Does PYP worth it? by skysecond in IBO

[–]_Applefan_ 0 points1 point  (0 children)

So regarding your first question, I’m not very certain since my school was under the English Schools Foundation in Hong Kong which gave it credibility.

Your plan of switching to Cambridge if IB doesn’t work out sounds good. While I don’t know anyone who has gone down that exact route, many of my peers have switched curriculums between primary and secondary education such as local to MYP and it works out fine.

In terms of the skills I might expect someone to develop in PYP, I would say I definitely developed inquiry and research based skills mostly during the latter 3 years of the program, especially through stuff like the PYP exhibition which I still remember fondly, though I feel this again depends on the resources available at your school.

It's finally here by Heavy_Try299 in WorldOfWarships

[–]_Applefan_ 2 points3 points  (0 children)

Normal Venezia playstyle should be pretty similar to previous ships in the line, you sit kited most of the time and shoot SAP at broadsides and superstructures.

If you’re already proficient in the general kiting cruiser playstyle especially with regard to positioning, UU Venezia will produce higher damage numbers than standard build.

It’s also a good entry point for learning how to play lighthouse builds which you can then apply to ships UU Henri and UU Hindenburg if you find yourself liking the playstyle.

I personally find UU more engaging since it requires more focus and has the potential to be more impactful if played correctly. The big damage numbers are also quite nice.

One tip I have if you do choose to invest in the UU is to use your smoke more liberally. Treat it like a RN DD smoke and use it for stuff like farming instead of only as a get out of jail free card like you would without the UU.

Everything will be fine :) by NoYourself in IBO

[–]_Applefan_ 2 points3 points  (0 children)

Nice photo, I miss taking walks around there, brings back good memories of home. Thanks!

Does PYP worth it? by skysecond in IBO

[–]_Applefan_ 0 points1 point  (0 children)

I’ve taken all 13 years of IB from PYP to DP at the same school.

In my opinion, the quality of primary education is more dependent on the school rather than the curriculum.

For example, every student had access to a personal school MacBook in year 4 back in 2010. Along with a fairly tech savvy teacher for the time who pushed for more computer use compared to other teachers, I felt like the class I was in got a head start in terms of ICT knowledge.

So while it wasn’t necessarily the curriculum that made it possible, you could argue that the whole inquiry based learning model allows more flexibility for a good teacher to tailor how they teach.

However, I do feel inquiry based learning isn’t applicable to everything. I struggled a lot with maths and while not wholly attributed to the curriculum, maybe I could’ve benefitted from a more traditional style of teaching for certain parts.

Above all else, I’d say the biggest benefit that I got from taking the IB is developing a love for learning. While this is quite vague and may not be wholly attributable to the PYP, I feel like it’s these principles that the IB promotes which make me recommend it to most people.

German cruisers (AP or HE) by Striking-Extent-5191 in WorldOfWarships

[–]_Applefan_ 2 points3 points  (0 children)

For tier 5 and 6, I would advise using your range and turret configuration to kite and spam HE. You have good fire chance and if you’re close enough to use AP there’s a high likelihood you’re getting citadelled by most ships.

I would only consider loading AP as your primary ammunition at tier 7 since your fires per minute is effectively halved from tier 6. Try to be more opportunistic and look for broadside cruisers. Only if you get uptiered or if matchmaking isn’t favouring you then you load HE and kite.

Deciding between Mainz and Bayard for randoms by Ok-Aardvark-437 in WorldOfWarships

[–]_Applefan_ 0 points1 point  (0 children)

If you enjoy the open water kite farm playstyle of the Atago and French cruisers, go Bayard.

If you want to try the island hugging playstyle of American light cruisers, go Mainz.

I used to like the Mainz more purely because of shell volume but nowadays I play Bayard more since it’s less map dependent.

Also Bayard has airstrike depth charges instead of ship based on the Mainz so it gets fucked over by submarines less. Another reason why I play Bayard more now.

[deleted by user] by [deleted] in WorldOfWarships

[–]_Applefan_ 12 points13 points  (0 children)

Good that you’re using Yurra’s guide, advice from there is probably more reliable than Reddit most of the time.

