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Found 33 results

  1. rafael_azuaje

    Canarias Need Buff :)

    well , I have the Canaria Cruiser, NO is bad Ship but he has wrost thing: Comparation with Sisters SHips London, Devonshire ,Canarias, AP Damages well So London& Devonshire has same AP damage 4500 aprox... AP 203mm 256lb the Canarias has the Same shells Ap 203mm 256lb BUT has 3800 damage. WHY??? the canarias NOT HAVE HE , and the AP sucks!!!! The LONDON, DEVONSHIRE & CANARIAS are County Class Brithis , the Canaria Need ADD heal, he NOT HAS= HE SHELLS, SMOKE,HEAL,TORPS. PLEASE ADD HEAL. he sooo Basic only AP sucks damage :( my Battle 65 hits and only 25 impact penetration, the 40 ¿sucksss
  2. All three of these Cruisers Need Slight buffs to be more competitive at their tiers. As all three of them are in the bottom four for winrate at the tier because of their current stats when with a little buff they could be more popular and enjoyable to play(Except for Neptune its the second most played t9 cruiser on the server) First up is Seattle its main problems are its Range ,Reload and Maneuverability. the stock range is horrible for the tier and needs to be brought up 1 kilometer and the same could be said for the upgraded range which would put it on par with Worcester's range and make it decent. Now for the reload. it has a stock reload of 6.5 seconds which is fairly decent for a cruiser but it doesn't feel like an upgrade from Cleveland when you have to equip the range module in order to hit ships nowadays sacrificing potential dpm to be able to hit anything. what I suggest is to give Seattle a 5.2 second reload so that it can have a better chance at fighting other light cruisers easier and kill destroyers faster as the guns themselves have the designation right after Worcester's which would logically mean they would be improvements or give the same performance but have a different number of barrels. And now onto Maneuverability it needs two seconds shaved off the ruddershift so that it limits the ship as still being more sluggish than Worcester and Cleveland but not by much. edit* also the gun angles need a slight buff The second ship that needs a look at is Neptune. all it needs is a Detection buff by about 1 kilometer and it is perfect as it keeps a line of cohesion in the line for detection range as Edinburgh if I remember correctly can get a 9.8 km detection range and Minotaur can go down to 9.1 so it makes no sense that Neptune stands out with a 10.3 detect especially when the cruisers Cheshire and Albemarle who share the same hull albeit edited to be flush decked with smaller anchors can go down to lower detection ranges with more armor and a more noticeable larger bridge shape. Now finally is Buffalo. Buffalo has two options as to what can be done with it. It can either kick the bucket and become a coal ship and get replaced by Oregon City whose model would be easy to get through the use of Tulsa and Rochester who would have the Same stats as Baltimore but at tier 9 where Baltimore used to be or you can go the easy route and shave off the last 1.5 seconds off the reload and make it identical to Baltimore in Reload that is all I have for now as I know several other cruisers need some buffs like the IJN cruisers and Dido
  3. rafael_azuaje

    BUFF for Gibratar

    the Gibratar need buff he has bad Health, no he , no torps, smoke with 9.5k detection guns fire, ok is very bad. AA bad, protection anti torps bad, many things bad!
  4. CaptainRed_TheAngryBird

    ISE needs some help....

