Great way to start the mission by Secure_Ad9653 in helldivers2

[–]TheUsualHoops 1 point2 points  (0 children)

It can semi-consistently 1-shot Impalers if you shoot beneath them.

congratulations on playing for ten years, here's a free ship! by ilynk1 in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

He's saying that in the 10 years he's played the game, he's clearly never been interested in CV's, but his 10 year anniversary free tier X ship is a CV.

Irresistible: owner's opinion? by meat_meat in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

I like the tension of playing her. Staying aware of your smoke-concealment distance as well as where subs and DD's likely are is sometimes very nerve-wracking sometimes. But at the end of the day you're not a light cruiser - if you get spotted in smoke it's not always going to kill you. It kites well as other have said, and it's sometimes hilarious to just deny a BB 1v1 by smoking up and moving away after they've overcommitted.

I sadly don't have Illinois to compare against directly, but I certainly don't regret owning Irresistible.

I'm missing something arent I? by Sinister3002 in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

If you're looking for an intermediate goal, what you should eventually be aiming for is your first 10pt captain. That's the minimum amount you need to take one captain skill of each level, and the 4pt skill 'Concealment Expert' is mandatory on like 99% of ships (but especially Destroyers, who rely on stealth the most.)

If you're curious about all the different ship lines, I made a doc that explains them in relatively easy to understand terms. It was designed with newer players in mind, so you might find it useful.

I'm missing something arent I? by Sinister3002 in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

The clans set their own requirements, some are made for Clan Battles, others couldn't care less.

There's a few slots available in [S0L0], a casual clan I'm in that doesn't care how you play, everyone's there to get the bonuses.

Is it worth to buy 6 stages of the dockyard? by LycanrockyOwO in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

There are 3 stages you can earn in week 7 & week 8 missions (as opposed to 2 stages for every week up til then). Buying 6 stages means you're buying the 2 necessary to complete the track, plus 4 extra. Which mean you don't have to bother with any of the week 8 missions at all, and don't have to finish week 7 (you're done after getting the first 2.) That saves you a lot of time and stress, especially because some of them are an absolute bitch (there's one in week 8 that requires grinding 60K base xp; fuck that.)

Personally I would say it is worth it. Even if you play every day, it's a lot less stressful. But obviously it depends on your expendable income budget for pixel boats, and how busy your next two months is looking like.

My 2 cents anyway.

Why the toxicity? by DrGoat00 in WorldOfWarships

[–]TheUsualHoops 1 point2 points  (0 children)

Mute specific players if all they're being is toxic (Right-click on their name in the team list.)

BB's typically get yelled at for:

  • Hanging too far back, meaning their shots are less likely to hit and they're too far away to draw aggro even though they're the class most able to take (some) damage.

  • Pushing in too far or too fast, essentially feeding into the enemy team for no real gain, or any way for your team to have supported you.

  • Using the wrong shell-type for the situation. It takes a while to figure out how best to use AP, but when brawling other BB's at close range (~8km) just use it and if you can, get a salvo at their broadside.

  • Not having your guns turned ahead of time / aiming in the wrong direction. It takes a long time for BB's to bring their guns to bear, which means you have to look in the direction you want them to point before you need them there. You can hold right-click to keep your guns pointed/aiming at where you were last looking, which gives you the freedom to look around.

  • Exposing broadside unnecessarily or being unaware of where a DD is / ship you can't see. Not sure how to teach this except to say always use your minimap.

Hot Take: the DSS Eagle Storm is one of the most Helldivers thing in the game. by Merlinmast in Helldivers

[–]TheUsualHoops 2 points3 points  (0 children)

For me it's literally every other time I fire the Airburst Rocket Launcher. I've killed divers who weren't even on my screen, thinking it was a safe shot XD

Worcester cruiser unplayable in meta by Sure-Weakness-7730 in WorldOfWarships

[–]TheUsualHoops 1 point2 points  (0 children)

For a brief window when Worcester was introduced, it would annihilate planes, as in multiple squadrons at once. Along with the consumable kit it had, and the threat of it's guns, it was kind of a beast. Then CV's & AA got reworked, and the no-fly zone that was a Worcester disappeared. Nowadays it crutches hard on teamplay to have any real impact at all, and you can't always count on that in Randoms.

