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Verified Tanker [NA]
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Everything posted by OnboardG1

  1. Are you talking using it like a joystick or as a pointer device? I've used wiimotes for both before while programming, there are good libraries and programs for converting the gyro input to something usable.
  2. 10k seems to be the "I had a reasonably good game" mark, with 15k + being a very good game and 20k being the godlike "I rekt the whole team" game. I don't know whether it's personal preference or the fact that I have a very good flight stick, but my X52 is a joy to use in this game. I used to have a Force Feedback 2 which was amazing but I needed to spend about a day buggering around with the dead zones and axial linearity to get something I liked back in CBT. With just the default settings the X52 feels fantastic and I'm not having any issues with precision.
  3. I need to go to work on some turnfighters because the low tier US and German planes are kind of crap. I kind of miss wrecking shit HF players in my spitfire who underestimated how fast I climbed but them's the breaks and the TF meta is so much more fun. EDIT: We've been laughing our bits off at that thread in flumy's discord.
  4. Took it for a whirl. It's actually kind of fun in a mindless sort of way. It's good stress relief from tryharding in Warships. It also gives my X52 something to do other than gather dust.
  5. First night looked roughly as we expected. Quite a lot of variety in ships but the main ones that stood out in the good teams we played were Monty, Conq, Z52, Gearing, Shima, Hindy, Zao, DM, Moskva. I think some of the teams ran too many Hindenburgs and were short on radar as a consequence. Being able to chain strobe radar won us games. The only game we lost was when I put my Moskva in a stupid place on Islands of Ice where I could be too easily spotted from mid. What I didn't expect was how much I enjoyed it. The meta hasn't settled yet so it could still be come a campy mess, but I was
  6. Radar is super important. Moskva has the best radar. I'll let you know what the meta looks like on EU when it stabilizes. Assuming I enjoy the mode enough to play it.
  7. Play T6 to learn the ropes in an environment that isn't infested with Saipan. T7 is cancer because the Saipan and Kaga exist. T8 is where the CV game gets interesting.
  8. I've played three games with some unicum players and immediately recommended them for rejection from OMNI. There are players who have stats that look good but make you want to kill them within 30 seconds of playing with them.
  9. One DD is fine, but if he dies your team is fucked. Two DDs guarantees an overmatch on a cap point and provides you with smoke for you and a way of denying smoke for the enemy team. You're not always going to want them and it depends quite heavily on the map pool.
  10. WTR/WSPR should be treated the same as WN8: good for improvement but never an absolute rating. Damage based metrics all have issues with extremes of the scale and a lot of the issues I've noticed mirror the issues in WN8. Classes that are badly played such as DDs print WTR while easier classes undershoot actual player skill (remember how easy it was to print WN8 in light tanks but heavies would wreck it). Basically, if you're playing a balanced ship with lots of data and you're not a total waste of space or a superunicum then the rating is a decent guide to improvement.
  11. Minotaur is too squishy. My guess is that we're going to see a lot of Gearing, Z52, Conqueror, Hindenburg, Hindenburg, Moskva, Moskva teams.
  12. Ranked is not clan wars. You do not flank DDs in clan wars unless you enjoy losing cap control. Watch OM, UFR or OMNI play. The only time we "flank" with DDs is to contest an abandoned cap. DDs are there to contest, provide smoke cover for pushes and anchors and MAYBE push round a camp later in a battle. A flanking DD is pretty useless against a team that is doing their job properly because with RDF a smart FC will see them coming and most good teams will be positioned to mitigate torpedoes (and will all have hydro in this mode). Cruisers are the most common ships for running up the flanks (At
  13. HE has always had a place in battleships but you need to be sure of your ammunition selection. A bow-on Yamato will only take limited penetration damage and only until the superstructure is saturated. Once that happens you're not going to be doing much to him. In that kind of situation you're much better firing HE and forcing his damage control or getting ticking damage on him.
