Jump to content

Search the Community

Showing results for tags 'Ship'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunità Italiana
    • Comunidad de habla española
    • Türkçe Topluluk
  • 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

Calendars

  • Community Calendar
  • This Day in History

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

Found 13 results

  1. Seems that I'm not getting the correct modules display for my Nicholas destroyer. Anybody else getting this sort of thing?
  2. Euan_Huzarmy

    Dunkerque now here at the EU

    As it has been a hot topic of late, the latest addition to the Premium Shop.......
  3. MightyRetribution

    Wreath around Ship type?

    Around a couple of my ships type icon (EG Battleship) There is a Wreath like the ones on the Premium ships what does this mean?
  4. Kurz und knapp, warum sind die Premiumschiffe von der USA und Japan weg und kommen die auch wieder (als Goldkauf)?
  5. JeepGucci_2

    Fix the TIRPITZ...PLEASE!

    Yesterday I noticed the odd appearence of the Tirpitz while in the Harbour, I dont know how when this happened but I believe it came with one of the last patches. Could you please fix this? I read that the NA Server had the same issue and patched it rescently
  6. Islacrusez

    [UI] Ship / Module Research

    After racking up two tier 4 ships and a tier 5, there's something that's been bugging me a bit... Why can we not research a ship without leaving our existing ship? After all, our existing ship is doing the researching, and the current xp balance is displayed there. Yes I know it's the same UI as WoWp, but I didn't like it there either. This could be solved by allowing us to right-click the ship name and select research from a menu, instead of having to go to the ship and then researching it from there. On a related note, do we have to go through three menus (two confirmation boxes) to research, purchase and mount a new module? Could we not have two buttons, one for [Research: XPCOST] and one for [Mount XPCOST CREDITCOST], with the latter giving us the confirmation box for "Research for XPCOST, Purchase and mount for CREDITCOST"? With the shape of the UI element in question, it would be easy to add the new button underneath the existing one. Going back to the first point; would it be a stretch to get an ingame macro/option for ship replacement? So along with "research" the menu could offer "upgrade to this ship", which would give a confirmation/setting window allowing you to: Sell current ship (refund value) Demount/Sell Upgrades (cost/refund value) [i assume there's one for consumables, but haven't seen it yet] Dismiss/Reserve/Transfer* Commander Purchase new ship (cost) Appoint commander from reserve/Transfer*/New/None Training/Retraining level of commander *Setting this to transfer would allow you to move the commander from the ship being sold to the ship being purchased and unlock the options to have him retrained. Why? Consider that you have no ship slots left and you want to upgrade to a new ship. How many steps do you need to go through? (Edit to add, full process) > Go to Port screen of old ship > Select new ship > Select Research > Confirm Research > Confirm Elite Status (more often than not) > Sell ship from the carousel > Confirm Sell ship, send commander to reserve > Click Purchase ship / tech tree > Navigate to correct nation (since it selected a ship from your carousel, you might not have the same nation selected) > Find correct ship (which will get more annoying as the tech tree grows) > Right click and purchase, or select it and hit purchase from the port screen > Set Without Commander, Purchase > Click assign commander > Click From Reserve (defaults to from existing ships - useful if you haven't sold your ship yet, but...) > Select commander (again, more difficult as your collection grows) > Confirm assignment > Click Begin Retraining > Select retraining level and confirm My proposed alternative: > Go to Port screen of old ship > Right-click new ship and select replace > Select Commander Transfer (Out) > Select Commander Transfer (In) > Select Retraining Level > Click Replace Ship
  7. Hi, I have noticed recently that when I look at post battle stats and results that I have been paying for repairs to ships which take no damage. Is this normal? Or a bug? Ive included some screens to show what I mean. ​ Thanks
  8. Boold

    Suggestion

    Hi. I got a suggestion. It be nice if we can see exterior changes in ships before we buy parts and when we buy it. I mean it be nice to just click on module and see that ship change. Now its just reloading whole model and its hard to see if You got e.g. new AA or something. New parts can just flash and appear on ship so You can easily see what difference was made. Regards. Boold
  9. Hexxas

    Arp SHips dissapearing

    i have complete a few missions that gives ship rewards , you cant select the ship for battle and after relog they are gone , thease ships was supose to be yours after completion of the missions but now they are gone ! Game Developers Exsplain this please !
  10. LittleWhiteMouse