    ISE, while a good ship depending if you use her properly, needs some assistance when you take off in fighters or some sort of buff or situational awareness at least. Maybe for ship: buff the secondaries when planes are launched? Better concealment when planes are launched? and/or for aircraft: (only if you do not take the above options): Better Torpedeos? (Slightly faster. and maybe at least 3000 damage perhaps upgradable to 5000 dmg? Now dont crucify me for my ideas. The are ideas. Some ships need better work, especially premiums. Wargaming is not in a good position lately, and they are not going to be selling many premiums if they dont do something to make them worth purchasing or acquiring to begin with.
  5. Before I begin, I need to make something entirely clear. I am fully aware that even if this post gains traction, Zao will never receive a buff. In the most recent QnA, WG practically confirmed popularity of a ship is how they balance ships and I quote “Zao is one of the leaders in terms of battles played…” I personally think that statement in itself is [edited] but this isn’t the point of this post. I am here to prove how weak Zao is not by comparing her to tier 10s, but to tier 9s. In particular, Brindisi, Ibkui (direct predecessor), and Saint-Louis (the French one not the US one) which all have similar playstyles. The tool used to find the information for this comparison was the WoWs Fitting Tool or NA WoWs Numbers. The build of each ship is stock with the exceptions of the researchable upgrades of a ship (e.g. the b-hulls). Armour is not considered here as they all have similar values. TL;DR at bottom. Lets get the big one out of the way, Zao has very low HP... Zao Ibuki Saint-Louis Brindisi Already I hope you see why I am making this, the fact that Zao doesn't even see much of an improvement over her own predecessor is quite a negative. But the fact there are two tech tree tier 9 cruisers who play very similarly that have more HP than Zao is a problem (BTW, even if you put the best possible survivability expert on Zao, she only beats Brindisi by 1,000 HP). The increase in HP from the Ibuki is also quite minimal at 1,800 HP. For reference Brindisi to Venezia and Saint-Louis to Henri IV see a 6,000 HP and 12,400 HP increase respectively. I don't entirely mind if Zao is one of the squishier tier 10s because of her stealth (we'll get to that), but I do mind when tier 10 "heavy" cruisers have less HP than their tier 9 counterparts from other lines. Moving on from that, maybe Zao has amazing guns compared to other cruisers to account for the HP? It should be noted here that all of these cruisers have 203 mm guns. First lets looks at the accuracy... Zao (16.23 km) Ibuki (16.25 km) Saint-Louis (18.34 km) Brindisi (17.13 km) You may notice I included the max range of each ship this time, that is because at first it looks like that Zao and Ibuki have clear accuracy bonuses over the other two. But when considering that "max dispersion" is calculated at the ships maximum range, it becomes clear that Saint-Louis and Brindisi have almost identical accuracies to their Japanese counterparts. Okay what about DPM? I'm only looking at their primary ammo type rather as AP is quite situational and tends to have the same results anyway. There is a bit much info for me to just take screenshots and pop them here but here are the important things: Zao has actually got a pretty good DPM at 178 ,686 owing to being a T10 Ibuki is, as expected, lower at 144,526 Saint-Louis has the lowest at 137,455 but that can be boosted with MBRB to over 260,000 Brindisi wins due to the SAP at 187,200 but cannot set fires So the biggest take away here is that Zao's guns are actually tier 10 worthy, hurray we found something worthy of tier 10 (although they are pretty average at tier 10). What's next, how about consumables? So most lines have something to set them apart from others. American CAs have radar, Germans all get good hydro, Russian BBs have the fast DCP, and so on. So what notable consumables do these cruisers get to increase their effectiveness? Brindisi gets the excellent Fuel Smoke, commonly referred to by me and others as the get out of jail free card. Saint-Louis gets a buffet of consumables, but the most notable ones are +20% Spood Beest AND MBRB. Ibuki and Zao get... hang on, they get literally nothing apart from the standard set... Even the Germans, which get the same set, have an improved hydro. I'm gonna be honest here, I'm getting quite frustrated just writing this so I'm gonna go into a fast fire round to get the key points across: Zao and Ibuki have the best stealth, yay benefit (until the CV shows up) Zao and Ibuki have non-existent AA to help you when the CV shows up Zao is slower than all these boats (including Ibuki) Zao has a huge turning circle, even when you shift this comparison to tier 10 Sure, Zao and Ibuki get great torps, but the firing angles make them very awkward to use TL;DR/Summary: Look, the key point I'm trying to make is that, I can take Zao, compare it purely by the numbers and feasibly come to the conclusion that there are not just one, but TWO TECH TREE TIER 9 cruisers that are better than the oldest tier 10 cruiser in the game. As far as I can remember, Zao has had no major buffs or nerfs in the entire history of WoWs. It's current state is so bad that I can come to the above conclusion, and that's a shame. I really like Zao, but I just don't see a reason to play it when it can be outclassed by tier 9s let alone tier 10s, especially when ships like Napoli are being introduced (which does everything Zao does, with more HP and fuel smoke). As I said at the beginning WG explicitly stated that Zao must be in a good position because "Zao is one of the leaders in terms of battles played…" I honestly don't know how WG can say that with a straight face and I find it incredibly insulting. I'm gonna leave you with this to think about, if Zao is in the top four in number of battles played? Why is it in the bottom four in terms of Win Rate? Made with genuine concern, by a decent Zao player
  6. rafael_azuaje

    FLINT ! BUFF!!!!!!!!!!!!!!!!

