Jump to content

Search the Community

Showing results for tags 'Battleships'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunidad de habla española
    • Türkçe Topluluk
    • Comunità Italiana
  • Mod Section
    • Rules, Announcements and General Discussion (English)
    • Modding Tutorials, Guides and Tools (English)
    • Interface Mods
    • Visual Mods
    • Sound Mods
    • Modpacks
    • Other Mods and Programs
    • Archive
  • Historical Section


  • Community Calendar
  • This Day in History

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL








Found 89 results

  1. Introduction Hello! It's been a while since I last wrote my general guide on how to play battleships -> Link (Other guides -> How to play Yamato and How to play Montana) So now I would like to start sharing my experiences and tips on how to play some specific battleships. Today I want to make a guide about the Großer Kurfürst which I will just name GK from now on because it's less annoying to write. I'm making this guide with some tips gathered from [OP] and other players like @Runner357. Gun Choice GK has the option to switch between 2 sets of guns. While the 406mm guns give you a faster rate of fire they do often lack the penetration to hurt enemy battleships as much as the 420mm guns do. That being said, the 420's also do more damage/shell. This however is a personal preference and I do know people who play with the 406's and like them more. Captain's Skillbuild Just like any ship the GK is just a piece of easy target practice without a good captain and with that a good captain skillbuild. While there are a few ways to build the skills GK there is one build I definitely prefer over other builds. This build focusses heavily on survivability compared to f.e. a secondary build (a build that takes Manual Secondaries, Basic Fire Training and Advanced Fire Training) While the secondary build can be usefull in some occasions it generally lacks in flexibility. I take Preventive Maintenance to decrease the possibility of my main battery guns getting knocked out in a fight. Expert Marksman gives the usefull bonus of being able to turn your guns faster + it offsets the penalty your guns get to turret rotation by taking the reload module. This is a skill I tend to take on all my BB's Adrenaline Rush is a skill that gets more usefull the more your ship gets damaged, making it so that taking a torpedo or two isn't the worst thing in the world anymore (still try to avoid it tho) Basics of Survivability and Fire Prevention serve the same goal of limiting fire damage your ship will take. GK is extremely big, even bigger than Yamato, and will be a very tasty target for cruiser HE spam. Fires do a percentage based damage on your ship every second. If my calculus is allright this should be 0.3% of your HP/fire/second. This is 317 damage every single second on the GK for only one fire. Limiting this damage is extremely important in the GK if you want to keep tanking for your team. Super Intendent fits very nicely in this image as it will give you an extra charge for your repair party (and Hydroacoustic search!) which will greatly help your survivability. Concealment Expert is a bit of a controversial pick because the GK's detection will remain quite big, however I've found it usefull because it allows you to get a little bit closer before opening up, and it does open up some ways to dissengage if things go south. Ship Upgrades Stearing Gears Mod 2 could be switched out for Damage Control System 2 which grants an even bigger reduction on fire and flooding duration, however, personally I like to keep my ships somewhat manoeuvrable so I tend to stick to the decrease in rudder shift. This makes turning to avoid torpedoes a lot less painfull. Some could argue that taking the Gun Fire Control System Modification 2 would be better than the Main Battery Modification 3 because the range on the GK is indeed quite lacking. However I end up engaging targets at a shorter range so having that extra reload suits the GK better. You do not want to be sniping in this ship. General Playstyle GK is a ship that benefits from a slightly more agressive playstyle than f.e. its tier X counterparts Yamato and Montana. The biggest difference is that GK has acces to the German Hydroacoustic Search consumable which has a range of 5.88 km for ships and 4.02 km for torpedoes. This allows you to be more agressive in pushes because your hydro provides you with a lot of warning for incoming enemy torpedoes. While your size will hinder you in avoiding all, it will severely limit the total amount of torpedoes you might take. This is even more important when fighting against Destroyers equipped with deepwater torpedoes, torpedoes that are extremely stealthy. The bow on the GK encourages an agressive playstyle even more since it's the only tier X BB that has 60mm of bow plating (marked in red by amazing paint skills) keep in mind that the parts marked in blue are still only 32 mm of armour tho. Your 60mm makes you relatively resilient when bow on to enemy battleships and cruiser AP, however the superstructure of GK is one of your weak points. A good player will shoot for your superstructure and do lots of damage by penetrating that instead. Furthermore your good citadel armour and turtleback shape* of your main armourbelt allow you to get away with some manoeuvres other battleships could only dream off. This however doesn't mean you can't be punished. GK gets citadelled very rarely but it definitely does happen in certain occasions. And even if you don't get citadelled when giving your side to the enemy, your ship will take massive penetrating damage, 30K damage salvoes on a GK are not unheard off. Your bad turret angles will lure you into temptation to show a lot of your side and that's why, when you are being focussed, it is better to keep your bow turned to the enemy and resist the temptation to kill yourself by showing broadside. The GK isn't renowned for its accuracy but that doesn't mean it's super bad, when you are not being focussed and you can use all your guns they might suprise you with their accuracy. GK has a lot of HP for a tier X ship and when used correctly you can make that 105 800 hitpoint pool last a lot longer too. Don't forget to angle, use your heals, limit fires by pressing the damage control consumable at the right time (never press it for 1 fire) and, to add to that point, make sure you pick the premium consumables (22 500 credits), not taking these, especially damage control party 2 and repair party 2, will give you a very big disadvantage on the battlefield. Try to focus the enemy Battleships at the start of the game, your lack of stealth makes it hard to ambush cruisers. When the moment in the battle is there to be aggressive don't be afraid to push. A pushing GK with hydro running is a big pain to deal with for the enemy team. Just try to not overextend that much. *turtleback armour is a shape of armour that will have the effect of giving you less citadels when you give broadside. Outro That's basically it for this guide, if you have any other points I could add please do mention them in the comments, I will try to implement them if possible :) Have a nice day! Kathy.
  2. I just got the tirpitz and am very confused on how to play her properly, when I try to play her mid range the guns do not hit anything. I know my aim could be better (I'm still getting used to her velocity) but i've managed to regularly get around 30000 to 40000 damage but i can't seen to get any higher. Any help on the general play-style of the tirpitz would be very appreciated. Also in my latest game i got deleted by a Taiho within 5 mins of the game start, any idea on how to survive that? (Apart from sticking close to friendly cruisers) I've currently got a 11 point captain with PM, AR, BFT, AFT, any suggestions of crew skills I could take. Thank you to anyone who takes the time to reply.
