World of Warships

I finally got a mission for a British DD. It's the Acasta which will essentially be just a free port slot, but I think this means I can't moan about the event any more.

I've gotten two ships and I'm still moaning, so feel free.

I honestly think that they decided ahead of time who was going to get which ships, and then implemented the crates with very low chances for additional ships. I'd love to see a statistical analysis of how the ships were distributed.

I got each of the tier 5 through 7, though I have only used the Jervis of those.

I am thinking the UK DDs may start to shine with a 14 pt captain, my 11 pt captain feels kinda meh.

The very next British crate had a mission for the tier VI RN DD in it, so I guess I'm now obliged to read off the card, "I've no idea what Tamren is moaning about, this all seems fine."

Garrcia wrote:

I am thinking the UK DDs may start to shine with a 14 pt captain, my 11 pt captain feels kinda meh.

I can't speak for the higher tiers, but both the Acasta and the Icarus are mediocre. The concealment is nothing to write home about, they are big targets, the turrets are painfully slow, and the shells are practically balloons. I went back to the shorter range module on both, because hitting things past about 8km is dubious at best and the extra range just makes it easier to for people to spot you. The real highlight is the torpedoes, which allow you to do all kinds of useful things and remain a constant torpedo threat. Unfortunately the Acasta cannot stealth torp, and on the Icarus it's just this side of possible.

Honestly, I'm completely puzzled as to why most of the streamers and CCs described these boats as DD hunters and gunboats. In my estimation, they are really contesting the title for the best torpedo boats in the game.

I think the UK DDs are seen as DD hunters as they should be decent at knife fight ranges, and while the hydro they have is not long ranged it does have decent uptime.

As for gun boats in general while their smoke is not long lasting they do have a significant number of charges, but I do not see them being on par with RU DDs.

Garrcia wrote:

As for gun boats in general while their smoke is not long lasting they do have a significant number of charges, but I do not see them being on par with RU DDs.

They aren't, and I think it'll get worse as people figure out that the lower-tier shells are pretty easy to dodge. That's kinda what puzzles me. Things do appear to get better in the Lightning, with faster turrets and better shell velocity retention, but they really aren't up to par against the Americans, let alone the Russians, and they lose a lot of DPS because of the short smoke. If the Lightning's guns were a little slower on the reload, they'd have roughly the same firepower as the Shimakaze - hardly considered a gunboat.

I don't think any of the top players spend a lot of time firing from smoke any more so they aren't really losing out do to that.

In particular, note what happens to him when he doesn't fire from smoke. Of course this is Daring with IFHE and the 113mm rapid fire guns, and I guess you can make a gunboat case for that, but I'm underwhelmed. In pretty much every case except the Khaba and the Benson/NC I feel like he would have been better off maneuvering for torpedo attacks.

Just got my email for the new CV test server - starts tomorrow.

Also, is anyone a Furutaka player? I've heard the ship described warmly, but I've been playing it as a potential ship to use in the Ranked Sprint and it stinks. The guns are incredibly slow to reload and I struggle to do any significant damage. The torps are good but you have to broadside to fire them, which gets you sunk.

I like the Taka a lot - main battery range is low so it's weak if you get uptiered, but that won't be a problem in Ranked Sprint and those guns are 203mm, which is great for tier V.

You can either play it bow-in and angled with an island protecting your flank and forget all about the turret on the back, or you can kite with it because the front turret angles are actually really good for firing back over your shoulder.

Forget the torps - I mostly use them for area denial. They take a long time to get out to 10km, so you can fire at targets well beyond range and allow them to drive into them, but that relies on oblivious enemy BB Captains.

Armour is bad and if you make a mistake you're probably back to port, so if it's not a CA turning in front of me I always try to join an existing argument rather than start a new one.

Having a Konigsberg, Kirov or especially Omaha turn in front of your Furutaka is a wonderful moment.

I just took the Furu out to confirm I wasn't remembering with rose tinted glasses and... yeah...

IMAGE(https://i.imgur.com/Izgzjog.jpg)

Two citadels on a Konigsberg, two citadels on an Omaha and two citadels on a Svietlana. Five minutes into the round I had eleven hits and six of them were citadels.

From there the enemy Cruisers all hid and I had to fight a Konig and a Minekaze.

Hmm, okay - I'll give that a try. I hadn't been firing a lot of AP because it never seemed to do anything.

Don't worry, whatever ship you pick I'll be rolling around in my GC chasing DD and cruisers down relentlessly

I'll be in my Kamikaze divisioned with Karmajay.

