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Found 9 results

  1. Zdravím kapitáni, s příchodem týmových bitev se zvýšil důraz na komunikaci mezi jednotlivými členy týmu a ten je zpravidla v angličtině. Jelikož mám spoustu známých, kteří nemají příliš dobrou (nebo vůbec žádnou) úroveň angličtiny a v bitvách (místy i na fóru) nerozumí svým spoluhráčům, rozhodl jsem se sestavit a přeložit nejčastěji používané zkratky ve hře. Dále k nim připojím i několik krátkých, heslovitých příkazů v angličtině. Začněme tedy od základu a to zkratkami, které označují lodě: BB (battleship) - Bitevní loď CA (heavy cruiser) - Zde lze přeložit jako těžký křižník, zpravidla je CA nejčastější označení křižníků obecně CL (light cruiser) - Zde lze přeložit jako lehký křižník, toto označení se příliš nepoužívá, nicméně lze se s ním setkat CB/BC (large cruiser) - Volně přeloženo je to velký křižník, s tímto označením jsem se setkal pouze na anglickém fóru CV (Aircraft carrier) - Letadlová loď DD (Destroyer) - Torpédoborec Poznámka: Můžete se setkat s tvary kdy je na konci přidáno "s" to znamená množný tvar (DDs - Torpédoborce, CAs - Křižníky) https://en.wikipedia.org/wiki/Hull_classification_symbol (Zde je zdroj všech zkratek na které můžete u typů lodí narazit) Další zkratky jsou zkratky národů: IJN (Imperial Japanese navy) - Lodě japonského námořnictva (Tedy IJN CAs - Japonské křižníky) USN (United States navy) - Lodě amerického námořnictva (Tedy USN DDs - Americké torpédoborce) Nyní zkratky označující letadla: VF (Fighters) - Zřídkakdy používaná zkratka stíhačů (běžně se používá nezkrácené Fighters) TB (Torpedo-bombers) - Torpédové bombardéry VT (Torpedo-bombers) - Méně často užívaná zkratka pro torpédové bombardéry DB (Dive-bombers) - Střemhlavé bombardéry VB (Dive-bombers) - Méně často užívaná zkratka pro střemhlavé bombardéry ​ Zkratky munice: HE (heavy-explosive) - Výbušné/Zápalné granáty AP (armor-piercing) - V doslovném překladu pancíř-prorážející jinak také průbojné granáty ​ U munice bych si dovolil připojit nejdůležitější slova objevující se v topicích, sice to nejsou zkratky, ale nebude na škodu je zmínit Shell - Střela jako taková (vystřelený náboj) Shell velocity - Rychlost střely (zpravidla narazíte na toto spojení u lidí, kteří hrají clevelandy a brečí nad pomalými střelami, ale může být použito i v dobrém slova smyslu) Shell arc - Oblouk střely, myšleno jako tvar trajektorie střely High/Big Arc - Velký oblouk Low/Small Arc - malý oblouk (plochá trajektorie) Penetration - Průraznost střely Dispersion - Rozptyl ​ Vlastnosti lodí: Conc (concealment) - Maskování (v přístavu poslední z vlastností lodí) AA (anti-aircraft) - Protiletadlová obrana RST (rudder shift time) - Doba posunu kormidla (myšleno do krajní pozice) Secs (secondaries) - Sekundární výzbroj lodi Torps (torpedoes) - Torpéda Smoke - Kouř, který využívají torpédoborci a Kutuzov Repairs - Opravy (mohou být použity ve 2 smyslech jedním z nich můžou být opravy jako opravárenská četa a nebo také jako doplňování HP) nutno rozpoznat z kontextu, když někdo napíše Repairs on CD - myšleno že nemá naběhlé opravy, pravděpodobně myslí opravárenskou četu. V případě věty I have no more repairs - tedy už nemám další opravy je to myšleno jako doplňování HP Rudder - Kormidlo Eng (engine) - motor (Pozor zkratka Eng také může znamenat English - Angličtina/Anglický atd...) Def. fire (defensive fire) - Vlastnost u křížníků zpravidla od 6 tieru, je to ten spotřební doplněk, který vám zlepší AA Další důležitá slova, příkazy, zkratky a slovní spojení: Cap - 2 významy první je jako kruh zabírací zóny (A,B,C na některých mapách D nebo zkrátka ten kruh s vlajkou, který když po určitém čase zaberete tak váš tým vyhrál) druhý význam je jako sloveso tedy Cap A (obsaďte zónu A) Spot - Nasvítit/Rozsvítit (Spot A - Nasviťte zónu A) Def- Bránit (Def base - Braňte základnu) Attk (attack) - zaútočit Focus - Soustředit palbu (jinak ve hře klávesa F3) Focus Omaha - Soustřeďte palbu na omahu Help - Pomoc (F8) Rush - Nalétnout, vletět někam co nejrychleji (Rush A - Vlítněme na A? Don´t rush - necpěte se dopředu) Hide - Schovat se Flood/Flooding - Zaplavení Fire - Zapálení CD (Cooldown) - Velmi důležité oznámení, CD se používá zpravidla u spotřebních doplňků a znamená to, že ještě nejsou načteny (Repairs on CD - opravy nejsou ještě načteny) ​ Tak pokud jste dočetli poctivě až sem, gratuluji a děkuji za vaši trpělivost. Vím, že jsem spoustu zkratek a důležitých věcí jistě zapomněl, nebo možná napsal zmatečně. Ale věřím, že lidem kteří nerozumějí anglicky a ztrácí se v salvách zkratek a anglických povelů více než ve sprškách nábojů od Atlanty tento topic alespoň trochu pomohl. Komentujte, kritizujte, ptejte se a hlavně doplňujte další věci co vás napadnou.
  2. TomBombardil