    Premium Ship Review: USS Missouri

    Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. The Mighty. Quick Summary: A modified Iowa-class Battleship with reinforced forward and rear citadel protection, a radar consumable and tremendous credit earning potential. Cost: 750,000 free experience. This works out to 30,000 doubloons for conversion, or approximately €100 ($110 USD). Patch & Date Written: 0.5.15, December 6th, 2016 Closest in-Game Contemporary Iowa, Tier 9 American BattleshipDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique I don't think anyone is surprised here. The differences between the Iowa and the Missouri are minor and well advertised. The Missouri loses the aircraft of the Iowa and gains radar instead. There's slight differences to their AA load out. Most telling, the Missouri has reinforced citadel armour along the transverse bulkheads, making her better at bow-tanking while avoiding citadel damage at this angle. PROs: Reinforced forward bulkheads, providing better forward protection than the Iowa. Versatile guns with tremendous AP hitting power for their tier. Guns can specialize for either the best medium range battleship accuracy in the game or for the best battleship DPM at her tier. Excellent range of 23.4km which can be increased to 27.1km with a module. Very good anti-aircraft firepower, especially at medium range. For a Battleship her size, she's very fast at 33.0 knots. Has the same radar as the tier 9 Baltimore-class cruiser. Choice of two camouflage patterns. Earns 100% bonus experience. Earns 50% more credits than a tier 8 Premium, 100% more than a tech-tree ship. Available for "free" just by playing the game. CONs: Extremely vulnerable citadel that sits high over the water. Bow is easily overmatched by the 460mm rifles of the Yamato. Poor torpedo defense with only a 25% reduction from hits. Large base dispersion values coupled with a low muzzle velocity on her AP rounds. Without the accuracy module, the Missouri is one of the least accurate ships in the game. Wide 920m turning circle and 19.4s rudder shift time. The amount of free experience required to unlock her is prohibitively high and will nominally require clever use of premium time, consumables or simply spending money to acquire her. The Missouri doesn't correct a lot of the problems found on the Iowa-class. In fact, for those accustomed to the Iowa, she will seem familiar -- perhaps painfully so. The Missouri is the twelfth premium Battleship to be added to World of Warships (not including the Arpeggio Kongo-class sisters) and she certainly tops all of the others for the attention she's grabbing. The promotion of a certain action-hero aside, the Missouri is an important historical vessel. Wargaming has paid a nod to both their Hollywood endorsement and the Mighty Mo's 15 minutes of fame with fun details visible on her decks in port. But perhaps most importantly to players of World of Warships, the Missouri represents a departure from premium ships that have come before it. This is a premium tier 9 ship with accelerated economic boons. She earns 50% more experience and credits than tier 8 premiums. It's this latter ability that made me raise an eyebrow. A lack of credit earning has long been the bottleneck in progression in World of Warships and the Missouri steps all over this. If you have her, earning a couple million credits in the span of an hour's worth of casual game play is laughably simple. Players with this ship will be at a marked advantage over those who don't when it comes to acquiring new vessels or simply financing premium consumables or high tier content. In fact, the Missouri could be an utter potato boat and she'd be worth looking at if only for these economic gains. But let's take a closer look at what Wargaming has cooked up for us and see if she's worth the astronomical sum of 750,000 free experience. Options There's two big points to mention in regards to the Missouri's options. The first, during testing we had two camouflage patterns to play with. These both did the same thing, providing a bonus 100% to experience gains as opposed to the 50% normally provided by premium ship camouflage between tiers 6 and 8. This is on par with premium camouflage purchased for tech tree ships at tiers 9+, though, so it's good to see the Missouri keeping pace. Note that the Missouri's credit earning potential isn't baked into her premium camouflage, but rather the ship itself. The camouflage also doesn't provide any reduction to repair costs. So your choice between the two is purely cosmetic. Or you could use some other camouflage in your reserves if you prefer. It won't hurt your credit earning. In addition, the Missouri has access to Radar. This has a 9.45km range with a 35 second active period. This is identical to the radar found on the tier 9 USN Cruiser, Baltimore. She does not have the option for any kind of aircraft. Consumables: Damage Control Party Repair Party Radar Module Upgrades: Six slots, standard USN Battleship options. Premium Camouflage: There are two versions of the Missouri's camouflage. Both provide a 3% concealment bonus, a 4% increase to enemy gunnery dispersion and a 100% bonus to experience gains. The two colour schemes for the Missouri. One nearly matches the colour scheme of the premium camouflage of the Iowa. Firepower Primary Battery: Nine 406mm rifles in 3x3 turrets in an A-B-X configuration. B is stationed in a super firing position over top of A. These have a stock range of 23.4km. Secondary Battery: Twenty 127mm dual purpose rifles in 10x2 turrets along the sides of the ship. The American 406mm 50-calibers Mk7 rifles are interesting. They combine some of the hardest hitting shells at their tier with some of the worst gun dispersion. Yet, thanks to the combination of modules the American ships can take, the Missouri can potentially be the most accurate Battleship in the game at ranges around 12km, and on par with the IJN Battleships at about 18km but at the cost of her rate of fire. It's that 6th module slot which unlocks at tier 9 which is the culprit for this. Every other nation in the game gets a 7% dispersion reduction module for their 2nd slot (found at tier 5+) with Aiming Systems Modification 1. The American Battleships instead have a range boosting module. It's only with the 6th slot where the USN can reduce their dispersion. Artillery Plotting Room Modification 2 provides an 11% reduction to dispersion. However this comes at a price. The other module competing for everyone's attention in the 6th slot is Main Battery Modification 3 which provides a rate of fire increase. This forces USN players to choose between DPM and Accuracy. Player preference will largely dictate which setup they prefer. If a player chooses to accelerate her reload then the Missouri, like the Iowa, will have the best DPM of any of the tier 9 Battleships with her AP shells. At 13,500hp per citadel hit, these can quickly doom anyone rash enough to make themselves a target. I personally believe that the accelerated reload is the way to go though there's a firm argument to be made in favour of accuracy. There are two primary downsides to these guns. The first has been touched upon already. Their dispersion, unless properly mitigated, can be downright trollish. This is combined by a rather slow muzzle velocity for her shells of 762m/s with her AP rounds. They thankfully retain energy well due to their heavy mass but this still leads to a longer lead time than with the IJN guns, for example. The only other 'bad' point worth mentioning is that due to the overmatch mechanics, anything with 32mm of bow armour can tank the Missouri's guns and remains largely immune to her AP shells so long as they keep their prow pointed towards her. This includes all tier 8+ Battleships which can make for long, drawn out stalemates. The secondary gun batteries of the Missouri are regrettably forgettable. While deadly enough to a low health destroyer that strays within range, the Missouri doesn't put out the same fearsome volume of fire of the German or Japanese Battleships. While it's possible to specialize into their performance, this usually happens as a happy coincidence rather than a deliberate act, with skills such as Basic and Advanced Fire Training being taken primarily to boost her AA power rather than with an aim to increase her secondary potency. Summary: Versatile guns that can be specialized for either high DPM or high accuracy. Excellent range. Very hard hitting AP shell with excellent alpha strike potential. Struggles somewhat against angled enemy Battleships due to overmatch mechanics. Secondaries are adequate but weaker than her contemporaries With a range that can exceed 27km, the Missouri often finds herself engaging enemies from one extreme of the map to another. Without