Another week done, still no luck with crates...

karmajay wrote:

Don't worry, whatever ship you pick I'll be rolling around in my GC chasing DD and cruisers down relentlessly ;)

Oh don't worry, I'll have my GC out - I just didn't want to play the whole thing in one ship. I also tried the Kongo, the Mutsuki, and a few others to see if a fresh perspective and more experience changed things. It didn't, though I did better than I thought I would. Kongo still has that shotgun dispersion that's so incredibly frustrating, and the Mutsuki's two guns are still pathetic.

Tamren wrote:

Another week done, still no luck with crates...

Same here. I'm now completely convinced that there were two distributions - one that they decided on ahead of time, and then the random distribution which was an extremely low percentage.

Made it to rank 1 this morning ... after 66 games. I played Minekaze early on, and then switched to the Giulio Cesare and played through to the end with that. My last match was a nailbiter. Our New York suicided right off the bat, but our Kirov managed to stay alive and I ended up charging the middle between a GC and Texas when the Texas broke their crossfire by moving behind an island.

Overall, the ranked sprint is a lot less frustrating than regular ranked. There aren't any huge gaps where a run of bad luck can set you waaay back. I bobbled a bit at rank 3 for about 12 matches, but otherwise more-or-less made decent progress in a two-steps-forward-one-step-back kind of way.

I ranked out yesterday from R10. I used GC and Fujin. It took me 49 games and I bet 20 of them were bouncing between 2 and 3 before I finally just used Fujin to muscle 4 wins to clear the finish line. I can't imagine that frustration in T10 ranked!

I enjoyed it a lot. I never thought I could not win a match due to the line up. Wish we had more of this mid tier content.

They should rename this season of ranked to the Potato League.

Aetius wrote:

Same here. I'm now completely convinced that there were two distributions - one that they decided on ahead of time, and then the random distribution which was an extremely low percentage.

This is another reason gambling in games is a sh*tty practice because if the odds of a drop aren't visible they can just change them to be whatever they want, when they want.

My first ranked Spint game... I'm in a Kamikaze and it's me, an Emile and an Omaha against a GC. In other words, we win, because there's zero way the GC can win provided I'm alive.

The Emile starts taking damage, so I smoke him and he notices this because he says "Thank you." Which makes it all the more confusing when he immediately launches a salvo of torpedoes while I'm about sixty yards away - all three hit me and I sink.

He then drives out of smoke and the GC sinks him.

This ranked season is sure going to be entertaining.

And here I thought I was carrying hard...
IMAGE(https://steamuserimages-a.akamaihd.net/ugc/955220058224088247/C93D3968C7E1BF51BA22C060A94D17310B56E97C/)

I'd really like to try the Sunray scenario hard mode, but you can only do it as a division with 4 people minimum. Anyone up for trying it?

I'd be up for it.

Made it to rank 1 of Sprint, aka the Potato League. Took me 26 battles in total. I was actually about to get rank 1 in just 16 battles, but then I hit a huge string of retarded teammates that bounced me in and out of rank 2 for a while.

This submarine event is really fun! I just looked up the scenario schedule and it will continue until the 14th, at which point the submarine event will switch over to hit's Hard mode. I'm just about to unlocked the Killer Whale submarine which is the last one in the mission chain. So far my favourite is the Seelow.

The hard mode of Sunray in the Darkness is still available to divisions but we would need quite a few people for it.

I hadn't really tried the sub event until I read your comment, so I hopped on today and played a number of matches. So far I've yet to get a 5 star game. The last two were severely depressing, in that the first I ran my ass off to spot the guns and the castle, only for our team to nuke the Rasputin while we were still at 19/20 kills... and I had a torp that was about 3 seconds out from killing a destroyer. The next we did really well, spotted all the guns, the castle, got the kills, then 3 of the 4 guys we had left (myself included) got obliterated in the last few seconds before the Rasputin blew up. It was just really bad timing for all of us.

Edit: It's just so painful. Just ran another match in the Gerfalcon. 7 kills, spotted all the guns on the west side of the map, rushed up to spot the castle (just barely got it with a few seconds left), and the team sinks Rasputin at 17/20 kills. I just don't get it sometimes.

The kills objective seems to be a bit RNG because the number of enemies that spawns in the final area and what locations they spawn in changes with each game.

I'm playing subs each time I have a new RN mission because the Captain XP is nice and it's so very easy to get stars, but outside of that I'm not using them because they didn't feel fun at all. I suspect that's purely down to the mission though as there's practically no drama in it... just stroll up to the targets, press fire and then move on to the next target.

20+ knots submerged plus no cat and mouse because the enemies are so dumb makes the subs feel pretty boring. The most involved they've felt thus far is playing the Barracuda and tapping between F and C to maintain a semi-submerged state where my deck guns will fire, but the enemy can't hit me.