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Battle Reports And Replays


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#81 CT96

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Posted 13 April 2016 - 1745 PM

It's fairly clear from some of the replays that I've seen that having a "commodore" and a plan, any plan, beats the snot out of just yoloing a game.

 

There's no way that a typical random match is going to see a carrier with an AA escort, is there? It's just not fun enough.

At this point, I see little point in playing unless I have a division of buddies to play with. I run a teamspeak server, and we always talk out our plan, and agree to something before the match starts. Usually we have a cruiser escorting the BB and killing DDs before they can get the BB. Having a group that has played together a bit really helps with the coordination and execution - and having a plan (even if that plan is to hang back and play defense until further developments).


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#82 DB

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Posted 16 June 2016 - 0354 AM

Had a couple of good games last night.

 

St Louis first, took a couple of hits early on but managed to back out of that engagement, crossed over and took cap B sinking 3 ships in the process (Not kill stealing, but definitely not battering three ships from full health), turned back and capped point C. I reckon I turned the game, taking three out of the middle of the map and the B cap stopped the other team from winning too quickly on points. Then engaged a Wyoming but got stomped on.

 

Phoenix next. Still not entirely sure how to play this one, but seem to be settling into a sort of long-range HE dealer. I think I've used the torpedoes once - there isn't much use for them unless you've been surprised by something at short range. At the start of a tier V game someone suggested that we defend the right flank whilst the left took the offensive. We had only 3 ships on the right, including me but I went with the suggestion.

 

We sank 2 between us but 2 battleships and 2 more cruisers removed 2 of us, leaving just one cruiser to defend. It didn't matter that we were exposed though - the left flank punched through, forcing their ships to attempt to defend and our team capped the game out, leaving just one ship alive in the end.

 

Yeah, a Random Match with no platooning and yet with teamwork. Who would have thought it possible?


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#83 Harold Jones

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Posted 16 June 2016 - 0917 AM

US cruiser torps, unless you have the Marblehead and its 8k torps, are pretty much defensive use only.  They don't have much range and you are a pretty easy kill when you turn broadside to use them.  Phoenix is fast and fairly nimble, but fragile so keeping at range and spamming wasd is key.  If you sail in a straight line at a steady speed for too long you will be citadeled and sunk by almost any cruiser or bb of equal or higher tier.  AP is useful against same tier or lower cruisers but HE is probably the best bet for most other engagements.  Prioritize DDs when they are visible and in range since you have fast firing and fast laying guns you have a pretty good chance of hitting them even when they are dodging.


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#84 DB

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Posted 16 June 2016 - 1058 AM

Yeah, learning that OK. I do need to be more regular with my "head up" scan though - it's easy to lose track of the big picture and suddenly find you're the nearest target to a line of battleships and spotted by a plane.

 

Not yet reached 60 games, so I'm still in newb territory. And I've only tried cruisers so far


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#85 Harold Jones

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Posted 16 June 2016 - 1340 PM

Tunnel vision has killed me an embarrasingly large number of times.


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#86 zaarin7

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Posted 06 July 2016 - 1311 PM

5.8 just updated. Was supposed to make random more balanced. Three games played, three losses.


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#87 DB

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Posted 06 July 2016 - 1605 PM

Tried a destroyer - Umikaze.

 

Disappointing, and earned me my first stint with a pink icon.

 

Launch torpedoes into wide open space at about 5km (range is 7 for upgraded torps), turn away.

 

Next thing I know is whining from a dead cruiser on our side

 

"Well done".

"You can see where the torpedoes are you know."

"You launched torpedoes when you were 9km from the enemy".

"No, I launched them when I was 5km from an advancing enemy"

"But they're 6km from me and I'm 3km from you..."

 

It was a tier 2 game, I should have been thinking about how lacking in SA new players are (including me) and just let it all go.

 

At that point I gave up with the idea of reasoning further. With the torps travelling at 44 knots, there was plenty of time for all of the above to be true.

 

Anyway, back to my trusty Omaha. 56k damage to a Wyoming (spread over so much time he used repair, I guess), last man standing but no heroics allowed.

 

Man, it's difficult to get rid of the team killer black spot - next game was ok, game after that someone turned into me. 4 damage inflicted... and off we go again.


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#88 zaarin7

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Posted 07 July 2016 - 0736 AM

I got pinked in 5.8 testing twice. Fortunately didn't follow me to regular gaming.


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#89 Harold Jones

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Posted 07 July 2016 - 1117 AM

Fortunately I've never gone pink.  Probably because I rarely play things with long range torpedoes.  If I ever did it would be the only reason I would play coop since those games count for clearing pink.and you don't have to worry about people intentionally ramming you to cause the game to not count.  I don't think it happens as often as people say, but it would still be annoying.


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#90 Corinthian

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Posted 11 July 2016 - 0849 AM

Have DDs lost their "stealth" qualities? I've played DDs recently and I've been the subject of accurate naval fire and dive bomber attacks. They can see me at farther ranges unlike before.


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#91 zaarin7

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Posted 15 July 2016 - 0813 AM

Not as far as I've seen. With most just got to be situational aware of your target, gun and torp range and your spotted distance.


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#92 Corinthian

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Posted 16 July 2016 - 0343 AM

I've played both Random and Coop, and either the DDs have lost their stealth, or the Coop bots are better now.


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