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  1. Hello fellow gamer people, I am writing this as I'm more than a little concerned with the current state of the game in general, the direction it appears to be going, and several other concerns regarding things like customer service and transparency. It may end up being a long post and maybe in more than one part, and, just to be clear, these are only MY opinions, you can agree or disagree as you see fit and I welcome constructive comment, however trolling because you haven't had enough attention today will be reported. First, a brief description of myself mainly for insight as to where I'm coming from with all this. I suppose I'm a whale, probably a Blue Whale If I'm going to be honest. Over the years I have given Wargaming a lot of money, thousands most likely, ok not likely, It's a fact, since starting playing tanks nine years ago I have spent?, invested? money, though I'm not going to think about that too much, but I game a lot. I'm also a bit of a Cliche, I'm 52 and live with my parent's, although I'm not In the basement, and am not antisocial, I do have friends and like a drink once or twice a week, but due to circumstances and family health issue's I'm back home and have a lot of free time. I've played games and built computers for 32 ish years ever since 4mb of ram was a big deal. I'm not an expert on gaming but I have a lot of years In the area. So, on to the meat of the subject, Wargaming, what are they doing, why are they doing it, and are they doing it for us?. Well, and again, my opinion, no, no they are not doing it for us, or if they THINK they are, they are not listening. I'm going to break it down, firstly by game type, then class and at the end I'll touch on the business side of things I suppose. So Game types, Random: I actualy have very few issue's with random, other than camping and skill level's of some players It's not too bad, with a couple of exceptions, but I'll address those In the class section. Co_op: Sorry but shouldn't we rename this DD-oP?, trying to get anywhere with , let's say, a bb Is 90% of the time (random % pulled out of thin air) pointless, by the time you get to engage half the time, the game is over and the Destroyer's have gobbled all the Exp, not a go at Destroyers, but the Mechanics of the game mean rushing forward and torp'ing is the way to go. How to fix? *&%@ if i know. Ranked: It's painful, I have seen people defending it, but as a reasonably skilled player who is just not good enough to carry hard I find ranked horribly frustrating. The amount of games in the last sprint I've lost due to players either rushing straight in and being sunk in the first two to three minutes, Going off alone down a flank in a BB....and getting sunk in the first two to three minutes, or sitting in a position that they are unable to make any difference to the game, until team is dead and they are outnumberes etc....... well a lot of you know what I'm trying to say. As of right now, ranked does not reward you as a player for playing the game, it relies on a team effort, and trying to get a lot of the players to work together Is Impossible. I've ranked out then next time never got passed rank 9 etc. Completely Inconsistant. Clan Battles: Borked, CV's, Stalin Rico's everywhere, etc. Only just started playing CB, but first impression's, while ok funwise, I just don't get some WG decisions. So CV's, why am I unimpressed with them in Clan Battles, well they completely take away using the Element of surpise / positioning. CV in game? yup, Flank from an unexpected place/angle to try get an advantage? nope, you were spotted four day's ago by planes that can perma spot you while you can do nothing to mitigate it, now that's a GREAT game design . So, coal / steel ships, you know I wouldn't give a flying If It wasn't for the simple fact that Wargaming don't even attempt to balance, and I know some of you are going to say I'm wrong, but let me be blunt, IF I'm wrong, why the hell was everyone who had them, using them?, how many other ship's did you see, how many Henri's, Mino's?, Ibuki's?, not many from my experience. While I'm not expecting every ship to be practicle, having only 4 or 5 being the Go To ship's just scream's Imbalance to me. I'd like to know what the % WR of CB's with CV's in was and then have skill level like for like factored in and a nice big bar graph putting out as well. I don't have issue with CV's being in game(See class DD's later for further comment), but honestly think they take too much away when It come to Clan battles. Sceanrio: no problems other than they should reset rewards each cycle of each scenario. So Class next I guess: Battleships: At some point Wargaming were going on about trying to get BB's to be more active in the game, everyone