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Red_Hammer_Fleet

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About Red_Hammer_Fleet

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    Petty Officer
  • Birthday 03/11/1990
  • Profile on the website Red_Hammer_Fleet

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    Fort Hood

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  1. Gnevny to Minsk Grind

    How bad is it? I've been grinding my DDs by tier (all to T6, then all to T7, and so on), and finally unlocked the Gnevny. I hated the Podvoisky (hereafter the Pod), and am not seeing much to encourage hope for more enjoyable gameplay until T8. So just lay it out: how hard is this going to suck? I'll probably do every other DD in my port first, then just do the band-aid thing and grind to the Minsk before going for T8.
  2. Hell, let's say that a fully fleshed-out DD hull requires only two-thirds the design time as the Hood. That's 740 man-hours of work, or 31 man-days of work per ship. Sure, they can cheat a bit and use a few other hulls to make their lives easier. Nine ships in the tree, maybe three hulls that just need some tweaking. You're still looking at no less than six months, probably more like eight months even if they do cheat a little. Add on internal testing/balancing, then closed-server testing, then open testing, then more adjusting before release, then release with a ramp-up from their marketing team to get some hype for the line. They JUST released the Pan-Asian ships, and are releasing the French BB line soon. I get it, we all want the RN DDs. Just, give WG a few inches of slack on this.
  3. What is the usual release schedule for WG to release a ship line? Perhaps, if we break it down, we could predict when the RN DDs will come out. I thought I saw that their Cruisers came out in Oct of 16, with Battleships released in Oct of 17. We've seen a handful of RN DDs come out in the PA line and in the Vampire (which is actually a modified version of the original V-class leaders, there should be a second three-tube torpedo launcher) and Campbeltown premium ships. Maybe the RN DDs will come out next October, that's not too far away. If WG showed us a release schedule, even a tentative outline, it would probably ease the rage on here. They just need to show one player, one time, and it'll hit the interwebz in seconds. One thing I haven't seen in this thread is what the schtick for RN DDs will be. For US DDs, it's Defensive AA. For IJN DDs, it's Torpedo Reload Boost. For KM DDs, it's Hydro. For PA DDs, it's DWTs (screw that line and whoever came up with it). The Russians don't seem to have a schtick that makes them particularly unique, and thus why I hate working that line. The British do have their weird HE shells, special smoke, and healing. RN DDs with a heal seem OP, though the Kidd seems to have proven that a DD can have Repair Party and not ruin the game. Mofton will recall the thread I put up theorizing about the line, it's something that I want just as badly as so many other people on here.
  4. @Reymu Whoever that DD captain was, it wasn't me. I can't accept your apology because I wasn't the player deserving an apology. I'm at T5/T6 right now, not even close to the Shimakaze. I made that comment as a DD main who has taken fire from friendly players and said in the team chat "do that again and I'll gladly turn pink". I don't tolerate players shooting friendlies, or using them as shields from fire, or pushing them into torpedoes, or any of that. It's a team game in the end, even if some players are morons.
  5. how to DD?

    It's certainly a slow grind. Going from 30k XP per ship to 60k XP per ship will take me into next year for all my T7s. One good thing is that I get far more personal experience at each tier. I went from being terrified of T7s to simply respecting them, especially once I got to learn the strengths and weaknesses of the ships I'm in as well as enemy ships. T8s still make me sweat a bit, but that'll pass in time. Plus, by the time I get to T10, I'll have spent a long time getting there. I have a hunch that I'll be a better DD captain than the guys who only went up a single line. I would have a T8 DD by now if I had just gone up the one line.
  6. Your anger was entirely unjustified. You fire on me for "not doing my job" and I'll turn pink with a smile on my face. The actions you laid out here are trolling in the extreme, and you ought to be ashamed of yourself for being so smugly certain that you were right to fire on a friendly ship for not doing what you wanted them to do. Also: your grammar is atrocious.
  7. how to DD?

    I've been grinding my way up all the DD lines. I have five currently, end goal is six (Russian line split). I would have saved you a good chunk of change had I the chance to talk you out of dropping all that cash on ships you weren't ready to play. I'm about 8k XP away from my fourth T6 DD (Hatsuharu) and I'm still learning how to play DDs. Even after earning the Gaede, Fubuki, and Farragut, I am still having important lessons beaten into me by red ships. Just today, I tried to dodge when I should have smoked up. Cost my team the game, as I was halfway to capping their base and winning it for us. Sure, there were some other things that went wrong (like the cruiser that used my BB division-mate as a torpedo shield), but I still feel bad. Once I get them all to T6, I'll start grinding to T7. Once they all reach T7, up to T8. And so on until I have five T10 DDs and one T8. I'm middling-to-not-terrible right now on the scale of "potato" to "super unicum". If you want to get very good at DDs, it's a rough grind like many others have said here. I do have a BB for when I need to clear my head a bit, but that's one out of the six ships in my docks.
  8. The trick is implementing it for the 60-odd torpedo types in the game. The trade-off of range to speed for each type would take some time to code, then for a closed test, then an open test, with the result of making the game more complex for torpedo-armed ships. It would be rather nice, but I don't think it's really worth the effort. If I recall correctly, the speed of each torpedo could be adjusted just before the spread was fired. Adding thirty seconds to adjust range feels about right.
  9. DD/CA/CV Division Tactics