    Make CV playable again

    BRING BACK the (competition) CV. Fed up with the nerfs For at the moment of patch 0.3.x.x The CV is the worst ship in the whole game (mayor reason: Setup of ship, see Ichase video ). And continued patches only made it worse. This went so far that as of patch 0.3.1.4, I will probably stop playing this game/class. First of all: Ship load out. The CV is the only class where the ability contribute in the game is determent in the port. While all other ship classes have “upgrades” or very minor how to play changes. The CV must determents his role in port. Have a game (completely)unsuited for your load out. You might as well retire (as I have seen players do on several occasions). Second, no competition! Pre patch 0.3.1 I could thoroughly endjoy a CV vs CV battle as it was 100% skill based. (Where are his fighter, where’re mine, where’re his Tb, where’re mine? Do I engage, Do I Def?) do I strike a less favourable target? Do I go round? The actually bombing of a target was only the final action, and the reward if you hit something. I still remember the players who have beaten me in skill. As of patch 0.3.1 this aint possible any more. Or you can only def or you have to hide your planes. And yourself, since you can’t even defend yourself. An allied CL has to give up his game shooting games, since the CV is the prime target who can’t def themselves ( a CL escorting a BB can most likely still shoot enemy ships), and If you can reload, the round trip is even longer. (as in pre patch skilled players would have been close to the line, but not to close) Above that, if there is no enemy cv you’er either useless (fighters), or have only dmg dealer and is it a “free” farm (if enemy gives you the pickoffs). In either case there is no measurement of skill. Third: enemy movement and skill. The ability reach and hit a target is mostly determined on the team and target skill. Even with no enemy CV if the team doesn’t give you the opportunity to reach a target you will not be able to do dmg. The CV is the class where enemy skill matters the most, against bad players/teams you ofcourse will have a big influence,(hence the amount of complains). Against good players, a semi-skilled cv has absolutely no impact. And a good cv player has to work for his potantial reward. A good team will make the cv almoste useless. This is the only ship type where this is possible, all other ships can do dmg to an enemy team no matter how good they play. Last: buff to other ships Almost all other ships got buffed. HE shell buff, Armour buff, AP penetration buff, speed buff, manoeuvrable buff. A buff to a ship is in a sense a nerf to all the others. With all these changes the cv really took a dive in to the deep. Now again (patch 0.3.1.4) with the approach range of TB. I didn’t even discuss the captain ability’s/usefulness or the additional modules. Why does the crowed keep complaining?: Player memory: in short, burst damage you remember.: Because they only see the result when they actually get hit, and yeah than that is mostly devastating (as it should be, CV’s are burst dmg). But the other 95% of the time they don’t even notice the influence of a cv. how to put this in perspective: how much HP(over multiple games) did you lose to a CV compared to all the other ship types. The time you got hit just makes a bigger impression because it was in 1 clump. Secondly: CV’s are bad player punisher: 1: as earlier implied cv are burst dmg, not acting appropriately (work to avoid them) when this burst dmg comes your way will of course result in a bigger "umfh"(instant kill). Compare this to constant of shelling without acting. 2: CV's can strike the whole battlefield and can faster reach the players who are out of position. Increasing their impact. Third as in all ships you have players who are good and players who are bad. Good players will always have more influence over the game than bad, the difference of skill (and with it impact) is huge in a CV. this is exaggerated by the burst dmg nature of the CV, in particularly the Alpha strike of a good player. Burst damage: instant Kills & manual drop Yeah a burst CV has the potential burst dmg to instant kill any target. For less hp targets it’s a waste of potential dmg. Even then, the work you have do to achieve this, is not a small amount and highly increases with enemy skill level. Hence almost all runs don’t achieve this.And aren’t the DD (and BB) also capable of an instant kill. Above that if you look at the DPS potential. Than the cv is rock bottom of all the ship types.Remember a CV has only one charge of dmg each round trip (round trip is variable, as it is the DtT). When you compare the capable dmg of that one charge to the capable dmg of a DD, CL, and BB of the same tier at 3/4 of the round trip time, the CV lose by far. Manual drop increases that change of doing your maximum potential dmg. Just as aiming your shells/tops well will in other ship types. The only difference there is no auto aim. And why do DD get a visual lead but a TB not? How to bring back CV. Since the major problem lies with the setup/air dominance bringing back some less committed load out will solve most problems Other ship configuration possibilities Or give the dmg dealing planes some way of actually defending themselves, it would be nice if at least the dive bombers can repel some attackers. whereby a escorting DB squad (escorting TB) will "wall off"/intercept fighters. Give Dive bombers an actually dmg them self's and/or have the hit ratio/aiming system make sense so you can actually hit things. CV air defence increase, give it also the AA ability (Why does a CL get smoke but a CV has no AA?). Or, better manoeuvrability. So a CV at least compere with a BB evasiveness. Torpedoes! I do agree that Torpedoes are OP, and then especially the arming range. Have a DD close to you that your guns don’t even have the gun depression any more to hit the water line, well a DD can still fire its torps and sink you (no way of dodging so close range). I think arming distance should be proportional to range and dmg of set torpedo (hence TB will not be hugely effected since they have the lowest range and dmg each tier). This will also decrease friendly fire dmg. With patch 0.3.1.4 they nerfed again the cv by making the approach range bigger. I think this is even worse than increasing the arming range of torpedoes because your planes still have to/can come close to the enemy AA. While if you have a bigger arming range your planes will drop there load earlier and spend less time in AA. how longer the arming distance is of torps how more important it is have a visual indicator or have the skill to know the range (increasing skill cap). Thank you for reading this and your time. TomBombardil.
  3. Thlurp

