armour of ships which are heavily angled (up to 50 degrees or so), as long as you avoid the belt. All that said, you're working with only 8 guns here, and although your accuracy is fairly decent, you just don't have a lot of chances to average out the rng sometimes. Expect to have a miff volley once in a while.
  8. Does the hindy need buffing? I mean, I don't have it yet myself, but my experience of playing higher tiers would lead me to believe it's already one of the scarier heavy cruisers. Same for USN BBs. Sure, we all like to shame the Colorado for never being as good as its younger sisters, but do the Iowa, North Carolina, Nex Mexico, New York etc really not hold up? I certainly never felt underpowered in those ships when I played them. Could this be the first signs of really significant power creep? I'll have to agree with others that making cruiser belt armour stronger is a welcome addition, as is differentiating heavy from light cruisers. The idea of changing the usefulness of IFHE has me conflicted though. On the one hand, it's unbelievable what ships like the cleveland can do with this skill, and it really sucks how mandatory having a 14 point captain has become because of it. However, many of the ships which rely most heavily on IFHE are also the ones with the most precarious/high risk playstyles that really desperately need a high damage rate to work. From my experience playing the Donskoi without IFHE I'm also a little worried that if ships end up not being able to reliably pen BBs at all, it will herald the return of the long range attrition/fire meta, which I'm sure would lead to a lot of frustration and boredom for all parties involved.
  9. senseNOTmade

    Jean Bart , Yea or neh?

    I saw a lot of JBs yesterday. My impression was that the half who could afford her were eager to try her out, and the other half who couldn't were so terrified of the reputation she's built up while in testing that everyone immediately HE spammed the nearest JB as soon as it was spotted. I actually didn't see any really effective plays by JBs all day, even though every match I played had at least one per team. I think in the long term once the novelty wears off she'll be a fine ship, but I doubt that she'll be particularly common.
  10. senseNOTmade

    IFHE on Donskoi

    I took IFHE off for the Donskoi, and regretted it. You end up only being able to do a fractional amount of HE alpha damage to most tier 9 and 10 BBs, which is a serious problem given the ship's intended role. I actually happen to have a replay (my last battle in the donskoi) which demonstrates this: In this battle I end up kiting 3 BBs and a cruiser for the entire match- perfect conditions for a cruiser like the donskoi. Unfortunately, despite getting 254 HE shell hits, I only end up doing 47k HE alpha damage. That's an average of 185 damage per shell hit. Put simply, the donskoi does not have the rate of fire to make that kind of damage rate worth while. As you can see in this battle, despite firing continuously for 15 minutes, I am never able to kill one of these guys without someone else on my team providing the alpha strike, or through carefully managed fires. You can also see how vastly more effective I am when firing against the tier 8 Bismarck, as compared to the tier 9 and 10 ships. I do get a lot of fire damage (over 50% of my damage is, in fact, from fires), but the vast majority of this damage ends up being totally ineffective due to heals. Bottom line: take IFHE on the donskoi. Get rid of it once you have the Moskva.
  11. senseNOTmade

    Possible Solution to Radar

    Oooooh, I see! It's a reference to that political youtube channel thing, not the subreddit. Got it!
  12. senseNOTmade