    Most of my gameplay recently has been while divisioned-up with my clan-mates. I play DDs, another plays CVs, and another plays CAs. I'm usually in an IJN/KM destroyer, the second guy is often in an IJN carrier, and our third guy drives a Cleveland or Graf Spee (we're enjoying T6). I've been rolling around ways of playing this lineup more effectively. Usually, I'll move out ahead and scout, with the cruiser trailing in case I run into trouble. The CV will provide air cover, since we tend to protect one flank while the rest of the team goes elsewhere. In terms of priority, we try to kill enemy destroyers first. If we can deprive the enemy of their spotters, they will have to rely on their carrier to spot targets or push cruisers forward to compensate. Once we eliminate the destroyers on one side, we can sink or drive off whatever else we encounter. The real fun comes if a lone enemy battleship ventures into the zone we are covering. Between my torpedoes, the guns on our cruiser, and carrier-based bombers, they tend not to last very long. The real weakness in this strategy is if we run into the enemy main force. One destroyer, one cruiser, and a supporting CV isn't going to do much of anything against 2/3 of the enemy team. At best, we can fight a delaying action and pray for backup. At worst, we are sunk and that flank collapses. Any suggestions for alternate strategies?
  10. Caption the profile image above you.

    There was a Royal Navy Midshipman at Trafalgar who would beat the hell out of his sailors. The little prick had to stand on a gun carriage to reach high enough, as he was a little kid. Picture a 12-year-old doing his level best to give a grown man a black eye, but the grown man can't hit back. I think he caught an 18-pounder ball during the battle. Don't know the kids name, but he did exist.
  11. On the Bizarro World of Co-Op Players

    I rarely ever play PvE. When iI do, it is for one of two reasons: taking out a new ship to get used to it, and/or just to screw around. I'm usually on voice comms with at least one clan-mate, so we can practice our teamwork a little bit as we get used to new ships. That and we can get away with doing otherwise-suicidal actions in ways that you just can't do in PvP. Co-Op lets me do things like torpedo three enemy ships all sailing in straight lines, then nuke an enemy DD, and farm about 80k points of damage without nearly the difficulty of Random. It also lets me do things like ram a parked enemy CV. Why? Because screw it; I'm fighting bots and we're going to win anyway.
  12. Caption the profile image above you.

    Kid whose father bought him a commission as a midshipman. Death is celebrated by his division after being cut in half by a French cannonball during the Battle of Trafalgar, due to his being a tyrant to said sailors.
  13. Visited: USS Midway, Star of India, the Berkeley, the Surprise, and the B-39 submarine at the Maritime Museum. Planned: USS Texas and the USS Kidd later this month. Hoped-for: all of the Iowa-class ships, USS Arizona, USS Intrepid, USS Lexington (which isn't hard since I live in TX), and USS Hornet (had a chance and missed it).
  14. IJN torp

    So the Gearing, firing two-thirds of the torpedoes of the Shimakaze, hits more often. Not a torpedo-focused line, but it hits more often with its torpedoes than a torpedo-focused line. Carriers have needed a rework for a long time, it was announced in the last few days that WG was actually working on it. WG has been churning out premium ships and oddball ship lines like Pan-Asia with inexplicably dumb Deep-Water Torpedoes, instead of fleshing out existing lines (UK, for example) and is only just now working toward testing a release of a rebalance of USN CVs and kicking the can of actually re-working CVs down the road for later. I find your abundance of faith in WG disturbing. I say again: the Shimakaze fires more torpedoes, but on average hits less often. It's not an advantage when the hit rate is lower in spite of a higher volume of fire. If the top-tier gunboat hits more often with torpedoes than the top-tier torpedo boat, it's not an advantage.
  15. IJN torp

    @UrPeaceKeeper @Pete_Darling Odd thing about the Gearing and the torpedoes it fires: fish from a Gearing have a shorter reaction time than anything fired by a Shimakaze. In addition to that, the Gearing does have the range and detection radius to stealth-fire like a 12km Shimakaze. Gearing reaction time: 7.8 seconds Shimakaze reaction time: 10.6 seconds (12km torpedoes) Almost three full seconds of difference, and that means a hell of a lot when accounting for the rudder shift of a battleship. Let me know how that "muh damage" argument works out when a gunboat destroyer has a better chance of hitting with a torpedo THAN A TORPEDO-FOCUSED SHIP LINE. That's without working in TA, or any of the other torpedo buffs already present in the game. With TA, it's a half-second less (7.3 seconds). Yeah, it's range would go down to 13.2km, but that's still better than the 12km torpedoes on the Shimakaze even with less damage per hit. Since both ships still have the same base detectability range, the Gearing has a legitimate advantage at landing hits over the Shimakaze as a torpedo platform. Even after handicapping its range. With TA, TAE, and TTM3, the Gearing suddenly looks much scarier with torpedoes than the Shimakaze does. It would have a 102 second reload, while the Shimakaze can't get any better than a 112 second reload while still retaining stealth fire. Sure, I can do more damage. Not a lot more, but still more. Hit probability means a hell of a lot. It's why sigma values are so important for long-range gunnery for battleships and cruisers. If you track the sigma values for a battleship, the reaction times for ship-launched torpedoes are exactly the same: an indicator of your chance to land a hit before they can evade.
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