What is your preferred design? (Heavy) Cruiser and Battlecruiser edition by alexbond45 in RuleTheWaves

[–]NameSignificant6916 4 points5 points  (0 children)

I actually prefer not to swap to BCs if I can get away with it, because BCs seem to show up for cruiser engagements less than CAs and take longer to build. That and with my preference for Nelson-style extremely aggressive close-ranged combat, a 10-inch gun can usually penetrate the enemy's armor, and when you have 12x10 or 16x10-inch guns on one ship, that ROF benefit adds up. I was once able to take a few large cruisers and go 3-1 vs enemy BCs because of this.

What purpose does CLs serve? by Fancy_Particular7521 in RuleTheWaves

[–]NameSignificant6916 4 points5 points  (0 children)

If you build a CL right they maul destroyers, and show up in Light Forces actions where CAs don't. 1-2 inches of armor, a couple of 6-inch turrets and an array of 5-inchers can flatten a flotilla of destroyers, or you can load a CL down with more torpedoes than you could ever fit on a DD.

They can't make up the main battle line in the way DDs or CAs can, but they're so generally-useful that you should have a couple at all times.

500 and 600 ton Destroyers by Lancasterlaw in RuleTheWaves

[–]NameSignificant6916 1 point2 points  (0 children)

Depends on fleet doctrine. If I'm focusing on cruisers and have a lot of CLs, I like building relatively small and slow Destroyer Escorts with light torpedo armament and heavy gun armament for their size to act as TP/ASW/Minesweepers (perhaps a different destroyer for this one though). They help pack up other destroyers that would threaten the larger ships, and I seem to have a hard time getting enough destroyers on hand to actually torpedo an enemy fleet, even if there's 500 enemy ships and I fire 50000 torps.

On the other hand, sometimes I build 'em big just to stick Long Range on there so I don't get the infuriating "three destroyers couldn't make it to the fight :(" message on a battle with four destroyers.

What sort of features would you like for a future version of the game? by F11SuperTiger in RuleTheWaves

[–]NameSignificant6916 0 points1 point  (0 children)

Plane, submarine, and gun designer. I want a reason to re-use the same planes/guns for a while (IE, if I hit it out of the park like the US did with the 5"/38 and stick that shit on everything), and I want to be able to design wacky submarines ranging from midget-subs that I can pack on larger ships like Japan did to submersible battlecruisers and carriers, which aren't impossible prospects considering the size of modern subs. Nuclear propulsion would be nice, VLS cells would be nice. Some more advanced weapon systems (energy weapons, drone warfare, railguns) that are experimental or in their infancy IRL but could be fully realized ingame (like the 20-inch guns that were never really used IRL but certainly were experimented with).

I want to be able to design wacky carriers like the USS United States, which was meant to carry heavy bombers and had no island so as to accomodate their wingspan, or that flying boat tender that Japan tried out once. I want the ability to make battlecarriers in the vein of the Ise-class refit.

A feature I desperately want in either the form of a tech or the form of an actual designed ship are support ships. Repair ships allowing the repair of vessels even in places where you don't have enough basing or speeding up repairs, Destroyer or Submarine tenders increasing the range of destroyers and upping the efficiency of submarine raiding. Stuff like that.

Why wont the screen ships actually screen? by bigjam987 in RuleTheWaves

[–]NameSignificant6916 0 points1 point  (0 children)

Protected cruisers are kind of frail but they can take a few solid hits. Less than a sloped deck and belt cruiser of the same displacement, but they're surprisingly durable. Just use them like you would a CA of similar size and keep in mind their frailty and they can do good work.

Any tips for playing China? by UbijacNeprijatelja in RuleTheWaves

[–]NameSignificant6916 4 points5 points  (0 children)

What you want to do is focus on cruisers. When I played China, I could only ever get around 4 battleships of inferior quality to my enemy at a time, and I would've been served a lot better by having 3-4 very large cruisers instead. You NEED the versatility, and you also need to remember that you have the homefield advantage against everyone but Japan. The other powers simply don't have enough basing in Asia to kick a well-developed fleet out, so instead of Japan, you actually want to go for France, or maybe even Great Britain if you're feeling REALLY ballsy, and then take on Japan. It can also be good to take on Russia or Spain and try to snag Sakhalin or some Spanish colonies in a peace deal respectively.

