Jump to content


Verified Tanker [NA]
  • Content Count

  • Joined

  • Last visited

About Yakumo_san

  • Rank
    Russian Bias Believer
  • Birthday June 27

Profile Information

  • Location
    Ambiguous Garden
  • Interests
    Music (I play Piano), Anime, Drawings, Cooking, Reading... all kinds of things!
  • Server

Recent Profile Visitors

2,368 profile views
  1. I've tried repeatedly to hit the citadels on the Cleaveland's Ammo Racks to no avail. Even loaded up a training room to test, so I wasn't sure if that was something all cruisers share or it was just Cleaveland-specific. I've had what seems to be citadel hits on Atago and Myoko magazines, but since I play with a lot of desync ( I am from a small 3rd world country in the middle of the indian ocean ), I've always assumed that these hits were actually boiler room citadels.
  2. Which cruisers (if there are any) have citadel hitboxes for the magazines under their guns?
  3. Playing tonks and ships with 3rd World Internet is so painful at times.

    1. Show previous comments  1 more
    2. Yakumo_san


      Hello neighbour, I'm on that small island a few hundred of kilometers to your East. Not the french one, no! (it used to be French I guess).

    3. Sergeant_Fgt


      Germany says Hi! :unicum:

    4. Eural
  4. So I played one ranked battle where everyone sailed together and pushed the relevant cap points. I had trouble believing this was an actual pub and not a premade team as a whole, the coordination being out of what I'm used to. I ended up getting confederate and high caliber killing cruisers and BBs thanks to the cruisers and DDs on my team understanding that DDs are the n.1 threat in Ranked. After that I had my second game where I barely did damage because the Pensacola on my team lost 90 percent of its health in the first minutes, went "wtf", and our entire team was too afraid to contest the middle cap points of new dawn against 2 DDs. In the meanwhile, our lone DD ( we only had one ) died because it got tag teamed and the other cruisers were hiding since they did not want to share the same fate as the Cola. Entire game was me driving in circles avoiding torps. RiP, maybe that I should grind DDs for Ranked.
  5. Did I just Is it me or did I see a sextuple torp mount on those USSR DDs?
  6. That lead indicator doesn't teach you how to angle nor map awareness nor how to shoot someone that's turning around. Afaik it's only effective against people going in straight lines... So it shouldn't be that big of a problem for me! Still not sure wherever I should be laughing or feeling sad that this will bring in a new level of hax accusations and silliness, also people removing an actual skill and fun that makes WoWs so enjoyable and different from WoT's point and click.
  7. I used to be a 45%! Then it's been going up slowly.
  8. The Pensas can be also deleted by Myokos from max range with a single AP salvo. It's mostly the part of Cleves being better at anti-DD duty and having better survivability / more scaling with the AA consumabe (IIRC) that makes the Tier VI cruiser more desirable than the Pensa. On the other side, the Myoko is everything you'd want of a cruiser at tier VII and it's not like its AA is bad, so in the end that leaves the field dominated by Nagatos, Myokos and Hiryuus. ( or can the ranger actually hold a candle to the Hiryuu's configs? Every single Ranger I've seen so far got shit on by Hiryuus since the CV rework. )
  9. I suspect that you'll need a certain profile level to be able to participate in clam wars, or even, make up / join a clam. Edit: Who knows, if WG is smart they might even make the Personal Missions scale with your profile level, with higher difficulties but more rewarding ones beginning to appear as you get higher Profile Levels?
  10. Correct me if I'm wrong, but I'm pretty sure that the Slot 5 Vision upgrade is indeed for increased Draw Range. It's kinda retarded because ships with shorter draw range tend to be the shorter; smaller ships... in other words Cruisers and Destroyers. They don't exactly Chai Snipe afaik, and no matter what you do these ships should not have gun ranges beyond their draw distance. The one advantage I can see that mod offering, is that if your team is fighting on the larger maps and you have no idea what's spotted exactly (ship name, not just its class) on the other side of the map, that modification /might/ help you in accurately identifying the enemy in that you can see them rendered, and thus can determine wherever it's a North Caronlina or a Montana on the other side of the map. I feel though that if people do more number crunching though, and since the increase isn't exactly massive... it'll become evident that this is the most pointless module WG ever made. Unless I'm wrong and this increases spotting range.
