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Found 30 results

  1. _NLForces_

    Advanced CV guide

    This is the guide to becoming a better carrier player, a guide I would have wanted when I started playing CV’s. This guide will not be for those who have never played CV’s. I will not be explaining the controls, and I will only slightly touch on the consumables. This is for the more serious players, who want to become good CV players. I hope it will be of help to you. Have fun! 1: Introduction To clarify; in order to become a better player, this guide can help, but it can’t do it for you. Practice makes perfect, any experience is good experience. But most importantly: Have fun. It is almost impossible to keep something up if you’re not enjoying it. Question yourself: is this ship type for me? Or even: is this game for me? If yes, you’ve come to the right place. Let’s get you started. 1.2 Basic rules To start off, let’s look at a couple basic rules that are vital in carrier gameplay: 1: Time to target is everything Travel time is killer. In order to have the maximum impact on a game, you need to make as many attacks per minute as possible. Push for a minimum of 1 attack per minute. Once you’ve got that down, try for 1.5 attacks per minute. Keep a notepad beside you with a pen. Make a tick every time you launch ordnance at an enemy (regardless if it hits or not—but it has to be one that you tried to hit). Then check the game duration at the end. Most people greatly over-estimate your average attacks per minute. Make sure to ride your boost continuously to fly as quick as possible. But don’t hold down W all the time, feather your boost button. Boost, let it recover for a second, boost again. You need to have it available if there’s fighters or AA that you need to avoid. Most importantly, ploink your carrier as close to the enemy ships as you dare. The shorter the time between attacks, the more attacks you will do. It doesn’t help dying fast though. Make sure you have an exit strategy, and turn tail before its too late. Also, never-ever trust autopilot. It will mess up the most basic maneuvers. Make sure to ‘babysit’ it by adding multiple waypoints (hold shift and click to add more) or better yet, do complicated maneuvers yourself inbetween attacks. So, don’t run to the backline instantly. Don’t hang around forever, waiting for the perfect attack run. Good enough is good enough. Attack, attack, attack. That’s the key to carrier gameplay! 2: There is always something else Now, what do you do when there are only uninviting targets? Iowa’s, Worcesters, Des Moines and ships escorted by AA cruisers. Answer: You ignore ‘em, look for something else. There’s always something else, you just don’t see it yet. I will explain target selection in more detail later in this guide. 3: Supporting teammates Unless there is some chad player on your side that you KNOW will shoot at what you spot, don’t waste time spotting targets for your team. Think of how many times you’ve stuck your neck out in a DD, spotted enemies that need killing but your team keeps lobbing shells at the battleship at the back. If you’re fortunate, your attack runs will coincide with spotting ships. 2: Materiel Now for materiel, the actual ship you’re sailing and aircraft you are flying. First, let’s take a look at what each tier of Aircraft carriers offers. TIER IV: This is where everyone starts with their aircraft carriers. The anti-aircraft at this tier is minimal, and so is your damage potential. However, with 0.8.5 the tier IV carriers are hopelessly OP. Club seals at your own discretion. TIER VI: Tier VI is like its predecessor, a learning tier. This is like getting your first bike, but with sidewheels. You start learning the real deal, but you’ve got a long way to go yet. TIER VIII: Early effectiveness. This is a path to your tier X, and I will not focus on them in detail (except for premiums). This is where your sidewheels are removed, and you are finally able to spread your wings (pun intended) and explore the limits of the CV class. But remember, you’re still on a children’s bike. TIER X: The pinnacle of carrier design and gameplay. Brutal AA and smart opponents make this a very tough playground. It is however, the best way to master a carrier line. If you are thinking of getting a new carrier, here is a short overview of each line: United States Navy Imperial Japanese Navy Royal Navy Kriegsmarine Difficulty: ★★ Difficulty: ★★★ Difficulty: ★★ Difficulty: ★★★ + High potential ++ Extremely high potential +/- Decent potential + High potential +/- Decent plane health - Low plane health + high plane health - Low plane health - low plane speed + High plane speed +/- Decent plane speed ++ Extremely high plane speed +/- Decent plane reserves +/- Decent plane reserves - Low plane reserves - Low plane reserves And an overview the premiums. First the good ones: Enterprise Kaga Difficulty: ★★ Difficulty: ★ ++ Extremely high potential + High potential +/- Decent plane health - Low plane health - low plane speed +/- Decent plane speed + Large plane reserves ++ Extremely large plane reserves (Comes from the quick replenishment time) Saipan Graf Zeppelin Indomitable Difficulty: ★★★ Difficulty: ★★★ Difficulty: ★ +/- Decent potential +/- Decent potential - Low potential + high plane health - Low plane health + high plane health + High plane speed + High plane speed ++ Extremely high plane speed -- Extremely low plane reserves - Low plane reserves - Low plane reserves And last but not least, the tier VI premiums. Ark Royal Erich Loewenhardt Difficulty: ★★ Difficulty: ★★ +/- Decent potential +/- Decent potential +/- Decent plane health - Low plane health - low plane speed + High plane speed +/- Decent plane reserves - Low plane reserves Now for the raw gameplay. This is mainly about judgement and vision. If you think high level carrier gameplay is easy, think again. 3: Gameplay How I approach a match: 1. Check your matchmaking, check for strong AA ships and identify your targets. 2. First, launch rockets for scouting. 3. Fly in, make sure to bail immediately when you spot strong AA ships 4. Target Destroyers if possible (ESPECIALLY if they have AA turned on). When you can't find any, just strike something else. 5. Decide what target to go for. When unclear, go for another scouting run. Make sure to target DD’s as much as possible early on, to give your DD’s the upper hand. 6. Scan the map for inviting targets. See the next section for Target Selection. Rince and repeat. 3.1: Target selection This is probably the most important skill of a CV player. Being able to select the target that you are most effective at killing, and making sure to keep ‘winning players’ in check. If one enemy ship is holding back an entire flank, it might be a good idea to give him some pressure. Equally, when a flank is about to fall, give fighter cover to your allies and wear down the enemies. This of course depends on the distance to target. The closer, the better. Always make sure you use your carrier as effectively as possible. Don’t listen to your teammates here, YOU know how to use your carrier best, not your teammate. Things to consider when selecting your target: 1: Type of target 1. Does it have strong AA? 2. Is it big or slow enough to ensure a hit? 3. How much health does it have (left)? 