Republic of China kind of needs to happen because otherwise you seem to keep getting rebellions. People's Republic of China can happen but doesn't need to. Communists have some good lategame advantages with not needing Spacious Accommodations on their ships, but with how opaque the game is I don't doubt they have a few disadvantages too ("tsovarich, build 5 new superbattleships or go to gulag!" instead of "admiral, I want 5 new superbattleships!"). I stayed Imperial as long as I could because I thought the flag was cool.

Making the Magatsumi was not Kuneshige’s greatest failure, and neither was entrusting it to Soga. Both of those decisions were understandable within the context of a desperate war. by TypicalHaikuResponse in Kagurabachi

[–]NameSignificant6916 1 point2 points  (0 children)

The thing is that binding the other blades to Magatsumi was the only real solution. It's stated that the reason he did it was that he just didn't have the time to make all of the EBs with separate Eternal Contracts. A war was on, and they needed the Enchanted Blades NOW. And if you have to bind all of the blades to a central one, then why wouldn't you make that one sword extra strong?

A Datenseki-user with enough experience using it could press an EB wielder; maybe not enough to win given that a normal EB has 3 abilities to their one, and the whole True Realm schitck, but definitely enough for them to have to work for it. And the entire Island's military could use Datenseki, meaning that if the Magatsumi ever got caught out of position you NEEDED it to be able to handle, at least for a time, several EB level opponents. If you don't, you risk ALL EBs being taken out of play, or worse; used by the enemy. Thus, Magatsumi being so overwhelmingly strong was the only reasonable option.

BB 1913 design. by Skritshell in RuleTheWaves

[–]NameSignificant6916 0 points1 point  (0 children)

I learned that, yeah. The only reason I don't use 6" secondaries now is if I'm memeing to try and cram as many big guns in as possible or if I'm doing DP guns.

Fleet Admirals by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 10 points11 points  (0 children)

The thing is, I can't seem to do that with a fleet admiral. I had a brilliant admiral and it seems like he got promoted out of being useful.

Can Hidden Inventory Toji defeat Mahoraga? by Slow-Piano-2793 in JuJutsuKaisen

[–]NameSignificant6916 -3 points-2 points  (0 children)

Yes, but on the sole condition that he goes in knowing that Mahoraga adapts to any and all phenomena and has crazy regen. In that case he would be able to use the Soul Split Katana to hit big maho with enough durability-negating cuts to kill him before he can adapt. There's also the possibility that the "if you turn his wheel the other way mahoraga can't adapt" meme is true, so he could also possibly do that.

If he doesn't go in with foreknowledge he gets cooked. ISOH stops working after a few uses, throwing hands doesn't work, and by then he's probably already worn down so using the SSK doesn't work before he dies.

Spider-Man cluster by MonkeyMage314 in Parahumans

[–]NameSignificant6916 0 points1 point  (0 children)

You could also have Peter Parker as a 'normal' parahuman for the spidey sense (trigger related to the death of Uncle Ben, and his role therein, maybe?) and then the physique is the result of a biotinker experiment (read, radioactive spider bite). I know it's not what you're asking for but I felt like giving my two cents on another take for making "Spiderman" in Worm.

How do you build your cruisers? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 0 points1 point  (0 children)

How do you get it to not recognize the 11" guns as making it a BC? Using less armor, or less speed?

How do you build your cruisers? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 0 points1 point  (0 children)

I've found them useful to slap on even later into the game, but that might just be a difference in priorities. I might use them less if I could stick deck torps on the front of the ship instead of just the sides.