    * recently the flint cruiser received a poor range buff from 11.1 to 11.9k I mean nothing! and with a penalty of reducing -1 second .. why does this happen? if Atlanta did receive a good buff from 11.1k to 13.3. and without any PENALTY. why hate flint ?? * The Atlanta Class cruisers had better hull and deck armor. Deck: 1 + 1⁄4 in (32 mm), and ok not to put 32mm but go up those 13mm which are very horrible for its tier, to 20mm, at most 25mm his armor is very flan even a gun destroyer can easily deal great damage to atlanta / flint. https://en.wikipedia.org/wiki/USS_Atlanta_(CL-51) https://en.wikipedia.org/wiki/USS_Flint_(CL-97)
  7. rafael_azuaje

    Anchorage need buff

    I have the anchorage and in some battles I have observed, that it is half garbage, believe it or not. why?? ARMOR: this cruiser has armor very similar to FIJI (paper) the main guns a real disgusting, the reload is horrible 15.5 seconds. Baltimore can feel better armor than that of anchorage. Baltimore has the exact same guns and reloads in 10 seconds. AA: they are not useful, they are not useful, VS a Cv T6 will shoot down some planes, VS T8 CV, a single plane hopefully, VS CV T10 NONE. the damage that the anchorare repairs by aerial bombs is lethal for the cruise ship. TORPEDOS: it's the only thing that is decent about anchorage. SMOKE: it is medium useful, for example if it is inside your smoke, and a ship near you at 8K distance, that will make you 100% visible if you shoot, so it is not very useful. apparently the anchorage is version 1940, upload it to 1943 my advice: FIX reload main guns replace the 28mm MK1 with the borfors Add Defensive Fire AA in slot apart. North Carolina Shoot me to 20k Into smoke Baltimore does better battles
  8. To buff Graf Zeppelin. Although, they are only 2 very specific buffs. 1) Increase Secondaries Range . Why? because now we have the main german CV tree, where the tier 8 (A. Parseval), features secondaries base range of 7 km. So Indeed, Zeppelin's sec. range must be buffed now to 7 km. and 2) Increase its base concealment: Same case, A. Parseval features a base concealment of 13.5 km. ; Zeppelin's current base concealment is 16.2km. therefore, it should be buffed to 14 km (or even 13.8 km). I know that there would be some "naysayers": So, dont forget, that Tirptiz secondaries where buffed after german BB's debut. Tnx for your attention.
  9. Even after the reload buff this ship has no role or purpose. I despise this thing. And don't give that "oh you're just not playing it right" [edited]. Any ship can made "good" by shear circumstance. It cant brawl (turning radius and vulnerability to torps), it can't BARELY even engage in medium range fire fights because of its gold awful dispersion, and its armor scheme allows 20k salvos even with good angling, turtleback be damned. You combine all of this with a massive bloated ship with mediocre AA and you have the most hated BB in the game. To add insult to injury, all other BBs had their Cits lowered so the relevancy of turtleback armor is now near useless. WG. Buff. This. Ships. Dispersion.
  10. Who would have thought Haida needed a buff; certainly not me as I consider her one of the best tier VIIs and a very unique experience. Seems Lesta disagrees since: What does this mean? Only a 17,55 second buff to Haida's (and any ship with the same smoke generator) smoke. So yeah, thanks for the bonus, my Cobra chicken appreciates
  11. I think and believe that yes, because to tell the truth, the minotaur is becoming increasingly difficult to keep alive throughout a battle, because even if it has smoke, there are already too many ships with Radar of 10 and 12 km, and as well We know the minotaur can be devastated by almost any cruise ship or battleship, and some destroyers can also destroy you extremely quickly with Ap, an example of this would be the rag, so these are my reasons why the mino needs an urgent buff !!. In addition to saying that the Minotaur is almost impossible to use with its radar, you would have to be very lucky or not shoot