  3. Introduction Hello! This is my fourth guide in my "how to" series. Links to my other guides: -> How to play Großer Kurfürst -> General guide on how to play Battleships -> How to play Montana Today I'll write about the oldest tier 10 Battleship in World of Warships: Yamato. A Battleship which has definitely been hit by "power creep" so to say, but it still holds its place as a extremely valuable tool for area denial. I'm making this guide with help from people of |OP| and people like @strangers123 (although Strangers absolutely dislikes the ship) Captain's Skillbuild As I said earlier Yamato is a ship that has greatly changed over the lifetime of this game. While the older builds often recommend a secondary based build, this is definitely not a thing you'd want to do now. There are 2 builds that I would see as usable, an AA build (questionable/very situational) and a tanky build. Personally I'd recommend using the tanky build since the AA build totally doesn't play in the Yamato's strength. Preventive Maintenance is there to avoid your turrets getting destroyed. While Yamato turrets are really tanky it does help, since your turrets turn so slowly it's likely that they will get hit in the side while turning. Direction center for catapult aircraft could be picked for extra torpedo spotting but I personally prefer having my main battery guns not break on me in combat, but it's up to personal preference. In the contrary Expert Marksman is a MUST HAVE on the Yamato, if you are going for the reload upgrade on your ship your gun turret traverse will slow down to a whopping 82 seconds (for a 180° turn) if you wouldn't use the Expert Marksman skill. While using it will bring that back down to 62 seconds (note that Isoroku Yamamoto is being tested with enhanced expert marksman making this even more valuable) Adrenaline Rush will help to increase your DPM (Damage per minute) once your hp goes lower (thrust me, it will). This will make you incredibly dangerous since your reload will drop down to +-23 seconds when you are at 50% HP. Basics of Survivability, a mainstay in tank builds, is a skill that will decrease fire and flooding duration, which is incredibly useful given that Yamato will be the focus of many cruisers. Superintendent will give you an extra heal which obviously helps in prolonged games, giving you an extra batch of repairable HP. Fire Prevention does the same as Basics of Survivability in helping you survive HE focused fire, it limits the max number of fires you can have on your ship, making the 2 most easy to hit fire zones into one big zone (the front and back of the midships) Concealment Expert is a skill I use on all my Battleships because it is just so valuable, it allows you to disengage and heal back up (in most cases). It can greatly stretch your lifetime in a battle where you are being pushed. Ship Upgrades Slot 1 Slot 2 Slot 3 Slot 4 Or for Manoeuvrability (Which I prefer) Slot 5 Slot 6 Slot 4 is really the only one of these upgrades that could be disputed. While Damage Control System 2 is very useful for tanking, I do prefer Steering gears mod 2 to help your ship turn. Yamato really needs to be able to turn to avoid exposing it's weak frontal citadel which I'll talk more in detail about in the next point. General Playstyle Yamato is as I said one of the older Battleships in the game and it does show. Compared to all her tier 10 counterparts she still has a very easy to hit citadel because it sits quite high in the water. The octagonal shape of her citadel also makes it so that Yamato can get quite easily citadelled even when angled. In the picture below I indicated what I am talking about with a blue line. When Yamato is angling like this, that panel sits at a flat angle compared to you, making it easy to penetrate given that you are in a Battleship are ship with a high enough calibre to do so. This is why I prefer the stearing gears modification over the damage control, it allows you to more easily hide this weakness. Because when you are sitting completely bow on to an enemy Battleship, the only other Battleship that is able to penetrate your hull is another Yamato. For it's play style Yamato greatly depends on her massive guns, but these also limit her in some points. Yamato is great at denying complete areas of the map by sitting bow on and stopping enemy battleships from pushing into her, this will make her a priority target of most cruisers, hence why I recommend using the tank build. It is better to wait out the first few minutes of the battle to see where you are most needed, the thing you do need to keep in mind is that you need support. Yamato is a Battleship that works incredibly poorly when unsupported and has great difficulties getting out of harms way unlike Montana or Kurfürst who can more easily turn around. Unlike these ships Yamato doesn't have a lot of firepower in the back of the ship and is also relatively slow. You should see Yamato more as a fortress, once it sits somewhere where it has secured its flanks, it is incredibly hard to dislodge her from her position. Her 460mm guns can overmatch the bows of all enemy battleships that could come to assault her, making pushes against her not an easy task at all. Carriers and destroyers will be a pain to deal with as they can launch attacks from angles that Yamato has a hard time defending, although her very impressive torpedo bulge will definitely take a lot of the sting out of torpedoes. Try to keep the enemy in front of you while withering them down and push when your team is ready. Whatever you do, don't brawl, your slow turret traverse will make it very hard to track enemies, even battleships at close range, on top of that your number 2 turret cant aim down over your first turret at short range, diminishing your damage even more. And when enemy battleships get around you and get you angled they will start reliably citadelling you in the spot that I mentioned before. What you should do when the enemy starts pushing in is trying to back off by putting your ship in reverse, this will give you more time to deal as much damage as possible. When you know you are going down, taking someone with you with a ram could also be an option you are willing to take. Try not to use your back turret when you are closer than 15 km unless the enemy really isn't paying attention. When you are able to use your back turret, this also means that you expose that weak spot in your citadel. (you basically need to outweigh your risks and rewards) On top of this try to stick to targets that are in front of your guns, thanks to the very slow turret rotation you will lose a lot of time if you switch targets very often. In short: Don't give broadside, get a good position with your flanks relatively secure (preferably close to your own destroyers for support), unload accurate 460mm shells until your ship runs out of hp or you need to start pushing, try to limit turning your guns, do not brawl and don't forget that your citadel has a weird shape. Outro As all my other guides I will try to keep updating these, if you have any points you would like to see added, please do leave them in the comments. Feedback is always appreciated and I will try to implement it as soon as possible. Have a nice day! Kathy.
  4. bzerkur