an accuracy modification, doing any damage at these distances is chancy at best. Like all Battleships, she really starts coming into her own at medium to close range, however her fragility makes getting this near to the enemy extremely risky. Sometimes the rewards are worth it. Maneuverability Top Speed: 33.0 knotsTurning Radius: 920mRudder Shift: 19.4s The Missouri has some very long legs. It's a shame she so seldom gets to flex them in the current high-tier meta. At 33 knots, the Missouri and Iowa are the fastest Battleships in the game, bar none. This should, in theory, allow her to dictate the range of any engagement with other Battleships while also allowing her to redeploy as needed. However, this straight line speed comes at a cost. Her handling is downright horrific with a 920m turning circle and a sluggish rudder shift to boot. So while you can navigate from point A to B with alacrity, you're not going to want to do so under fire as it will expose your Missouri to enemy artillery and torpedoes. Dodging the latter, never mind the former will be an extreme challenge. DurabilityHit Points: 78,300Maximum Protection: Up to 368mm + 38mm external citadel protection, 432mm turret faces, 439mm conning tower. Min Bow & Deck Armour: 32mm (immunity to 420mm rifles)Torpedo Damage Reduction: 25% The Missouri is much lauded for its improved forward protection with the reinforcements made to her transverse bulkheads. This beefs up her citadel protection to 368mm + 19mm at best or 297mm + 19mm at worst, depending on how high or low these forward penetration shells strike. The only ship that will severely be testing these forward bulkheads is the Yamato unless you over angle your Missouri. While this looks great on paper, it pays to look at the Missouri (and the Iowa-class overall) objectively where her durability is concerned. For people hoping that the Missouri would correct the errors in the Iowa citadel placement, don't hold your breath. It's still enormous. It's still extends well above the water line. She bow tanks decently, and that's about it. The buffs to her transverse bulkheads aside, the Missouri isn't the fixed Iowa-class some have been praying for. The German Battleships created a new standard for what "good" armour protection is back when they were introduced in the third quarter of this year. I hate to parrot my Iowa-review, but the Missouri doesn't have good protection. Her citadel is placed far too high in the water for that. If an enemy ship catches her broadside, you will take citadel damage -- it's almost a matter of course. Combined onto this, she has weak torpedo defenses with a paltry 1/4 reduction of torpedo strikes She also still has that enormous hole in her citadel protection directly to the rear, just beneath her #3 turret. In order to stay safe, the Missouri needs to bow tank -- keep all of her enemies directly in front of her. In this way, she can bounce an enormous level of punishment, forcing enemies to instead pick on her superstructure or switch over to high explosive fire in order to stack any reasonable form of damage. This isn't a trait unique to the Missouri or the Iowa-class as a whole. The Friedrich der Große is just as good at it, if not better with her improved deck armour around the turrets which can make even Battleship caliber HE explode for no damage. So what does this buff to the Missouri's transverse forward bulkhead mean, exactly? Well, it means it's a little harder for a Yamato to citadel you through the bow. It might occasionally come into play if you over angle and another battleship tries to bulls-eye your citadel from the front. I couldn't test this out in a training room to see for certain so pay close attention to this if you pick her up. Bow-tanking. It's not pretty. It's not historical. But it is effective. Concealment & Camouflage Surface Detection Range: 16.2km Air Detection Range: 14.2 km Minimum Surface Detection Range: 12.16km Concealment Penalty while Firing: +12.2km (vs 27.1km gun range) For a tier 9 Battleship, the Missouri has good concealment, particularly if she specializes into keeping herself undetectable by enemies. This allows her to finally make use of her speed and redeploy without nearly as much fear of having her citadel blown out the moment she's not presenting her bow towards her opponents. This all goes away the moment you fire her guns though, but that's to be expected with any Battleship. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 40mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 151 / 318 / 104 One of the most significant differences between the Missouri and the Iowa is her AA power. The Iowa has nineteen quad 40mm Bofors mounts while the Mighty Mo has twenty. The Iowa bests her with small caliber guns with thirty two dual-20mm Oerlikon mounts (for a total of 60 guns) to the twenty-nine single mounts found on the Missouri. It's these Oerlikon mounts which makes the difference giving the Iowa a 75dps advantage over the Mighty Mo up close. In practical terms? No CV player is going to want to get close to the Missouri when there are softer targets available, especially lower tiered carriers. Still, she shouldn't venture alone when there's an enterprising CV present. Midway and Hakuryu are more than capable of overwhelming even the formidable guns of the Missouri and ruining her day, especially with her general lack of agility to facilitate dodging a point blank drop. Nope.jpg. Try again, Hiryu. Overall Impressions Skill Floor:Simple/ Casual / Challenging / Difficult Skill Ceiling:Low/ Moderate / High / Extreme How patient are you? Patience and planning largely defines success in the Iowa-class and the Missouri is no different. Reckless aggression will get you sunk in a hurry. Being overly cautious may preserve your ship but it won't win you any battles as your guns keep idle for fear of reprisals. This is a challenging ship to do well in, largely because of her fragility and how the bow-tanking and passive meta found in high tier game play will make finding those juicy targets so much more difficult. When top tier, you carry the heavy burden of needing to punch at your weight class and do a lion's share of the damage, but the Missouri's fragility to being caught broadside makes finding those opportunities difficult. Much of what I said in my Iowa review holds true to the Missouri. She's not terribly forgiving. If you catch the enemy in a bad position, you will look like a total rockstar, farming enormous amounts of damage. But if you just opt to trade fire with wary opponents, your results will be very lackluster. The truly excellent Iowa players look for and create these opportunities to shine while the mediocre wait for those one off games which hand them great results. Mouse's Summary: Excellent guns. Her protection almost seems good enough until it isn't. Which is often. Turns like a pregnant Yak in a mud wallow. Very respectable AA power. Pees on the high-tier economy and laughs at everyone who struggles to afford their tier 10 boats like they were filthy peasants. I spent a lot of time in Co-Op with the Missouri trying to isolate her credit earning potential. I suppose I owe the few not-bot team mates a sincere apology for my lack of performance in said matches. The only way to reliably get a measure of just how much the Missouri earned compared to other premiums involved getting myself killed without doing anything of consequence. A half dozen matches in the Missouri and the same done in the Tirpitz, Atago and Mikhail Kutuzov helped pin down the value of the Missouri's credit income. I can say with confidence: She earns approximately 50% more credits than a tier 8 premium ship. This is before any expenses, of course. For repair costs, the Missouri will set you back 60,000 credits. Compare this to the Iowa with premium camouflage, which spends 96,000 credits to fix the ship and earns only half of what the Missouri does. In the days leading up to the Missouri's release, there's been a lot of talk about equivalents to the Missouri's earning potential. This naturally comes at a consequence of the very high cost of the Missouri. 