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About ncc81701

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    Lemming Train Conductor
  • Birthday 12/01/1980

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    The Final Frontier
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  1. Pretty sure I mauled your team to death the both times you brought your Dunkerque into ranked and carried our team the one time you brought the Graf Spee and ended up on my team.
  2. Anyone got Tips on running BBs between R5-R1? The meta seems to change quite a bit jumping from R6 to R5 and I've found that whatever worked in R6, doing the same in R5+ and I'll be taking way more damage and dishing out far less in return.
  3. I have doubts to the accuracy of the Warships Today numbers on PvE games since I doubt, even proportionally, that PvE only players care enough about their stats to check them (or are even aware of them in the first place). Thus I expect them to be under-represented in publically available databases which then under represent the number of actual PVE games are played. Publically available stat pages are likely to skewed toward PvP players since these players have incentive to check their stats and be registered. This is why I think WG's internal numbers are showing a different situation than what is publicly available and why they might think generating PvE content makes sense. PVE population size relative to PVP population might be a good question for Sub_Octavian in the next Q&A though...
  4. While I agree that WoWS needs clan content and CV re-work very badly, I think you are underestimating the size of the Co-op only population. I suspect that their internal data is probably showing a much bigger PVE only population than what most people think it is and that this is a previously completely untapped source of revenue with growth potential for the WG brand. If that was not the case, they wouldn't have shovel so much resources into it at the expense of PVP content. At the end of the day WG is a business and they'll do what they think will get them more money.
  5. @Rodrigopine I wish, I could really use some reliability good DDs on my team in ranked. You don't need a belfast or a scharnhorst for a carry, but they were much easier to play and carry given how OP they were. Plenty of people don't deserve to get to Rank 1 either if you look up ship comrade leaderboards so that point is mute. I never said nor implied that NM, AZ, Bayerns and Fusos are uncompetitive. I was replying to @33nfidel question on whether Mutsu is something that's worth spending money on for ranked and my reply was that if you have a Warspite, it fills nearly the exact same role and is unnecessary. Judgement of what is "better" have elements of subjectivity and I personally hold BB speed and maneuverability at a premium. The Warspite and Mutsu offer these things without sacrificing firepower and I value that. When it's a pure long range slugging match then all T6 BB except the Dunkerque are competitive relative to each other. But sometimes all you need is a few extra knot of speed to step on a cap and win on points or just a few second of faster rudder shift to dodge that 1 torpedo and that's what makes the Warspite/Mutsu better in my view. It performs about the same against other BBs in 95% of the games but it can do things other BBs can't do in 5% of the game and that's enough of a difference for me to run them as my main ships for ranked.
  6. @BiggieD61 I would have thought the same but the skill level this season with T6 ship is just mind bogglingly bad. I'd like to hit R1 at some point too and this season I manage to start early enough that I think can make it. We'll, see but so far this is the most frustrating season I've played since I feel that T6 have so much less carrying potential. I missed my Belfast, Scharnhorst and Genisenau , I should have ranked out last season. Warspite and Mutsu are my 2 primary ships this season. I think if you have a Warspite then you don't really need to bother with it. The thing that Mutsu have on the Warspite is speed which is handy in some situations but it's not like Warspite is slow either relative to USN Standard BB . Between the 2 I think warspite is the better ship given its better heal and better concealment but I think both are good boats for rank. These ships are better than the non-prem counter parts but it's not broken op like belfast and was in the previous season. P.S. You can ignore the fact that Mutsu have torpedos... the arcs & range is such that you'll have to show broadsides <7km to use them.
  7. Last season's "premium upgrade modules" was worst cuz all but 1 or 2 of them are virtually useless since they take up the spot of regular useful upgrade modules. So far I've found cruisers to be very weak this season and overmatching BBs like Warspite and Mutsu the star of the show outside the dominance good DDs as typical for rank mode.