was sat at the back, hiding behing Islands and sniping, Battleship brawling was only happening late game when pretty much everything else was dead or one team was done for and out of options. Well, that hasn't worked has it. BB's now camp like they forgot to weigh anchor, and to be honest I can't really blame them. New ships introduced make It pretty much suicide to push early to mid game (though I personally do try now and then for lol's), Smolensk, Worcester, Halland etc. have pretty much turned the game into a campfest, which Is not as fun, also certain BB's just seem to be inferior to others due to power creep, or unique flavour (Thunderer armour / Citadel anyone). Cruisers: I think they are probably best class in game at moment, they do pretty much everything at least to a decent degree, and some of them excel in certain areas. Want a Denial ship, Smol, Worcester etc. AA Des, Salem, Utility, Stalin, Des, Moskva, an answer to every problem lies somewhere In one of the MANY cruisers and with the new lines we have even more to choose from. They can wreck BB's, hunt destroyer's, provide AA, I can't think of anything that they are bad at, with a few expcetions pertaining to specific cruisers. The only issue I have with them Is again that some just seem too powerful when compared to others of same tier. CV's: Currently I think they are the equivalent of Arty in World Of Tanks, I don't think Wargaming truly know what to do with them, got close(ish) to having them balanced and then gave up. Spotting Mechanic Is just bad, being perma spotted and not being able to do anything about It Is just a bad Idea and takes so much away from the game as far as strategy is concerned. I think AA on some ships needs BUFFING (yes, I said it, so sue me) I also think that Ships detection range from the air should be equal to the LR AA umbrella of the ship being spotted and that ships should be able to detect the plane's at Maz AA range, so spotting has some cost. I also thin MM needs looking at, If you have ever been a bottom tier DD and had to face a CV two tiers above you, well yeah that's fun, sure you can stay at the back and hide with the cruisers / bb's, but isn't that the complete opposite of a DD's purpose (generally, yeah we have exceptions). I played a French DD the other day as an experiment for several games, no smoke and meh AA, every time I had a CV in game, well, It was bad, and If the CV was two tiers higher, It was bad, but not for long.... DD: Over taxed and soon even more so. CV's are a nightmare, Radar is everywhere, Hydro, sub's on the way (oh lord I hope not) I think, again with exceptions, that DD'ss are the hardest ship to play at the moment and when/If Sub's come then, well I don't know, will people just stop playing them?. Teams want you to spot or cap but at the moemnt your life expectancy a lot of the time Is pretty short if you even attempt, it. "Cap C" ok I'll go cap C, oh damn, planes incoming, no problem, I'll smoke up he will never see me , Oh damn, radar from a cruiser 12k away, behind an island....with a Smolensk , oh and look, those rocket planes are coming back, It will be ok, happy thoughts, happy thoughts, happ..."Return to Port?" ho hum. Subs: not played them, don't want them, special game mode please thanks. From what I have seen on YT etc at the moment, they are nowhere near balanced. I am still trying to figure out as of now what a BB is suposed to do In a one on one with a Sub, Raise a white flag?. My answers to some of the problems that >I SEE< : I'd get rid of Radar and bring a little tension back to the game, "what's behind this Island?, I don't know, should I go look????? ewwwww what to do!!!", give more ships Hydro maybe to counter lack of radar, get rid of proximity spotting, above changes to CV spotting, Change MM so dd's are not uptiered with CV's two levels higher and deleted in first couple of minutes (or) Change rocket dispersion V DD's maybe, make them harder to hit, take cv's out of comp gaming. I would also like to see WG go back and balance ALL ships so they all serve a purpose, probably not realistic but hey. Zao, Henri, Mino to some extent are under played, anyone wonder why. Possibly look at rewarding active play and penalties for innactive play. Stop releasing ships that skew balance badly or are a bit silly in a specific are. Wargaming: Firstly, they are a business, they are not here because they love you, they are here to make money, and I am fine with that. What I'm not fine Is the downright vile methods they use to get that money. Loot box gambling In the Armoury for progression is just BAD and a horrible money grab, the whole PR fiasco was offensive and again IMHO an intentional money grab by WG, I truly beleive If the stink that was created regarding It hadn't occured they would have