    Empty speed of TB/DB

    Is there any Info about how fast a Torpedobomber or Divebomber can fly when they are empty? would be highly appreciated to know if Fighters are still slightly faster
  4. Salut à tous les capitaines et bienvenue sur ce topic qui vise à présenter les meilleures tactiques utilisées par le clan UFR. Je vous invite également à partager vos idées et à commenter de manière constructive ce que nous allons présenter ici! Alors déjà une présentation s'impose. Je suis thisheep, officier Warships des UFR, principal strateur et artisan de la stratégie compétitive du clan. J'imagine déjà les membres de mon clan se poiler en lisant ce post car ils connaissent très bien l'amour que je porte à ma propre personne et adorent m'entendre utiliser les "moi je" dans mes phrases. Figurez vous tout de même qu'on m'a encourager dans l'initiative de ce topic donc il ne s'agit pas totalement d'une démarche égocentrique de ma part! J'ai beaucoup d'idées et de projets pour ce topic! Malheureusement je suis un peu pris jusqu’à la fin du mois donc soyez indulgent! Bien que les Team Battles soient un mode de jeu un peu délaissé par WG, il possède tout de même ses habitués qui aiment le jeu en équipe. Le but de ce topic est de pouvoir aider différentes équipes à se former et à progresser dans le classement. Bon histoire de poser un peu la légitimité du propos et parce que ça été dur d'en arriver là, je peux énoncer que la première équipe des UFR est positionnée actuellement à la 19ème place du classement européen http://worldofwarships.eu/fr/community/accounts/teams/?teamStatistic=8021 Je n'ai pas peur de dévoiler nos techniques et je suis ravi si ces informations sont utile à quelqu'un! Pour commencer car il faut bien commencer quelque part, je vous propose de voir la base de la base: La composition d'une équipe. Chapitre 1 : Bien composer son équipe Une bonne équipe est composée de 7 joueurs. Evitez les mercenaires et les gens que vous ne connaissez pas pour des soucis évident de synergie. Parmi ces 7 joueurs je recommande qu'un strateur soit désigné avant. C'est lui qui donne les instructions, dirige et motive l'équipe. C'est un rôle ingrat et difficile. Avec sa vue du dessus et les moment de calme qu'il dispose, un commandant de porte-avions est un candidat idéal. Un cuirassé capable de bien orienter et de bien rythmer le focus de son équipe peut aussi remplir ce rôle. Equipez vous de pavillons, de consommable premium et de camouflages. Vous n'êtes pas là pour faire de l'argent. Ne lésinez pas sur la dépense. Prenez vos meilleurs navires et commandants. Mettez toutes les chances de votre côté! Un serveur vocal sur lequel les 7 membres de l'équipe communiquent est indispensable. Je passe maintenant à mon classement des navires capable d'être les plus efficace en Team Battles. Je part du principe que les navires sont full équipement et avec un commandant 16 points mini. Ce classement s'inspire des Tiers list des MOBA connus. J'énonce principalement ici juste les points forts des navires. La liste or Ces navires sont les meilleures de leur catégorie. Ils sont un must have dans une équipe et ne pas en posséder handicap votre équipe. Ils sont très puissant ou très polyvalent. North Carolina: Il encaisse et il fait très mal tout en restant de face. Il dispose d'une AA très puissante. Tirpitz: Il encaisse un peu moins malgré sa citadelle casi intouchable. Il fait un peu moins mal de face. Sa capacité offensive est précieuse. Shokaku: Le meilleur CV. Présence aérienne casi permanente. Potentiel de dégat élevé. Atago: Le meilleur croiseur de la méta. Il fait mal avec un armement varié. Il est polyvalent, discret et capable de se régen. Kutuzov: Dégats, porté et capacités élevées de rendre fou vos ennemis. AA puissante + que