  12. I've had the Khaba for a long time, and have always loved it, even though I have only been able to play the current version, and never got to experience the original OP monster that it was. However in the current meta the Khaba is woefully underpowered. I just recently got the Kleber, and it is pretty much just a much better version of the Khaba in every way. You are much faster, much stealthier (even with the concealment nerf), have better range even without AFT, have amazing super AP that can delete cruisers from 10km away, have hilariously fun French F3 torpedoes that can demolish ships caught off guard, have French DD damage saturation, have great handling, and the absurdly strong main battery reload as well, along with great fire chance and shell velocity. What does the Khaba have in comparison? Well you do have better sustained DPM, although the reload booster more than makes up for this. You have the sekrit documents 50mm plating, although you take full BB AP pens to compensate, and can easily be blapped for 15k a salvo if you aren't careful. You do have a heal and more health, which is a significant advantage, although French damage saturation and speed really diminishes this advantage. You have much better turret traverse, but worse firing angles. And if you get in a point blank knife-fight the torpedoes hit very hard and are very stealthy, but are also incredibly slow and have terrible range, so they are still pretty much useless. You have better AA, but it is still trash, and even more so with the CV rework. The Khaba has also been crippled by the nerfs, especially the rudder shift nerf, forcing you to use the rudder mod, so your concealment is horrid at 9.7km, in comparison to the Kleber's bad but still very useable 7.8. You are also much slower and easier to hit, and have worse range even with AFT. The Kbaba has just frankly been power creeped into irrelevancy, which is why you almost never see it used anymore. I can still do very well in it, and still find it fun to play, but now that I have the Kleber it is easy to see how sorry a state the ship is in. The Khaba needs significant buffs to really be competitive again. The first thing I would do is undo the ridiculous rudder shift nerf, so that you can actually run concealment and be actually maneuverable. I would also give it back its 10km torpedoes, so it can actually use them once in a while. These alone would go a long way to making the Khaba competitive again. I would also make it not eat full BB AP pens anymore, and think a slight range increase would also work. It should not go back to its original broken state, but the Khaba really needs some work, as it has been both powercreeped by the Kleber and nerfed too much by WG as well. The Khaba is not an example of Russian bias (looking at you, Kremlin), and it needs some love.
  13. As many players of American Cruisers know, and those who like to shoot at them, Atlanta sucks now. Many players who are in the game now never even saw the days where Atlanta was at the very least decent. Now because of the added lines in the tech tree as well as what is now considered sub-par statistics, the Atlanta is nearly unplayable on its own. I used to love this ship. It was fun and unique to play. It eventually moved to a spot where smart players could dominate, and bad players would be punished. Now everyone who takes this ship into battle is punished. We now have many ships that play (and are inspired by) Atlanta, but due to how the power creep works, are much better even at their respective tiers. Belfast Smolensk Colbert Worcester The Tier VIII and above Japanese gun DD's Even Boise All of this ships have some added quality to them that make them better than Atlanta. Whether it's range, smoke, heal or something else.
  14. rafael_azuaje