4. Is it susceptible to weapons I have? 5. Can the team kill this target without my help? 2: position of target 1. How far away is my target? 2. Is it close to strong AA ships/under fighter cover? 3. How much influence has the target on the game? (prioritize enemies that are doing well) 4. Is it moving, or unable or unwilling to move? 5. How close is my target to other points of interest? (unspotted DD’s or other juicy targets) All this is different in every situation, so you will have to judge and learn yourself. 3.2 Map awareness Another major part of carrier gameplay is carrier placement. Getting yourself in the best possible position every time, without exposing yourself to unessecary danger. This is not a simple feat. It is heavily dependent on the map where you slam your carrier down. Make sure you anticipate falling flanks, by moving up or retreating. As a final note, DO NOT TRUST AUTOPILOT! it is on the enemy team, and will try to kill you. Do complicated maneuvers yourself, and give autopilot very specific instructions on where to move if you’re in open water. 3.3 AA mechanics Now for one of the most complicated parts about CV gameplay; Anti-aircraft. These mechanics have been rattled countless times, but it's finally starting to slow down. With that said, here is a compressed and oversimplified overview of current AA mechanics (as of patch 0.9.7). DPS: (linear) With 100 DPS at 70% hit chance (100*70)=70 DPS. Sector reinforcement affects only DPS. FLAK: (non-linear) With 10 base flak clouds and 70% hit chance, it will mostly be 7 bursts, 10 is maximum number and 4 is minimum. Every two seconds, a salvo is launched Flak zones: With a single ship AA, 80% of flak bursts (but not more than 6) is being placed in zone A. Rest goes to B zones. If there are several ships firing, the rules are slightly different: up to 8 bursts can be placed in zone A, and up to 10 bursts in B zones. The most powerful burst are being chosen in this case. If a single AA group has multiple squadrons in range, flak bursts that would have been in B zone otherwise, are distributed into A zones so that AA covers all squadrons. The zone width is determined by your course and speed: Speeding up: wide (zone X1) Slowing down: narrow (zone X2) Depends on how fast you are going - it takes time to accellerate and decellerate. If you are interested in the topic of AA, the wiki has a pretty good article on it: https://wiki.wargaming.net/en/Ship:Anti-Aircraft_Fire If you're interested, I also compiled the AA of all tier VIII - X ships in text files: TIER X AA TIER IX AA TIER VIII AA 3.4 General tips This is the big thing. How do you get the absolute most out of your CV? Here I wil list some tricks I’ve picked up over my time as a CV main. If you don’t recognize one of these points, I recommend looking in to and potentially learning them. 1: Pre-drop Standard, every carrier gets between 3-4 attacks per full plane squadron (differs per carrier). However, you will usually only get one attack off. This is fine, if you instantly recall your aircraft (see point 3) or fly out of AA to recall, you'll keep all of those aircraft, great! But sometimes, you have to make an attack (maybe to kill off an enemy) through AA that you know will kill your aircraft. In that case, pre-dropping (wasting one or two attacks into the water) will make 1-2 flights return to the carrier, which will save them from certain destruction Wether or not to predrop is up to your own judgement 2: Flak dodging The basic practise of flying around the black flak clouds. They hurt alot, but are relatively easy to dodge, unless there are too many ships firing at your planes. Simple WASD-hacks and some good ‘ol intuition will get you through any AA umbrella. Once you engage your attack mode, you won’t have to worry about flak anymore, as its damage is reduced by 80%. If you are struggling with this, don’t worry. Flak dodging will become second nature with experience. 3: Supporting teammates This is a touchy subject. Many people see CV’s as the one to protect them or their DD’s from enemy air attacks. The truth is that fighter gameplay is very limited, and a simple consumable is no deterrent for many CV’s. Add to that the average intelligence of teammates in WoWs… This is why I never prioritize covering teammates with fighters. I will only help them if I don’t need to change my plans for it. There is no use flying over a DD for 2 minutes, spotting and popping fighters, just for them to rush out and die to torps. No… your planes are better used elsewhere. This is not to say you may never spot for your team, or never prioritze DD’s, but don’t go out of your way to do it. Just do whatever the hell you want, be it helping your teammates or doing damage. Never listen to your teammate, as selfish as that may sound. 4: Consumables One different use for your fighters is to spot enemies, or keep DD’s spotted. Just be careful that it won’t be shot down. Try to let the fighters survive the full 60s. You have two other consumables, are Engine boost and Torpedo heal. Engine boost is extremely useful. Try to save it for when you really need it. Torpedo heal is easy. Use when your planes reach low health or when you really need to tank some damage. ‘nuff said. Also try to save this for when you really need it. 5: AA baiting This tactic is surprisingly effective, its the practise of letting AA target the initial attack squadron. After a drop, if you INSTANTLY press F, all planes will pretty much slingshot back up into the immunity altitude. It helps if you go full speed at the end of your drop. Keep in mind, if the AA DPS is too heavy, it will have ample time to shoot down the aircraft reaches its ‘safe altitude’. This trick works especially well with dive bombers, but it works great with torpedo bombers too. Try this out for yourself, it might come in handy one day. 6: Slingshot (OUTDATED) Slingshot! A feared word in the ears of many cruiser captain. Slingshot! A argument brought up most often during CV discussions. But what is it really? To start off with, wasn't slingshot removed a few patches ago? Well yes, but actually no. Although slingshot with bombers isn't possible anymore in the way we're used to, it still works just as well with torpedo bombers and even rocket planes. Therefore it is still a useful skill to pick up. First let's start off with the mechanic itself, this video here can explain to you how it works: I will kindly use Yuro’s video to explain this mechanic. Click here to go to his video All credit