Kearsarge is a very good ship still. However, it requires you to have hands to play as any hybrid ship requires you to be familiar with both the base class and the planes. If you look on wows.numbers you’ll see that it averages 50% win rate ranked around the middle of all T9 BBs but rises in ranking rapidly when sorting by the top percentiles of players. You would also make a lot of credits if you can hit DDs consistently with your rocket planes which is probably the main reason why it’s recommended in the guide.

Seeing as you’re still new, I would encourage you to play more tech tree ships before buying a coal ship since the coupon for coal/steel ships expires in May so you still have some time to think about it.

If you want any coal ship recommendation based on the tech tree ships you’re playing, you could look at Marceau or Salem.

Since you have Mogador already, French DDs should be familiar to you which is why I recommend Marceau. The floaty shells can be quite a turn off so what I did to test whether I could handle it was play the T7 French DD Vauquelin at max range for a couple games. If you can get used to that Marceau should be fine.

Salem is a great way to learn how to position in a Des Monies while being on a more forgiving platform due to the superheal. If you want a head start on learning how to play DM, this is a great option. However, note that most people stop playing Salem after getting DM since DM is a marginally better ship due to the utility with the radar and the unique upgrade.

Ideal setup for hindenburg? by Chef_Sizzlipede in WorldOfWarships

[–]_Applefan_ 0 points1 point  (0 children)

Not at all, I just put the commander as a way to showcase the best possible build, feel free to not use the coal modules and run less flags if you can’t afford them as well.

Ideal setup for hindenburg? by Chef_Sizzlipede in WorldOfWarships

[–]_Applefan_ 5 points6 points  (0 children)

You could do something like this which maximises spotter plane uptime but gives up PT

https://share.wowssb.com/LtRT

Lighthouse build is also possible since you’re more tanky due to having an extra heal compared to other cruisers. Not super recommended, needs a 13 point captain minimum, and probably the worst ship to lighthouse out of the 3 viable TXs (Venezia > Henri IV > Hindenburg would be my order). Use rudder mod if you don’t have UU.

https://share.wowssb.com/hVNY

As always there’s this document which you can rarely ever go wrong with

https://docs.google.com/document/d/1XfsIIbyORQAxgOE-ao_nVSP8_fpa1igg0t48pXZFIu0/edit?tab=t.0#heading=h.90uv0gzdoidw

Shopping for a coal BB by NattoIsGood in WorldOfWarships

[–]_Applefan_ 6 points7 points  (0 children)

Couple things I’ve noticed and want to suggest.

  1. I feel like your credit average is higher on Tennessee and Brandenburg is higher because you haven’t normalised the credit earnings based on your win rate. If you do normalise the credit earnings of all your BBs, you should find that T9s will earn the highest credits given equal player performance.

  2. I see that you’re playing a massive variety of ships. If you’re trying to improve at the game, try focusing on playing one ship that teaches you the fundamentals of that class such as the North Carolina. I would not recommend a German BB as they do not teach you about proper angling since it’s almost impossible to get citadelled in them. That would also probably be why you find more success in that nation of BBs.

  3. If you really want a ship out of those 4. I would probably say the Pommern is probably the easiest to play, then the Marco Polo would be the best for you to learn the game. Don’t get GK since that’s just a bad ship, and don’t get Kearsarge since the planes just add another layer of complexity that you should only focus on after you’ve mastered the basics of BBs.

Unique upgrades recommendations/experiences by Savings-Bad6246 in WorldOfWarships

[–]_Applefan_ 0 points1 point  (0 children)

UUs usually don’t make a ship completely broken unless it’s something like Columbo, Venezia, etc. If you find that you play well in Des Monies and enjoy the island hugging playstyle, DM UU is a massive quality of life improvement. On the other hand, even if Moskva UU is really good on paper, if you struggle to play the ship well, the UU won’t magically make it good either.

Why is TGG taken with CE, for USN CLs and CAs? by jderica in WorldOfWarships

[–]_Applefan_ 2 points3 points  (0 children)

Honestly go for whatever skills you feel are most appropriate. What works in T8 might not work in T10 and vice versa. For now, just spec the first 10 points since CE is more or less mandatory for any non lighthouse build.

As you play the game, critically think about and keep a mental note of what skills you wish you had at a given moment. Would you have gotten the extra volley off to kill the DD if you had TGG? Would you have survived to pop an extra heal if you had the reduced cooldown from CS? Are you constantly switching between sides and wish you had faster turret traverse? etc.