    LONDON NEED BUFF!

    Great analysis! I just want to know why London is premium and Devonshire not. It seems than both are similar, but DEvon is better in many aspects: - Better torps and main battery reload time - Better torps speed and distance - Better antitorp protection - Better main battery range - Better AA - Better DPM - Better HP recovery - Better concealment Better Hydro - better etc.... The london it seems better in speed (+1 knot) Those without significant captain skills and upgrades. (The skill selecte for both ships are Priority taget and Expert Marksman) my Devonshire has Demolition Expert activated.
  15. It would be great to have another German BB line buff along the lines of fire resistance. German BBs are effective when up close but it's hard to push up with confidence when HE spam is setting you ablaze every 5 seconds. Or maybe this could open up the possibility of a German-exclusive consumable which makes you resistant to HE fire for a period of time. Thoughts?
  16. Heyo, wall of text alert, enjoy the read, I've been wanting to get this off my chest for some time now. There's a WG stream going on as I write this, in which a buff to the German Tier X Cruiser Hindenburg was announced (also includes Roon, same buff btw). The buff in question was stated to be a decrease in reload from 11 seconds to 10.5 seconds. Now, let me start this by saying that I find it good that WG is finally getting around to buffing Hindenburg. The game has not been kind to her ever since her initial nerf where the reload was increased from 10 to 11 seconds. To list a few things that happened, we saw the large wave of buffs to numerous T10s which raised the average performance of the T10 ship, whereas Hindenburg around that time got nerfed. Republique saw more widespread use, for those of you unaware, Republique is one of the most terrifying ships to face in Hindenburg, more on that later. And last one worthy of mention are the Legendary Upgrades, where Hindenburg got a rather mediocre one, again more on that later. So, does this buff to her dpm finally solve the issues she has? In my eyes, no, it doesn't. It doesn't even touch her main issue, and that of the German T8-10 Cruisers. While the dpm was no longer what it used to be, it's still usable. Her AP hits just as hard provided it penetrates, the HE still penetrates the 50mm plating. She was never a dpm machine, more of an opportunist that would seek AP opportunities whenever possible. Same unfortunately also applies to her buff some time ago, where she gained an extra heal charge. A fifth Repair Party charge is a situational tool, only being of any use when four heals have been used and the fifth one gets activated. If this does not happen in a match, then this buff did not show any effect in said match. What is Hindenburg's main issue? It's a feature of her that got powercrept. For those that have been around for some time, the term “Battleship Hindenburg” should not be uncommon. This reputation was gained for a few reasons. For one the turtleback armor which allowed her to pull some ridiculous moves in brawls, and then most importantly the 30mm midship section which allowed her to bounce all AP shells but the ones fired by Yamato, Musashi and 457mm Conqueror (which no one used, that didn't change). So basically, angle well and you can absorb a lot of damage. She still has those 30mm armor. But unfortunately for her there are plenty of ships that have been released since then, and more in the pipeline. Republique being chief among them. Why her? Because she amplifies the problems that Hindenburg has. Hindy's sluggish handling is nothing new, so any Republique with two baguettes to rub together (lewd) will not struggle to land shells, and when they land, they hurt. And there is no way for Hindenburg to counter this threat at all. Angling doesn't work, the concealment is mediocre, so are her dodging abilities. What remains is literally running away and trying to slowly wear the Republique down while 10k damage salvos will return to you every 20something seconds. So in short, 30mm is no longer worth what it once was, and Hindenburg is among the ones that is hit the most by this slow process. What remains is the turtleback, but I shouldn't have to explain how passive the meta especially on NA is. Anyone hoping to capitalize on the turtleback on a regular basis will be left disappointed. Is this an unsolvable issue? No. It can be fixed relatively easily, and WG already set the foundation for this some time ago when announcing possible upcoming changes to the midship plating of cruisers. Exactly the issue Hindenburg has, midship plating. Since then this idea has been surrounded by silence from WG's end, though I spent time on thinking about what possibilities there are for Hindenburg. Since this would be a significant buff to Hindenburg's survivability, it should not surprise that there has to be something in exchange that Hindenburg will sacrifice. For this the most suitable thing would be the third (or fifth if maxed out) Repair Party charge. So while Hindenburg gains the ability to avoid more damage, she pays by being able to recover less damage. A good trade-off. As clarification, these values would only affect the midship section, meaning central upper deck and upper belt. Bow and stern remain untouched. 31mm: An unconventional value for sure. This mainly excludes overmatching from Republique's 431mm guns. 32mm: Widely known value. No overmatch from guns up until 457mm, and German 128mm Secondaries lose the ability to penetrate the armor without the IFHE-skill 33mm: Again unconventional, but this one does a whole lot more. No AP overmatch at all (like Moskva/Stalingrad), Japanese 100mm+IFHE and up to 152mm+IFHE will no longer penetrate the midship section. Heavy Cruisers remain completely unaffected. 34mm: 203mm HE and 155mm+IFHE no longer penetrate the midship. I do not want to say “Option X is the best, because I know for sure”. I don't know for sure what would be the most balanced option. Hence why I listed them all. For one they provide food for thought, and secondly it would be more logical if WG tested Hindenburg with these values to determine which one is the most balanced one. As a final word, or sort of, how does this transfer to Admiral Hipper and Roon? They have similar issues, and Roon is evidently in need of buffs as well while Admiral Hipper and Prinz Eugen are at least indicated to be rather poor, given the server stats we can access. This concept should thus be applied to them as well, and the question arises how much the midship armor could be. 28mm: Doesn't change anything of significance. No really. 29mm: 413mm and below will bounce, however GK's 420mm shells and anything larger will slice through like a hot knife through butter. Want to make the 420mm guns have some sort of overmatch advantage, this is how you do that. 30mm: Same old, no overmatch from less than 431mm, 180mm HE shatters Different values can be applied for different tiers, obviously. But is an improved miship section desirable? Personally I shall say, most certainly. The beautiful thing about midship sections in that armor range is that they do not affect your gameplay unless you captalize on them. Show broadside and it'll do nothing. Sit nose in and again it won't do you any good. Only when being properly angled and when keeping the surroundings in check will this pay off. In other words, midship armor can be a skill-based option to migitate incoming AP fire. I say very much yes to this. Cheers~
  17. rafael_azuaje