750,000 free experience is nothing to sneeze at. If you weren't already sitting on a significant pile of free experience before the price was leaked, you weren't likely to see this as an affordable sum -- not without some herculean grinding tolerances. While ships like the Montana and Iowa can match the Missouri for experience gains, they cannot touch her where credit earning is concerned. Tier 8 premiums are comparable to her earnings but even they fall short. In terms of time spent to rewards earned, the Missouri will outpace the tier 8 premiums. You'll need to play 3 games in your Atago to equate 2 in the Missouri for income earned. For those players who feel perpetually strapped for credits, I cannot stress how liberating this ship will be for them once they own it. Bad games in Random Battles will net you 200,000 to 300,000 credits. Good games can score upwards of a million. Even Co-Op becomes economically feasible for grinding credits with the Missouri and a premium account. So long as you can earn a minimum of 250 to 300 base experience, you will make money (not much at that low experience, but a fair chunk at 500xp games or higher). Once you peel back all of this money talk, the Missouri is an Iowa-class at the end of the day. She can bow tank. She can spank enemies with her 406mm rifles just as well as the Wisconsin ever could. But the buff to her forward armour didn't solve the vulnerability problems inherent with the class. The Iowa-class has always been reasonably strong when bow tanking -- that's not where the problem was. It's that enormous, high-water citadel that causes so many issues for the ship and that's not corrected in the Missouri. If you were hoping for an improved Iowa, I'm sorry to disappoint, the Missouri is only an incremental improvement in that regard and not the big step forward some of us were hoping for. Cool stuff like this only happens when someone royally screws up. Would I Recommend? So let's talk about cost. The Missouri will set you back 750,000 free experience. This will make her largely inaccessible for non-veteran players in World of Warships and reflects a rather unique way of selling a premium ship. Theoretically, any player of World of Warships could earn her for free given enough time. Realistically and practically speaking, most players are going to end up spending some form of real-world money to facilitate acquiring this ship. There's some pretty ingenious suggestions out there, such as combining signal flags and premium camouflage onto an Anshan or tier 9+ tech tree ship with premium camouflage for maximum free-experience gains. For someone to pay for enough doubloons for the equivalent, the EU server has a bundle of 30,500 doubloons (500 more than needed) for €100 -- which is about $110 USD. Of course, said bundle isn't (currently) available on the NA server which means on this side of the pond, a player will be shelling out about $130 USD. For different players, this represents an obstacle of varying difficulty. Some will be able to throw that kind of quid at the ship without a second thought while others will see it as insurmountable. Few ships create such a change in the game experience as the Missouri, if only from trivializing credit earning. Let me be clear, it's not like the amount of credits she earns cannot be obtained by other means. She simply makes it easier and laughably so. Time is money, after all, and those with the Missouri will have time to spare. ForRandom Battle Grinding: I would absolutely recommend her for grinding. She is, hands down, the best USN training ship and credit earning ship in the game -- a fact that is unlikely to be challenged anytime soon. The only ship that comes close to her totals is the German Prinz Eugen for Captain Training, but the German ship doesn't come close to her credit earning potential. So if you want to earn bank and accelerate training up your Captains, the Missouri is a must have. For Competitive Gaming: Is the Iowa-class competitive? You'd be a fool to take her instead of the Friedrich der Große, IMO. But this whole question is sort of moot with there being a distinctive lack of tier 9 competitive game play. If it ever comes up? No, don't use your Missouri. Use the Friedrich instead. For Collectors: What's wrong with you? Yes, it's the Missouri. For Fun Factor: I don't like the current high-tier meta in Random Battles of World of Warships. So the Missouri wasn't fun for me. I prefer my action up close and personal and that's difficult to achieve in high tier games on the North American server. Most Battleships seem terrified of getting anywhere near the cap circles. Engagement ranges are usually up in the 18km vicinity. It's passive, dull and heart breaking. It involves waiting for one side to make a mistake and punishing those that try and make a move. Outfitting your Mighty Mo I'm totally cutting corners here and repeating what I said for the Iowa. When you're equipping your Missouri, there are two primary roles to consider. The first is whether or not you intend to fully specialize her as an AA-Ship or not. This is hardly an optimal build, but if you hate Carriers with a vengeance, it has its merits. If you decide against this, you can instead choose one of two gunship builds which focus on either accuracy or firepower. Recommended Modules If you are selecting an AA build, you want the following choices to best optimize your firepower. This will provide extra range and extra DPS off of your AA guns. In addition, this build also adds to your agility, reducing your rudder shift time. For your first slot, take Main Armaments Modification 1. Even if you're specializing for anti-aircraft firepower, you're still a Battleship and increasing your main battery survival should be near paramount. If you really hate detonations, you can alternatively take Magazine Modification 1. This will make the chances of it happening absolutely miniscule. For your second slot, take AA Guns Modifaction 2 to increase your AA range by 20% if you want to be a flak-boat. Otherwise, you should be taking Artillery Plotting Room Modification 1. This will boost your secondary range and accuracy by 5% and your main battery range by 16% which is huge. For your third slot, AA Guns Modification 3 is your next choice for an AA-ship. This will add an additional 25% to your AA power. If you're choosing to be a gunship, now you have the choice. If you want to go for rate of fire, take Main Battery Modification 3. If you want to go for accuracy, take Artillery Plotting Room Modification 2. All of the choices in the fourth slot are pretty terrible. At least Damage Control System Modification 1 will add 2% to your torpedo damage reduction, so take that one. You're again faced with a choice here for the fifth slot and each have their own merits. If you want to improve your rudder shift time, take Steering Gears Modification 2. If you would prefer to reduce the amount of damage you take from fires that are left to burn for their full duration, then Damage Control System Modification 2 is your best choice. And lastly, for your sixth slot, between the two options, Concealment Modification 1 is the better option for all builds. Recommended Consumables When it comes to premium consumables, it's easy just to splurge with the Missouri because of how many credits she tends to earn. The only players that need really concern themselves with their inherent costs would be those without a premium account looking to focus primarily on Co-Op. However, there are some that are just worth taking from a game play perspective. The premium version of both the Damage Control Party and Repair Party are both very important for mitigating damage in a Battleship. This reduces their reset timer considerably and it can (and will) save your ship on numerous occasions. Of less importance is taking a premium version of the Radar consumable. This will reduce the reset timer from three minutes down to two. I find the Radar on the Missouri to be highly situational. I went for a premium version, but to be honest, I seldom use it. Recommended Captain Skills Again, depending on whether or not you want to specialize as an anti-aircraft vessel or not will affect your Captain Skill choices. Optimally, you'll want to build towards specializing her for concealment and firepower, not for anti-aircraft duties. From tier 1, Basic Fire Training is your best choice. Basics of Survivability is a nice follow up after you've unlocked your 16th skill point. From tier 2, Expert Marksman is best. At tier 3 you've got a choice. Superintendent is nice for the extra charge of your Repair Party, but is only really worthwhile if you regularly find yourself going through all four charges that you have with the premium version of the consumable. Alternatively, Vigilance can assist with spotting torpedoes early which is of more importance on the Missouri without access to a float plane. Lastly, High Alert is handy for reducing the strain on your already taxed Damage Control Party. At tier 4 this is where you will differ between AA and gunship builds. For both builds, take Advanced Fire Training first. AA builds should follow up with Manual Targeting for AA Armament to make CV lives miserable. Lastly at tier 5, Concealment Expert is very handy for the Missouri. It gives her the opportunity to finally use her long legs and redeploy as needs be -- or simply fade from a gunfight she doesn't want to participate in anymore.
  11. LittleWhiteMouse

