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Xebadir

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About Xebadir

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  1. Are the revamped USN cruisers fun?

    I've really enjoyed the Cleveland so far - had a nice regularity of 70-110k games and a crazy run of wins yesterday, and only pulled down my average when I tried to test the limits of her abilities (i.e. yolo tanking like you used to be able to do at T6). But she is certainly very sensitive to map RNG, needs plenty of cover to hide, and that combined with a bunch of people who don't know not to expose the broadside or even the angle due to overmatch means many people are going going to hate her. That being said, I haven't found encounters with higher tiers unpleasant - the damage potential increase and rainbow arcs make for some interesting positional opportunities - like sniping hiding BBs when they think they are safe. The consumables have thrown me off a little - the change in quick keys makes things a little complicated - and I can only imagine it'll take more getting use to once the heal is added for the Seattle and Worchester. I have noticed though these American cruiser heavy teams have been leading to massive wins/losses and very quick game ends when people play them badly. I've found Buffalo ok so far but haven't played too much of her, plan to over the next few days - I've been enjoying plenty of CL broadsides in my BBs to grind them.
  2. Premium Ship Review #100

    Hah - totally trolled me. Keep up the great work with these reviews, extremely helpful and enjoyable when thinking about premiums.
  3. I suspect I may agree as I progress and get past the newbish elements. I actually forgot to switch it out the first game (its pretty much my preferred stock play on Kagero given MM gives me T10 all the time), and it was so effective I figured I'd give it another try. Every game I've played so far in rank though has involved at least 2 radar cruisers on the opposing side - at which point I am wondering about the value of smoke until the end game, or they are eliminated.
  4. Have to agree with your assessments in terms of where Kagero shines, and have enjoyed it so far. Haven't played more than a couple of games so far, but so far have been tearing up the low ranks with Kagero. Even managed to bully a cap out over an Ognevoi with 2 North Carolina's as support (claiming all 3 before running out of health). First round ~115k, second 90k. I'm certainly no awesome player - only just got Yugomo, and only running a 13pt captain. The low concealment torp build with TRB has proven pretty damn nasty, as other tier 8 DDs really struggle to get anywhere near you with a jump, and the guns are fairly effective if you are prepared to spot, shoot, disengage repeat using available cover and its even better if you can get that initial spot to get your allies giving you a head start. Now I just need to grind to Shima so I have a tier 10 for the 10-2 stage.
  5. U.S. Cruiser line split.

    Noticed in the Waterline video, that apparently there will be perma camos (including for Cleveland) in the Campaign Arc - the campaign will be permanent similar to Yamamoto. Confirmation that the split will proceed as the Russian DDs did - replacement with the same tier ship, if you have that tier researched (e.g. Baltimore but haven't bought), you will get the new ship researched.
  6. U.S. Cruiser line split.

    Clearly they heard you - apparently these are the recent superset changes. ST. American cruisers. Columbia (Cleveland), tier VIII. Base firing range of the main battery is increased from 13.3 to 14.2 km and its reload time is decreased from 7 to 6.5 seconds. Buffalo, tier IX. Base surface detectability is increased from 13.14 to 13.62 km. Penalty after firing from a smokescreen with main battery is increased from 7.6 to 7.98 km. Pittsburgh (Baltimore), tier VIII. Hull plating thickness is increased from 25 to 27 mm. This will help the ship withstand most of the 155-mm HE shells and cause 380 mm AP shells to ricochet when the cruiser is angled correctly. Main battery reload time is decreased from 13 to 10 seconds. Salt Lake City (Pensacola), tier VI. Guns are replaced - 203mm/55 Mk14 instead of 203mm/50 Mk14. The guns are now historically correct. Shell stats for the new weaponry. HE: muzzle velocity - 823 m/s (up from 792 m/s). AP: muzzle velocity - 853 m/s (up from 792 m/s), maximum damage - 4600 (up from 4500). Other stats remain unchanged. The American cruisers received a range of improvements as a result of testing and are now much better balanced against other ships of the class. I particularly like the decreased reload on the Cleveland and the Baltimore.
  7. TierX Worcester

