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Found 17 results

  1. IJN Shiratsuyu advice please

    Hi there, I've just completed grinding the Hatsuhara (for the second time thanks to the tech tree split!) and found it to be a somewhat stressful ship to play - hence looking for advice with the Shiratsuyu which seems to be a similar ship. I'm not sure what captain to use yet so please assume I have an 8 point captain (I might be able to move a better one but work on 8 points as the assumption for now) Some questions for experienced players please: 1 - do you use Torpedo Acceleration? I found the Hatsu's torps to be a little underwhelming. 10k range is nice, but they felt very slow and the detection range is quite long so I really struggled to get as many hits as I would have liked. I reckon the Hatsu might benefit from TA but the Shira has slightly faster torps anyway and is a slower ship with worse concealment (IIRC) - so I feel the reduced buffer between torp range and being spotted might not be worth it. 2 - do you use Torpedo Reload Booster or smoke? TRB is, obviously, lovely, but I've never played a DD without smoke and the idea scares me a bit - doubly so given the low top speed and 6.4km base concealment (though I will run premium camo). However, there will presumably be a lot more radar ships at this tier so is smoke that useful? (My gut instinct is to keep it) Any other advice is gratefully received! Regards, krazypenguin
  2. BAD-Armada Warships Channel

    Hi guys feel free to pop into our Youtube channel and see some of the antics from myself as well as some other BAD Clans members..... http://www.playships.co.uk
  3. Z-46 struggle

    So far the German DD line have been a blast. The Gaede is pretty good, I adore the Maas and the Z-23 is also a barrel of fun. But I just can't seem to get the Z-46 moving past the "meh" impression. On paper it should be good. Good guns with decent range and nice velocity, great torps, stealth is on par with most other same tier DD's, nice HP pool and Hydro. But there is some not so nice fineprint attached to the paper stats. The guns are good, but the turret placement is awkward with 1 turret in front and 2 in the back meaning chasing is annoying. The HP pool can easily vanish since it is so fat and loves to arm BB AP. The Hydro, while better than on the Z-23 is not that much better, meaning that even if you face a lower tier german DD for example the distance it has to cover to also spot you is neglible at best. Now it might look like I'm complaining, and in a sense I am. But I still think it is an alright ship. I just struggle to get consistent results out of it. One game you get blapped by radar/hydro/plane/BB AP and HE before you even have the time to consider popping smoke. And other games you run around torping and stealthcapping everything without competition. The Z-23 and Maas I could pull consistent results in, and it was fun to contest caps and chase down other DD's and torping what was left. In the Z-46 it feels like I have to be so very careful I sometimes don't even dare to go into caps since I'm not sure I can get out alive. So any suggestions? Or is just a big l2p issue when you hit tier 9 DD's?
  4. Hey there! So I recently decided to come back to the game after a very long break, that being that I mostly played in the alpha/beta and have only casually played the odd game since then. Since I moved to the UK recently I decided to totally remake my account on EU and start fresh - I've been having a lot of fun! ... But I have some questions and concerns I'd quite like to get some answers to that have been causing me some issues. Firstly, unless my memory fails me, it seems like there are oh-so-many more Battleships in every match than there was back when I used to play, like i'm talking at least 5-7 players per team will be battleships with maybe 1 or 2 cruisers max (like really where have all the cruisers gone? O.o) and a few destroyers. The thing is I like to play Cruisers but the whole "everyone's a battleship" is causing me a lot of headaches. As far as i'm aware Cruisers are countered by Battleships, so how is one wanting to play a cruiser supposed to be competitive when almost all the enemies are your counter? Am I playing wrong, is this an issue with me or are cruisers just in a naturally bad place with matchmaking like this? Are Cruisers struggling right now because of this or are they as good as ever? If this is the case, is there any reason for this Battleship spam and is it likely to subside? (I'm currently playing tier III-VI ships right now so i'm not sure if it's the same at tier IX to X). My second concern is that I'm currently on the Furutaka and i've read peoples suggestions and advice on how to play it but I just don't seem to be able to make it work. I hear this ship is actually a really good so It leaves me a bit disheartened for continuing the rest of the IJN cruiser line. Is this more-or-less the play-style of the rest of the ship line or does it get better? Is the Furutaka an oddball IJN cruiser that doesn't really play much like the others or is she a good indicator of the rest of the line of those ships? I have issues with the whole "you gotta keep your front towards the enemy at all times and never expose broadside thing." like how does one actually maneuver around the battlefield if you have to be head-on all the time? People say "you gotta play it like a Battleship" but I can't stand Battleship gameplay, it's far too slow and non-adaptive for me, so is the rest of the line like this ethos? Or could my issues be due to my aforementioned Battleship spam? Another thing is that I've been thinking of giving the Frenchie cruisers a go; However I recall when I was watching Jingles' review video of them on Youtube when they were in the test server that the tier 10 was rather underwhelming and not very competitive, did this change before release? Or is it still rather mediocre? I got the tier VI De Grasse premium cruiser and I really like how it plays, is the rest of the line similar? Also, i've been thinking of trying the German Destroyers. I love the guns on the Russian DD's and the amazing, long range, Torps' of IJN ones - and I hear the Germans are somewhat of a middleground? How is that line, is the tier 10 good? Sorry for the question spam - i'm just really getting into the game but feel a little bit lost on some fronts and would like to find a line of ships to really focus on as well as get some clarification on some concerns of mine. As I last played the game seriously in alpha/beta I think I had a Fubuki and Mogami (when those were tier 7) and remember liking the Myoko but not the Fubuki so much but I think that was mainly because I needed to learn how to play it xD. I remember wishing it had way better guns so I had something to do between torps' though. Thanks to anyone who can answer me i'll make sure to monitor the thread and I look forward to some responses :)
  5. Advice on how to spend 375k free XP