    Premium Ship Review: Shinonome

    The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elaborate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Without further ado: Workhorse. Quick Summary: An almost-stock Fubuki-class Destroyer but with three, slow firing turrets instead of two. Her torpedo armament has an 8.0km range. Patch & Date Written: 0.5.15, December 1st, 2016 Closest in-Game Contemporary: Fubuki,Tier 6 Japanese Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class/ Similar Role / Unique The Shinonome is the sixth ship of the Fubuki-class. Veterans of the IJN line will recognize her three-turret layout as being that of the A & B Hull Variants when the ship was a tier 8 destroyer. Her torpedoes are much more powerful due to their longer range over the stock Fubuki. Otherwise, she's very similar to her tier 6 stock-counterpart with only small differences here and there. PROs Armed with six 127mm rifles -- yay, old-school Fubuki is back! (Or is it!?) Guns have a flat arc with a high velocity shell that makes aiming up to maximum range a simple feat. Armed with three triple torpedo launchers which allows for all sorts of tactical options when it comes to torpedo runs. Good individual torpedoes with 14,600 alpha strike, an 8.0km range and 63 knot top speed. CONs Short reach on her main battery of 9.0km and very poor gun handling with a 6'/s rotation. Slow rate of fire (6.67rpm) with the new shell damage, resulting in only modest to poor DPM. Large turning circle for a destroyer at 640m and only a modest top speed of 35.0 knots. Almost no AA power. The Shinonome is a reward ship, joining the ranks of vessels like the Flint, Kamikaze R and Emden. With patch 0.5.15, any player can earn her by completing a series of missions through the campaign system. Overall, the campaign difficulty is quite low, with only two real hurdles to overcome. First, the missions require a tier 8 to 10 vessel. Second, completing the campaign takes a lot of time. Players can, if they so choose, simply repeat the same missions over and over at each stage. This lets them cherry pick the easiest missions, though this is where a lot of the time requirement comes in. Alternatively, they can attempt more challenging missions to speed up the process, but these may take multiple attempts to achieve. So acquiring the Shinonome becomes a question of inevitability rather than outright difficulty. The timing of the Shinonome's arrival is quite fortuitous as it overlaps the revamp of the IJN Destroyer tech tree. For players without any form of premium vessel, the Shinonome would arm them with a premium trainer ideally suited to helping them redistribute their Captains to the new vessels they would be adding to their ports. But would she be any good as a training ship? Could she perform? Did Wargaming give away a beautiful gem of a ship like the Kamikaze R or is the Shinonome more forgettable? Leading the way. IJN Destroyers make good scouts with their low surface detection range compared to the other ships they face. Sadly, they're rather undergunned for dealing with any enemy destroyers they encounter. The Shinonome is no different, despite having six guns to the usual four of IJN tin cans at her tier. The real struggle that most DDs encounter is in the opening minutes of match where so many of their number are culled early. Options There are no surprises to be found here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard destroyer options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Six 127m rifles in 3x2 turrets. One on the prow, two on the stern in a superfiring configuration. Torpedoes: Nine tubes in 3x3 launchers mounted dorsally. Let me be a little different with this review and start with her torpedoes. As a Fubuki-class destroyer, the Shinonome comes with a very heavy torpedo armament that's guaranteed to make Battleship players poop themselves with rage and terror. She comes with three triple launchers, all mounted dorsally with good fields of fire. These tubes reload in a minute and twelve seconds each, making it very easy to keep a constant cycle of fish in the water. Sounds all pretty nice so far, doesn't it? Well, read on. The Shinonome uses the stock torpedoes found on the Hatsuharu and Fubuki. These do 14,600 damage each with a 63 knot speed and 1.6km detection range. These aren't as hard hitting as the upgraded tier 6 torpedoes found on the IJN ships which cap out at 16,267 damage, but they are faster. But what makes these fish memorable is their range. Unlike the stock torpedoes on the Fubuki and Hatsuharu which are limited to 6.0km, the Shinonome's fish reach out to a very serviceable 8.0km without any reduction in speed or damage for the upgrade. So short of missing out on a bit of alpha strike, you can perceive the Shinonome as having a nice compromise between the faster stock fish and the longer ranged upgraded torpedoes they eventually unlock. They even match well against the Anshan's, being faster, hitting marginally harder and reloading more quickly. I've found them to be a quite comfortable fit. The real danger of these torpedoes is just how many she can fire at a time. The Fubuki-class can dump two launchers worth and hold her third in reserve. Firing only these six still gives her parity with every other destroyer at her tier short of the Farragut. The flexibility of being able to hold back her third launcher is incredibly powerful. It opens up all sorts of opportunities to catch unwary ships with a blindside of fish when they think themselves safe for having avoided two full spreads already. Without going into length, a complacent enemy might commit to a turn to avoid the first salvos only to be struck by the third. Or they may assume that all of the fish have been launched only to be caught out by a surprise point blank ambush with the last launcher. The only real downside is that the Fubuki can make her torpedoes better than the Shinonome through the use of the Captain Skill Torpedo Acceleration. This would change the 10km, 59 knot Fubuki torpedoes into 8km, 64 knots torpedoes with their more powerful warhead. While the Shinonome would still enjoy a faster rearm process for her fish, it's hard to argue that these stealthier, faster and harder hitting Fubuki torpedoes aren't an improvement. Still, I am very pleased with the Shinonome's torpedo armament. It's quite powerful and unique. The Shinonome