goes to Yuro There is another use of this mechanic, besides slinging 'into' AA of ships. You can sling 'out' of the AA of ships. Imagine, you spot a Worcester at 6km firing at you with all guns blazing, DFAA on. Here the slingshot can be of very good use. The normal way of flying out is simply turning, and speeding away, evading flak as you go. This might lose you 1-3 aircraft (depending on how long you stay in AA). An alternative is to immediately start an attack run. If you keep turning heavily throughout the turn, you will fly up, drop, and shoot out of the AA zone. This might save you 1-2 extra aircraft than you would otherwise. This is why slingshot is still a useful skill to learn, and I'd recommend at least knowing about it. 7: 'Cold' side of sector With the addition of the priority sector, you can take less damage from AA by simply flying on the other side of the sector reinforcement. This trick only works (well) with dive bombers. You do this trick by approaching at an angle to the enemies' bow. Once the AA opens up and you see the burst damage from priority sector, you change course and approach from the other side of his ship. You'll take notably less damage, make sure to put this to good use!
  2. Hello guys, just wanna give you some hints and tricks, which could help you, when you decided to play the CV rework. Trying to make just short descriptions. Note: I'm seeing this from an IJN view and this is not a complete guide. Table of content Autopilot with CV and AAA AP bombing with different impact angles Aiming with AP - dive bomber against light armored vessels (depends also on the AP bombs) Aiming with AP - dive bomber against heavy armored vessels My general advice for AP bombing Accelerating and slowing down Turning Keyboard and Mouse usage Using Fighters Autopilot with CV and AAA I recommend to chose a zig zag course with your carrier, which makes aiming harder for enemy aircraft attacks. Also switching the AA side is recommend. The Screenshot in the 'spoiler' shows, that the CV moves in zig zag to the east, while switching the AAA to the right side (to the south) Edit: I don't recommend that really anylonger, since the sector change, which "only" increases the continuous aa dps. Another tactic: Since fires and floods last very short, the threat of a burning flight deck is minimized. That encourages to go close with the team. A few km behind the last bb of the team could give some extra AA power. I wouldn't choose a sector with that tactic, because there is too much change, and the CV player is too inflexible for changing sectors. AP bombing with different impact angles The angle of the impact of the bombs depends on the angle of the plane. Take a look at the screenshot in the 'spoiler'. Steep angles of the plane leads to a better impact angle, thus thicker armor could be penetrated, while a shallow angle won't penetrate thick armor, but has the advantage not to over-penetrate thin armor. Aiming with AP - dive bomber against light armored vessels (depends also on the AP bombs) The first example is about a stationary Cruiser and where to start the dive. Look at the grey crosshair. The grey crosshair mostly shows, where the dive bomber will be in the dive stage, thus aiming in front of the cruiser would lead, that the stage after the dive would be directly above the cruiser. The next screenshot shows how it looks like, if you're above the crusier. The planes are not steep angled, since the dive is already over. Now showing an example for aiming at a moving cruiser, where to start the dive. In many cases you will have to accelerate, since cruisers are pretty fast. And another screenshot: this shows, that AP bombs penetrate dds (Kagero). Note: Not all AP bombs work against all light armor vessels, especially T10 AP bombers have a high penetration capability. Aiming with AP - dive bomber against heavy armored vessels Against heavy armored targets it's recommended to drop the bomb while the dive. I'm showing you a screenshot, when to start the dive against a stationary bb. The grey crosshair is directly above the BB. The next screenshot shows how it looks like, when to release the bomb. The planes are in a steep angle. Now an example how to aim at a moving BB. It just needs a little bit lead, look at the grey chrosshair, it is aimed at the tip/nose of the BB, since they're slow, and the BB will be at that point, when you start the dive. My general advice for AP bombing Generally I use the AP bombs only against larger cruisers and battle ships, because the ap bomb mechanic and penetration capability is pretty hard to figure out. The Shokaku can dive bomb dds, while the Hakuryu can't. Also I had the experience, that I divebombed a Buffalo multiple times and got only overpens, but in the training room, shallow or steep bombing - both lead to citadells. So it's still somehow confusing. Accelerating and slowing down When the planes are at max speed or slowed down, it will affect the dive. If a target is close, and the squad is accelerated, the squad will often shoot over the target, so it's more recommended to approach a target with normal spead, or slow down. With more experience speeding up can be a pretty good tactic. Turning The turning circle is smaller, when slowling down. This is pretty good for Divebomber and sometimes for Torpedobomber. Attackplanes often need some more range and a longer approach. So in case of the attack planes after an attack run - instead of a small turn - I accelerate to get farer away. Dive bomber = Slow down and turn Torpedo bomber = Depends more on situation Attackplanes = Accelerate and turn then Keyboard and Mouse usage Keyboard is mostly for maneuvering (avoiding aa), turning and coarse movements. While you should use the mouse for aiming. The mouse control reacts only in a cone of ~45°, outside of this cone area, turning with mouse is disabled. Beside that, the right mouse is for looking around, but it behaves in the same way like it would be with guns, thus the airplanes will move to the spot, where you aimed, before you hold down the right button. Using Fighters Generally don't use fighter directly on enemy strike planes, they take too long for the engage. Use them like a smoke to cover a helpess mate (especially dds in caps). You can also fly a head and place the Fighter in front of a DD. Just predict, where the dd or ship want to go and place it there, so it will have a bit cover to take the objective. Beside that, Wargaming anounced that one fighter kills one enemy planes. Most fighter consumables are more or less same, but the Enterprise has for example 6 fighters, and larger patrol area, while most CVs at T8 have only 3 fighter planes.
