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Found 7 results

  1. EDIT: 1/20/19 - Up to 172 games now. Current stats: (Also, Happy New Year!) EDIT: 9/18/18 - Up to 144 games now. Current stats: EDIT: 7/5/18 - Up to 123 games now. Current stats: So, pretty much everything to follow still stands, but I've switched up my build pretty significantly, so I wanted to outline that here. I took advantage of the discounted respec a couple weeks ago to change things up. Modules, consumables and flags remain the same. I think it's probably the best of both worlds where you maintain a 6km AA range, you still have defensive AA, but you have far more survivability with SE and Vigilance, and maintain DPS with BFT. I've been very much enjoying this build, though the current radar meta has made getting good consistent damage numbers a bit more difficult. But the Kidd is still extremely fun and a very dangerous adversary when played correctly. Thanks for reading and post any questions you have and I'm happy to answer! Good hunting, Pirates. Just wanted to share my thoughts on this ship in case anyone was on the fence about buying her while she's still available. I currently have 371 games in the Fletcher and 245 games in the Gearing with both over 1400 in WTR. Just to give you some perspective on where I'm coming from in how I view the Kidd. Tl;DR - If you love T8 and up USN DDs, then get this ship. Just do it. She's awesome. All of these 25 games were played Solo, in Random Battles, and at all different times of day on the NA server. I picked 25 games because within these games were a fair mix of outcomes. I had insane super-unicum games, and I had that game where I ate a unlucky Fletcher torp 2 minutes in and and got one-shotted having done zero damage, and all types inbetween. So there's a balance there. I'm no great player, just good, so I think my results are achievable for the above average USN DD player. Here are my stats according to Warships Today Moving on: Here's how I've had my Captain and ship set up for all 25 games, with one exception; I ran AFT instead of Manual AA for the first several games, but other than that no changes were made. This is essentially the build that Flamu runs, but with Manual AA in place of Advanced Fire Training. Ship modules. Probably no surprises here. You could swap rudder shift for acceleration. I go back and forth on it. The Kidd seems to accelerate pretty slowly and I've wished for it on more than one occasion. EDIT (11-22-17): I've since swapped rudder for acceleration and there is a massive difference. I highly recommend making the switch if you currently have rudder shift currently. Flags. Unless you're trying to grind credits or XP/Captain XP, you really don't need much help on the economic side of things. Even in so-so games you clear 100k credits. Many, many more in good games. I don't want to rehash what LWM, Flamu, Notser and everyone else has done. If you want pros and cons, just head over to the wiki for the ship and its all right there. These are just my thoughts. - First off, this ship is just fun. If you enjoy the Fletcher, you'll feel instantly comfortable and right at home. - The big knock against the Kidd is the torps, and yeah they're not great and I'm still learning how to use them. The best advice I can give someone just picking up the Kidd is treat them defensively. You're gonna spend a lot of time in smoke and everyone knows you only have 5 fish for defense. Save them for when you really need them, and can guarantee successful strikes. There has been at least 5 times where my torps were on cooldown, because I had fired them on a traditional type of target, only to need them a minute later because a BB was YOLOing into my smoke. On each and every one of these occasions, the torps would have 100% made the difference between me living and dying, as well as getting a kill and helping my team win. I -It's a tough habit to break. But save the damn torps. You'll be glad you did. -Now, for the Heal. The heal on this ship is a game-changer. It will absolutely ruin you on other DDs because of the staying power that it gives you. We all know that DDs become more dangerous the longer you get into games and the Kidd is no exception. It allows you to survive late into games and make a huge difference. Out of 25 games, I've survived 15 of them. And at least 5 of those where I died were 100% my fault for misplaying the ship and being far too aggressive. In each and every game the heal absolutely changes the landscape of your performance. It allows you to swap damage with DDs, heal, and come right back into the fight to finish them off. It's such an advantage that playing without it on other DDs just sucks. Like I said, the Kidd is ruining me. -Now obviously the heal can't save you from everything. If you take