    ST version has been posted today: ST. American cruiser Worcester, tier X. Hit points – 45400. Plating - 25 mm. Armor belt – 127 mm. Torpedo damage reduction – 19%. Main battery - 6х2 152 mm. Firing range – 14.7 km. Maximum HE shell damage – 2200. Chance to cause fire – 12%. Maximum AP shell damage - 3200. Reload time - 4.6 s. 180 degree turn time - 7.2 s. Maximum dispersion - 134 m. HE initial velocity - 812 m/s. AP initial velocity - 762 m/s. Sigma value – 2.0. AA defense - 12x2 20 mm, range - 2.0 km, damage per second - 73. 2x1 76.2 mm, range - 5.0 km, damage per second - 39. 11x2 76.2 мм, range - 5.0 км, damage per second - 307. 6x2 152 mm, range - 6.0 km, damage per second - 76. Maximum speed - 33 kt. Turning circle radius - 740 m. Rudder shift time – 10.7 s. Surface detectability – 12.4 km. Air detectability – 9.1 km. Detectability after firing main guns in smoke – 6.0 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search/Surveillance Radar Data Slot 3 - Defensive AA Fire Slot 4 - Repair Party All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  8. Just dropped by the development blog and saw that the ST versions of Worcester and Seattle are now posted, next to Helena and Dallas. Looks like we have the HE minotaur sans smoke and torpedoes. Some interesting options to come it would seem. ST. American cruiser Worcester, tier X. Hit points – 45400. Plating - 25 mm. Armor belt – 127 mm. Torpedo damage reduction – 19%. Main battery - 6х2 152 mm. Firing range – 14.7 km. Maximum HE shell damage – 2200. Chance to cause fire – 12%. Maximum AP shell damage - 3200. Reload time - 4.6 s. 180 degree turn time - 7.2 s. Maximum dispersion - 134 m. HE initial velocity - 812 m/s. AP initial velocity - 762 m/s. Sigma value – 2.0. AA defense - 12x2 20 mm, range - 2.0 km, damage per second - 73. 2x1 76.2 mm, range - 5.0 km, damage per second - 39. 11x2 76.2 мм, range - 5.0 км, damage per second - 307. 6x2 152 mm, range - 6.0 km, damage per second - 76. Maximum speed - 33 kt. Turning circle radius - 740 m. Rudder shift time – 10.7 s. Surface detectability – 12.4 km. Air detectability – 9.1 km. Detectability after firing main guns in smoke – 6.0 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search/Surveillance Radar Data Slot 3 - Defensive AA Fire Slot 4 - Repair Party ST. American cruiser Seattle, tier IX. Hit points – 43600. Plating - 25 mm. Armor belt – 102 mm. Torpedo damage reduction – 4%. Main battery - 4х3 152 mm. Firing range – 14.7 km. Maximum HE shell damage – 2200. Chance to cause fire – 12%. Maximum AP shell damage - 3200. Reload time - 7 s. 180 degree turn time - 22.5 s. Maximum dispersion - 134 m. HE initial velocity - 812 m/s. AP initial velocity - 762 m/s. Sigma value – 2.0. AA defense - 24x1 20 mm, range - 2.0 km, damage per second - 86. 12x4 40 mm, range - 3.5 km, damage per second - 191. 4x2 152 mm, range - 6.0 km, damage per second - 52. Maximum speed - 33 kt. Turning circle radius - 750 m. Rudder shift time – 11.4 s. Surface detectability – 12.2 km. Air detectability – 8.8 km. Detectability after firing main guns in smoke – 5.9 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search/Surveillance Radar Data Slot 3 - Defensive AA Fire Slot 4 - Repair Party ST. American cruiser Helena, tier VII. Hit points – 33300. Plating - 16 mm. Armor belt – 51-127 mm. Torpedo damage reduction – 4%. Main battery - 5х3 152 mm. Firing range – 14.6 km. Maximum HE shell damage – 2200. Chance to cause fire – 12%. Maximum AP shell damage - 3200. Reload time - 10 s. 180 degree turn time - 22.5 s. Maximum dispersion - 133 m. HE initial velocity - 812 m/s. AP initial velocity - 762 m/s. Sigma value – 2.0. AA defense - 10x1 20 mm, range - 2.0 km, damage per second - 36. 4x2 20 mm, range - 2.0 km, damage per second - 24. 4x2 40 mm, range - 3.5 km, damage per second - 64. 4x2 127 mm, range - 5.0 km, damage per second - 60. Maximum speed - 32.5 kt. Turning circle radius - 680 m. Rudder shift time – 9.1 s. Surface detectability – 11.9 km. Air detectability – 7.6 km. Detectability after firing main guns in smoke – 5.6 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Defensive AA Fire/Hydroacoustic Search Slot 3 - Catapult Fighter ST. American cruiser Dallas, tier VI. Hit points – 28300. Plating - 16 mm. Armor belt – 89 mm. Torpedo damage reduction – 4%. Main battery - 2х2 152 mm, 2x3 152 mm. Firing range – 14.3 km. Maximum HE shell damage – 2200. Chance to cause fire – 12%. Maximum AP shell damage - 3200. Reload time - 10 s. 180 degree turn time - 22.5 s. Maximum dispersion - 132 m. HE initial velocity - 812 m/s. AP initial velocity - 762m/s. Sigma value – 2.0. AA defense - 14x1 20 mm, range - 2.0 km, damage per second - 50. 6x2 40 mm, range - 3.5 km, damage per second - 68. 2x1 127 mm, range - 5.0 km, damage per second - 16. 2x2 127 mm, range - 5.0 km, damage per second - 30. Maximum speed - 32.5 kt. Turning circle radius - 650 m. Rudder shift time – 8.0 s. Surface detectability – 11.9 km. Air detectability – 6.8 km. Detectability after firing main guns in smoke – 5.6 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Defensive AA Fire Slot 3 - Catapult Fighter All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  9. Its interesting to see the varying opinions. I love my Aka, and now am starting to love the Kagero after trouble the first couple of games - concealment module makes this thing a beast with a TRB, and is quite good for gunnery with smoke (or borrowing others).
  10. A Plethora of Pink Players