  3. Introduction Hello! I decided to make this guide because I see a lot of Battleships doing things I would not recommend doing, and since I see myself as a fairly good Battleship driver I wanted to share my "knowledge" about this ship class. I'm not, by all means, saying that I know everything and that my guide is the only one you should follow, for there are many playstyles suited for a BB, I'm just here to share you my savoir faire. If my English is bad at any point in this guide I blame it on the fact that English isn't my native language, I will try to limit the mistakes but I can't promise anything. While low tier (tier 3-5) gameplay in Battleships is also an important topic I will adress the higher tiers (tier 8-10), since low tier games can be quite chaotic and low to mid tier BBs play quite differently I will MAYBE cover this in a later guide. This guide will mostly talk about positioning and will end with a small piece about priority targets Team dependent positioning Positioning in battleships is one of the most valuable skills you can learn, a BB is generally too slow to get out of bad positions quickly which will more often then not leave you on low health or in the worst case with a lifeboat with your unfortunate crew. Whenever you see a Battleship typing A B or B C in chat, this isn't just some small chitchat at the start of the game but a quite decisive factor to their game. Have you ever seen BBs raging that "We said B C and you went A" in chat? If you did, you might have seen one of the biggest fears happen a BB player can have, their team not taking in consideration the pain BBs are in when they need to forcibly reposition. Granted the BB player should've still looked at what his team is doing which brings us to the first point in the subject of positioniong: "Your team" Battleships are extremely team dependent, which means a BB player should look at his/her team the entire time. A BB player should always try to keep friendly destroyers near so he/she can support them in the dangerous endeavour of capping points and generally warding off the enemy team. Having DDs close to you also gives the advantage that they will spot Torpedoes that are outside of your own spotting range. Of course this benefit is mutual since you can ward your DDs from those pesky radar cruisers who will try to hunt down your little friends. Cruiser cover is also quite important for Battleships, their defensive AA is extremely valuable for dealing with aircraft and hydro or radar is very valuable to deal with enemy destroyers. It is quite tricky to work well with Cruisers tho, BBs tend to attract a lot of fire and if a cruiser pops up right next to them, the fire will almost all the time switch to them and if your escort was a bit to close to you, during evasive manoeuvres it might not end well for the both of you. BBs and cruisers should keep their distance but not to much so when the situation changes, f.e. a butload of planes coming towards the BB, the cruiser can close the distance and support the BB. For playing with CVs I would say that that's more up to the CV, who should at all time try to keep the team between himself and the enemy. Positioning on the map As for actually placing your ship on the map, always try to position yourself so you can cover at least 2 caps (for domination) for standard battles its a bit harder for BBs to decide where to go, just try to support your DDs as well as possible is generally the best decision to make. If you are playing a Destroyer, keep in mind that your BBs are not as fast as you, also try not to split up to A and C because this will result in your BBs having to either split their firepower or not support you at all. What I generally like to do is put myself in between 2 different caps or at a cap which will definetely see a lot of action (very often a B point) I will always try to place my battleship next to cover so only one side of my ship is exposed to fire, it is not adviced to go in the open and open up all routs off attack to your ship, be aware for rushing destroyers tho since they tend to see you as a nice meal when you get to close. It's quite self-evident that you don't snipe since a part of your role as BB is deterent and tanking damage, from long range this is very hard. There is no shame in driving backwards, if you keep your position while 2 Tirpitzes and a Gneisenau are charging you, you will only end up dead, while you can at least kite the for a while whilst driving backwards, letting your team have more time to shoot at them too. KNOW YOUR TIME: I've sinned against this a couple of times since I tend to play quite agressively but knowing when to advance is very important, I tend to go uber agressive when all enemy DDs have been sunk but that can get you in sticky situations nonetheless. Try to follow your team, especially destroyers, unless they are clearly making a mistake (when the entire enemy team is in that location and your dds just want to throw their life away f.e.) When enemy cruisers start kiting you, try to disengage, cruisers are very good at kiting Battleships and you only do them a favour trying to catch up to them. If they start following you it will be easier to hit them with your main battery since they have less time to avoid your shells. When your team is decisively winning you can go on the pursuit (and maybe tank some more damage for more experience =D ) KNOW YOUR SHIP: Some BBs are more fit to go agressive than others, Tirpitz for example has turtleback armour* and torpedoes + a very decent suit of secondaries so it is great for going agressive unlike ships like Izumo that turn like a brick and have a very big and easy to penetrate citadel. * : Turtleback armour is a citadel shape that is in the game which severely limits the possibilities of getting citadelled. Most German BBs have this citadel shape en most high tier German cruisers do too. Some specific tips An incredibly important tip for North: There is almost no situation that calls for BBs to go to the D point, you can't support anything except for D and it will take you ages to get around those mountains, I generally report every single BB that does that because this will handicap your team immensely. FOR YAMATOS: try to avoind getting in a brawling situation, your second gun turret can't aim down enough to hit anything under 5km when you are bow on. To add to this Yamato has severely fallen behind in the BB meta, for a general rule, when you can shoot your nr.3 turret you are over angeling your armour, showing a very easy citadel (citadel just in front and below turret 1) FOR KURFURST: It doesn't matter that you can't get citadelled so easily that you should forget how to angle. You will still eat tons of damage when you give your broadside to the enemy! Try to resist the urge of shooting all your turrets, your turrets are not in a good position and you will have to give a lot of broadside to use all of them. Try to forsake secondary build, I know it's fun to dakadaka but a survivability/stealth build suits the ship a lot better. FOR MONTANA: In my opinion the best BB at tier X and generally a joy to play. Your guns have great