  11. I basically was once upon a time in the "omg Izumo is absolute bollocks gg Wargaming, gg for the 2nd coming of pre-buff VK4502B". One thing you can take solace in is that you have very good guns and the armor isnt bad... once plunging fire stops being a thing, as Bathoz pointed out. In fact, at close rage, the armor is just as good as an Iowa's I'd wager. The only area where the deck armor is weak is the elevated part below the superstructure -- the foward and rear parts of the deck that aren't elevated can withstand 400mm+ guns and not get auto-penned, just like the Iowa. Also, with the superstructure damage bug removed, I'd say that both ships are on fairly even terms now... since if you crunch the numbers the two ships actually have fairly similar AA. I find that the Izumo's biggest weakness is its vulnerability to cruisers. Due to the AA, guns and god knows what other factor; the ships as you know is extremely prone to getting set on fire by HE and losing its valuable AA and secondaries (since a lot of your secondaries double as your AA...). However, if you're on a BB vs BB fight, the Izumo does as well if not better than the Iowa thanks to the guns with better accuracy and the secondaries that just tear apart the enemy. A little thing to do about that weakness to Cruiser HE would be to prioritise killing Cruisers when you can. Even in a team fight, unless you have like the broadside of an Iowa sailing in a straight line, it's often better to focus on killing cruisers while on your approach - they are actually the ones that will be doing the most damage to you if left unchecked. As long as you don't give your sides to BBs, their damage to you will be minimal. The equipment combo which I found to work like a charm for me ( not sure if you've kitted your ship in another way ) are: Main Turret Mods. 1 - Your guns get shot to hell like no other IJN ship. These are an absolute must. You might put the one for your secondaries, but main guns are worth far more. Secondary Armaments Mods. 2 - Allows you to begin barraging people with your secondaries from much farther. You'll often find matches where you get 10k damage from secondaries and a lot of bonus from fires. Destroyers that get too close will also get torn up, although if they're in that range and you're not driving away from them, you should be dead even if you kill them... Faster Reload Mods. 3 - The Izumo has phenomenal turret traverse speed. You can lose a bit to exponentially increase your DPM. That modification for me turned the Izumo from a mediocre ship to a good one. The great guns firing at such a fast rate is 100% amazing. Rudder Shift Mod. - The Izumo turns like a whale. I found that the lack of mobility was killing me more than fires... even if the latter was doing me more damage at times. Fires can be dealt with to a certain extent. That extra turning ability to not get frontally citadelled while fighting an Iowa is a lot more important, as well as turning to retreat when your entire team decided to high-tail it out of a flank. Also, if you don't have the 4th Level Secondary and AA range enhancement skill... get that immediately. The Izumo's secondaries and AA are both amazing, the AA being especially undervalued. Here's an example of the Izumo actually doing good things. Not sure if the replay will work with the latest patch that came out. Also, use that third turret. Just time it so that the enemy wastes their shot while you're giving them your front. Even, angling slightly is still a reasonably thing to do on the Izumo because the armor on its sides is pretty thick. Edit: Maybe @Mesrith could give some input too. He's the best Izumo player on Wotlabs afaik.
  12. I play on a lapotatotop. With a monthly salary of around 300 USD, it's kinda hard to buy new things too when you are saving up for other things in life. The higher the amount of experience a commander has the more massive the amount of grinding you'll have to do with 50% efficient sills. Once you reach around your third/fourth level skill, and can't afford premium ( like me ), it's better to either spend gold or get a brand new commander. Albeit spending gold is kinda against the point of not having prem... At least that's how I've been operating so far.
  13. That's a very informative post. Looks like you had a lot of fun!
  14. You actually have decent pen for tier and you are not a stock Myogi/Kongo/Fuso. The two successors of the Nagato are... "special" I guess. The Amagi to a lesser degree, but I do assume you've already heard of the Legendary Izumo. (Which I've taken a liking to ironically after having played it so much. Stockholme syndrome much?)
  • Create New...