    Battleship RNG

    Hi all, I play alot of battleships and for the most games seem to do jack damage and scoring very few to none at all citadels on cruisers sitting between 5 and 15km away even with most of my ap shots hitting (ie: in the montana fired 3 volleys at a broadside hind at 10km scored 18 pens with 8k damage total). But then there are those game occasionally where it doesn't matter how bad my shooting may be I will pretty much score a citadel with every volley. is this happening to anyone else and am i doing something wrong?
  5. Hello, So I am not really new to world of warships I played the game for more than few years but during that time I did not play much. Right now my best ship is New Mexico and It seems like unlocking the next ship takes forever. Do you have any tips how to unlock ships faster? Should I buy a premium?
  6. Introduction Hello! This is my third guide in my "how to" series. Links to my other guides: -> How to play Großer Kurfürst -> General guide on how to play Battleships -> How to play Yamato Today I'd like to take a moment to share my experiences and tips on how to play my favourite tier X battleship: Montana. I'm making this guide with some tips from my clanmates from |OP|. Captain's Skillbuild Montana is a very versatile Battleship compared to Yamato and Großer Kurfürst and that gets reflected in the numerous skillbuilds you can take for your captain. While it is versatile I would like to say that certain skillbuilds are definitely better for randoms and less so for clanbattles and/or ranked. Skillbuild 1: AA A skillbuild I would almost exclusively use in random battles because of its niche. This build is very good to use when platooning up with Aircraft Carriers as it's AA damage per second can get quite absurd (for a Battleship) Although this is an AA spec I would like to adres some of my choices here. I did opt to pick Concealment Expert because this skill is a must in almost every Battleship if you want to have a tool to disengage (not fleeing, disengaging) When you have been under sustained HE fire from enemy cruisers it is always nice to have the option to stop firing for a while to get undetected, and while being undetected you can heal up. Very often new battleship drivers keep unloading,even on low HP and thus throwing their ship (and remaining heals) overboard by getting sunk. This choice does limit your other choices because it costs 4 points to take. Forcing me to drop Basic Firing Training(BFT) which gives you a 20% AA dps buff. The AA range upgrade you get from Advanced Firing Training works better with Manual Fire Control for AA Armament than BFT does. Super intendent is another one of those skills which you can't go without on Battleships. The remaining points I spent into Direction Center and Preventive maintenance. The first skill gives your AA and Main batteries more sustainability and the second skill gives you an extra plane to spot torpedoes with. Expert Marksman is something I put on all my ships because I like to manoeuvre quite a lot, EM will allow your guns to be trained on target faster. Skillbuild 2: Endurance build This build is a build I'd recommend for ranked play and solo-randoms. It's a build that will greatly improve your survivability and thus also will increase your damage (in most cases) This build shows some similarities with skillbuild 1 namely Preventive Maintenance, Expert Marksman, Superintendent and Concealment Expert. These skills are in my opinion all a must have although Preventive Maintenance could be switched out for something else because it is the least important one on that list. Basics of Survivability and Fire Prevention together with Concealment Expert will work to limit damage taken by High Explosive shells and especially the fires resulting from it. While Adrenaline Rush will help you to increase your damage output even when your ship gets damaged. Ship Upgrades Slot 1 Slot 2 Slot 3 Or for AA Slot 4 Or for Manoeuvrability (Which I prefer) Slot 5 Slot 6 Or for DPS A lot of these Upgrades are up to personal preference. For example in Slot 6 I prefer Artillery Plotting Room because it makes Montana surprisingly accurate. And in my opinion the Main Battery Mod 3 slows down your turrets a bit too much. But the decision is up to you, my play style is a bit too aggressive to slow down my turrets. General Playstyle Montana is a Battleship which can be played a lot more aggressive than it's tier 9 predecessor the Iowa. It shares the same slow shell velocity but gains an extra turret. The slow shell velocity means that you will need to lead your targets more and although you would think a slow shell velocity is bad, it does have its perks. Your shells dip a lot faster making it easier to hit the citadels of some cruisers and your super heavy American Armour Piercing shells do a lot of damage even when you don't hit the citadel. An added effect of your slow shells is that hitting ships behind islands is easier since the shell arc is quite high. Your great firing angles allow you to use all your 12 406 millimeter guns without having to show a lot of your broadside, giving you an advantage when pushing in to some other Battleships. And your great accuracy (especially with Artillery Plotting Room 2) will make cruisers wish they didn't risk giving you their broadside. Montana is fairly resilient but don't get fooled! You have great armour and it is generally hard to citadel a Montana but when you give broadside it gets a lot easier to get citadelled, especially when you are in a turn. But don't get fooled! You have great armour and it is generally hard to citadel a Montana but when you give broadside it gets a lot easier to get citadelled, especially when you are in a turn. On the AA, even when you are using the Endurance built I described earlier, your AA is still very powerful and you will notice that Aircraft Carriers tend to avoid your AA. When they finally notice you are not running an AA heavy spec it might happen that they will come after you anyway, although they will still lose quite a lot of planes it will definitely make it a lot harder to survive. Again, it depends on your own preference what skill build you run, just keep in mind to stay a lot closer to your friendly neighbourhood AA cruiser when you pick the endurance build over the AA build. You have great stealth so getting close to caps and suddenly surprising enemy cruisers who flash you their belly is quite funny (well it's funny for you at least) Other than that just try to keep your destroyers safe, a living DD between you and the enemy is valuable because they are one of your only ways of knowing where the enemy DDs and/or torps are. Since you don't have hydro-acoustic search like the Großer Kurfürst that means keeping your DD safe is even more important for Montana. Don't hesitate to shoot enemy DDs either, your slow shells+ big volume of accurate shells will cause massive damage to Destroyers if they get unlucky. In short: Don't give broadside, when you are running an endurance build and there's a cv stick close to AA cruisers and whine that you are not running a AA build, use your great stealth to go closer to caps than a GK would and provide support for your Destroyers. Outro As all my other guides I will try to keep updating these, if you have any points you would like to see added, please do leave them in the comments. Have a nice day! Kathy.
  7. Crowarior