    Possible Solution to Radar

    First of all, the phrase is: "Change my view." Second, DDs might rely a lot on their stealth, but it's by no means the only advantage they have over other ship classes. You have the speed and maneuverability to pick your fights, disengage and only commit when you're comfortable, even if you're occasionally spotted. Just a few tricks I've seen DDs use against me when I play my desMoines in either randoms, ranked or CB: You can bait radar. Very few ships can stealth radar, and those that can (I forget if the Worcester can, or if it has since been nerfed), generally aren't actually very effective at the max range of their radar. So yes, a desMoines might spot you occasionally, but if you play your cards right it is perfectly possible to dodge all his shells and get back out of his range, after which you have a comfortable 90 second window in which you can do as you like. Same goes for just about any radar ship except maybe the Moskva (which gets spotted from orbit). Most caps also include a small island, perfectly set up to let you cap while hidden from the enemy. So that nasty cruiser on the other side might be able to radar you, but it won't help him much if nobody on his team is actually able to shoot at you. Or here's a novel idea: rely on your team. Get BBs to help you, and maybe try baiting the enemy radar cruiser into open waters where he can get royally smacked by your friends. None of these strategies will always work perfectly. But that's the point. You're a DD; with the speed, rudder and small size to pick your engagements. You keep track of where enemy radar ships are and who's radar is on cooldown, and you only engage when and in a manner that you avoid being lethally shot at.
  13. senseNOTmade

    What good is Capt skill, Priority Target?

    Well, on some level this discussion is a false dichotomy, because once you get a couple captains trained up either of these skills will be so cheap for you that you really won't think about having to 'choose between them' ever again. Might seem far away, but you'd be surprised how quickly you can get a set of 10 pointers if you manage your flags/events right. That said, the main issue between these two skills is that PM is only really consistently useful on DDs, whereas PT is always useful. Components only rarely get knocked out on CAs or BBs, meaning that the damage control consumable is usually enough to take care of any issues. Even if that happens to be on cooldown, these ships typically have enough durability to wait out the repair timer (as long as it isn't your engine that's knocked out). DDs do benefit quite a bit from PM, since they get a lot more components knocked out a lot more quickly, and since split second differences in speed and maneuverability matter more to them, and indeed you will see a fair number of DD captains take PM over PT as their first skill. However, DDs are always quite captain skill dependent, and you really don't expect to have a competitive DD until you get 11 captain points (in which case you just take both). PT, on the other hand, is a vital skill for any ship type, as what it allows you to do is keep track of many enemies simultaneously without having to look where their guns are pointing. A critical point here is that it tells you both when enemies are aiming at you, AND when they are not aiming at you. For new players this is good because it gives them more feedback on what they are doing right or wrong and lifts some of the burden of multitasking, while for experienced players it is an excellent skill because it allows them to infer what the enemy is doing. One of the chief ways I benefit from PT is that it allows me to detect when the enemy is making a mistake I can exploit, when a DD might be launching torps at me, or when it might be time to retreat from a given engagement. I can also use it to infer how many, and sometimes even which, enemy ships are on a given flank. On the whole, it is just a really useful skill, both for learning the game and for predicting what the enemy is doing once you get more experienced.
  14. senseNOTmade

    Remove Situational Awareness - Fixes many problems

    Don't be mean, Ryuuoh. I think OP has been very good in responding constructively to what is otherwise pretty harsh criticism of his idea. It's important than people like you and me respect that kinda attitude.
  15. senseNOTmade

    i desperately need help

    Although I've never played the yammy myself, I have played it together with a division mate who is extremely successful with it. What he likes to do is set up on the inside edge of an outer cap. He then carefully positions himself to bow tank incoming fire without getting outflanked, torpedoed or concentrated too hard, making sure to back away early enough if the enemy has overwhelming superiority on the flank. All the while he is creating a crossfire between himself and the flankers on the team (I typically play a henri when we division). His main role during this time is to provide the 'punch' to the cruiser's attrition; it creates a push-pull, where enemies will want to try and push the cruisers back, but end up getting repelled because they don't want to show broadside to a yammy. A note here is that being bow-in provides a lot more free time to be watching the minimap. My friend is usually the first to note the concentration of enemy forces, or when a flank is about to collapse, and re-adjust accordingly. Once the enemy DDs have been cleared away, or it is clear that we have superiority on the flank, he will typically be in a good position to push into the cap, again maintaining that crossfire between himself and the flankers. If enemy DDs have survived until now, I may come over and screen against torpedoes for him. This strategy has worked extremely well for us, although it is of course predicated on being in a division with a flanking cruiser. Anyway, I hope that helps a bit.