OP. Dispose de smoke TRES précieuses. Fragile. Chapaiev: Dégâts, porté et capacités élevées de rendre fou vos ennemis. AA puissante et possède un radar à 13 km. Fragile. Benson/Lo Yang: Très similaire. Polyvalents, discrets et rapides. Capables de repousser seuls l'attaque d'un CV. La liste argent Ces navires sont bons voire presque aussi bons que ceux de la liste or dans les mains de capitaines qui les connaissent sur le bout des doigts ou dans une config précise. Amagi: Potentiel de dégats élevés avec canons principaux ET secondaires. Moins maniable, moins d'AA et danger lorsque full broadside. Lexington: Chasseurs puissants, config 2-0-2 imposée. Un autre CV vous découpera si autre config que celle là. Fubuki: Torpilles puissantes et lointaines. Discret mais lent et très vulnérable aux attaques de CV. Son spam de torps peut néanmoins séparer la flotte adverse. New Orlans: AP et AA puissantes. Radar très précieux. Manque un peu de points de vie (35 000), compense avec discrétion mais nécessite des ennemis idiots qui broadside pour dmg efficacement. Hipper: AP puissante. Polyvalent en hyddro ou AA. Longue porté. Nécessite aussi des ennemis idiots qui broadside. Atlanta: Polyvalent, arc de tir en mortier. Torpilles. Dispose d'une AA puissante avec conso illimité. Blysakawica: Puissant, rapide. Rivalise en efficacité avec le Benson. La liste caca Ces navires ne sont pas assez performant en batailles par équipe. Malgré quelques atouts, il seront un handicap pour leurs coéquipiers! Ne pas prendre un de ces navires est un premier pas vers la victoire. Mogami: Moins performant que l'Atago à tous les niveaux. Tashkent: Bien moins discret que ses collègues destroyers. Peu maniable. TOUS les autres Tiers 7! J'espère ne pas avoir oublié de navire ici! J'essayerai de mettre à jour cette liste avec les différentes maj du jeu! J'attends vos commentaires avec impatience et avec un poil d'inquiétude! La suite de ce post devrait suivre. A bientôt et merci pour avoir pris le temps de lire!
  5. First time poster here, I wanted to talk about the American CV air group changes with the release of 0.3.1 For those who are unaware, American carriers used to be able to field 2 waves of torpedo bombers as well as 1 or 2 groups of fighters and the higher tier US CVs could also field an additional dive bomber wave. But with 0.3.1 this has been changed to only allow 1fp, 1tb, 1db and if you want multiple fighters you have to sacrifice your only TB wave. If you decide to go full bomber cv (not something I'm really a fan of) then you only gain extra DBs not TBs. You have to wait until the Essex (Tier9 now) and go full bomber CV air group before you get a second TB wave. I'm curious as to what the Dev's thought process here was, can anyone explain? As a predominately carrier player I pride myself in being able to Torpedo bomb really well and enjoy the fighter plane and torpedo bomber gameplay. Why do 2 waves matter? Its basic angles and being able to guarantee atleast 1 wave will hit an enemy ship hard. The first wave will make the target move in a certain way that the second wave will 75%+ of the time get a full broadside or if the target does not react you hit with both waves (always fun). I often don't just kill large targets either I enjoy going after those pesky Destroyers chasing you down but it really requires a second wave to be successful unless the target is playing poorly. I know the Japanese carriers have multiple waves of TBs on all tiers plus you get atleast 1 wave of fighters so at the very least I can still continue my style of gameplay just with another nation. I'm just wondering if the changes to American CV's are designed to make them more FP/DB focused. TL;DR Reducing TB waves from 2 to 1 on American Carriers, why?
  6. Eugenio