    Hello, made this poll to ask opinions
  6. [Advice] What could I have done better?

    Topic: 20170930_023758_PJSD708-HSF-Harekaze_22_tierra_del_fuego.wowsreplay After watching the above replay, what do you think I could've done to change the outcome of this match? I've had a long evening with a lot of ups and downs (more downs), and I just wonder if there's anything I could've done to just be better. Results screenshots (not edited to remove names because it's 3:15am and I need sleep):
  7. [LFA] FLINT build

    Hi, just got my flint and dont own an atlanta so i want to know a couple of things from flint/atlanta owners, that already have the ship for a while and are non-potato. so heres the build i plan on runing: Flint cpt. build my questions are: - would i go AFT or IFHE first? - should i drop demo expert in favor of vigilance? - is superintendant needed for 1x smoke charge (AA already unlimited) or is vigilance/BFT better? - how often do i loose ruder steering? -> last satnd mybe more worth than JoAT?
  8. T-22 seeking advice

    hi have been playing some greman destroyers recently. i had great fun and great success with tiers 2, 3 and 4 but now i have hit a "brick wall" which is the tier 5 T-22... literally a brick of a ship. it looks like straight down grade to previous ships? cant even launch torps from stealth, too clumsy to avoid shots, guns are meh... and tier 5 matchmaking isnt too kind either. so how to you play this ship? i need all advice i can get.
  9. 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 ?
  10. Hello captains Today I realized, unfortunately, that JPN DDs keep complaining about not getting supported in caps and call us, the rest of the team, in many unpleasant ways I also sometimes feel the need to use. Scenario: 2 DDs in cap (Tiers 8 Fubukies in one game and Kagero vs Fletcher(far better guns)) spot each other Both start running and we start shooting at enemy DD (BB here) Enemy DD start shooting at our DD but our DD is too busy running away so he does not open fire As you can gues our DD dies in like 1 min (both games) because we didn't support So I will ask you guys. Maybe it's time to create a new Bad Advice and tell players that being a JPN DD, usually, doesn't mean you don't have to use guns to save your own [edited]. Especially when you have in front the same ship as you have. If you want to go stealth again you actually have to kill other DD before it's too late. Your team is not a god who can instakill all the enemies which are shooting at you. I personally believe that it's outraging to get at T8+ in a DD and never used your guns, because JPN DDs are TORPS ONLY. Did these guys ever use Fubuki with second hull to see how it works?? I would like to you guys to, at least, emphasize this in forums whenever you can. So we can save our mental health for the end of the battle and not lose it in the beggining arguing with pro ded DD players
  11. i don't understand North Carolina: Need Advice

