cheereereerios

Verified Tanker [NA]
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Everything posted by cheereereerios

  1. I'm a bad person who enjoys the Koenig Albert, Nikolai I, Clemson, and Kamikaze/Fujin. Then again, I've noticed nowadays it doesn't matter. Phoenix, Karlsruhe, German DD's, Kuma? It's going to be a massacre regardless.
  2. Oh hell, time for me to hurry up and get out. Wish he would unblock his stats. Curious as to how many games he has needed to fail that high.
  3. I'm liking the Iowa, have barely touched my NC lately. But when I get to the Montana, Iowa will get sold since I don't expect to play it instead of the Missouri.
  4. Yep, I just got to rank 6 so you should have an average yokel getting to your bracket soon! Only five games this weekend - I played three on Saturday, all losses - but kept my star each time. Figured I was pushing my luck. Played two tonight, both wins. Tomorrow is probably a bust (taking the family and going to tour the USS Edson), so will buckle down on Tuesday. Feeling like Warspite is what I'm going to go with all the way.
  5. Which guns are you using on the Gaede?
  6. It isn't until T6 that BB's get armor sufficient to at least bounce some BB AP from the front. And the USN BB's stay dog slow through T7. New Mexico, Arizona, and Colorado at least get enough belt armor to angle and bounce anything they like. But yeah, the Wyoming/NY both seem to eat penetrations from every angle, plus awkward firing angles. At those tiers, the Kaiser/Konig are infinitely better. IJN tree takes off with the Kongo. General BB weak spot to nail from close in, right under front turrets. You can usually get some cits that way. Shooting at German BB's, nail their upper belt to get a pile of penetrations. You do want to follow behind your DD's and cruisers as well as you can, but if it looks like it is all collapsing, start turning around *before* you are the closest and tastiest XP pinata. To be fair the only low tier BB's I will suffer through these days are all premiums, off the tech tree the Kaiser would be my choice for T4 though.
  7. Stay just out of yolo torp range and shotgun everything you see.
  8. IIRC, Itchy Zucchini and Nikolai both have 2.0 sigma, though Nikolai oddly enough has Atlanta-speed shells. Thankfully ships are still plenty slow and clueless at those tiers. Itchy also has mediocre AP penetration, but when you think of it as battlecruiser, spamming HE 50% of the time doesn't feel so bad. Nikolai has an advantage in armor and gun layout, the front three guns are all forward facing - wiggling back and forth only has the rear gun having to go all the way around. You can't actually fire the front three straight forward, but that's fine, it just forces you into angling. Also has turtleback armor arrangement, while the bow and stern are only 19mm, there is a nice band of armor down by the waterline all the way to front. So trying to punch in under the turrets at an angle still won't work. And to finish, the superstructure basically consists of two smokestacks (and a 400mm armored conning tower because lul) and the entire middle section is 35mm deck, no HE pens for you and you and you...plus 6 forward facing and 4 rearward facing secondaries in casemates, because if a DD gets close, well screw them too. For torpedo protection, she has 16% reduction. She is slow though, and the AA consists of a few drunk Russians with a revolver and some rusty old Mosin-Nagant's, and one of them just gets a megaphone and yells at the pilots. Seriously, you get 2 dps at 3km, and 7dps at 1km. Itchy is fast, has plenty of guns, and is like Kongo just minus even more armor. They both have a 203mm turtleback over the citadel, but that is *all* the big Zucchini gets - citadel is only 19mm more armor (whereas Kongo gets 76-203mm more armor on the citadel itself). She does have a nice strip of 76mm armor all along the waterline to the bow as well. Proper angling is definitely key, but isn't it always? Torpedo protection is only 7%, because them fancy bulges don't show up until Kongo. The AA consists of WASD keys, because you only get 10 dps at 3km. Bonus, Itchy has practice guns mounted on the turrets above each main gun barrel.