may seem like a fun throwback when it comes to her guns, at least for veterans of the IJN line. Players of the original Fubuki will recognize the weapon layout as that of the class before 0.5.15 if you used the A or B-Hull rather than the anti-aircraft C-Hull variant. I was more elated to see this than perhaps I should have been. Not only was her gun layout preserved but so too was her rate of fire. To say that her gun performance is rather lackluster is a bit of an understatement. * includes the use of the Advanced Fire Training Captain Skill where necessary. Gun performance values for tier 6 Destroyers. This lower rate of fire is combined with the nerfed shell performance from 0.5.15 which reduced HE damage per shell from 2,100 to 1,800. Her base fire chance is also reflective of the new shells at 7% per hit as opposed to 9%. While this does put her ahead of the Hatsuharu and Fubuki in terms of raw DPM and Fires per Minute (FPM), she lags considerably behind the Ognevoi, Anshan and the Farragut. In addition, she doesn't have that much of a lead on the IJN Destroyers. I was personally hoping to see the Shinonome with a Hatsuharu or at least a Fubuki's rate of fire. But being stuck at 6.67rpm instead of 7.5rpm or 8rpm is a big disappointment. This is compounded by the stereotypical poor gun handling of the mid tier IJN Destroyers. The guns take 30s to rotate 180' so you can forget brawling. The final nail in the coffin for me in regards to her guns is the 9.0km range. Their only saving grace comes from the good ballistics of her shells. Like all IJN 127mm Destroyers, her guns are very high velocity with very flat trajectories. This makes accuracy not much of a problem and it's more than sufficient to slap a prospecting hunter in the face. They can also be used sufficiently to finish off wounded prey if you're still in the vicinity after dumping your awesome fish. The Shinonome encounters a Hatsuharu inside a squall. Her primary battery allows her to battle from a position of superiority against other same-tier IJN Destroyers. Rivals: Hatsuharu The Hatsuharu doesn't come off looking to good in comparison to the Shinonome. Her torpedo armament is worse. She might have better rate of fire, but with only a 20% increase in reload speed compared to the 33% increase in available guns on the Shinonome, the Hatusharu falls well behind in that regard. Well, at least she has better range than the Shinonome. Sort of. That 300m is hardly decisive. About the only place where the Hatsuharu is hands down superior to the Shinonome is in regards to her agility and concealment. The Hatusharu is faster and she handles better. She's also got a 300m stealth advantage over the premium ship. Both of these traits are nice but when it comes to outright performance, I've got to give the laurels to the Shinonome in this comparison. Maneuverability Top Speed: 35.0 knotsTurning Radius: 640mRudder Shift: 3.2s The Shinonome nearly clones the Fubuki when it comes to her agility. This puts her on the slow side for a tier 6 destroyers, with a largish (but not unprecedented) turning circle and a rudder shift that lags behind the lead of her class by 0.7s. So while not terrible, the Shinonome doesn't have good handling either. She can and will out turn her sluggish turret traverse and you will find yourself tempted to touch the rudder to correct your aim or to speed up bringing your guns to bear. I find this to be largely a mistake as it can lead to all sorts of navigational problems, including often fatal beachings. DurabilityHit Points: 12,900 Bow & Deck Armour: Minimum of 12mm The Shinonome has less armour than the Fubuki, believe it or not. A few millimeters of missing armour plate aren't going to make a whole lot of difference, though. Any gun in the game can penetrate your bows with HE shells, so it's not like you'll enjoy any form of immunity to any kind of attack short of bouncing 152mm AP shells tossed into your face at point blank range. Her hit point pool is decent, though a far cry from the 15,500hp found on the Ognevoi or the 14,400 of the Anshan. Still this is on par with the Fubuki and it's higher than that found on any other USN or IJN destroyer at tier 6. This isn't really enough to make trading DPM with her main armament feasible, but it can provide a buffer to make picking on a damaged ship more worth risking. Rivals: Ognevoi & Anshan These ships are faster than you, tougher than you, with better DPM. These ships from the Soviet Block have the muscle to bully you off of objectives and drive you away from making attack runs on their big friends. They're anything but stealthy, however. And while their guns look more impressive, they're not that much better at slinging high explosive shells than you are. Properly equipped (with boosted hit points) and with the advantage of getting the first volley, you might be able to out trade these ships with your Shinonome. But beware if they switch over to armour piercing shells. They'll pull away on damage. Still, the only real contender for the Shinonome is the Premium Anshan, which preservers the gunship qualities of the Ognevoi but adds a potential 8km torpedo armament. This pales compared to the three triple launchers of the Shinonome, though. You can also console yourself that the Anshan has similarly poor gun handling, so neither one of you is going to want to adjust your heading while trading blows. Like a sick game of chicken, the first one to make a mistake or to veer away loses. Aware that she would be horribly outgunned and outclassed by the Akizuki, the Shinonome makes use of an island to keep out of line of sight of the fearsome IJN gunship. Pick your battles! Concealment and Camouflage Surface Detection Range: 7.0km Air Detection Range: 3.8km Minimum Surface Detection Range: 6.11km Concealment Penalty while Firing: +3.81km (vs 9.0km gun range) With her large hit point pool, it's perhaps not surprising that the Shinonome is a big boat. Her 7.0km surface detection range, while not so troublesome when the Fubuki was tier 8, is a little more problematic at tier 6. Thankfully she goes up against the likes of the Ognevoi (7.7km), Farragut (7.6km) and Anshan (7.2km). She really begins to hurt when up-tiered (as all sub tier 8 destroyers do) which face enemy tin cans that have access to Concealment Modification 1 which provides them with an immediate detection advantage. Still, her 7.0km is