angles so you dont need to show a lot of side to use all of them, just keep in mind that when turning or giving full broadside, your hard to hit citadel becomes not hard to hit at all. Personally I like an AA/Stealth build but it performs just as fine (perhaps even better) with a survivability/Stealth build. I don't know how Republique plays so I can't comment on that, and I won't review conqueror because IMO that ship is not a BB. Consumable use Personally I like using spotter planes on my tier 8+ BBs because it helps with shooting over islands and is a huge aid for firing into smokescreens. You can very easily identify the position of a Minotaur from the semi-birdseyeview. Take premium consumables, not using premium consumables is one of the significant symptoms of noobism, a very grave dissease. A premium consumable can save your ship in multiple occasions thanks to the shorter "Cooldown" times they have. (and numbered consumables get +1 charge if you take the premium version, meaning extra medkits, yay!) Don't forget that you CAN buy these for in-game credits, they are relatively cheap and are very easily earned back. On top of this, don't forget to use your consumables, immediately symptom 2 of noobism, a medkit not used at the end of the game is basically wasted, and you definitely want to avoid sinking before you've used every single last one of them. Try to remember to pop your plane just before you die (if you can) the extra spotting it provides can save a teammate!. Consumables cost money if you use them or not, not using them would be idiotic. One last tip for this point, whenever I pop my repair party I wait untill I'm sure I can repair for the full duration, so you get the most ammount of HP out of each repair party, when you are on low HP I would advise not to wait that much, at high tiers even HE salvos can do a ridiculous amount of damage. Priority Targets To finish of this guide I will try to talk a bit about priority targets. -Whenever you get the opportunity to, shoot destroyers, this class is the hard counter of Battleships and it will help your team's chances of winning the game since DDs often decide who wins or loses a game. -Radar cruisers should also be a top priority, they pose a significant threat to your destroyer buddies. If you don't know by heart what cruisers come equiped with radar, learn the list, it's not that big and it will help your team a lot: Atlanta, Belfast, Indianapolis, Chapayev, New Orleans, Dimitry Donskoi, Baltimore, Moskva, Des Moines, MISSOURI, BLACK, HSIENYANG, CHUNG MU, YUEYANG, Edinburgh, Neptune, Minotaur. (these 3 last ones are quite fun to shoot at with battleships *evil laughter*) -If you don't see any of these ships, go for broadsiding targets but dont hold your fire too long if they are hesitant on showing their sides, you might get a penetration through the deck armour! Outro I will propably edit this guide if some new thoughts come to mind! If you have feedback you can always leave it in the comments! Have a nice day! Kathy. Guides to specific ships - How to play Yamato - How to play Montana - How to play Großer Kurfürst Edit: Added some points in specific tips. and a new point called "Consumable use"
  4. Hi all, since our dearest fiend @Excavatus recently started a thread on Gneisenau, I got this brilliant idea to do the same on my newest crush, THE MOGAMI! Along the same lines, so asking for tips on the little bugger. I am currently getting about average games on it as far as I can make out, I usually score some 43-44k per game, but having a decent game seems to be very highly situational and of course one often ends up in tier 10 games, where it seems almost impossible to do anything more than to present a floating target for the big boys. What I have noticed so far: 1) Mogami is basically unarmored, with its citadel duct-taped to the main mast, if any BB so much as sneezes in your general direction (from any distance) you are toast. Also, the much advertised "Angling" seems to be utterly futile... I have never noticed any heavy shell of any caliber actually bouncing from anywhere or from any angle. They detonate very impressively tho. 2) And this is strange, is it just me or does this happen to everyone? Mogami is ALWAYS a priority target to be knocked out the instant you fire your first salvo, regardless of if you are the first or the last one in you team to fire, every enemy will instantly drop everything they might be doing at the time and focus on you. What's up with that anyways? I have no idea what is going on here. 3) Good torps and concealment, so I often use it as a kind of an awkward super-sized torpedo-boat instead to harass oncoming enemy BB's but this only works, if they are coming towards you, so the opportunities are limited (also, please drive in straight lines and do not dodge). Placing torps to go behind islands to surprise oncoming enemy and torping Cruisers or DD hiding in smoke has also proved rewarding. 4) I use IFHE and 155mm guns, as I wanted a break from the usual 10*203mm IJN Cruiser configuration. It has been fun and sometimes quite a devastating DD hunter though the slow turret traverse somewhat hinders performance (and also the fact than once you start firing every enemy will immediately switch targets and begin focusing on me). Also works well on RN and other CL. I have used AP from short (roughly 10km or less) ranges on other CA with some success although it does not seem to work so well on higher tier (9 or 10) Cruisers but perhaps that is to be expected. 5) Due to the short 15km gun range, you always end up close to the front line and so it is pretty much impossible to just snipe and spam HE, one has to try and play aggressively within 12-15km range though that is risky and may instead lead to ignominious demise rather quickly. That said, I have also had some very good games just playing defensively (survive long enough and you will do more damage, of course). 6) I have tried to learn using islands for cover as much as possible, if there are any to be had in the middle of the map, so that I would fire a salvo, just before going behind it, then turn or break a little or if it seems like many are focusing on me stop behind it until concealed again. But many high tier maps are quite open and do not provide opportunities for such guerilla tactics. 7) WASD occasionally seems to make things even worse, since I get citadelled even when hit in the stern while wiggling my posterior as fiercely as I can. 8) AA is quite poor, so I opted just to config the ship with a hydro and choose the vigilance skill to help combatting DD's instead. Of course, this always seems like a bad idea, whenever there is a Carrier in play. I think I am slowly beginning to get the hang of it perhaps, but of course there are still way too many horrific disasters and far too few awesome successes to be quite sure. Any tips will be greatly appreciated.
  5. StatsBloke