a torp, or the ridiculous BB AP salvos that plague DDs right now, yeah you're screwed. You can heal back some, but massive alpha strikes still ruin your day, just not quite as bad. You should still have a robust fear of RN Cruiser AP, and any ship with a radar. -The AA is awesome when you get to use it. Most games its useful for just blapping scout planes, which it does pretty much instantly as soon as you pop Def AA. Very nice. As for CVs, it works as advertised. I've yet to face a Midway, but I've gone up against I think every other CV from T7 up and it works extremely well. MAA + BFT + Def AA is just disgusting. You can wipe multiple squadrons before they can drop on you. I've seen several CV players just avoid me completely, which in a DD is saying something. But hey, if you watch three of your strike groups evaporate while flying over a smoke cloud, I'd probably avoid it too. Alright now for the stuff that kinda sucks. -You have very little ability to hard carry games, unless it becomes a race to cap, or if the remaining enemies are DDs not named Khab, Gearing, Udaloi and Grozovoi. That's really been the tough part of the ship for me. You rely on your guns to do damage, and if you don't have anyone to spot for you, it becomes very frustrating trying to stop those stubborn BB pushes, and god help you if they have radar Cruisers in support. When you have support, this ship shines. You can harass with your guns, drop awesome US smoke, and you have your torps in case someone feels froggy. -The guns are still what they are. They have rainbow arcs and very little fire chance. If you're not good at USN DD gunnery, you will struggle mightily to do high amounts of damage in this ship. Even I have games where it seems like my shells are allergic to steel and go everywhere except where I want them to. -This ship almost requires a dedicated Captain. I mean, sure I can use this build in my Fletcher, but it's not ideal. Ideally you'd want things like Survivability Expert and Torpedo Reload instead. It's not a bad thing really, but to bring out the best of what this ship has to offer, you may need to divert slightly from the optimum build in your other USN DDs. But if you do run those Captains in the Kidd, she's still very, very good and a great trainer. In Summary: No regrets buying this ship at all. She's a ton of fun and if you die in her, its probably all your fault for playing the way I do and being way too aggressive and being overwhelmed by torps, radar, and YOLO rushing BBs. It's T8 so the Matchmaker you get is not great. I didn't keep track, but I'm willing to bet at least half my games were multiple T10 ships. I can remember clearly 3 games where I was top tier. And on that note, it bears mentioning. If you get top tier? Good grief this ship is ridiculous. Seeing a spread on the other side of Farraguts, Mahans, Fubukis makes my hands tingle. Go hunting and enjoy your rewards. It's a solid moneymaker. Not Missouri good, obviously, but I'd say on average I clear 200k per game running all premium consumables, and no credit flags. Thanks for reading! If you have any specific questions, just post them and I'll answer!
  2. Its probably best if you just glance over the Underlined and bold parts. Its quite long. Plz reply and share your experiences. Hi everybody! I have been looking around at other forums and have thought that It would be a good idea to have one, big, main forum where everybody can voice their opinions (i.e. rage and complain) about the recent carrier rework. I have been getting several different opinions about what the carrier rework and hotfix has done to our warships. I have been looking around to see what kind of different opinions we have been getting about the carrier rework. From what I have currently seen, the most trouble has come from destroyers. The complaint is that aircraft spotting is too good, and that they are permaspotted and shelled by everything in the vicinity. The same can be said about scout cruisers, which lack the AA defense to repel concentrated air attack, and who cannot output enough damage to repel the hail of fire that the rest of the battle fleet will throw at it. This also does not allow it to spot other targets, voiding its purpose. Light and Heavy cruisers can output a substantial amount of AA firepower, but only the most powerful light cruisers and the most AA oriented heavy cruisers to repel a concentrated air attack. Under constant attack from my fully maxed Lexington, only the enemy Atlanta, AA spec Cleveland, a new Orleans with defensive AA fire, and a trio of battleships pooling their AA could prevent themselves from being decimated by my aircraft (even the AA ships still took minor damage from the remains of my squadrons). Light cruisers that shoot from behind islands are immobile, and vulnerable to