  9. I JUST GOT THE KHAB IT NEEDS BUFFS DAMNIT Noooooooooo leave my Mino alone...
  10. Maybe you could say sure, the end-game takes a bit more time to work out, but they haven't even expanded the clan size limits yet. I can only imagine how much fun that is to keep giving them doubloons to work around that. I wonder what the technical obstacle to that one is I don't mind a lack of "clan" wars per se, since I'm not in one, but even the team battles (which clans would obviously rock out in) would be good. Make it a mini two week tourney style thing. Give out some reasonable rewards. Rotate through the upper tiers (8/9/10). Re T6 BB's: Arizona is essentially an accurate New Mexico. Mutsu is a bit more accurate than Fuso, but I've noticed it isn't so much *more* accurate that it is much better at range - Fuso uses the shotgun method to compensate. It really shines within 12-14km, but then against most BB's do. Bayern is tankier than Warspite, but Warspite has better guns (to put it lightly). Then again I tried Bayern out yesterday in a random to see if it was as bad as I remembered. Somewhere north of 100k and a Kraken later, started thinking I've probably improved a bit. The French girl is fun, and can bounce 14" shells like the rest, but terribad concealment (14+ WITH CE), and the guns can be wonky, especially if out of practice. In practice I guess I would say the guns feel like the Scharn - fast, lower caliber, and my goodness the RNG rolls for dispersion are all over the place. (Devastating Strike to bracketing the broadside Myoko seems way too common). I loathe inaccurate guns so in BB's I've pretty much settled on the Warspite for now. Have already had too many matches where it was clear a whole clan was basically queuing up at once, having 4 of them on the red team (and you know they are probably all in voice chat together) is just shitty. Especially since WG hates making the labrats powering MM think any harder. If they could rig it so a max of one 2-player division per team, and each team would get a div, then maybe. Just maybe.
  11. In the 6-10 bracket, I'm just forcing myself to play DD at this point since there are so many absolute (friendly) shitters playing already into that bracket. Mutsu doesn't have the insane accuracy of Nagato (or Warspite), she needs to push in a bit closer. Maybe in the top bracket I'll be able to play Warspite again.
  12. And Indianapolis getting 9.9 km radar, concealment buff, and possible to stick the radar module on? Hmmmm edit: lowering concealment by ~1km, should be getting down to around 10.8km. Very interesting...probably wise if they keep tier restrictions on special upgrades so Indy can't essentially have DM radar at T7.
  13. ST 0.6.8 leaks have the modules getting some changes and also moved around (slot placement) so they could actually be useful. https://sea-group.org/?p=3128&lang=en
  14. Honestly, at those tiers you should just be happy someone or something is playing, it could be hard to tell if they got up and left and the cat sat on the keyboard.
  15. Just hit Rank 11, will play more tonight. On the bright side of darkness, so far the losses have been obvious from the start. Retarded DD's and cruisers make themselves evident quickly, so when you go down three ships within 4 minutes, just start piling up some damage and try to decide who to hit with your one torpedo... Edit: so far ship selection is mixed, and don't think any overwhelming dominant ones. Everything has its strengths and weaknesses. Even the Dunkek has been mildly amusing. I expect to see more Warspites near the higher tiers though.
  16. Can confirm, spotted last night in a three man unicum div, driving the Benson as bait.
  17. I'm actually thinking Fubuki with her 10 km torps will be strong. Probably just going to take my Shimakaze captain and put him in the Shinonome though. On the main account I'll probably just throw my Fiji captain (14 pts) into the Warspite (with some changed cap skills), the Iowa cappy (18 iirc) into Arizona, and then Shinonome. Maybe just Anshan until the Rank 6-10 bracket. Oh! Can't forget let Dunkek, plus Leander and Perth will probably get a few tries as well, maybe Budy as well. Kept my Budy captain there when I got the Schchorors just for this. On the alt account, probably Fubuki and Gaede, and Warspite/AZ/Mutsu. I think I have Leander also.
  18. Trashkent, yesterday, Atlantic. Only one real DD on the team. We both head to (nearish, in my case) A cap. Friendly Pensa starts griping, yolos B cap, gets wrecked. Spends a few minutes ranting and raving at me, telling me to keep camping (at 45 knots?) more, etc etc. Got a couple kills (including CV and an NC I torped point blank), Dreadnought, topped the leaderboard for the win. Looked em up afterwards, the Pensa was the highest ship they had, and overall a 45% player. Players like that are the reason I am *not* waiting around in ranked this time.