    StatsBloke's YouTube Channel

    To prevent new topic spam, I'm (ironically) creating this topic to post my new YouTube videos to from now on, as many others have done here already. For convenience, I'll post the ones I've already done here in this post, so please forgive the reposts. For those who haven't yet seen any of my content, hello, I'm Dan, AKA StatsBloke. My content is centred around increasing player knowledge and skill in a positive and approachable way. To kick off then, here is the link to my channel, please do subscribe and turn on notifications if you'd like updates on new content: StatsBloke's YouTube Channel I currently have two types of content: Better World of Warships (link to playlist): Tips and techniques on how to improve as a player. I'll be gradually adding to this series. Foghorn and Foghorn Extra: World of Warships news I am also planning a series called Ship Along Side for ship reviews, coming Soon™ While I've got you, here is the StatsFolk Discord server, please do join: https://discord.gg/HFwQn5j Here are my Better WoWS videos: And my Foghorn videos: Those are all reposts. I'll post new videos as separate posts. Thanks for watching!
  6. Had no luck or fun in this. I average about 35K damage, seem only able to finish off low HP ships. The average is 58K from WoWs stats. I seem to get mostly tier 8, and 10 matches, never seen a mostly 6 or 7 yet! In tier 8 and 10, my squadrons often get annihilated attacking a solitary battleship. If they are in a group, the attack fails completely before a run is made. People say scout, but they see my planes before I see them, and long range AA still shreds them. I've tried weaving about, but it just delays the inevitable shredding. Even if going after DDs, I spot but cannot attack on the same run, not enough time to aim. It either requires a very high skill ceiling, or the rework requires tweaking, or I need to get good? Any hints or tips from good HMS Implacable players welcome
  7. Hi All, Paul "tx141" Walsh here welcoming you to my little video thread! Being predominantly a USN/Russian Destroyer player above all else, and seeing how there is quite the preference for Japanese Destroyers; I thought I would start putting together videos highlighting gameplays focused around my favourite Destroyers, and the tactics I use to help teams push to victory. Of course, I do play other ships every so often! So I shall also put out the odd Cruiser/Battleship/Carrier video here and there! As for the frequency of my videos, I aim to upload a new video every second Sunday (personal circumstances permitting!). Latest video: Ibuki - First Impressions Thank you for taking the time to check me out, and I hope my work has been of use to you! See you on the fair seas. Paul :)
  8. Hey everybody, During the month of September - October I'll be pretty much revamping every Captain's Academy episode I've ever made along with as much new information that applies to the game we love today. I will be updating this thread with all the latest videos as I'm done with them. So without much hesitating, here we go! Episode 37 - Skill Builds for BB and CV Episode 37 - Skill Builds for DD and CA Episode 36 - How to Carrier Episode 35 - How to Battleship Episode 34 - How to Cruiser Episode 33 - How to Torpedo Episode 32 - Captains and Captain Skills Episode 31 - How to Destroyer Episode 30 - AP or HE? Episode 29 - Damage Saturation or Why Did I Do 0 Damage Episode 28 - Overpenetration Mechanics & Penetration Mechanics II [Corrected] Episode 27 - Citadels, Armour and Penetration Mechanics Episode 26 - The Armour Viewer Episode 25 - Aiming & The Reticule Episode 23 - Fighter Strafing/Barrage Episode 21 - Manual Torpedo/Dive Bombing Episode 20 - Invisi-Fire/Stealth Fire Episode 19 - How to Aim??? Episode 18 - Training Rooms Episode 17 - Which Consumables? Episode 10 - Essential Controls
  9. conceited

    The Furutaka helped me study!

    I`d like to thank wargaming for making the furutaka. Thanks to the furutaka... I uninstalled the game and gained soo much free time to study for my medical exams! Thanks wargaming! If the worst battleship and worst destroyer had a baby.. it would be the furutaka. Youll be outgunned by cruisers a tier below you... and your reload rate is no where good enough to be accurate. You`ll spend ur time change your ship direction because u`ll get killed, each time you fire is essentially like making that very first shot. avoid this ship at all costs. I dont post but i log on just to express my anger at those [edited]idiots we call wargaming
  10. MrHappydiamond

    IMPROVING WITH KIDD

    Im not a good DDs player, but im always trying to help teammates and improve my tactic. I just played a match some minutes ago and i woud like to have some hints/tips on how to improve and, if you can, tell me which errors i did. Thanks -MrHappydiamond (this is my old name, i used it trying to get my old account but i lost it. Do you know if i can change it? I would like something like 50ShadesOfNothing :P ) 20181026_174341_PASD508-Kidd_19_OC_prey.wowsreplay
  11. ClappingLollies

    Shimakaze has guns!?

    So, since i have not seen a single Shima use their guns today, (and there are plenty of Shimas around) i will just like to be a good forumite and inform people that the Shimakaze infact have guns! I know right! Wow! You don't have to torp a Gearing with 900HP. You can just shoot him! Free kill for you! And maybe just YOU using your guns can turn the game. Think about it. Free tip!
  12. bouncer8409

    What more can you do ?

    Hi guys Posting this for opinions and suggestions. Belfast game, team were a bit pants as you will see in the replay. Any suggestions or tips for imrovement welcome. Here is the replay. Good gaming all. 20180108_080034_PBSC507-Belfast-1959_50_Gold_harbor.wowsreplay
  13. Jozef_von_Hulsar

    Oh look, another tier 5 post.