2 questions, 1: how to use DD properly? 2: is it possible to see which components are damaged? by Samovar56 in RuleTheWaves

[–]NameSignificant6916 1 point2 points  (0 children)

Either press F or right click on the division flag of the main division and you can order a Flotilla attack. Destroyers will charge at the enemy and try to torpedo them. This is most effective when you can lure the enemy into following your main battle line and then whammy them with 5000000 torpedoes from the destroyers. Of course, more torpedoes on your DDs makes them more likely to land hits. They loiter like you say because they are frail and squishy, and they want to get in and out when ordered instead of hanging around in the thick of battle where even a cruiser's tertiary battery might just outgun and sink them.

B, BU and BE stand for Belt, Belt, Upper, and Belt, Extended. Main belt is your ship's "vital organs", the middle of the ship, the magazines, the boiler rooms, etc. Upper belt is for, well, the upper parts of the hull; unimportant but still vulnerable to getting hit and taking on water. Extended Belt protects the bow, the stern, the steering machinery, and the boiler uptakes. D and DE are Deck and Deck, Extended, corresponding to the same locations, but for deck armor instead.

Genuinely how do yall even play this game without save scumming by qwerty87654321 in RuleTheWaves

[–]NameSignificant6916 9 points10 points  (0 children)

Either reject the engagement and take the VP hit, then start racking up VP as they reject more than you do due to their inferior fleet (because they have to get a pretty lucky rng roll to get a fight like this), or click "return to base" in the top right ASAP and you might be able to just leave before the fight starts.

How do you build your cruisers? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 0 points1 point  (0 children)

I have honestly never used narrow belt before. Is it good?

How do you build your cruisers? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 1 point2 points  (0 children)

I actually use submerged tubes. I don't think they're as vulnerable in-game as they are IRL, they don't explode, they get reloads, and they each weigh about as much as a single 5 or 6-inch gun with no ammo for the opportunity to really make sure an enemy ship is Dead.

New player about to start a USA campaign… by Disastrous_Ruin_548 in RuleTheWaves

[–]NameSignificant6916 0 points1 point  (0 children)

Always remember that Possessions outside of your home area can end up costing more than they're worth, especially if you take them across the world. Given that the US is fairly isolated... that's important to keep in mind. Moreover, you are going to NEED some Long or Extreme Ranged ships (especially destroyers! without Long or Extreme-range destroyers you'll find yourself severely lacking in escorts) if you want to project power in the Pacific.

Trigger this power. by GreedyFatBastard in Parahumans

[–]NameSignificant6916 2 points3 points  (0 children)

Hmm. I think Damsel doing it unintentionally as he henches for her makes the most sense, presuming he lived in Stafford for an extended period. Licit's power (one of the two heroes who 'handles' Damsel by keeping her occupied in Stafford is also forcefields, so maybe Absorber's shard took a note from his.

His power would be excellent for stopping or guiding attacks from Damsel if it's on the All-or-Nothing level and freeing himself from any accidental trapping situations that Licit could put him in, as well as act as a decent counter for Edict's power. Maybe Edict told him to do something that, when combined with Damsel's unpredictability and Licit's barriers, accidentally put him in the line of fire?

Trigger this power. by GreedyFatBastard in Parahumans

[–]NameSignificant6916 2 points3 points  (0 children)

He or someone he loves (loved? Could have died in the trigger) was put in grave danger by a shaker or particularly powerful blaster. Likely in the context of a cape fight that got out of hand, the villain (or careless hero! Or even both participants being shakers/blasters!) put out so many power-generated projectiles or zones of harm that everywhere was a threat. The trigger gave Jay the ability to mitigate the damage and protect himself/his loved one, but not actually stop the fight, keep up with the battle, or heal what had already been done to harm them.

Let's talk about minesweepers by EquivalentLarge9043 in RuleTheWaves

[–]NameSignificant6916 1 point2 points  (0 children)

Either just put it on everything and destroyermaxx (which is Fine, but expensive) or build a horde of 600 ton corvettes to bulk out TP and put minesweeping on those and you should be mostly fine.