serviceable. Right out of the box with her premium camouflage, she has a 6.8km surface detection range, giving you a very comfortable 1.2km concealment window from which to deploy your torpedoes against larger ships. Fully upgraded, you can get the Shinonome's surface detection range down to 6.1km. This does open up a tiny opportunity to stealth fire from open water if her Captain takes Advanced Fire Training. Don't think that this will redeem her gunnery, however, as it's only a 900m window. Anti-Aircraft DefenseAA Battery Calibers: 12.7mmAA Umbrella Ranges: 1.2kmAA DPS per Aura: 4 Hahaha! No. Turn this travesty off and leave it off. You've got more hopes of Wargaming implementing mid-air collisions than getting the Shinonome to shoot something down. Rivals: Farragut The Farragut contrasts the Shinonome greatly. Faster, more agile, with nimble guns that unleash a blistering rate of fire -- out of all of the tier 6 Destroyers the Shinonome might encounter, the Farragut is her worst nightmare. Armed with up to five 127mm rifles which cycle once every four seconds, she can stack the hurt in a hurry and disable weapons and systems under her incessant volley. With a pair of quadruple torpedo launchers with a 6.4km range, you have to be wary of where and when you turn when a Farragut engages. You're not going to out trade a Farragut. In a straight line, you're not going to outrun her either. Your best bet is to point your stern into their faces and run, firing back with your four rifles. If she wants to keep up, the Farragut will have to go bow on and only be able to reply with two. But no Farragut should be fool enough to fall for that trick for long. Disengage when you see a full health Farragut prowling near you. You've got a very small stealth advantage over her. Use it and look for greener pastures. After encountering a Lo Yang inside of 6km, the Shinonome blows smoke and heads out to open sea after dumping fish. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme As an IJN Destroyer, the Shinonome is a pretty forgiving boat. While she struggles with her guns, it's just hard to argue the point that being able to spit out nine torpedoes from three launchers doesn't facilitate hitting targets and doing damage. I would say that the baseline difficulty for the Shinonome is higher than that of the Fubuki. Her extra guns are nice but not enough to provide a solid deterrent to would be aggressors. 10km torpedoes are easier to use than 8km torpedoes, if only from a survivability perspective. Efficacy remains up for debate. It's this same torpedo armament which in the hands of an expert player become a real nightmare. Three triple launchers provides a whole measure of control that's all too dangerous in the right hands. Combined with stealth and agility, a Shinonome, like a Fubuki, that's left unchecked into the later stages of a match can quickly spell the end for an unwary team that has lost their vision. Mouse's Summary: The Shinonome looks less impressive than she is. It's easy to get caught up on how she's not-quite a Fubuki. Her gun armament will disappoint many who are expecting great things from it. She's no gunship. Overall, she's a good workhorse premium, with no flash or pizazz. I was initially disappointed in the Shinonome. While I was working on trying to figure out a way to summarize her for people that asked me what she was like, I found it easiest to compare her to what people knew. She's a stock Fubuki, with three turrets instead of two. She reloads more slowly. She has 8km torpedoes instead of 6km. That really doesn't sound like a ringing endorsement. In fact, it sounds downright lackluster. But that's undermining just how good the Fubuki is at tier 6 and how the Shinonome, as a Fubuki herself, does just fine as a result. I am delighted that they included this ship as a reward vessel accessible to anyone with a tier 8+ ship and time to grind out the Campaign Missions. This will give players who don't normally have access to premium content, and who might be newer and have missed out on previous promotions, a chance to grab a trainer and credit earning ship to assist them in playing World of Warships. The Shinonome will work well for anyone that's looking to help retrain their Captains, especially with the changes to the IJN Destroyer line. The only unfortunate part is that the time needed to complete the campaign may make their own acquisition of the Shinonome so delayed as to be moot for this purpose. Oh well, she'll be ready the next time she's needed. The Shinonome is a workhorse. Like the Kamikaze-class before her when the Minekaze still reigned king, she does not look that impressive compared to her non-premium counterpart. Don't let that fool you. You don't drive the Shinonome to be fancy or to be noticed. She's there to get the job done, and she's got all of the right tools to assist you in doing so from start to finish. Rivals: Fubuki The Fubuki outclasses the Shinonome in everything but main battery firepower. But let's be thorough and go over the specific differences compared to the upgraded ship. In parenthesis, the Fubuki will be first, Shinonome second. The Fubuki is better armoured (16mm bow vs 12mm) The Shinonome has a larger main battery (4 guns vs 6) The Fubuki reloads faster (8s vs 9s) The Fubuki is longer ranged (10.0km vs 9.0km) The Fubuki has better torpedoes (16,267 damage, 59 knots, 10km range, 1.5km detection vs 14,600 damage, 63 knots, 8km range, 1.6km detection) The Fubuki has better AA DPS (19 vs 4) The Fubuki has better Rudder Shift Time (2.5s vs 3.2s) The Fubuki is an excellent destroyer at tier 6 -- arguably one of the most powerful destroyers at her tier and certainly in contention for being one of the most powerful destroyers tier for tier in the game (provided we pointedly ignore the Gremyashchy). That the Shinonome compares so closely to this strong destroyer really speaks well for this premium ship. The Fubuki and Shinonome. The Fubuki has the busier camouflage scheme between the two of them. Visually, they are quite similar though still distinct. The Shinonome is easily identified not only the number of turrets but by their style, which are slender and boxy. Would I Recommend? The Shinonome is a free ship (for now). The only way to acquire her is to put in time to the Campaign and unlock her through the step by step process of completing Missions. Time is precious, and it's