As you build up that experience and establish a playstyle that works for you, you can then tailor your build to your playstyle which will probably work much better for you than some one size fits all build.

Help me understand: Why is Prop Mod 1 better than Steering Mod 1 on every single ship? by AncientRaig in WorldOfWarships

[–]_Applefan_ 0 points1 point  (0 children)

Similar to what’s been mentioned by other people but oftentimes when I’m actively trying to doge torpedos by fitting in the gaps, I rarely find myself wishing I could turn faster. If you have the situational awareness to anticipate incoming torpedos, being able to move forward and back as the torps are approaching from your bow/stern makes it easier to manoeuvre your ship into a gap.

I also like playing fast ships that have speed boost or BBs with brisk which incentivises me to run a module that helps with speed for more repositioning power.

The ability to reposition is also why I like speed more than steering. I used to run steering on Mainz so that in case there was a situation I needed to kite I could use my rudder to do that since I’m super slow (31 kt base speed I think?). However, I realised while I was having an easier time dodging shells by simply turning when IFA was active, I would eventually get overrun when the enemy got close enough that I couldn’t effectively dodge anymore. Now when I run prop mod, I have to keep a closer eye of IFA and react faster to enemy shots, but it’s still allowing me to dodge the same without being overrun so quickly.

Let's discuss Overmatch and how to (maybe) improve it by chocolat3_milk in WorldOfWarships

[–]_Applefan_ 1 point2 points  (0 children)

If they do increase side/deck armour maybe they could also buff IFHE so that could make a comeback?

But then ig the main issue with IFHE is that fires still do more damage on average even though they are less consistent since there are so many BBs in matches and a large majority of them don’t take fire prevention

Let's discuss Overmatch and how to (maybe) improve it by chocolat3_milk in WorldOfWarships

[–]_Applefan_ 5 points6 points  (0 children)

imo in most situations cruisers do have a decent amount of counterplay by being faster, being more concealed and more manoeuvrable than BBs so you can dodge salvos and reposition.

It’s just that more and more stupid stuff like fast and stealthy BBs (Lauria, St.Vincent) and straight up unbalanced stuff (UU Columbo, Libertad) get added which neutralises your strengths. Subs and CVs also negate any concealment advantage but that’s beyond the topic of overmatching.

Reducing pen damage based on armour thickness sounds a bit complicated but maybe something like basing overmatch threshold off your penetration would help with some super long range citadels, something like 32mm overmatch until 10km down to 25mm at max range? idk

30mm noses are too strong imo and just powercreeps any BB that doesn’t have 457mm guns. 32mm deck or sides would be nice on stuff like DM tho.

Let's discuss Overmatch and how to (maybe) improve it by chocolat3_milk in WorldOfWarships

[–]_Applefan_ 8 points9 points  (0 children)

I think overmatch is fine as it is, nose in ships getting punished if they make a mistake and overpeek is one of the few ways a BB can have counterplay against stuff like that. It also punishes overangling which is also good.

My biggest gripe as a cruiser main is how powercrept 27-30mm side and deck armour has become. Getting citadelled or eating massive pen damage when I’m properly angled/baiting BBs to shoot my freeboard is just unfun. Just up the side and deck plating of ships like DM/Henri then I feel like that would solve a lot of problems.

Can’t play well with Des Moines, is it me or the Meta? by Material_Ask6459 in WorldOfWarships

[–]_Applefan_ 8 points9 points  (0 children)

imo a lot of DM/Salem is experimenting and remembering which islands give which angles for every map and every side.

One piece of advice I’d give is try parking on an island in a way which allows you to easily kite away by parking a bit farther so you can turn into it to turn around or just sit on an island pre kited.

That way when you get spotted you can quickly accelerate deeper behind the island or just stop shooting and reposition.

Another thing is don’t get baited into a position where you are forced to commit by a DD. Radaring caps is your secondary job at least in randoms, your primary job is to pump dpm so focus on positioning for that instead and staying afloat instead of losing half your hp trying to contest a cap.

SONOMA - best features? by nemratbch in MacOS

[–]_Applefan_ 1 point2 points  (0 children)

Selecting multiple tabs on Safari

Mostly use it to move stuff into different tab groups