    Gnenova NEED Buff

    Currently, the Italian Genoa cruise is very rubbish, because it is a weak cruise with the worst main battery, it has a battleship recharge, there is no cruise in the game with 20 seconds of recharging. The very high turret turn that makes it impossible to have a Battle against a destroyer. Defense weapon that are torpedoes are very useless in T5, because they are extremely slow and with very low damage. their SAP & AP shells are basically the same both cause appointment, they should replace the AP with the HE. Every T5 cruiser is always equipped with hydroacoustics, it can carry defensive AA or smoke. slightly improve the shielding is too weak the genova need BUFF IN: 1- remove AP shells for HE 2-keep SAP shells 3-fix reload main Guns 20 secs to 13 secs 4-ADD HYDRO or smoke , all cruiser T5 has hydro. 5- the torpedoes need up damage becuase 9xxx is nothing vs a BB I think that it make better genova. if someone supports me in this ideas well, and if not tell me why?
  18. Clappage

    Is the Boise good?

    Hello all, it's me again. I've went and bought the Boise, to have an American cruiser to train my Cleveland captain in. I feel like the $40ish dollars I spent was kinda hefty, but I didn't really grumble, because I was told the Boise was a good ship. So, I bought it, and played a few games, and oh boy, was I disappointed. I thought I'd give the ship the benefit of the doubt, because I probably didn't know how to play it correctly. So I played more games, this time trying different play-styles, including the big DD play-style, the "HE spammer behind the island" style, the DD hunter style, the BB support style, and more, and I was still finding that the ship felt weak, and that I was losing quite a few more games in it than any other ship I had in my port. Everyone always says "it's not the ship, it's the driver/captain", but I don't believe that is the case here. Granted, I am by no means a good player, but I don't feel like I suck either. I could be best described as an average player. When I was playing the Boise in these games I noticed so many different things about the ship that just felt like they were causing me to lose fights that a cruiser shouldn't be losing. I'll list below what I feel like the ship struggles with. - The amount of damage that the guns do. The HE feels underwhelming, especially when I am firing at other cruisers and battleships. It does fine against DD's. The AP on american 152's is naturally not that great, and I accept that; however, in my experience, they just feel worse than the standard 152's. I would get into close range knife-fights with other cruisers at about 5km and less, and even with a full-broadside, I get shatters, overpens, and the occasional pen, usually causing about 1-2k damage with a salvo. Against another cruiser, broadside on, at less than 5km. And yes, I do know where to aim on cruisers to score max damage. I don't know if RNG is screwing me over, or if I'm doing it wrong, or what, but at 5km or less, I'd think that 15 guns would be doing more than that. - The gun range. Granted, it does have 15 guns, but 13.6km for a max range, it just isn't good, and it causes you to have to play a bit too aggressively. I'll touch on this in a second with the ships' overall survivability. - The maneuverability of the ship. Granted, it isn't a destroyer and it isn't meant to have a destroyer's maneuverability, but it feels a bit sluggish to turn, and it feels like it takes a huge distance for the ship to turn 360 degrees. This isn't as much of a gripe as the others, as this one may just be me not turning and changing speed like I should be doing regularly. - The survivability. Oh lord, this is the part of the ship that feels ridiculous to me. Because of the limited range on the ship, you have to get dangerous;y close to the enemy ships in order to do damage, and when you do that, you have to expose some part of your ship, unless you're behind an island. This ship, simply cannot take any hits, whatsoever. HE? it hurts, and this thing burns like dried driftwood. AP? it hurts even worse, no matter the angle it strikes at. Even DD's can shoot this ship with HE, and this thing simply melts when it eats those incoming shells. With 33k health, this thing vaporizes quicker than other cruisers at tier 7, and last time I checked, cruisers aren't meant to sit behind islands and spam HE the entire game. They're supposed to get involved, at some point. This ship, when it gets involved, in my experience, it just melts, bow-on or broadside to the enemy. Now that all that is out of the way, I need some help from the rest of y'all in the community. I need y'all to tell me if I'm just being stupid, not playing it right, and I need to git gud n00b, or if my gripes about the ship are at least, somewhat understandable? Because I don't want to say this ship is a waste of money, but I just can't seem to have a single fun game in it, much less have a good game in it, and every time I see that losing screen or my ship sinking, I can't help but to think about the $40ish dollars I spent on it. PLEASE HELP! Tell me if I am crazy, or if I'm not crazy and I have good points!! -ThePwnageMachine
  19. rafael_azuaje