  8. Sooooo much this; the sooner people realizes this, the sooner they'll become better.
  9. You're welcome . Shooting Techniques There's a few things on shooting technique I didn't get a chance to get into last night. I notice that you have a habit of zooming in to aim and fire and then have a tendency to stay in the binocular view until the shell hits. I think you can improve on your situational awareness a bit if you can teach yourself to zoom out while the shells are flying towards your target. The only critical time for being in binocs view is when you are aiming to fire, and when the shell lands so you can adjust your aim. You can improve your situational awareness if you learn to zoom out between the time when the shell leaves your barrels, until just before the shell lands. I tried making a gif of this and you can see it in the link below but it's easier to see in the replay. I have a habit of holding on to the RMB as soon as I fire, so the view zooms out and I and observe my surroundings. About the time when I expect the shell to hit, I release the RMB and observe where it ended up. This shooting technique is 2nd nature to me at this point, and this is the reason why the replay zoom in and out very quickly and often (probably enough to give someone motion sickness), I don't want to be in the binocs view more than necessary. It's common to load HE and hit bow tanking BBs, but my personal preference is to keep AP loaded as much as possible. I'm always looking for a better target to hit and when I am in a BB I don't want to commit to shooting HE unless a close range DD and bow tanking BB are the only targets I am likely to have for the next 2+ salvos. Against bow tanking BB with AP loaded, I typically aim high, so that I can lob my shells over the turrets and into the super structure behind them (see image below for aim point). You can do a surprising amount of AP semi-pen damage to bow tanking ships this way. With that I bid you good luck and good hunting. I hope some of this is useful to you and that you'll become a better player because of it.
  10. I've only had time to review your Iowa replay. I chose it cuz it worked and I also had an Iowa on the same map that you can watch for reference. Before I start I'm going to preface your game w/ the fact that it was mostly BB & DD which is not the ideal kind of match up, and you had a useless FDG and Iowa doing nothing over by J-9 area of the map for 1/2 the game. It was probably an uphill battle from the start but there were a few things that could have been done better. Positioning and Map Strategy: Below was roughly your route w/ some annotations. You spend a lot of time doing that loop along the 6-7 line. What I want to emphasize is that while you are there your FoV is roughly the area shaded in Red, and typical enemy approaches are in the green arrow. That island on F-6 is blocking out a sizable swaths of the crucial middle part of the map shaded in white. Your FoV is also severely limited toward the East with the Island in F-7 blocking most of the approaches to B cap. This is a fairly poor position of the map to hold for a BB since you only have good shots into A cap and south of C cap if the enemy decides to sail right through it. You further compound the problem by primarily focusing on the Kab in the B-C cap area. By ignoring what is going on in A Cap, you deny yourself the best opportunity to blunt the enemy's drive toward A where the majority of them are. In your game IMO this was really the only place where you could have made a difference given how bad your teamates were over in the eastern side of the map. A side note: while hitting DD is important, a 10+km Kab (and only a Kab) should be fairly low on the priority target list. You are wasting our time try to hit one at that distance unless it's the only target you have since Kabs are ridiculously maneuverable. If that is the case, you should move to some where else with better targets. Below, the dash line would have been my opening move given your starting position. From that position I can cover most of the approaches to A & B cap and I have options to maintain a favorable bow tank angle while covering these approaches regardless of whether the enemy team decides to go A-B or B-C. My typical opening move in a BB is get to a position that I can effectively cover 2 caps, it gives you more control of the maps, and more firing opportunities and gives you options on how to flex as the match unfolds. This also illustrate why I <3 the Iowa. With the 33kt speed, I can overcome a poor starting position and get into a fairly decent one pretty quickly. To compare and contrast, i've uploaded a replay of my Iowa on the same map https://wowreplays.com/Replay/39487 In my game, my opening move was to the east of that island on G-4, with the FoV roughly in the red shaded area. This lets me cover most of the approaches to A and B. I was expecting most of the enemy to go toward B with some light forces toward A. Given how our team deployed I expect to need to focus less on A and more on B. This was what I was thinking from when the game started to when the first few contacts w/ the enemy was made. What developed was that I noticed that the majority of the enemy team was instead headed toward the west side of A (solid green arrow) and a slightly smaller force heading for the B cap (dash green arrow). This is what prompt me to make a port side turn toward the west and completely a loop. I was too close to that island at G-4 given the speed and the angle at which the enemy was coming through towards A and that island is blocking my firing line at the enemy's heaviest concentration. I also did a loop instead of slow to a stop and bow tank by that island because I wanted to put some distance between me and the Benson that was capping A. While this was going on, I always had an eye on the B cap and was ready to switch focus in case my team needed help there. By the time I completed the loop, the enemy team was more or less in a full retreat from A, and the rest of the game was just pushing the advantage in terms of map positioning and strategy. If they didn't retreat, I would have been in a fairly strong position to bow tank and stop the enemy's heaviest concentration in A. This is more or less what I want to cover in terms of map strategy and opening movies, there were a few other things I'll add to this post later but I need to hit the pause button as it is s very late at the moment I made this post.