  14. They are, but they're flatter so your shells won't have trouble penetrating them at sub 10km ranges. Battleship AP can more or less bore through anything at close range (unless it's something wonky like British AP). You can citadel a Yamato with 8" guns if you're close enough. When dealing with DDs don't bother switching to HE. Shoot them through the nose. BB AP is currently super OP against DDs as long as they aren't dead broadside to you.
  15. This was a thing back in the day. They removed them because battleship players were too fucking stupid to avoid them. As for the Moskva, assuming you wish to partake in this mode: Target Priority, Expert Loader, Module HP (can't remember the name), Jack of all Trades, Superintendent, RPF, Stealth, Vigilance. You can also swap Expert Loader and Module HP for Adrenaline rush if you want. I hope this setup tells you precisely how effective "flanking" tactics will be in this game mode.
  16. This is why their argument that "it increases ship diversity"has shades of glue inhalation about it. By removing a major role you're now left with maybe six viable ships: Montana, Conqueror, Hindenburg, Moskva, Gearing, Z52. The rest are just not worth bringing. Zao and Henri don't do enough for the team. DM isn't as strong as the Moskva in the role. The rest of the DDs are pretty terrible. Yamato and GK are too fat, slow and detectable. Half the fucking tier is rendered obsolete because you're removing their main purpose in the fleet.
  17. With a CV a good team will stomp a bad team because of the spotting advantage (not the strike power, anyone who suggests that hasn't played proper comp). Without a CV a good team will still stomp a bad team because they'll wait for the baddies to push and then kill them. The issue is when two good teams meet (such as in our internal scrims). With a CV the game comes down to who can use their spotting most effectively and how they can use their AA envelopes or mobility to shut down the other team. Without a CV the game turns into a campfest. You could go ten fucking minutes without a
  18. https://worldofwarships.eu/en/news/common/clash-of-clans/ 7x7 (worst mode), T10 (worst comp tier), No CV (as a massive sop to the glue-eating clans who can't be bothered with CV). Probably the worst decision Lesta have made in regards to the game. The competitive scene is guaranteed dead now. I know the top 3 EU clans (OM, OMNI, UFR) are furious and a bunch of the SL teams are cross too.
  19. Honestly, I doubt anyone who never played the old system of accuracy will ever find themselves noticing the dual-band system. I've played since alpha and I can barely remember what that was like (apart from it being crap). The biggest thing about accuracy is that it's your only source of RNG for a standard AP shell. As that's the case any change to your accuracy by closing the range or installing the accuracy mod will have solid effects on your overall damage output.
  20. I found being unicum easier in ships than in tanks but I'm also weird. There are a few important things that you should bear in mind (I won't talk about basic stuff like angling because you can learn that better elsewhere): 1. There aren't any good analogies to classes in WoT. Don't try to think of BBs as heavies or cruisers as mediums because you'll end up super confused. Play each class, watch vids and get a sense of what makes them what. Feel free to skip carriers though until they fix the UI. 2. Choose a "vanilla" ship line as your first choice. Don't pick something gimmick
  21. I'm sure you'll see some teams doing that but I don't think it's optimal. You're just doing what your cruisers could be doing anyway and wasting that main battery.
  22. It's a good change for competitive and favors aggressive teams. BBs in smoke were the reason a lot of pushes stall since you can't be sure if you're about to get blapped by a North Carolina. I think you'll see more Amagis and a shift back towards Atagos but I'd need to see the meta shake out first.
  23. I doubt it. You bring a battleship to deal with stuff that makes a mistake, not to deal sustained DPS. The Monarch doesn't alpha very well and has bad AA. What role does it actually fill? NC anchors better because of the firepower and AA, Amagi kites better because of the speed and superb guns. Tirpitz and Bismarck both lead pushes better because of the secondaries and the extras.
  24. So the Monarch is basically fine. The guns aren't as good as the NC but you have the LOLHE. I can't see it being super useful in competitive because the AA range is too short and it's too squishy when subjected to IFHE, but it's a pretty decent pubstomper.
  25. I had a pretty decent win rate in the Gneisenau but I really disliked it because I think the DE 15" rifles are wank. It's possible to find a ship frustrating but still be able to carry in it.
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