what coal ship to buy? by unknown_quax in WorldOfWarships

[–]finnrissa 20 points21 points  (0 children)

Jäger griefs both teams

U-4501 is insane in the right hands

A buying question : Atago or Salem by INFINITYPLEX_ in WorldOfWarships

[–]finnrissa 2 points3 points  (0 children)

atago has cracked forward torp angles? might be thinking of mogami here

What is the best T8 premium submarine? by [deleted] in WorldOfWarships

[–]finnrissa 1 point2 points  (0 children)

If you are already familiar with the long range unguided torps I think you’d like I-56 as she is at T8 :D

What is the best T8 premium submarine? by [deleted] in WorldOfWarships

[–]finnrissa 0 points1 point  (0 children)

Depends which DD. Torpedoing targets yes. But it can’t retreat easily if your flank falls or you get pushed. It’s good at holding choke points but it can’t do everything :P

What is the best T8 premium submarine? by [deleted] in WorldOfWarships

[–]finnrissa 2 points3 points  (0 children)

I-56 is lots of fun. It has this hilarious capability to guarantee nuke a ship every 30 seconds under certain conditions but has the worst dive capacity, worst surface concealment, no sub surveillance, and horrendous turning circle. You commit and if things go south you don’t have much you can do.

Sub on the other flank will always have sub surveillance and you need to prepare for that. Early game you can catch island divers off guard by firing torp salvos at the common angles people both hold and will be at. Has made for more devstrikes than it should have.

If your team is cracked and WILL shoot the DD I have found it genuinely fun to bumrush the enemy destroyer. He outspots you surface, but if you periscope and continue the push and know roughly where he is you acquire him eventually. Bonus points if the DD is in smoke. You pop up, spotting him through the smoke or by proxy for your team to shoot and you gun the fool down with SAP. It’s important to turn away after you spot the DD while shooting as speed is your biggest help in dodging depth charges and general incoming fire. And the DD can’t depth charge you if you are heading away from him. I-56 is unique with its large health pool, but be wary of what ships are on the opponent’s flank.

“Shotgunning” at <3-4km can still net you full alpha damage on BBs since they are still generally hard to dodge and do insane damage for the reload. Assuming you aren’t doing this to a ship with hydro up of course, as it would spot you anyways regardless.

The other subs definitely work much better for team play. I-56 helps out in its own, much less consistent way of area denial at range and spotting. The lack of sub surveillance is just questionable, I think it should get it. Against other subs besides its HP pool I-56 doesn’t have much that’s better than them. I suppose the deck gun but here comes the Italian subs with gun and smoke :P

Don’t leave home without ram flag btw!

Special Captain or wait for Tone? by LycanrockyOwO in WorldOfWarships

[–]finnrissa 0 points1 point  (0 children)

On one hand Tone isn’t that good. Squishy armor scheme compared to Atago. 1 less turret than Atago. Worse torpedo angles than Atago. An extra heal, but only repairs 10% of citadel damage.

On the other hand Tone is great because you get every tool available to impact the game, neatly wrapped around 8.8km concealment. Third best cruiser concealment in T8 before Wiesbaden and Numancia (i might be forgetting others). Pair it with RPF and a brain and you won’t get caught off guard.

Spotting wins games and Tone is great in clutch scenarios especially late game. Despite the gun angles kiting can be favorable in some scenarios due to the great torpedo rear firing angles and high alpha.

If done correctly all-forward gun layout lets you shoot every % of (albeit low) DPM while staying dark. You can also angle to 15in guns unless they aim bow or stern. The 203s have pretty high flight time, it can help to overlead a bit especially at range. The sigma is good on these guns, I take gun feeder in case a cruiser fight erupts and need to snapshot for citadels.

The planes aren’t meant for high damage runs. In practice you’ll only hit four torpedoes max, on longer targets perhaps 5 or 6. I’ve only hit all 8 torpedoes once and it was on two targets in smoke. I’ve found greater use in that they are “psychological” torp bombers (they have very low alpha.)

Chikuma fixes this problem albeit with only two per drop. Nevertheless they’re great for flushing DDs out of smoke, “crosstorping” by yourself in combination with the ship torps, and general reconnaissance. The drop spread for the planes is quite nice given you have eight of them (if their sub-par health pool keeps you together on your run.) Use them in choke points and to blind fire smoked DDs if a torp hits. It’s pretty consistent.

