Hakuryu: Effective gameplay from start to finish
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- Опубліковано 25 сер 2024
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for new players only. Hakuryu replay played by Redthorne (EU)
Send your replays: toptierreplays@gmail.com
World of Warships mods:
im using offical mod station - worldofwarship...
1- Adjustable Panels
2- Score Timer
3- Running Lights
4- Crew perks in battle
5- Calm sea mod
Your hakuryu replays always amaze me. I can average around 100k in mine, but seems like I get the smarter ones who actually turn into attack runs lol.
to be completely fair its the EU server...it has many potatoes. NA is full of try hards
@@rileychu4489 true but not as bad as Asia
@@rileychu4489 this is so unironically true, eu players love to say that all servers are equal in terms of skill and tryhardiness, but theyre not. ASIA at certain times is full of tryhards, usually CVs, EU and RU are basically the same in terms of potato count. But NA if full of potatos sure, but not to the levels of the other servers, theres also substantially more DDs and less BBs in queue compared to EU server, which is full of BBs to farm in CVs
@@rileychu4489 omg the amount of try hards on NA is staggering
2x petro Hakuryu div..... must have had a bad night lol
If I drop tropedes with OPEN aim zone, they always SPREAD OUT. Hard to go straight like that every time. Is that replay bug Or....?
Replay bug as always
Redthorne back here again, this time in haku, he is undeniably one of the best cv player in EU
Indeed
a great carry, frankly inspires me to finish researching hakuryu myself, timing the torp drop to always go straight ahead is a great skill to have, very impressive
I do not understand how he loses so few planes... my planes get shredded all the time no matter what CV I am playing... Missing Hiryu, btw.
He attacks only solo targets. And even thus - not with the grate AA guns, nor with AA perks. Also he really enjoy that nun of 2 submarines rushdived him, nor that anyone lights him up. In other words - his enemy is really bad, passive players, but on the same time - his teammates are passive too, thus he can enjoy long game. i wish thre were more matchs like this on any other servers but EU.
(Coming back here 2 years later lol)
There's also the fact that I was abusing island cover whenever possible to avoid taking AA during the approach, or hide behind an island after the drop.
This build is also focused on plane survivability by abusing the short immunity period after the drop to get as far as possible of the dropped ship to stay out of the stronger short-range AA. Watch how far I go from Iowa after each drop.
Damn, that fly over Iowa xD Guy must've a great time o.o
Is it a replay bug, or how is it that the torpedo spread indicator seems to have no effect? No matter how wide, the torps still go straight.
It's a replay bug, in game the reticle was always fully aimed.
Exceptionally good gameplay
That's a very fucking insane carry by redthorne in his haku. He would've got more than 3.2k bxp if he capped A
I had considered it but at that point I just wanted to push the damage counter to the maximum and closed the distance to enemy CV.
I thinks it's up to team mate with who.
if TT or replay guy can make with any mates.
but in my case it's really hard for win(even if over 130k dmg.)
i should learn more tactics from replays.
Iam looking forward for the super haku.
Why dont your torp lines close?
Love those japanese ships gameplays!!
I have 3 T10 CVs (not hakuryu) and anyway holy shit getting almost 3/4 of that isolated iowa with a torp flight must feel horrible, no wonder there is so much hate going around. I still remember when I got a single attack from haku torps on my yammy (nominally best torp belt) and took 15-19k and went like DAFUCK
Also wtf that laser accurate torp dispersion (also bombs) is the reticle fake?
Having played the ship myself there was a lot of things going well on the part of the player in making sure that the drops were good, however, there was also a certain amount of luck. Haku's torpedoes naturally want to stay together but even if they spread the drop distance between them is so little that it may very easily just go apart but still be good enough, especially given their speed.
As for the dive bombers, the AP bombs naturally want to be somewhat inline, and somewhat central and are consistent at doing that, unless they've changed that much of my ol' girl.
Also if you ate Haku torpedoes in your Yammy, if they hit your nose or stern the torpedo protection wouldn't have saved you, and even if it hit the torpedo bulges the torpedoes have a VERY high damage because you only drop 2 in a run, and chances are the captain is running a perk that helps reduce effective torpedo damage reduction, so even against a Yammy they still hurt like hell
Also edit, looks like it's a replay bug as for the drop indicators, they were closed quite a bit tighter than the replay lets on as per the Player's personal reply to someone else
I've never seen so much luck with dive bombers. My pilots are probably drunk all games...
This thing is brutal... 350k more ship xp to go on my Shoukaku though XD
c'est quoi ce nom de clan XD
Faut bien s'occuper à l'EHPAD 😂
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