    omaha class armored buff

    hello I have the omaha and his brothers, but they have a very ugly 10mm armor, which makes it bulnerable to any projectile and bursts the ship mercilessly. It needs to be revised and its armor increased a little. so he can be conpetitive in battles. should increase it to 16mm
  20. I was reading through the patch notes for update 0.8.6, and in the section which discusses buffs and nerfs for individual ships, I found this little nugget: British cruiser Emerald The armor thickness of the citadel deck has been increased from 25 to 40 mm. By increasing the thickness of the deck armor, we’ve added more protection for the cruiser's citadel deck against penetrations by attack aircraft rockets, 203 mm HE shells, and no-ricochet penetrations by AP shells. I know some people (@LittleWhiteMouse) who might be happy about this. Still, I don't know if this is a big enough buff to actually make Emerald better. Will this actually help the ship, or will it just cause more BB overpens to penetrate and cause more damage? I sure hope it helps Emerald, she has so much going for her (if you ignore the armor).
  21. I've been testing the hill, and it has very poor hull armor, if you're attacked by rockets, you're fried .. projectiles from other DD do you a lot of damage, and it's been checked and the hull of the hill is basically the hull B of the FARRAGUT, they are exact with the difference that the farragut has better armor than the HILL, also if we compare it the NICHOLAS has better armor and HP than the HILL, it would be good to rejust the armor and Hp of the HILL. from rest the boat is good. compare armoreds DD: vampire T3 10mm as armor hill T5 o farragut T6 brothers hill 16mm nicholas T5 15mm hill t5 with amor T3 10mm clemson T4 13mm NICHOLAS GUNS & CONCEALMENT IS TOTAL BETTER NINJA HILL BOTTOM IS ALMOST EVERYTHING all DD lower Tier has Better armored thah HILL. please Wg UP armored hill... the torps are useless very slower & short range
  22. Big thing: I’m not saying that Tirpitz is underpowered, I just think her once razor sharp edge has dulled and it wouldn’t hurt to sharpen it again. I am not a great Tirpitz player. I don’t know why, I mean I’ve grinded all the way to Kurfürst and understand how to play the German BB’s I guess the ship just doesn’t suit me. So take everything I say here with some salt. Tirpitz is the oldest of the German BB’s in the game and she’s incredibly strong in the right circumstances. However, with the current gameplay those circumstances are rare and the majority of time is spent at long range where the Tirpitz couldn’t hit the ocean if it tried. At close range the main battery is perfectly fine and it has torpedoes along with 10km secondaries. However the current gameplay the Tirpitz rarely sees those close in engagements, often being forced to retreat from a Worcester or DM hiding behind an island. Not to mention slingshotting Hakuryus doing 30k salvos without losing a single plane. In the current gameplay close range engagements between ships happens most often at the end of games, meaning Tirpitz has to spend most of the battle in the one area she’s terrible at long range. I think that by giving Tirpitz better performance at long range will improve the gameplay experience. And on top of all this the Tirpitz main guns aren’t strong at T8. They’re decent but 380mm is the same caliber as Bayern, Warspite and QE which are T6. To sum up the punching power of a 15” gun is pretty bad at T8 on top of how in accurate they are and how few of them means that at long range the Tirpitz is really underwhelming. I think that by giving the Tirpitz slightly better dispersion or by decreasing the reload the Tirpitz will be slightly more competitive in the current gameplay.
  23. Sir_Davos_Seaworth

    Do we want a Dunkerque buff?