    Just recently got myself a Koenigsberg and I gotta say, jumping from the... sigh... Myogi... (god I hate that thing) I am really enjoying it. The spread is far better than its tier 4 predecessor, gun positions suit me well enough, I can make BBs burn like hells fires at just about any range, taking out cruisers isn't too hard either, and the spread... MY GOD YES. This is the first time I fire and shells actually go where I aimed. My first ever salvo in tier 5 and I hit all 9 shots. However, good things aside I do have a problem. I have so far played 4 or 5 games in tier 5 (cant remember) and only the first one was tier 5 v tier 5, the rest were 2-4 tier 5 ships, 2-4 tier 6 ships and the rest tier 7. After reading up on the forums I understand that tier 3-4 are now protected so I can forget about bashing lower tier ships. I also understand that a lot of people know this is the problem with tier 5-6 so less people play it making the problem even worse. And I also understand that tier 6 is only slightly better so I shouldn't get my hopes up to much. ( IF YOU DONT FEELING LIKE READING EVERYTHING, THIS IS THE IMPORTANT PART ) Knowing all of this how should I approach these battles? Is there a specific strategy that I should adapt, certain upgrades that are a must have, try to stay back, play in a division, etc. Or should I just suck it up, put my big boy pants on play as I do usually and let most ships tear my a**hole apart until I can get a tier 7 cruiser? PS: I wont be replying soon as I am way bed tired and bed only thing I can think bed is my bed. sh*t I really need some sleep.
  14. Hello captains! A little backstory first... I've recently had a craving for some naval action and came back to this game after a really long break. Back when I played we only had IJN and US lines with 2 Russian premiums(aurora and murmansk), so you can imagine my shock when i checked the tech tree. I've always liked cruisers for their relatively quick rate of fire(im fine with 15s, but anything above is a little too slow for my taste), good speed and ability to weave dodge incoming shells. It was easy to pick back in the day, but now there is a lot more choice.... I just need some info on the new lines... Are there any BBs now that have relatively fast rate of fire ? Are there any BBs that are super accurate ? Is zao still relevant, compared to moskva and hindenburg ? Are there any amazing gun oriented destroyers ? (I want to be a destroyer that excels at killing other destroyers) What premiums are "must haves" for fun and credit making ? I really, really enjoyed Murmansk back in the day, haven't tried it recently. I've tried a bit of everything so far but i need to start focusing on 1 line to get better, thus im asking for help. Here are my stats, i don't have much experience(only what...300 something battles) but i feel like im pretty average right now. http://www.wowstats.org/stats/eu/kiteohatto/ <------you can also see what ships i own Thanks and I look forward to your input. P.S. What are those special missions now with Steven Seagal and arp ships ?
  15. Chaps, Battleships have changed since WOWS became open. Forgetting about the past state-of-affairs and concentrating on the here and now, do you think the mighty Battleships are balanced? I think, they are, more or less. Now I'm not a massive BB player and have never have been so take this opinion, which it is, with a pinch of CL/CV salt. Each Nation brings its own type of BB play style. Its not always one size fits all. IJN - Snipers of the BB world German - brawlers of the BB world US - Jack of all trades of the BB world Would you generally agree with that brief generalisation? I know that some BBs in each line adds something different and go against the national flavour, but its only one or two. The reason iv'e mentioned this is because i believe its the way WG want it to roll. When it was only IJN and US, they both kinda meshed into one in the end. Some tried to play brawling BBs in the NAG and COL but it didnt really take off did it? Camping BBs were still the norm. But then along came the German BBs and here we are. Thank god German BBs came along with their national flavour...Dirty big HP tanking brawlers but with the aiming that would put even Wayne Rooney to shame. The game badly needed this and gave the average BB player just want he/she was looking for, a guns blazing in your face Battleship with secondary guns popping everything insight. This created the perfect brawler but not the perfect BB. It still takes Torps like any-other BB, all be it with some better Torp belts (GF). Its aa is good but it cant stop a full strike CV wanting to sink it (unlike a US one) and it turns like a BB, i.e slowly and It can still be turned into a South African BBQ with CL HE. Its more or less balanced wouldn't you say? You get in close and take the risks involved with that? Its not a one man machine and will get owned by long range IJN BB gunfire. The only thing i would say is that once you go bow on to someone, its very easy to tank damage and bounce shots, even from heavy shells. But lets be honest it needs that. If if didnt, how would it be able to get close to the front lines? US BB are a CV captains worst nightmare, as a lot of players go with the AA upgrade instead of the Secondary, which is almost compulsory on the German ones. Tier 7 matches and around that area is where i believe US ones struggle a bit. Other BBs with Torps (Germans) give them a distinct advantage when close but where US shine are at medium engagements. Its the jack of all trades and noobie friendly. It can mix it up close or it can provide sniping cover if required. The AA sets these things apart as, like the US Cruiser lines, its a support ship, all be it a big one. Having a US BB in a Div can sort a number of problems out and fill the holes if you only brought IJN or German BBs to the show. IJN are the BB snipers that i personally don't mind sitting nearer the back smashing other BBS. Im not talking about CV far back but far enough back that they can react to things that are going on. Its an armour and speed thing. It just doesn't cope well with up in your face engagements that the German ones can bring or US ones when required. I used to love the NAG as it was one of the old skool brawlers, but its now like an old dog that's had its day. Its still a good blawer but with the amount of Bismarck/Sharns we see, its rapidly declining and its painful to see. Cruisers point of view Smart CL/CA captains know what targets to hit, with which ammo and at what distance. Getting close to German BBs are asking for a painful experience but if you keep them at a distance its marvellous. Dispersion is shocking and considering most have secondary builds, not having the aiming mod doents make that any easier. The Kutuov vs Bismarck is a perfect example and those that know what i mean would hopefully agree? The Sharn is a cruisers worst nightmare and i dont tend to touch them with anything shorter than a 10 foot barge poll IJN BBs are always asking for a good torping as the secondary are mainly AP ones (worse then HE in my opinion) and their main guns, heavy they are, overpen and then some. The majority of players go for the Aiming mod so secondary range isn't going to smash ships up like the German ones. The fuso is the perfect cruiser killer tho and good cruiser captains know this. Leave that ship to the same tier BBs with the heaver guns then theirs. US BBs are a mix bag. CV point of view German BBs, generally, are fair game. Very few use AA builds and go for the Secondary instead. It has good to very good aa skills that force CV captains to go into full alpha strike mode. Single groups of planes are a no-go as the tier 7-9 German BBs will mince them up before a drop. They are slowish and turns like a brick which makes CV captains life a lot easier. When they turn, its easy to manual drop on them The tier 9 GF can be a pain in the *** due to the amount of aa, HP and that strong Torp belt. 8 torps later and its still floating Lol . The Bismarck/Tirps has tin foil deck armour in which its generally a pleasure to bomb and set on fire. Pictures of IJN BBs litter torpedo pilots dash board. As they tend to stay at the back more, depending on if the enemy team is pushing or not, can leave them isolated. This means easy pickings. The amount of Izumo i have sunk in CVs is staggering. Do you recognise this scenario? 1) Izumo moves forwards slowly 2) Stops when he even sniffs something 3) Stops...and sometimes if he feels brave, moves backwards really slowly? Guess what the outcome is when 3 groups of IJN torp planes see him. Its a Good job that he can turn quickly isn't it....Oh wait there, he cant Torp belts arnt great and any CV that has focused on a IJN BB will feel the pain. But, plane fighters can lessen the blow, especially against that one set of US torp bombers which causes it to have a wider spread. The mighty Yam is an interesting ship to bomb because you don't lose all the planes on the run in with most torps/ bombs hitting the water/target..Its getting back out where you lose nearly ALL your planes. Plus the torp belt armour is out of this world! US BBs are the real pain in the CV captains rear end and a thing of nightmares. Its has some serious "think again" AA fire power (tier 7+). Alot of US BB players go for a shock and awe aa set up with devastating effects. The NC is the red haired problem child, so is the Iowa that moves like a cruiser. Some arnt too bad, like the COL, but the odds are if there is a German/IJN and US BB left, the US one will be the last on my list. Summary chaps I think BBs are in the best state they have been since Open: YES they have given them alot more aa then they should have YES they are still the easiest ship to captain and the most forgiving But they still don't quite rule the waves. The introduction of the German BB have pumped fresh air into the BB gameplay. Where before cruisers were getting face smashed by camping BBs (range) and CVs were only going for IJN BBs. I think the true losers are the DDs at the moment . The increases of secondary builds (Bismarck at 10 km), RN ships (aka DD hunters) with smoke and radar (Belfast) and finally CVs that are actively hunting DDs as other targets (CL/CA/US BB) are slim pickings. Any DD players out there wish to comment? So what do you really think chaps? Im not saying BBs are perfect, far from it but its better then it has been. I personally think the game is getting interesting with different play styles being adopted, more then there has ever been? IMHO P.s I don't work for WG as i have a more interesting job. That's why i'm typing all this at work
  16. SilentGunner13