    Battleship change/rebalance

    In my opinion biggest problem with BBs right now is that because of their armor they are too easy and forgiving to new players and because of random dispersion skilled players are always artificially limited. I think that all classes should have equal or at least similar "skill floor" which is right now clearly not the case. First step to fix this issue would be to make BBs less RNG dependent and make them more consistent. Right now sniping from max range is not punished enough. Dispersion is still O.K. even at max ranges because of how dispersion works, you can still get few hits if you lead properly. On the other hand, if you are shooting at <8km ranges and doing your job as BB, you still get punished by that wild dispersion often enough for it to be frustrating. If WG increases dispersion at longer ranges to the point where you cant reliably hit a target even with proper lead that would be enough to make sniping BB players to move closer for more consistent damage. As a compensation buff close range accuracy <15km (depending on nation) to make BBs more consisntent at ranges where they should play at. NOTE: For better understanding of how exactly dispersion works please refer to iChase's video here. Next issue is that battleships are not punished for bad positioning. Since WG removed citadels from US BBs and and added BBs with impossible to hit citadels bad players are not punished for showing broadsides anymore. Adding citadels back to BBs would be a great step in right direction. Another thing that would be great is to make certain nations more vulnerable at certain ranges. So US BBs would be easy to citadel at closer ranges, but at longer ranges their armor scheme would be usefull. Same thing goes for german BBs. They would be more resilient at close ranges but they would actually be vulnerable to long range plunging fire which is not the case right now, they just bouce everything or get standard penetrations. Last thing I would like to see changed is BB mobility. They can keep their speed but change acceleration, decceleration and turret traverse speed. This would make BBs more like a chess piece that has to be carefully positioned for maximum effect, otherwise you should get punished for poor play.
  8. friedeggnchips