ultimately up to the individual how to spend their precious hobby hours. With this in mind, here are my recommendations: For Random Battle Grinding: Yes, she's worth it. As I said earlier, she a stable, reliable work horse. The Shinonome is perfect for helping grind out your IJN Destroyer Captains and she's no slouch for your cruiser Captains either. She synergizes well with most of the Captain Skills you could want for either the gunship or torpedo boat line for the destroyers. Do keep in mind that as a tier 6, she will be facing against higher tiered opponents more often than not. It will be rare that you're not facing off against tier 7 opponents at the very least. Make use of her concealment, sneak those caps where you can and put fish into their big stuff to gradually accumulate the experience and credits you need. Stay away from anything with radar. For Competitive Gaming: It's harder to recommend her here. The Fubuki is better. Still, she can be pressed into performing if needs be. Like I said, it's hard to argue with the merits of three triple launchers. Personally, she wouldn't be the destroyer I would reach for. For Collectors: The end of the historic Shinonome is a mystery. Even the whereabouts of her remains haven't yet been confirmed. Like the Arizona, she didn't have a wartime career and is more famous for the events surrounding her sinking than in any action in which she participated. For Fun Factor: For Captains who love their IJN Destroyers, the Shinonome is a good fit. She doesn't have any gimmicks to make her stand out. But if you like Fubuki-style game play and wish you could make a few more credits and experience while enjoying that style, then the Shinonome is a great investment. She will not convince someone who does not like Destroyer game play, particularly Japanese destroyer game play, to change their colours however. Outfitting your Shinonome Recommended Modules There shouldn't be any surprises in this section. For your first slot, I strongly recommend Magazine Modification 1 for all destroyers. This turns detonations from an uncommon (but jarring) occurrence to a statistical outlier. You will take gun hits in your destroyers and they can and will result in the complete annihilation of your vessel with some frequency (as much as 1 game in 20). This will reduce this down to almost 1 game in 67 at most. If you feel like living dangerously, or if you intend to always equip Juliet Charlie signals, then Main Battery Modification 1 isn't a bad choice. Just don't complain when someone asplodes your boat. For your second slot, it's a no brainer. Aiming Systems Modification 1 is best. The third slot options are still pretty terrible. Take whichever one you like. I usually go with Propulsion Modification 1 in the vain hopes that my engine might bust less often. It doesn't seem to be working. Finally, for your fourth option, Propulsion Modification 2 is handy, particularly if you find yourself accelerating and decelerating to take advantage of smoke. For aggressive players that like to ninja caps, this is definitely the best option. Steering Gears Modification 2 isn't bad, but this only nets you a 0.64s gain on your rudder shift which is hardly noticeable. Recommended Consumables The Shinonome isn't too pricey when it comes to maintaining her consumables. Due to her decent stealth window, you can eschew the use of a premium Damage Control Party if you wish. The 60s reset timer on the standard version is normally sufficient for a vessel that doesn't intend to use her guns that often. The same can't be said for your Smoke Generator. Don't skimp out on that and spend the 22,500 credits to increase the number of charges you get and to reduce the reset timer from four minutes down to two minutes and forty seconds. I wouldn't bother with a premium Engine Boost consumable. Its use is highly situational. You can just hold onto it until you really need it. Recommended Captain Skills With the way the IJN Destroyer tree has branched, it's not uncommon to see some skill choices that seem less optimal for select destroyer types. The Akizuki has very specific demands, for example. To this end, they may not mesh up perfectly with the Shinonome. Here's the skills I recommend for her optimal performance. For your first skill, Basic Fire Training is best. This will bump up her anemic reload rate from 9s to 8.1s. Next, grab Last Stand to keep your engine and steering gears operational after taking damage. Torpedo Armament Expertise is very powerful on the Shinonome, reducing her reload from 72s per launcher down to 65.7s and should probably be acquired on a subsequent pass through the list. Lastly, Expert Marksman is alright, but it won't suddenly make the guns amazing. I would skip it personally. At tier three, Superintendent is probably the best choice. This will give you an extra (and welcome) charge of your Smoke Generator and Engine Boost consumables. At tier four, you have three reasonable choices. Advanced Fire Training seems like the optimal choice, increasing your gun range from a pathetic 9.0km to 10.8km which is much more versatile. Alternatively you can reach for Demolition Expert to nudge the fire chance of this ship from 7% to 10% per shell which is respectable. However, I feel that Survivability Expert is probably best for the Shinonome, bumping her hit points up to 15,300. And finally, at the last tier, Concealment Expert remains too good of a choice to pass up for Destroyers.
  12. Isambard_Kingdom_Brunel

    'Disliked' Ship Guides

    Hi all! So I've decided to post all my 'Disliked' guides here. Now WG have throttled the signatures so you can only have two lines of text, I can no longer advertise them there. I've also decided to not continue writing them (though Campbeltown *will* be finished soon...) as each one took 6-7 hours to complete and the amount of views they got dipped drastically after I'd done a couple; if, however, should they become more popular in the future then I may start making them again. So here are the links in the hope they help somebody to play these underestimated behemoths of the sea: Ishizuchi Colorado Mikasa Atlanta Campbeltown (unfinished)
  13. Bonjour, Je voudrais savoir si la branches des cuirassés Américain sont polyvantes ou moyennement ? On effet je posséde le navire qui est après le South Carolina et bientôt je vais débloquer le tier V ou les portes-avions. Bon vent
×