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About Incomitatus

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    Master Chief Petty Officer
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  • Location
    On a mountain, by a lake.
  • Interests
    History, Hiking, Skiing, Urban Fantasy, High Fantasy, Wine and Spirits (professional), Naval ships.

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  1. Have a bundle for USS Johnston, HMS Glowworm, and ORP Piorun. Call it the Big Brass Ones Bundle.
  2. No. If you are in ship A and can see the target and ships B and C can't see the target themselves and ship B inflicts damage, you get spotting credit. If you are in ship A and can see the target and ship B also can see the target but ship C cannot, and ship B damages it, you do not get spotting credit. If you are in ship A and can see the target and ship B can see the target but ship C cannot and then ship C damages the target, ship A and ship B split the spotting credit. Credit for spotting damage is split among among all ships that can spot the target when a ship that cannot spot the target themselves inflicts damage on it.
  3. Yep. I get 1.5 million to 2 million per match in my PEF, quite reliably.
  4. Incomitatus

    A PVE Main's Journey To 50% PVP WR (PVE Thread) *DONE!*

    First, congratulations on achieving your first goal, @AdmiralThunder!!! Then, I've decided that those heavy swings in aiming RNG aren't RNG at all. And no, I'm not a proponent of the "WG are applying a secret frustration modifier" conspiracy theory. I moved a few months ago to a house with... challenging... internet connectivity. I've noticed that my ability to hit what I am at tracks very closely with my connection latency and ping. Visually, if my ping is over 50ms, I'll see shells pass literally though ship models and not record hits, while I'll 'see' shells land in the water around ships (sometimes quite far away) and record hits! If latency is even moderately high ships are not really where they appear to be. Frustrating to say the least. Thing is, 50ms isn't that bad in the grand scheme of things. Even on a good connection, you can get spikes that high, and I know there are sometimes server-side issues when there are a large number of players or battles on. I wish War Gaming were able to implement that other Russian company's server side hit detection validation technology, but I think it's proprietary, alas. On another note, like you, I've recently returned to Randoms, after becoming an unintentional Co-op main. I started in Randoms, but I went broad and decided to try every T2 ship, then every T3 ship, and so on... not advancing up the tiers until I felt 'comfortable'. I made it to T5, and with the +-2 MM, I stopped feeling comfortable. Work stress, playing tired, and not wanting to push myself, and post-COVID heart damage (so adrenaline = bad) meant I defaulted to the lower stress Co-op environment. Which was fine. But the heart is doing better, new job is less stressful, and I want the GK before the swap-out. And I wasn't about to use up my draconic flag stash in Co-op grinding all the way up from Bayern, which I had stock. So about a week ago into the Randoms fray I plunged! I'm grinding up both KM BB lines, with the PEF as a captain re-trainer. And I'm having an absolute blast! So far, I'm running a 70% WR in Derfflinger, 67% in Mackensen, 44% in PEF, 50% in Bayern, 60% in Gneisenau, and 50% in Bismarck. I LOVED Gneisenau, favorite ship in this adventure so far. Bismarck has given me the most difficulty, that 50% win rate was clawed back from a 0% win rate in my first five games in it. I should be into the FdG by the end of tonight, if my internet cooperates. All in all, I find having a grinding goal helps keep the stress level down. Win or lose, play well or poorly, it doesn't really matter. Every battle helps progress the goal. Granted, winning and playing well help more, but it all helps. Anyway! Don't give up the ship! Losses and frustrating gunnery happen, but you have a goal. Keep at it!
  5. Incomitatus

    Defeat(s) at Narai

    I like to take fast BBs after the CV (Hood, Strasbourg, Gneisenau) and than come in on the flank of the counterattack. I won't do it if a CA or CL or DD is going up there, but too often they all go transports. Anyway, it works really well and usually secures a 5 star win with an easy battle in the bay, as I catch the reds broadside. And I lose karma every time I do, because BBs are "too slow to go after the CV, idiot". Sigh. I wouldn't have to adjust my role if other people did theirs...
  6. Incomitatus

    Understand this Wargaming

    Yep. It's almost like it takes time to figure things out after a major change. Fancy that!
  7. Give us a manual *option*, but leave it possible to automate, like another Russian made game does.
  8. Most CCs I've seen have been critical of the Rework and other things. Often quite stridently. Yet they're still CCs. Everyone thinking Flamu was ditched for criticism needs a reality check. As for myself, I say "About damn time."
  9. Incomitatus

    previous dockyard ships

    Why, when discussing Dockyard ships, only the PR, Odin, and Hizen get mentioned. I have an Anchorage in my port. I remember building it in the Dockyard. Right? Am I crazy? Do I misremember?
  10. It makes perfect sense. The designs assume a post-Pearl Harbor refit like the historic ships mostly got. The US philosophy for those refits was "bolt AA on to the ship in any available space". Think of USS Texas. Larger hulls means more space for AA mounts.
  11. Incomitatus

    BBs super heavy AP skill

    It would be a small hedge against bad luck. Regarding fires and floods... most matches I don't flood with DCP on cooldown. That's just not a major factor. Fires are the real deal, but it's far from 100% of games where I have fires I can't put out or directly counter with RP. Maybe 50% of matches, usually with CVs in play. I also have a near-lifetime supply of fire duration signals, and it's easy enough to farm more. But it is fires that give me pause, and the trade-off of taking some other skill. I doubt I'll ever take it, but I don't think the case is quite as clear as you do.
  12. Incomitatus

    BBs super heavy AP skill

    I don't take the skill, but I've thought about it. In three games last night, each game had 1-2 red ships survive a salvo of mine with 150-600 HP. That's common enough to be typical. An extra 5% damage per salvo would have secured me more kills and allowed me to switch targets 30 seconds sooner in a couple cases. A 5% increase in damage output can mean red ships guns silenced sooner, which has a snowballing effect vis-a-vis Lancaster's Laws. It might be worth it in closely balanced matches. So far, though, I've prioritized my own ship's durability.
  13. Incomitatus

    Torpedoes Destroyed!

    Imagine my Mutsu playing the world's tinniest sad violin.
  14. Incomitatus

    BBs super heavy AP skill

    Heavier shells have more stability in flight and greater momentum. Given the skill name it ought to increase damage, increase penetration, improve penetration angles, and reduce dispersion. THEN it might be worth the negatives, but might be OP.
  15. Next year, TRIREMES! RAMMING SPEED!!!