    Invisible ships

    This is absurd. less than 5km yet I cannot see the enemy. I later died from 6 torpedoes that came from the magic invisible ship that you can(t) see here. How am I supposed to fight or do anything if I cant see a ship that is shooting and launching torpedoes at me??!! Firstly, no it wasn't torpedo bombers that i missed, it is a destroyer that appeared on my minimap and then disappeared. secondly, this guy was no more than 5km away from me and was also shooting at me, though i still could not detect him. A am in the Iron Duke. Nerf these bloody invisible destroyers, this is getting out of hand.
  9. There was a time where other classes pervaded the games in numbers that were simply too large to manage. Carriers and destroyers both have had their day of dominance. There are things that pervade the class, the developers, and the community at large that makes it so that battleships are such a problem where carriers and destroyers never were. The Battleship Class The problem with battleships has escalated to the point where event the most virulent defendants of the status quo can't even pretend that there isn't a problem anymore. Admittedly this was like waiting until we have to start rowing to work before we start cutting down on coal power plants, but progress is progress. Wargaming's slow and iterative changes to the class could most charitably be seen as a way to not cause the class collapse formerly seen in the carrier class and uncharitably seen as the development team having some perverse sexual attraction to battleships (glass houses, I know) but the change is welcome regardless. Carriers and battleships both can be played without employing different tactical considerations depending on targets and both essentially exist outside of the hard counter system that means that most cruisers are incredibly weak towards battleships and that destroyers are incredibly weak towards cruisers but that battleships aren't particularly weak towards destroyers. Even in the context of 'anti-battleship' cruiser lines like the French or Russians, the damage that the cruiser does to the battleship could be returned with interest with just a few lucky shots should the circumstances conspire towards it and the same could be said about carriers if the matchmaker was particularly vindictive that day. Many similar issues exists as, depending on the game circumstance, explicitly AA based cruisers could be ripped to pieces by carriers. There is a battleship plague problem however and not a carrier plague. Whilst this could simply be traced back to the fact that battleships are easy to play whilst carriers aren't, the problem is often more difficult than that and solving the issue by introducing artificial difficulty to the battleship class as an equivalent to the lags and UI errors of the CV class will fail to address the core of the issue. By making the interclass interaction more similar to that between carriers, destroyers and the other classes, battleships would be able to be brought in line. Whether or not this is desirable however is another matter. Currently, Wargaming's approach to re-balancing battleships is very much focused on how battleships interact with the other classes. The spotter plane nerf meant that they did not have the 5 minute resistance to torpedoes that the twin catapult fighters once offered. The changes to smoke mechanics meant that they would not be able to ambush cruisers and destroyers as easily. Among the changes closest to the top of the priority list was the ability of battleships to cause catastrophic damage to destroyers and their ability to use just one ammunition type for close to any circumstance. War Gaming has also stated that they objected to the excessive survivability of battleships. The issue has been raised multiple times and the changes that are being made are slow but there. This might be controversial but I do not see the ability for battleships to one-shot destroyers, never have to switch ammunition type, or even survive better than the other classes as the primary cause of the problem we see. I think the remaining issue with battleships can't be solved by changing the ways that battleships interact with other classes as much as it would likely need to come down to the options that other ships have in dealing with battleships. Whilst this may sound pedantic, it very much is and I don't know why you thought it was possible to read something written by me that doesn't collapse into pedantic arguments over terms that ultimately just ends with me declaring victory over whoever I was arguing with despite the fact that everyone who gets stuck in an internet argument has already lost. Anyways, on to the main topic. Carriers, destroyers & the Problem of Choice Wargaming largely depends on the classes to balance each other and this has led to endless grief for everyone involved. Apart from battleships. Obviously. Destroyers, battleships, and carriers all depart from the general template and have benefits that are essentially technically exclusive to them. At their worst, the game degraded into cheese tactics beyond comparison. The Shimakaze's wall of death is remembered to this day, the wall that dooms even the most agile of destroyers and covered the maps from border to border. Then of course there was the Hakuryuu with her quintuple Kamikaze attack, the name not coming from the fact that you could use her planes to commit suicide against enemy ships as much as from the fact that her torpedo bombers carried the payload of five Kamikaze class destroyers. There were various eventual nerfs to those ships, but even whilst it lasted they were not nearly as ubiquitous as battleships are as a class in the present day and that is largely due to the fact that conditional population control mechanics are built into the game to manage the numbers of carriers and destroyers in such a way that battleships simply aren't. The Lesson No One Learned Battleship players, more so than players of any other ship class, are fundamentally selfish and are encouraged to be selfish thanks to the game mechanics. This might not be a revelation to most, but the selfishness of the battleship and the way that game mechanics works makes it so that it promotes battleships. For those unfamiliar with game theory, it could be best simplified as a way to predict the actions of selfish and perfectly rational agents. Humans aren't perfectly rational, but over a large amount of time and with the smallest level of self awareness the actions of even an online game like World of Warships could be approximated as rational. Players can observe their own results and apply what they've learn, and so players will slowly move towards the state of maximum profit for minimum effort. Players without the imagination to do this could always just copy the tactic of players that do. When discussing the balance between battleships and other classes, the topic does often steer towards the things that other classes outdo battleship in. Destroyers are far stealthier than battleships, could go the entire game without being spotted, and could carry games on literally 1 point of HP. Cruisers have significantly better DPM, tools like radar, defensive fire, hydroacoustics, smoke screens, and a plethora of other things that could be employed for the team's benefit. Carriers have unparalleled reconnaissance abilities and the ability to herd the entire enemy fleet. Next to all of that, it may superficially seem like better armor and more health would be a small thing. This however is just an obfuscation of the issue. I would like to make one last note. When I look at battleships, I can't help but see the very worst parts of carrier gameplay back when full strike carriers were still a thing. Facing another full strike carrier is rare, but when it happens it was quite memorable. I grinded through the Lexington in full strike configuration back when she still had that. I faced another strike Lexington on Northern Lights one battle. We all but ignored each other, flying our bombers past each other to bomb the enemy into oblivion. It was a constant damage race and that game I won by a sliver. If I had lost that match, I would likely have blamed the team for their failings and posted a screenshot online so I could have a laugh about it. I managed 170k that match in a tier X game but I did essentially nothing to protect the team from the enemy. I didn't scout in order to maximize my cycle time and I didn't communicate with the allied team whatsoever. When writing this, I couldn't help but think back to what I did back then and how much it reminded me of the things I wrote here. Battleships reaped the benefits of cruisers, destroyers, and carriers. I reaped the benefit of my team staying in between the enemy and myself and used them as an expendable shield to farm damage. The game is ultimately selfish and comes down to how much players can personally get from the game and changing a few values on a few ships will not change that.
  10. almitov