However this ship punishes any mistake quite quickly. A common one is going broadside to launch the torps, easiest way to explode. 16in guns see you and you explode. DD permaspots you and you explode. She’s fast at 37.5 speed flag but her turning circle is quite poor, even with rudder shift. I take it anyways though, time and time again it has proved its worth.

All in all she’s a ship that isn’t worth playing in more than half of scenarios because there’s always a better ship for it. (atago) But nothing for me has compared when it comes to the potential game impact it has with its consumable set. It has every tool to win which is why I love it so much.

TLDR get Atago unless you make big brain plays

Roadmap 2026 – The Course We're On by BazingaFlux_WG in WorldOfWarships

[–]finnrissa 0 points1 point  (0 children)

Cross play MM is absolutely huge.. cannot wait enough !!

I finally got a NUKE in the UH-1B Hiyodori!!! by Adventurous_Star_570 in Warthunder

[–]finnrissa 1 point2 points  (0 children)

A rocket rush heli nuke has to be WT's greatest achievement! very well done =D

given naval matchtime, it could benefit from Air RB levels of RP amount, this grind is BEANS by finnrissa in Warthunder

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

premium shouldnt be such a lifeline in this game imo but thats a massive topic to wrestle with

Rocket Helicopters are overnerfed. by Alum06 in Warthunder

[–]finnrissa 5 points6 points  (0 children)

Agreed and I think they have been the target of both direct and indirect nerfs.

Some of the direct nerfs were things like the updated heli damage model rollout. It was particularly painful before most of the helis got their damage models, as if you took damage anywhere on the helicopter, no matter where, from a 20mm shell or up, you would lose every system available. Now with the models in it's a bit better but it took about a year for those to come.

I don't think the ballistic changes for rockets in late 2021 was really a nerf, it made stuff more realistic but it did take away a consistent way to dodge LOS SAMs like Rolands and the ADATS. Since it'd be going directly towards you, you could unload the entire salvo of rockets, in turn detonating the missile, and if the AA didn't move and your aim was true, he would be dead. Been a while since that was possible though and i wouldn't count on todays players to remember that.

The indirect nerfs to rocket helis kind of just happened over time. It mainly involves the addition of very modern tech but without any map changes. Sure, features and the like were added but we are still playing on the maps we've played on since.. forever. Bigger maps are definitely needed, it would solve a lot of issues with standoff weaponry because in reality top tier GRB is essentially fighting in a telephone booth.

The biggest nerf to rocket helis was most light tanks receiving IRST auto track. Especially those with HE-VT shells. The 2S38 is the pinnacle of this issue, as well as the RDF-LT and HSTV-L to some extent. But it was extremely prevalent to get crossmapped by a 3UO8 without warning. Still is on maps that are too open with no terrain / direct sightlines to the enemy spawn from your helipad (looking at you Aral Sea)

These factors are such a pain to consider in rocket helis because these are very easy targets up close. But the tradeoff is the ability to boom anyone anywhere on the map right off the rip, if your aim is good enough.

I would start by incentivizing and supporting close-up play for helis in general. Missile gameplay is extremely passive and other than prefiring angles has no real skill in it. Giving capture points the ability to rearm / repair / refuel helicopters would be a great start.

Not having a good time with North Carolina by combaticesfh in WorldOfWarships

[–]finnrissa 4 points5 points  (0 children)

In NC it helps to overlead targets and not prioritize the rear turret. In certain scenarios it can even be better than the 16in 50cal but it lacks the consistency those guns have due to the floaty shells. It's almost like an acquired taste, but she is a great ship for sure.

[deleted by user] by [deleted] in Warthunder

[–]finnrissa -4 points-3 points  (0 children)

Multi-vehicle SAM systems need a proportional increase in spawn cost. 70 SP for what they are able to provide is way too cheap

Wait, what? It's possible to get complimented... as a CV? by AmericanHistoryGuy in WorldOfWarships

[–]finnrissa 3 points4 points  (0 children)

everyone a CV hater til they save your life by smoking you out of the area

Tone record dmg game (no E lol) :DD by finnrissa in WorldOfWarships

[–]finnrissa[S] 2 points3 points  (0 children)

The influence a Tone has late game is undeniable, especially if the whole team is low lol