attack from bombers and torpedo planes. Heavy cruisers, especially those with an AA focus, are the only ships capable of repelling constant attack by same tier carriers without major damage. Most battleships, with the exception of high tier American ones, generally have crap or mediocre AA, and need an escort or a division to pool their AA. However, concealment isn't really that important, and all BBs can take a hit, so other than being unable to dodge torpedoes, they did OK. The main consensus is that CV's are not that fun to play against. On top of that, It is hard to repel air attack, and being permanently spotted is deadly for most light cruisers and destroyers. I have also heard complaints from the aircraft carrier community. The US Cv community, complains that dive bombers require too much RNG and that the torpedoes don't do enough alpha. The IJN community is having trouble with AP bombs and the bomb sights, which are accurate but hard to use. The british CV line is still going through buffs and nerf at an alarming rate. Right now (2 patches from now this could have changed entirely) the british CV community complains that the short arming distance torpedoes are carried by aircraft that lack the health and speed to reach their target, and the bombing runs are rather flat and sort of have a forward rather than a mostly down trajectory. On top of that, all Cv's are having trouble doing reliable damage to ships. For example, American CV's struggle to inflict damage with bombs to well armored battleships, whose deck they fail to penetrate, and maneuvering cruisers, which they lack the accuracy to hit. Many Cv's complain that other ships do damage and earn credits farming damage off of cruisers and destroyers that they spot, while the CV hemorrhages aircraft trying to get damage done and the cruisers and destroyers rage over being spotted and focused down by the rest of the enemy ships. In conclusion, I believe that carrier spotting mechanics are a death sentence for any ships that rely on concealment. I also believe that Carriers fail to do much damage due to the fact that their planes, while fast, have too little health or maneuverability. Also, Carriers don't like being up-tiered. I look forward to your opinions and ideas about how to fix the carrier. Please PLZ! comment below. Photo gallery:
  3. Hey guys, im running low on credits and decided to get a T8 premium ship to grind them out, the problem is i dont know what ship to get that will give me consistent good battles and credits, so far i have heard good things about Alabama and Atago so i dont know which one of these to get, any other ships are welcome for suggestion aswell! Edit: Hey guys! thanks for all the replies, i have read every comment and despite many people recommending ships like Scharnhorst and Tirpitz due to my experience with German Battleships, i have decided to get Atago, i have seen a couple of videos of it and looks very fun, the concealment, access to health repair party and great torps are very appealing to me. Reasons for not getting scharnhorst or Tirpitz is because i dont really want another close range Brawler battleship, Bismarck and Kurfurst are really fun but i do want to explore other game styles aswell. Thanks again for all the help, i didn't expect this many people to reply and help me out, what a great community! P.S: dont say Missouri 😂
  4. 8 4939843 7 4501474 10 4362409 6 3840728 5 3695758 9 2807057 4 2534687 3 1871145 The list above shows the number of battles played by tier for the NA server in the quarter ending Sept 29, taken from here. I've organized them from most to least by tier. Note first of all the extremely low number of battles for T9. There are simply not enough T9s to fill out T10 battles the way the current MM is set up, so it must dip into T8. As you can see, T8 has the most battles of any tier, followed by T7. There would probably be a lot more at T5 and T6 if the MM wasn't so awful right now. If T9s are pulled into T10 in great numbers, there are few T9s to give T8s one tier and T7s two tier spreads. Hence, to ensure that T9s are spread evenly across T7-8 battles and that there MM has a fair two tier spread at T7, the surplus of T8s have to be shoved up to T10 to fill the slots that should be going to T9s. The problem of the current MM is that no one plays T9 ships and that WG has organized the game around T10 even though, as evidence shows, most players would rather be at T8... indeed, if we switched to a one tier MM there would be even more T8 games. What's interesting is that people are still enthusiastically willing to be abused at by the MM at T8. Here are the T8 ships ranked by number of battles... 