    Battleship AP overpenetrations

    Hi, Is it just me or are BB AP shells doing more overpens as of late? I've had this problem ever since the French BBs were released but it is not limited to them. I was recently playing my Texas to complete the Twitch prime missions for the special camo. I've never seen so many of my shells overpenetrate CAs and CLs... The same happened with my Richelieu, the same happens in my Alsace (yesterday I had 4 consecutive salvos at a broadside DM at 10km for a total of 16 overpens). From the BBs in my garage I have no such problems only with Nikolai I, Montana (to some extend) and Ishizuchi. Yama has always had an issue with overpenetrating lightly armored targets and Conqueror's AP is questionable - it can do 20-30K in a salvo but usually does only overpens and shatters. Can't say anything for the GK - I haven't played it much lately. Here is an example of one of my late games in the Texas. I shot at CLs and BBs for most of the game, got 1 citadel hit and what you see on the screenshot.
  11. Captain_LOZFFVII

    Ideas for Cruiser/Battleship Rebalancing

    I've had a couple of thoughts recently regarding how to balance cruisers and battleships in WoWS, and I thought I'd share them with the forums to see what others think. Please vote for whichever you think sounds better, or leave your own idea if you think my ideas are rubbish. BB-1/CLCA+1 What this means is Battleships have their consumable counts reduced by 1 while Cruisers get their consumable counts increased by one. To clarify: take my Nelson, she currently has 4 uses of the Damage Repair Party (Premium but no Superintendent) while my Atago has 3 uses of DRP (Premium and Superintendent). My proposal would mean Nelsol would get one less use (3) while Atago gets one more use (4). This would also apply to all other consumables mounted on the ship, so Missouri (for example) would get one less DRP and one less Radar while Baltimore would get one more of each (and whatever other consumables she has). The idea behind this one is both to takle the BB survivability issue and promote what cruisers are all about (consumables) all in one motion. Exceptions: October Revolution. I get the feeling that with limited access to the Damage Control Party, reducing her access to it may make her go from 'alright' to 'barely playable'. Cruiser Smorgasbord Give all cruisers access to all consumables available at their tier, but limit them to a maximum number dependent on their tier (like 2 for T2-5, 3 for T6-8 and 4 for T9+10). So they can customise what kind of consumables they want, e.g. one player could have a Mogami with DRP, Radar and Smoke, another could have a Mogami with Defensive AA Fire, Hydroacoustic Search and Spood Beest. Further, players can also choose what order they want their consumables in, so one player may go for (T)DRP-(Y)Smoke-(U)DefAA the other may go for (T)Smoke-(Y)DefAA-(U)DRP. Obviously, different nations would still have their national 'flavours', such as German Efficient Uber Hydro, Russian OPdar and British Tea-Fixes-Everything Repair. The idea behind this one is, while leaving consumable charges the way they are, to promote cruisers being the 'Jack-of-all' they were envisioned when this game began. I'm sure someone's noticed that (apart from RN CLs) T8 cruisers don't get the DRP, as such my above example of Mogami with DRP doesn't make sense, but I'm of the opinion that in addition to the above ideas, cruisers from T6 upwards should have access to a Heal anyway. Let me know what you think of my ideas and what you think would be better.
  12. SkullBreaker007

    Should I start IJN BB's line

    Hey now that I have been olaying us bb's for quite a while I am about to get the tier vii bb colarado( havent heard good things about it) So far the USN BB's have been somewhat disappointing except for New Mexico. Now after a ling time as im just about to get Colarado I hear its probably the worst US bb. Im thinking of checking out the japanese battleship line and hear it has some nice midtier bs . I just have 2 questions 1. Is it better for now to focus on US bbs and get to iowa or montana or shoild I start checking the ijn bbs? 2. A dumb question but I have the ishizuchi battleship does that mean I can research kongo ir do I have to get myogi for that. I dont have access to my PC so I cant check out.
  13. Baylor98