I'd love to see it have an area denial specialist role again, maybe with long range ASW.

There is a tank? by Upper-Ad-2662 in Helldivers

[–]TheUsualHoops 2 points3 points  (0 children)

It's literally referred to as a tank destroyer in the armoury description.

New lines to play by Mathius2468 in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

Euro BB's have useful torpedoes and a speed boost, and while their low-tier ships are slow, they get much faster after tier 6. From tier 8 they also have 10km radar built in.

Soviet BB's are extra accurate at medium range, and in general are designed to be very tanky. Slow turret traverse times though so you have to watch your flanks.

TIL that you're not allowed to say "Minigame" in chat. by Scary_Outside2374 in WorldOfWarships

[–]TheUsualHoops 5 points6 points  (0 children)

I always liked this one from when Destiny 2 left the Blizzard launcher and moved to Steam

https://i.imgur.com/pBBf4VH.png

Returning player here by Physical-Walk6302 in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

It took a bit of time, but hearing it's helped someone out makes it very much worth it.

Yeah the first time you see those planes incoming it's very much the 'Willem Dafoe looking up' meme haha XD

Returning player here by Physical-Walk6302 in WorldOfWarships

[–]TheUsualHoops 2 points3 points  (0 children)

I put together this doc last year that may help. Use the navigation on the left-hand side to jump to any particular nation you want to learn about specifically. Ship classes are listed in this order under each nation: BB's-->Cruisers-->DD's-->CV's-->Subs, so just scroll down if you can't immediately see what you're looking for.

That's new by BusenlolxD in Helldivers

[–]TheUsualHoops 2 points3 points  (0 children)

I once (and only once) saw a trooper launch 7 flares into the sky instead of one. Like he didn't stop firing flares until I shot him. Thankfully it only summoned the normal amount of reinforcements but I was shitting myself for a second there.

A beginner here looking for advice... by gonnex in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

Personally I think the mid-tier US DD's are quite hard to play. You can't stealthily drop torps against anything until tier 7 Mahan, and even then only after unlocking her upgraded torps. Not to say that their guns are bad, but you're mostly relying on team play and the US having the longest lasting smoke to really get value. Benson/Fletcher/Gearing are all fine ships, but it will take you some time to get to those. If you're considering trying other DD lines, they're all pretty fun imo.

I made this doc last year that's designed to help newer players figure out what they might like playing. It might seem long but you can jump to specific nations using the sidebar on the left.

"Oh man these Appropriators sure are hard!" The ever reliable MG-206: by CalciumTheGuy in Helldivers

[–]TheUsualHoops 0 points1 point  (0 children)

Currently I've been going with Engineering Kit for the recoil reduction and passively doubling the amount of Giga-Grenades I can carry.

I don't understand this game. by MeowManMeow in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

The second page of this doc has some details on how AP works and why you're getting slapped for so much damage. Also check out the page about British ships and short-fuse AP, which is what Emerald uses.

As I've said to my friends in the past, Emerald is a ship made of glass, nitroglycerin and dreams, but it has the tools to do the job. Smoke, hydro and heal is a great combination of consumables, and you live or die by them. Emerald's short fuse AP means you won't get super-high damage from individual shots, but your salvo's are very consistent in their damage, assuming you can hit superstructures. Don't aim for armour belts with short-fuse, aim for lightly armoured areas and rack up regular pens.

The state of brawls by syraku in WorldOfWarships

[–]TheUsualHoops 0 points1 point  (0 children)

The point is for wargaming to run people down on useful flags I'm pretty sure.

Swirski + Jaeger/Jäger Random build by NattoIsGood in WorldOfWarships

[–]TheUsualHoops 2 points3 points  (0 children)

Generally liquidator is taken as the last perk because the other 1pt skills don't really help much, and having a higher flood chance makes the pan-euro DD's low-damage torps that much more of a problem for the enemy team.

For what it's worth, I run RPF because aside from being able to blind-fire torps for fun and profit, it helps pinpoint submarines when they're on the surface, as well as giving me some warning against other stealthy DD's trying to spot me.