  11. ncc81701


    All BBs are essentially area denial ships based on their presence; given their armor and hp pool and their alpha strike. If you get close enough to contest a cap with an ally DD (doesn't mean you are in it, it means getting close enough to shoot into and around it effectively) then by your mere presence you push away cruisers that are out to get your DD contesting the cap. If they are dumb enough to stick around, you can make them regret it. The difference between the scharnhorst/Gneisenau and all other BBs is they are equipped to engage much closer than other BBs and have the resilience, speed and maneuverability to make a quick exit when you start to take too much fire. This means you can risk being closer to the cap, which in turns mean pushing the enemy cruisers further out, which further in turns means,your DDs have a better shot at taking caps. Both of these ships live and breath in that critical 7-12km range (where BB accuracy is really a non-issue) where you can easily dominate a cap and they have the speed to hop from one cap to the next which is why they are the most influential of tier 7 BB. The prime example of this is the contrast with the HMS Hood. The Hood have same speed, more guns on a very tanky platform, but you wouldn't play it as close as you would a Scharn/Gneisenau because you aren't as maneuverable (bigger turning radius and longer profile), not as good close range armor profile, and you can't threaten someone w/ torps. Which btw you don't need to actually use your torps for them to be effective, the mere threat of them is often enough to get a bigger ship to turn away, or keep away in the first place. Just by being further away you have less presence over a cap which is less influence over the game. We are talking about edge cases here and all tier 7 BB are actually pretty good and all can have an outsize influence over the game if played well, but IMO the Scharn/Gneisenau simply have a higher skill ceiling than the other BBs in that tier given their ability to play closer to the caps.
  12. ncc81701


    Agree, the Gneisenau and Scharnhorst are the two most influential BB at tier 7 given their speed, torpedoes and armor profile which favors mid-close range engagement. It's a ship that you can use to bully other ships contesting caps whereas the nagato prefers a mid-long range artillery duel and the Colorado struggles to get into position. I also rank the Scharnhorst over the Gneisenau because the gun caliber fits its mission profile better than the 15" guns on the Gneisenau, but both can be played very aggressively and get results.
  13. I encourage you to go wide rather than deep in the tech tree (~3 lines of diff class). Those Tier 10 may look great but you're just hurting yourself and your team if you just hop into a T10 w/out knowing the meta and the capabilities of other ships are. I didn't get my first T10 until >1 year into the game and there isn't much of an end game for T10s right now anyways. While divisioning does help with improving WR, it is not a solution to fix inexperience and poor play (unicum players can do 60-65+% WR solo). I encourage you to read up on LWM's guide to controlling your WR and some of her other guides as a primer on your mindset and strategies . I'm typically on after 9PM PST, but the rest of my RUST buddies are typically on a bit earlier. Hit us up again if you are looking for some divs or just looking for some advice.
  14. I'd get AR first, then AFT since AR is always useful. AFT is not a bad first choice either since +20% AA range is no joke. I'd save BoS for last since DoT effects can be mitigated by skillful timing/use of DCP and heals. My build for NC captain. T1: PT T2: EM + AR T3: BFT + SI T4: AFT + CE http://shipcomrade.com/captcalc/1000000000100010000011000000100119 I find PT at tier 1 to be invaluable for assisting in timing your turns and judging how aggressive you should be. As a side note, skillful use of PT is why the "high citadel" on Iowa never bothered me and I didn't think it needed a buff.
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