    The Amagi Wiggle

    I have finally learned the art of how to get the best out of the Amagi. It is fast, slim and has a lot of firepower facing aft. You get close-ish to the enemy, fire a couple of full broadsides then turn away and run. As you run, zig zag to evade enemy fire and the angle should allow you to use all 6 rear facing guns to keep scoring hits. Your speed, slender profile and aspect changes make you very hard to hit. Anyone else out there using the Amagi Wiggle?
  14. Hi. Having sunk a bit of time into the game again lately, I've noticed that the game has gone from being active and aggressive, to being centered around smokefiring, DDs taking caps (and getting deleted by BB AP) and BBs mostly camping behind the spawnline. Now as it is right now, the team that gets the most camping BBs usually lose, the DDs that contest the caps are not getting any support from the team because the cruisers dont dare push without BB backup, and the BB backup is hiding and "sniping". This results in the DDs getting killed rather fast because the enemy team pushes, and it usually only takes 1 BB player pushing to get the others to do it. As I see it, there needs to be an incentive for BBs to push caps and support the team other than winning, because people clearly does not care about winning. Being the easiest class to play with great armor, decent manouverability that is even better than some DDs, huge HP pool which can be further increased with heals, and not to mention guns that can delete any ship from the game in one salvo, there should be something that makes them push rather than just pad some stats at range where they aren't in any immediate danger. Maybe have their damage drop with range making them less effective at range (do this for cruisers with 19-20km range too). I really don't know. I know you care alot about the battleship players, the constant buffs and nerfs to other classes proves this, but remember, there are other classes in the game that people like to play, and these people like to win sometimes, without having to either get lucky with their team, or have to rely on their BBs to be able to support them. Sorry for the rant with the question, I just feel that the Meta and passive gameplay as it is right now, is rather unbalanced and relies too much on one class that has no real counters anymore. -Pap
  15. pjgdeath1


    I have been playing the game from the first Bata and it was a good game to play but now there are two Meany Battleship in the teams to have fun playing the game I like battleships but 4 or 5 in a team is to meany I think there should be 2 or 3 pear team at the most to make it a good game to play once moor.
  16. purpletrain0000

    German BB's VS British BB's

    Debating if I should continue with the German BB line or the British BB line. Any ideas?
  17. evilsamar

    Complete rewamp/rebalance

    We should remove strike planes from carriers so that they can't hurt battleships anymore. Carriers should be 100% fighter loadout and those fighters shouldnt be able to spot anyone. That way Battleships can kill all the aircraft while taking little in retunr, as intended. We should also remove smoke from DDs and CLs because they are fast, they can run away. BBs are slow so we should give them smoke becuse as it is now, they have nowhere to hide. Also since DDs and CLs are fast and BBs are slow logic implies that speed boost should be removed from DDs and (French) CLs and be given to BBs, so that they can run from enemy if they get into a bad situation. Now we all know that BBs will be primary targets of enemy fighter planes so we should give BBs AA defensive fire. That will of course result in too much defensive fire in the fleet so we should remove it from cruisers. Furthermore, I dont think anyone has ever witnessed a CL or DD being attacked by enemy fighter planes so we should remove AA guns from those ships. Fire is also one of the primary causes of BB sinking and fire mainly comes from CL HE shells. Those should be removed. This will of course have an unintended consequence of CLs being pretty much useless against DDs as they will overpenetrate every single shot, hence no one will be playing CLs anymore. That will lead to DDs becoming a severe threat to BBs with their torpedoes, so as a solution torpedoes should be removed from destroyers. That leaves DD HE shells. They should be removed too. There is also one more problem with destroyers. Namely, they are too fast and should be nerfed. Being nerfed so much I think it will be too expensive to repair the engine of destroyers after every battle so DDs should have their engines removed. This will, of course, make DDs sitting ducks among enemy CLs even if they do only have AP shells. This means that CLs will be overpowered and inevitably leads to cruiser guns being completely removed. I realize that at this point this is a little ahistorical since many WW2 cruisers did in fact have guns, it can, however be "explained" as a result of the Washington naval treaty. The goal of the treaty was to stop an arms race and what better way to do it than not having guns on cruisers. This will have dire consequences for cruisers leaving them with no offensive capability other than ramming and the most numerous victims of that tactic will be carriers who will be dying in droves being rammed to death by cruisers. In my opinion, the best way to go about this is to make carriers unsinkable. My idea was to change carriers into islands with airfields on them, they never move around the map much anyway. This should result in a fair, balanced and most importantly, fun game for everyone.
  18. purpletrain0000

    British Battleship line for 2017?

    Wondering about BBs for the new class lines they are revealing for the Brits in 2017. Most likely BB and DD's. Post thoughts.
  19. until
    Captains, As you are no doubt aware, a new branch of British Battleships is coming to World of Warships. To celebrate, we've got something special for you—not one, not two, but three weeks chock-full of missions for Tier IV+ vessels. As a special reward, you will also be able to unlock special blueprint Commemorative flags for some of the new British Battleships, and as a result get a head start when the tree is released! The following blueprints will be available to earn in the missions: Earning one blueprint unlocks the Tier III Bellerophon Earning two blueprints unlocks the Tier IV Orion Earning all three blueprints unlocks the Tier V Iron Duke and its commemorative flag Please note that ships are credited stock, without modules researched, with port slot and without commanders. For mission details please check the portal article. Action stations!
  20. SovietFury43