    Starting the German Cruiser line. Any tips?

    Hi guys, I was thinking of diving back into the game and making a start into the German Cruiser line. I was wondering if anyone had any tips for someone who's used to playing US Cruisers (I usually play the Omaha, Marblehead and Cleveland) for low, mid and higher tiers? I want to get an idea of how German cruisers differ from their US counterparts. Many thanks and fair seas!
  17. TheCoolBird

    Tips for playing JPN destroyers?

    So after playing so many battles with destroyers, I'm getting no where. I die as soon as I get into battles and I feel unable to do my role as a destroyer. What are some good tips for playing the Japanese destroyers? So far I'm on the tier 3 destroyer, I've lost so many battles that I'm thinking of dropping destroyers as a whole.
  18. CampingP

    New player..any tips?

    Hello Everyone! I started playing the game yesterday and I am curious as a new player any tips? Appreciate it. Thanks. Based on my stats I don't think I am a total patato : https://eu.warships.today/player/541274119/P2Win
  19. ollonborre

    How do I Hindenburg?

    Or rather, how am I supposed to play in it? It is a fun ship to play, and I have had some good games in it, but I just can't seem to win in it. If I try to play it like the Roon, I get bogged down and decimated (sometimes), if I stay back I seem to be ineffective and can't support my DD's properly. I am aware of the Hindenburgs strenghts and weaknesses, great DPM, flat arcs, AP that hurt, HE that is actually much better than people think, some form of turtleback, good AA, poor detection, large size, not heavily armored. But how do I properly put all of those things together and actually start winning? Am I beeing way to aggressive (well yeah this is probably the biggest reason), is it just the passive play of tier 10 games or something else? Any tips or guides will be much appreciated. Skills and upgrades will be linked below:
  20. HighGrade_Playa

    Tips pour un newb

    Salut, j'ai commencé à jouer il y a 1 an, je m'y suis remis il y a à peine un mois, et je cherche maintenant à jouer un peu plus serieusement. Je joue un peu tout, surtout des cruisers (je ne suis pas bon, donc je pense qu'on allrounder c'est le top) et des carriers (un amateur de RTS qui veut faire parler son multitask). J'ai lu et relu les différences entre les shells AP et HE, mais je ne suis pas sûr d'avoir vraiment compris comment utiliser les deux. La HE provoque des incendies et a des dégats modérés tandis que la AP shred l'armure et a un potential de dégats plus élevés. Ma question est, a quel moment faut-il utiliser les shells AP, et surtout à quels endroits du vaisseau sont elles innefficaces? Quel type est le plus dangereux à courte et longue portée? (je pense à la HE). Je me demandais aussi comment atteindre la citadelle, où viser exactement pour la toucher? Et dernièrement, question la plus complexe je pense, ne m'étant pas penché particulièrement sur la taille des cannons, du blindage et autres, j'aimerais savoir ce qui différence chaque classe japonaise (celle que je tech) de son homologue américaine (les stats parlent d'elles mêmes, mais je suppose que tout ne repose pas là dessus). Sinon, si vous avez des tips & tricks a partager, je suis preneur! Merci d'avance
  21. Olligarchy

    How to "git gud m8"?

    So, as may be largely apparent I've finally decided to make the switch to World of Warships and whilst I wait for my workday to end so I can head home and start up my game, I figured I'd pop my head in here and ask the more experienced players for their "pro-tips" and thoughts on how to avoid the most common mistakes and traps that new players fall into. So if you've any ideas or thoughts throw them my way! I've read all the guides I could find on these forums and the website, but I'm sure there's something that can only be explained in specifics rather than generalities!
  22. JustANotherSatCHel

    JustANotherSatCHel plays ... World of Warships

    Hello there, i am in the process of building up a youtube channel of my own going under the name 'JustANotherSatCHel plays'. I will be playing different games there, but i started out with World of Warships, as i really love this game, and i intend to keep going with this. No absolute regular upload schedule yet, but ill get videos out more frequent soon. I am an absolute beginner in making videos and commenting, just hope you like it. Latest video: ... and just in case you didn't see this yet, the second last video: A link to the playlist with only my World of Warships videos:
  23. Hi guys. Been playing a few weeks now, and have just reached T6 in the USN Cruiser and Battleship lines. I picked up the Atlanta a few days ago as it looked a fun ship from a number of youtube vids. However its not as easy to play as they made out due to its paper armour and its distinct lack of range in comparison to most ships it is pitted against. it is leathal aginst destroyers due to its rate of fire, and also has very effective AA, but when i try to support an attack on another ship, im normally on fire and damaged by the time i get into range. Im by no means a bad player but im not foolish enough to think im a great one either. So i wanted to hear if any other players would share their tips on how to improve my chances in this ship, and what upgrades make the most of the ships strengths. Cheers
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