    the title says it all. i'm definitely not a BAD battleship player, and i play both IJN and USN lines , so i know how to adapt my playstyle to different ships too.... so i was really looking forward to the North Carolina... such a beauty and the first Next-Gen battleship (post battleship-break) i got to play! well after about 100 games and finishing the grind for all modules.... let's just say i wasn't impressed, to put it kindly : Kongo (tier 5): 62% winrate 54K damage 1341 XP per game Fuso (tier 6): 67% winrate 77K damage 1280 XP per game Nagato (tier 7): 58% winrate 62K damage 1147 XP per game Colorado (tier 7): 70% winrate 69K damage 1233 XP per game (!) North Carolina (tier 8): 52% winrate 57K damage 976 XP per game here are my stats page if you want to see more details: http://worldofwarships.eu/en/community/accounts/531804513-Flash_overlord/!/pvp/ships/?bestShip=fuso no matter what i try, i always fail HARD in the NC... i always seem to get the aim wrong, when i do get the aim right the shot scatter all over the place and none hit, i seem to get caught on fire much easier than other battleships i had before... even the 66000 HP you have will evaporate super quickly... yet i don't see anybody complain about this ship on the forums... even the Dreaded Colorado that everyone seems to hate so much i was doing totally fine in it and i liked it... but the NC .... NOPE , no way lol, i always fail... so i'll throw away my pride on this one and assume i must be the one doing it wrong and playing badly... so, if any of you are doing well in the Carolina... any advice or tips please for a frustrated fellow captain ?
  12. Gameplay from DD perspective

    Hi all captains. I just wanted to share a few things i see time and time again in every battle, every day and that make my blood boil. 1) Do you understand that there are maps where certain areas need to be caped? If so then be so bloody kind and PROVIDE COVER for DDs that are capping it, so if some gunboat or god forbid cruiser from red team come our DDs dont die. 2)Special note to Carriers - you do realize you have fighters and you can scout capping areas so team can see red team capers and you also can provide air cover with these fighters for your team capers? Please do so in future. 3)Cruisers, my dear dear tunnel vision headless chickens who see only those big slow BBs - please wake up and at least try to shoot at DDs that are being detected by your teams DDs, OK?! It is kinda funny when i spot DDs all game (especially when we have 1 - 2 DDs and reds have 5) get shot up by them, but you dont even BOTHER to shoot at them and then cry why are all BBs "ALREADY DEAD"... 4)My fellow DD captains if your torps are on cool down (or you are just gunboat) and you want to use offensive smoke and shoot at BBs, please do it ONLY if other DD torps are not on their way to said BB, because he will see smoke and he will turn 99% towards or away from smoke thinking, that you just shot torps at him from that smoke. In any case he will inadvertently avoid torps... My list is small as my head is close to blowing up after all day playing game and having lost about 75% , but if there is something anyone wants to add feel free to do it.
  13. just about to get my cruisers to t5 and havnt really noticed a lot of difference about their strengths and weaknesses by nation, and what to specialise them as based on those stats. the cruiser class tends to be the last one i go to. anyone willing to give ma a few pointers here?
  14. New captain in need of some advice