    Stupid Terminology

    I was in the game since the alfa test. During the closed beta test, I have not had much opportunity to play and read forum. So... Now im shocked. New language? Its similar to klingon I understand that BB is a battleship. But only from the conversation. Nor is it short for the battleship! BattleShip so BS is better way or not? DD? Destroyer. I dont see 2x D. Why you dont use brain and dont give short terminology for this like CA-CArrier Gah... The world is heading into perdition Ah... Nice. Thx for info ;) Now im smartest. So, US terminology is new for me I know only UK and Germany. +I did not expect that there will use the official terminology. Im sorry. Seriously. In WoT im mad if i see ARTY... Artilery. And in WoWp Heavy Fighters is "Bombers". I expected next stupidity like this
  7. Nottler

    IJN vs. US TB damage

    After having a (more) difficult time playing IJN CV after 4.1 and thinking of switching to other classes or US CV-line twice a day, I wanted to check out some stat differences between the 2 T10 CV's (playing a Hakuryo myself since today). One thing regarding the Torpedo Bombers got my attention: I actually thought IJN TB deal more max. damage per torp. But the stats mention US TB's dealing 1,3k more. (8.5k IJN vs. 9.8k US). Considering the squadron size and spread i calculated and average of 40k dmg with US TB's (4 out of 6 drops hit) vs. 16k - 24k dmg with IJN TBs (2 - 3 out of 4 hits). Possible setups are up to 3 IJN squadrons vs. 2 US squadron, so theoretical dmg is ~60k IJN vs. 80k US. Now, taking into consideration that US fighters are completely roflstomping anything right now, I feel like IJN CV's are way underpowered compared to US CVs. Or: Am I missing something here? My general consent is that if I run against a Midway and he runs 3 fighter sqd. and/or is at least a half decent captain (fought a couple of brain afk captains today) me and my Haku always funked...
  8. TomBombardil

    Aquisiton range of Planes?

    Hey All i was wondering what the Acquisition range of all the different planes are. and the vision obstacles? eg. smoke, island (heights), planes spotting planes? Since (as of patch 0.3.1.4) it is more and more important to hide your direction of approach till the last minute. since broadside a player who pays attention (in or out of a group) takes longer and longer. and why does my "spotted" captains skill (only lev3 skill that works for cv) not work for my planes? And even then the Dtships is showing from parent ship not selected plane squad. how can I find out how far they’re away from the other ships? I tried estimating distance of the raster lines, but it seems they are not the same over all the different maps?! THX
  9. Hi all stalwart, stubborn, silly and assisted teams! My clan, Tora Tora Tora, has been playing Team Battles since the beginning, and we are still enjoying it. Personally I think this game mode is immensely enjoyable, and playing with mates while shouting in TS is hilarious. It's really different from Randoms, and the most tense and memorable moments for me in WoWs have been in this game mode. Sadly, lately the queue times have increased massively. There are still enough teams, but we're too spread out over the evening and (even more, I suspect) over the week. I'm hoping we can use this topic for some informal scheduling, to maximize the chances of getting games in, and minimize waiting time. Our primary team plays primarily on: Tuesdays, from 19:00 Thursdays, from 19:00 Sundays, from 19:00 (this one we never miss) We also have reserve teams (WBFN & Tuinheks minions) that we take out on a more sporadic basis for sh*t and giggles. Feel free to add your own team schedules, and also enter into the poll which days suit you best. EDIT: All times are in CEST (GMT/UTC +1), thanks Sybeck! Hope to meet you guys out there! Cheers
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