    Welcome back to World of Battleships

    Hello again people! After a few months break i decided to resume playing World of Battleships! Boy do i already regret it. The first thing i am greeted with is the removal of stealth fire with nothing to compensate for certain ships that relied on it (Akizuki), and no commander skill reset to compensate for the skills that are now useless on certain ships. Next i come under fire from secondary's by two German BBs at 11km, YAY! German BBs are still the special needs class of World of Battleships! Next match i take the Belfast only to realize to my sheer horror that the smoke on the British cruisers is STILL bugged! What in the actual [edited]Wargaming?! Are you [edited]kidding me right now?! But ok, i manage to survive that somehow without losing to much health. Only problem is after that i get citadeled by a Colorado twice while angled right after that losing 90% hp. So i take out my Fletcher only to be greeted by yet another nasty surprise! Every time i even dare fire my guns my ship lights up like a god damn Christmas tree for the whole enemy team to see and shoot! Forget any kind of stealth play at this point, the moment you dare attack anyone the whole enemy team knows where you are! The BB population explosion has gotten even worse from what i can tell because literally every match has at least 6 BBs on each team (and over half of those are German BBs)! Carriers are still barely played at all. DDs now can't rely on stealth any more, i suppose Wargaming thinks DDs are supposed to slug it out directly with German BBs or [edited]around with torpedoes for half an our that the German BB is going to detect with his hydrophones and dodge with his cruiser level turning any way. And BBs STILL readily citadel cruisers while they are angled and dodging. At this point they can literally rename the game into World of German Battleships. There is no point in playing anything else any more. To hell with this game, i am going back to War Thunder. Wargaming you fucked it up! AGAIN!
  21. Dr_Strangefruit

    Suggestions to help with Battleships

    Now I expect people will flame this but I play BBs as well as all the other classes so these ideas are from my own personal views. 1. Half the range of tier VII and upwards secondaries and any radar systems they may have access too. 2. Reduce the effectiveness of the AA damage wise. 3. Reduce the speed the rudder can shift. 4. ALL ships that border hug are subject to flooding as if torped as well as having the inability to fire and weapon systems which would mean you need better situational awareness. These few changes would mean that BBs would have to once again rely on CLs to support them with AA defense and to help defend them from DDs. BBs might not then border surf and stick with the fleet. As I said these are just personal views from my experiences in the game.
  22. Dr_Strangefruit

    Suggestions to help with Battleships

    Now I expect people will flame this but I play BBS as well as all the other classes so these ideas are from my own personal views. 1. Half the range of tier VII and upwards secondaries and any radar systems they may have access too. 2. Reduce the effectiveness of the AA damage wise. 3. Reduce the speed the rudder can shift. 4. ALL ships that border hug are subject to flooding as if torped as well as having yhe i ability to fire and weapon systems which would mean you need better situational awareness. These few changes would mean that BBs would have to once again rely on CLs to support them with AA defense and to help defend them from DDs. BBs might not then border surf and stick with the fleet. As I said these are just personal views from my experiences in the game.
  23. WG probably already have a Battleship line for the Royal Navy as a WIP project, in which case this proposal would probably be useless speculation, however I just wanted to share my idea for a Royal Navy Battleship line, which splits off into two different lines at tier VII, meaning two tier X battleships: Players have a choice between choosing the classic-style Battleships with 2 front turrets and 2 rear turrets in the form of HMS Revenge, HMS King George V (exception as it only has 1 rear turret), HMS Vanguard and HMS Lion. Alternatively, players could choose the Nelson-style Battleship with 3 front turrets and 0 rear turrets starting with the Battlecruiser HMS Anson at tier VII (Similar to HMS Hood and therefore being an exception to the Nelson-style) moving to HMS Nelson at tier VIII, the G3 Class Battleship at tier IX and the N3 Class Battleship at tier X with 18-Inch guns. So what does everyone think?
  24. dasCKD

    Adressing the Battleship Plague

    I would probably be getting far more attention if I just put all of this time and effort into a Youtube video instead. The battleship numbers have been discussed, but it has yet to be addressed by War Gaming. The pure power of battleships have been somewhat diminished by the catapult fighter nerf, changes to captain skills, and changes to the timer of the damage control party. In my belief however, the fact is that the fundamental issue that both causes and is caused by the high battleship numbers. War Gaming has claimed that they want to change the battleships to address the issue, but it doesn't seem like they understand the underlying issue. At least if they did, then they aren't acting in a way that would actually address the issue. On the failure of Rock, Paper, Scissors The RPS system is a system of class control. All classes are meant to counter each other to stop games entirely dominated by one class. The idea was that if battleships were getting too populous, then more people would start sailing destroyers. If there are too many destroyers sailing around, then more people would start sailing cruisers. This would mean a better distribution between ship classes, something that is necessary to maintain a healthy game and keep users playing with all of the new content. On in-class interaction With the fall of RPS, one way to address the class issue is the implementation of in-class balance. If a class needs another class to drive it away when it's getting too popular, then that requires the players to want to play the counter class. If a class can be designed in such a way that other ships of the same class gets in the way, then the population of the class will be self-managing. As this is better than even the RPS system, it is something that should be created if possible. Changes to ship classes These are changes made to the different ship classes in such a way that would minimize the impact and power that battleships wield in battle. Ideally, the changes should be made to the problem class. The issues with the classes exists regardless of whether or not there is a battleship overpopulation issue however, so these changes should probably be considered regardless. To destroyers To cruisers To carriers To battleships Changes to game mechanics Changes made to the fundementals of the game in order to attempt to make cruisers and destroyers a little less punishing and a little more confortable.