    Well, those of us that have love her..despite her faults... I'm gonna summon @Sventex since he has more games in her, and has posted videos on her. Now, she does many things well, and I have had some killer games in her. If you are top Tier, you can pass out the pain: BUT since I've gotten her, lots of other ships have been added to the game. The Mutsu, all the RN BBs, and now her French cousins... The meta has changed a ton to I think, so is it time for a wee buff? My thoughts, and ideas: Armor: Yeah, I know she is a battlecruiser, not a true BB. Great, but getting overmatched by all the red BBs suck. Yes, you can kite, use cover etc, but that only goes so far. Several people have brought up the fact that the Stasbourg had better side armor..which would help, but if you get get broadside to a red BB, you get what you get... What about her nose? They did it for the Moskva....this would reward captains that angle to the bigger gunned BBs, and not get citadeled right through yer nose... Another idea would be spaced armor like the CAs...that would help with all the HE damage. Yeah, I know more work...but that would help I think... AA: Of all the times I had a bad game in her, I think a CV has been behind it about 50% of the time. Everyone and their mom knows her AA sucks, and you get used as a punching bag for planes. Not fun. Fictional refit in the USA? Loose a couple secondary turrets for more AA guns? Maneuverability: She has good speed as is...but what about speed boost? It would help you get out of trouble if you bite off more than you can chew... (I do this a ton, LOL) Guns: Sometimes, you seem to be slinging citadels left and right, then next salvo goes haywire. Now, I know they are not gonna buff her sigma... BUT what about the reload booster that her big sister is gonna get? If that not, a ROF buff? Nothing crazy, but with the smaller guns and "special" sigma, maybe this is needed? Stealth: It sucks, LOL. Now, I know they go by the height of her mast, etc, but again, this could be a fictional refit, and you wouldn't get out spotted by...everything other than the Fuso... Now, I'm not saying do all this...she would be OP AF. But maybe one of these? Thoughts?
  24. So on Wednesday, WG finally decided to make a buff for Hakuryu. While it did do some justice to the ship and it is good to see they are finally trying to fix some of the damage done, there is still one particular thing about Hakuryu. The buff only affected the 2 drop version of the torpedo bombers. The 4 drop version can cause good damage if you manage to push home an accurate strike, but the combination of the nerfs greatly hinders their potential. The fact that they fly on flak level whereas the 2 drop variant avoids flak damage by flying under it, the fact that the aim is so slow and wide at the start, makes using them very uncomfortable. I think the best choice here is to buff the aiming and preparation time to be like the 0.8.0 version or at least close, but changing nothing else, except maybe slightly increasing torpedo speed if necessary. Making them comfortable and reliable to use, while still taking AA damage, will mean that the player will value the planes much more, but even if you lose a few planes pushing home a few accurate strikes with one squad would be worth it. In conclusion, the 0.8.0 Hakuryu had some good qualities and a rather large skill gap, average and bad players could barely get over 100k whereas the very skilled and unicum players could easily get 400k and above. So, the idea that CVs could be insanely overpowered when in the right hands, but not so good when in the hands of a poor player, I like it very much.
  25. I've only started tracking since 20 Feb but the Haku is falling way behind in games played as of 26 Feb. The nerf to it was pretty significant in the first hotfix. Current Haku games played: 36542 Current Miday games played: 50537 That is a difference of 13995 or 38% more games in favor of Midway. On 20 Feb games played were relatively close at 32520 for Haku and 37957 for Midway. It seems maybe the nerf was too much for Haku as CV drivers are playing the Midway at an accelerated rate. I think things will only get worse for the Haku when the Audacious goes live.
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