  19. A few times a day at least, I can nail the opposite DD in the cap/near the cap just using experience AND rpf. Let's me know which angle they are coming from, what kind of speed they are doing... It does require them to be careless in the cap a bit, but there are plenty of those out there. (IE I usually get myself pointed out of the cap zone and idling along just under 1/4 speed). It works well on various DD's as well. Fletcher with torps loaded as you arrive at the cap? Launch em and have em reloaded by the time anyone is spotted. Lol Yang with slow loading torps and needing all the help it can get in damage dept? A quick red DD delete fits the bill.
  20. I'll check them out tomorrow then, I have most old clients.
  21. Okay, took some notes on three replays, the other two crashed repeatedly. Just running through the analysis, which is always easier in hindsight. First a couple of questions: do you run any mods, which crosshair do you use, and do you use MMM? For mods, the navigator angle mod, and running lights mod, are really helpful. I endorse the dynamic crosshair. The wowreplays matchmaking monitor program is nice for a quick check before the match. Iowa match: Pretty good to start. Heyyyy land a shot on a DD 13.5km out! Too bad it was a light cruiser named Kebab who bounced your 16" shell. Frackin noob firing HE...against angled BB's...massive damage, fires. Hmmm. Maybe not so noob. Fast forward a bit. Down 3 DD's, enemy team full strength, and you are practically down 5 ships because you also have an FdG and Iowa yanking it in the SE corner. So, yeah, this match was going to hell pretty quick at this point. You went to get some fire onto the Khab, ended up giving a perfect broadside to the Izumo. You escaped that time, but at the end you had a bit of tunnelvision for a couple salvos, and ended up showing side to 3 BB's. Bismarch match: Supporting C on Trap. So far, fine. I would suggest being more definitive on which side you are shooting from. Started to see a lot of left-right-left, with back turrets out of action. Going into the cap, Nurnberg was becoming a clear tard. So be careful trying to back them up. You had a shot at a Gneis over islands, pretty sure with the navigator mod you would have seen the turn beginning. Just as I was thinking "head towards B" you start making that turn. However, the Fubuki had not been sighted again, the Kagero hadn't been spotted yet, and you were leading the way. Didn't use fighter or hydro...and ate torps. 9.7km secondaries on a Bismarck? Team is steadily falling at this point, and then the Hood rushes the CV. While you did head back, you kept the fire up on B, and didn't get positioned to get all 8 guns onto the Hood, using only bow guns on a broadside target. Scharnhorst match: tldr - classic overextend. Detail - Move to support east side on Estuary. Have to notice that the friendly Budy is yoloing, your only DD on that side had their thumb up their aft in the middle of the map, and as soon as the Budy went down, one big inflammable German target was going to be the next course on the BBQ. Gotta be careful, watch the map/minimap, trust no one, especially friendlies, etc.
  22. Yeah, I was looking at the numbers for the timeframes, only 32 cruiser games and 1 DD game in the last 90 days for you. Playing the different classes helps me fight them usually. Well, that and RPF on my DD's. edit: loading up replays now
  23. <-- not the best Haven't watched the replays yet, got em downloading. One thing stands out looking at your stats - you are pretty much a BB main. Maybe it's time to go play some DD lines (while still playing a couple BB matches per session). Get some fresh perspective from the other side, eventually branch into some cruisers. Will check out the replays after dinner and see if anything is greatly obvious. As overwhelming as a good BB can be to the red team, they are still dependent on friendlies. Finding that line between too passive/aggressive is just as much a talent with them as the other classes. edit - both my main and alt accounts have similar numbers, and I'm leaning towards cruisers in both:
  24. I haven't had muck in Shine-oh-Gnome, dunno why. But she's a competent enough DD. Have to be careful though, 6.1 km detect combined with lackluster handling gets me in trouble a lot. If you have a Kami-triplet they are waaaaaay more fun.
  25. Unless it's broadside, Moskva's are one of those ships I just save for last, no matter what the class. DD? Nope probably another cap I could be at. Cruiser? Could be cooking a delicious BBq instead (or pissing off with endless RN steel rain). Battleship? I'll keep the Moskva in mind but usually look for targets my AP will do something to, first.