1 Cleveland 47107 661986 2 North Carolina 20705 400507 3 Bismarck 20333 379471 4 Massachusetts 11822 271901 5 Baltimore 17353 260425 6 Tirpitz 20213 246180 7 Benson 10407 200233 8 Akizuki 9786 171531 9 Admiral Hipper 9870 168702 10 Kagero 9317 167142 11 Richelieu 8343 164301 12 Amagi 9423 158947 13 Mogami 8857 152044 14 Alabama 10727 136962 15 Edinburgh 8542 131836 16 Atago 9359 106768 17 Monarch 5193 105370 18 Chapayev 5871 92695 19 Z-23 4647 87826 20 Charles Martel 5410 85963 21 Kidd 8947 79291 22 Lexington 4351 75741 23 Asashio 3375 71387 24 Prinz Eugen 9622 65538 25 HSF Harekaze 5042 63381 26 Hsienyang 2789 54644 27 Mikhail Kutuzov 5715 51030 28 Kiev 3806 50862 29 Ognevoi 4133 47330 30 Loyang 5066 43513 31 ARP Takao 5219 38809 32 Roma 3759 38380 33 Kii 3035 28395 34 Shokaku 2088 25200 35 Gascogne 2320 20164 36 Enterprise 1462 10379 37 Graf Zeppelin 399 8612 38 Cossack 1077 8366 39 Lightning 940 8031 ...note that the majority are tech tree ships. Kii, Roma, and Gascogne are almost non-existent -- examples of how the two tier MM that shoves players up to T10 has killed T8 premium ship purchases (doesn't help that the recent crop of T8 premiums has been pretty meh, soon to be joined by the gimped Wichita). I've stopped playing T8-10 and will not lay out any cash on premiums for those tiers since why pay to be a fodderbote, and I doubt I am the only one to make that latter decision. In a one tier MM I would probably have bought Roma, Gascogne, and Massachusetts... Lightning was new so I imagine she will move rapidly up the charts. But of the top ten and top 15, most are tech tree ships. Only 2 premiums, Mass and Tirp, are in the top ten. At T8 lots of the tech tree ships are really enjoyable boats, and of course many people wanted to try the new Cleveland. Thanks for the food, guys. It's blindingly obvious that we need to switch to a one tier MM. WG's deference to T10 is killing the high tiers, while T5-6 are broken. If we switched to a one-tier MM T9 would hardly change, and more T9s would be available to be pulled into T10 matches. There would be a slightly longer wait at T10 since the hordes of T8 ships would no longer be available. What is really needed to make that happen is for WG to change the way it treats T10 like a spoiled, favorite son even though the numbers show that people would rather be at T8. The best gameplay is at T5-8 and that's what the game should emphasize. In a one tier MM those four tiers would be loads of fun, and everyone would play a greater variety of boats. Top ten T9 ships by number of battles. I guess people must be grinding Buffalo, because there is no other reason to play it, let alone so much. 9 Iowa 13423 283731 9 Fletcher 10385 245719 9 Missouri 11380 230637 9 Buffalo 11495 209645 9 Seattle 7606 192111 9 Friedrich der Grosse 8253 159845 9 Yugumo 6537 146543 9 Alsace 5568 142368 9 Musashi 5806 138180 9 Roon 5707 117235
  5. Today I am going to showcase my experience in the Tier 8 Royal Navy Destroyer, the Lightning. Overall a decent ship, but my experience in it was "something different" compaired to other ships I have played.
  6. I like Ranked battles. there i said it. However, In multiple seasons I have fallen short of your criteria to complete a season. Unfortunately, WG, This season, you will not even allow me to participate. Last season, I achieved ranked 10 and then my season ended because I don't have a T10. This season I will start at R16. I will be 3 stars away from ending my season because i still do not have a t10! Therefore, this season, you ensured I will not be even be allowed to play. Please consider the following recommendations: 1) allow rentals to be unlocked for players who achieve ranked 15. 2) allow players to continue playing ranked at t8, without the ability to continue earning stars. 3) reset my stars, so that I can play ranked this year 4) gift me a t10 ship (a Moskava) *5) from responses: Pull back irrevocable to R15 from R10 and push forward T10 to R10. WG. I hope you will reconsider your decisions for ranked this season. If its about money, I think you are alienating players who are on the cusp of deciding to continue playing or finding a new game. *If you are a player on the forum who is sharing in my dilemma of a shortened season for playing last season, please take a moment to "like" the original post. With enough interest, perhaps WG may take the time to calculate the proportion of the player base who this decision impacts.
  7. CommandantObvious

    Inertia Fuse on T8 Cleveland

    I have been playing the new T8 Cleveland for a while now but have been wondering if anyone has advise on using inertia fuse shells or not. 152mm guns are recommended to take it so I been playing with it since I got it (my Atlanta captain has found his non-premium ship lol). If not IFHE then what other 4pt trait? Thinking Advanced Firing training, but wanted to hear other thoughts.
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