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About Jaegaer

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  1. If we can deduce one thing from this then it is that WGs tactic works. Instead of real but risky changes that might push the game forward, WG is going the way of pumping up mostly insignificant things. We MIGHT disable team damage but it will be after a lengthy process of testing, because, you know, these things are very very hard. So better not expect anything, at all. Btw here is our new prem tank, the Star Wars themed FV 215b 183 in cooperation with Disney.
  2. I think we will see the first italian line before the second french line. The rest of this year is packed with RN BBs and PA DDs and I think we will see the next line in Supertest late this year for a early next year release. If I had to speculate: 1. Italian Cruisers 2. French BBs 3. somethink Russia (likely BBs but could also be a third DD line) 4. German paper CV line 5. USN CL branch 6. Italian BBs
  3. Yamato: 22 Montana: 20 Großer Kurfürst : 25 Zao: 19 Des Moines: 23 Hindenburg: 27 Moskva: 17 Minotaur: 20 Shimakaze: 14 | Noone denies pushes and caps like a Shima. Also the Shima is by far the least prone to eat massive pen damage. And thus while ships like Gearing and Z-52 seem better cap contesters in reality it all depends on your teammates and who has the best radar and gets the least pen damage. Finally the Shima is a great danger with 20 hitpoints left while the gunbboat DDs are loosing a good bit of their teeth along with their hitpoints. Khabarovsk: 10 | while the Khabba is serious fun, it basically burns BBs at range while speed tanking. The chances to actually jump and kill other DDs are few and far between now that you have to choose between concealment and rudder shift module. And thats not good enough - I would rather have a Zao on my team for this. Hakuryu: 18
  4. You don't. You are not a cheapass and thus you simply free exp the Kongo.
  5. I can only recommend Flamus MEGAZAO youtube vid.
  6. The tier IV looks like a brutally OP pubstomper. That range.
  7. Nelson seems a funny little thing at a tier with good MM. But I already have the Missi which satisfies all my Credit needs ever. But the Conq WILL get nerfed if they release it in the current configuration. It is WAY too easy to play it well, I'd say even easier than Yamato because of the stealth and the good maneuverability. The HE means that potatoes get away with brainless HE only spam. On top of this everyone got a really good special Captain for it. Consequently the average damage numbers will skyrocket.
  8. Yamato: 20Montana: 19Großer Kurfürst : 25Zao: 21Des Moines: 23Hindenburg: 27 - Hindi seems to have it all right now. Can snipe well, is even better at medium range, can brawl quite well too. German Hydro is a very nice gimmick. Probably the top pick till the Conq arrives to kill everything.Moskva: 17Minotaur: 20Shimakaze: 13Grozovoi: 5 - This ship has no place among the other listed ships. It can not carry battles and doesn't even serve as a potential damage sponge like the Khaba.Khabarovsk: 16 Hakuryu: 18
  9. I just hope they buff the regular Cent to this level. Ever since I saw the original at Bovington I love the looks of this tank - but it just doesn't fit my playstyle, or anyones at all...
  10. Yamato: 20Montana: 19Großer Kurfürst : 25Zao: 24Des Moines: 23Hindenburg: 26 Moskva: 16Minotaur: 20Shimakaze: 13Grozovoi: 8 - good guns, good torps, good speed, good AA but.. well, nothing is actually great on this ship and we are beyond the point where being good is good enough.Khabarovsk: 16 Hakuryu: 18 - not enough CV players here. This ship can carry battles more than anything.
  11. Imho, with very few exceptions, Cruisers lines are only worth it at tier X. At least all the grinding prooves to be worth it in the end. Exceptions (above tier IV, go away filthy seal clubbers): 1. Fiji - an almost tier VIII ship at tier VII where MM is glorious currently 2. Myoko - again, tier VII means glorious MM and the Myoko is super tanky when top tier with brutal firepower 3. Chapayev - radar ranger greater than detection range. With the radar module you are the bane of DDs and a good long range firestarter if you must 4. Cleveland - IF you can position well behind islands. Clevelands dpm is really great but it dies fast as well as most tier IXs (except I-boooh-ki) but imho none of the tier IXs is a keeper when you can play the tier Xs instead.
  12. Don't play floating Citadels when there is a Citadel mission around Jumped in my trusty Arkansas Beta and did the 10 Citadel hits in a single game...
  13. C hull is a must have. WGs ratings are alas quite useless. For instance, equipping the top hull on Clemson gives like +2 on guns rating despite the fact that you get double thge guns in each turret... The C hull gives you much better armor and the gun placement is wy more convenient. Still IJN CAs suffer from very bad turret traverse all the line up and that is something you need to work around. Pre turn your turrets whenever possible and turn the hull if you are not getting aimed at. Maximising Cit hits is basically aiming correct AND shooting often and the shotting often part is actually much harder as it mean that you need to position well. Still, IJN CAs have good concealment and if you get targetted by too many BBs, hold your fire and vanish into stealth till said BBs found other targets to shoot at.
  14. Bear in mind that this is for good players who can actually use the viewrange and position themselves correctly in every stage of the game. In WoT a Unicum and a Potatoe that rush the open field on Malinovka at the start of the game will fare almost exactly the same... What divides the Unicorns from the unwashed masses is that they know what to do and what not to do on very map, in every tank, with every team, at every stage of the battle. So while you should totally do swap vents for optics, don't expect to rule Mali/Prokh instantly. You will likely need quite some games to experience first hand what this change means and some trial and error what now works and what doesn't.
  15. Thats the new and improved natural cycle of tank balancing. New tanks will always be more or less OP till everyone grinded them and then they get nerfed to be unexciting, so most people don't hesitate to move on. Then, after a while, they change it's playstyle around to make it interesting for people that so far didn'Ät see the need to get it. With this method you maximise the amount of people that want a tank at the cost of some people who hate nerfs and inconsistency