    Managed to get a pink from a collision I think today - driving a Leander, set up in my smoke, Charles Martel decides to come in with me - no probs - except he is on 200 health. We get charged by a Nurnberg, he gets taken down to single digits - collision with me death as i start to back up to avoid torpedo spread. What was funnier, is that as I'm pumping AP into the Nurnberg, he gets torped from behind by his own Fubuki (and he was driving a straight line).
  11. We need new achievements

    "Knight of Ecky-Ecky-Ptang-Zoo-Boing-Shur Ni" - failing to complete a base capture by moving out of the cap circle within 5 seconds of cap completion, or killing the last enemy ship while in a cap circle.
  12. Real Battle Mimics WOWS

    He's not wrong on the STEM grad breakdown. Most folks coming here for postdoctoral studies are also not from NA originally. Really like that statistical analysis of the economic power - quite staggering how much excess capacity the US had at the time. I always find the politics of Japan interesting in that decision making - Yamamoto at the time and the Navy more broadly were strongly against engaging the Americans (given that Japan was already committed in Manchuria) as they were aware of the threat - whereas Tojo and colleagues followed the Army doctrine. If Japan had been able to take Midway/Hawaii and the Solomons it certainly would have been a more challenging war on the logistical front that might have been tougher, but they would have struggled to defend the territory.
  13. I run it on an Alienware M14X laptop, and it runs fine (ran better before last patch of course).
  14. Agree. I claim no skill. In fact I claim anti-skill (i.e. skilled in the lack of skill) given my profile so far and am only just starting to string together decent matches (Jianwei is just horrible - will be glad to be past it).
  15. I had one yesterday which completely caught me by surprise. Didn't have a single second to pay attention to much as was in the New Orleans playing anti-DD support to our BBs - we crushed one flank 2 caps a side - we are 6 ships up, and had a whole host of ships encounter 5 of their BBs - suddenly a guy in a Richelieu rams a full health Missouri and everything switches - we lose all our other ships but manage to take out a couple of BBs - but looking grim at 2 vs 6 of them - I manage to catch a Neptune with my last radar - land a bunch of cits - he flees and then tries to ambush me, hides in smoke - managed to follow his progression into smoke as he grounds - land a kill, then notice my ally is dead, see an Algerie about to go out of LOS and snap a shot off with my rear turret - double citadel kill - and the game freezes and I'm thinking oh crap how did we lose this from where we were - and then realize its the victory screen. Wasn't a great game, but I guess RNG loved me at the right time for a change. The number of times It happens due to the run out of points unexpected win/loss is also pretty surprising.
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