    Hi guys/gals, A relative WoWS newb here in need of some advice I've been playing WoWS for a bit now, really liking the game, and enjoying it. Mostly playing cruisers and destroyers, but now I've run aground (see what I did there?). Currently, I'm sorta stuck on the Furutaka, and just got the Cleveland (have a few games in it). I need some practical advice about these two ships, and about cruiser gameplay in general. So, bear with me a bit, and any help is much appreciated! a) CLEVELAND: What to do with this ship? It is a massive change from the Omaha, and it "feels" kinda lackluster. Granted the ship is stoc-ish, but I've just haven't had any luck with it so far. OK, even the stock guns put out a wall of lead, but the shell travel time and arc is "weird". Yeah, I know, I must adapt to it and become a better gunner; so here is the question. Any point in using AP in them? At medium to short range, the 152mm guns, at least on the Omaha, ripped equal tier CA's, but can the Cleveland do the same? I've been thinking about playing this ship as a fleet escort. Covering BB's and CV's, shooting down aircraft, and driving away pesky DD's, but in this playstyle, how much anti-ship potential do I lose? Because, when I see those upgrades that increase your main battery gun range, and whatnot, I kinda get taken in by them; and then the other upgrades like AA range and secondary battery, get 2nd place. You know what I mean, right? Anyways, moving on... b) FURUTAKA: Oh...my...god... What a different ship this is to the Kuma... Just wow... The 203mm guns are insane, and can score massive damage, but do to my own personal retardation, and lack of skill in WoWS, I wasn't able to use them fully. Plus, the turret rotation speed is really something I did not expect. Still trying to get a grips with the ship. How to play this thing?? It is like a T5 BB, but with no armor. Torps are nice, and I find myself using them more to deny enemy movement lanes, then offensively launching them. The Aoba looks really nice, and powerful. Can't wait to have it, but how to endure this one? Now some miscellaneous questions: 1.) Which lower tier (T6 max) CA's do you have and play? And why? 2.) In higher tier (T7+) games which general rules should you abide by? ( I know that every match is different, but some rules that can apply in any situation) 3.) When installing upgrades what does the "+" sign stand for? Example: Main Battery Modification 2; +15% to the main battery traverse speed; I presume they move rotate 15% slower with this upgrade, correct? That would be all from me. Thank you all in advance for your help, and may you have luck on the high seas!
  15. How to Clems?

    So...I worked my way to Clemson aka the ship everyone and their mother loves. ...but how the hell am I supposed to play it? Wickes was manageable, but Clemson is higher tier, has absurdly small Concealment (7.0 km detection range for a DD? You kidding me WG?) and still only those poor 5.0 km range torpedoes. I welcome any advice. Obviously I'm stock.
  16. Some Hotspot tactics

    Ok, trust wargaming to make this map WORSE. I need to mention some stuff that I've noticed about hotspot post update. Maybe I'm being too analytical, but I am a scientist so this is an occupational hazard! It seems to me that Hotspot's new spawning patern with two groups either top or bottom end of the map is causing a lot of fail. In my observation it seems to boil down to getting the two groups together as soon as you cap the closest point. If your team gets the two groups of ships together and dominates the middle of the map before moving into the enemy they will almost always win. If the enemy do this, and your team splits up to flank around the edges. They will almost always loose. if both of neather side do it's impossible to predict the end result. Allied ships join forces, enemy do not: Win 90% Enemy join up, allies don't: Loss 90% Both teams join up: huge brawl, anyone's guess who wins. 50/50 Neither team joins up, long slow chase around the map, litle action, usually decided by destroyers and carriers skill. 50/50 It seems a no brainer to me that it makes much more sense to join up. As you're either in for an almost certain win, or a good exciting brawl to the death. Not joining up on the other hand either garantees an almost ceretain loss, or goes into a very long dull battle with a much greater chance to end in a draw. That's my theory anyway. How do you see things there?
  17. Oh, my word!!! I'm in..... I'm truly in!! We're three of the same clan now running as Captains..All advice welcome, all help is needed... and some extra ping to speed up download!!!!!