carried on with the concept. The current Dock Isn't as bad, In fact I look at It as simply a way to get a discount on a ship If I want to. I don't mind things like the Xmas Box's got to say, they are far enough away from the game itself to be out of mind, but something that you are actively taking part in via missions... another story. Premium ships, the prices are ridiculus, I have never seen a comment from WG regarding the pricing they use, but as hundreds have said before me, having a single in game ship costing the same as AAA title, and in some cases a couple of AAA titles, Is greedy, and let's be honest, they seem to knock them out at a insane rate, what is it, when you include reskins? One a week, two?. And yet how often do we see a new maps released?, game modes?. Yes they give stuff away, but a fair few have been pretty awful, others some are older ships that many people may have already bought...they ain't stupid that's for sure. I don't know If they even take note of feedback, LWM is probably the most level headed and does some pretty amazing and detailed reviews and has commented a lot on what she thinks a particular ship may need, both buff or nerf to be a good, balanced ship but do WG listen? do they care? do they try to give us, the gamers what we want or is it more of a case of they give us what they SAY we want, I don't know, I am starting to come around to the idea that a lot of it is just hot air and smoke. When I first started playing, the game was totaly different, far more balanced and after the way Tanks has gone downhill, a breath of fresh air, but now I'm starting to think that that was just the hooks going In before they reverted back to same old same old. I hope I'm wrong, the game isn't broke beyond repair, it just needs a little nudge here and there. Oh yeah, Wargaming, out of interest, you know those server transfers you promised NA to EU for world of tanks, like over two years ago, you know, the subject you point blank refuse to acknowledge on your forums any more in World of Tanks? well as you refuse to respond on THOSE forums how about someone reach out to them from here and find out WTF is going on? you now, customer service, valued customers, transparency, Integrity, honesty and so on??, I mean I know Wargaming didn't do a complete U turn and just not tell the customers, that would be a completely shameful way to treat the player base wouldn't it? just asking anyway, probably a metric tonne of spelling mistakes and punctuation error's and trolls have probably smelled blood and are crawling out from under the bridges, but I'm trying. Srgt_Misfire Deep Impact EU "I may be old n slow kid, but I still sunk you"
  2. Leonardo Da Vinci was a dreadnough battleship of the royal italien navy dated back to just before the first world war. Leonardo was a ship of the Conte di Cavour-class the secound class of italien dreadnoughs and a sistership to the ingame Giulio Cesare. https://en.wikipedia.org/wiki/Conte_di_Cavour-class_battleship The ship saw little to no action till a maganize detonation in 1916, an incident which was blamed on Austro-Hungarian saboteurs. Leonardo would be refloated in 1919 and spend time in dock keel up (I am not kidding) only to later be scrapped in 1923 due to budget constraints. While it would be the end of this specific vessel, the 2 sisters would continue service well into the secound world war and beyound with Giulio Cesare transferring to the soviet navy, get 8 refits and renamed Novorossiysk. Cesare was scheduled for a refit of soviet 305mm L/52 guns, but was lost to a mine in late October, 1955. NOTE!: the ship was picked because of the name rather than because of the service history, as Giulio Cesare is already in the game. This puts the article in a dilemma between an old italien design or a soviet refitted battleship. Leonardo/Novorossiysks' Advantages - Overwhelming firepower - Room for innorvations & artistic liberty - A solid battleship for Tier V - Possible enough material for 2 seperated ships. Surviveability While the armour is on the thin side, the ship is well covered and the armour is thicc enough to keep out minor shells and protect from HE Deck: 24-40mm Belt: 80-250mm Barbet: 130-230mm Turrets: 240-280mm C.Tower: 280mm Artillery The ship features a hailstorm of firepower both before and after refits. Original: 3x3 + 2x2 - 305mm L/46 Model 1909 - A total of 13 guns 18x1 - 120mm L/50 - no idea which model, who made them or if they are L/50 (but it is presumed they are L/50 model 1892). 14x1 - QF 14-pdr Mk. I Hypothetical soviet refit based on quick research: 3x4 - 305mm L/52 P 1907 - Long range guns with sluggish velocity 4x2 -100mm L/47 "Minizini" - These guns are already onboard and were used in soviet service as well. 6x2 -100mm L/56 M3-14 - These are B-34 in a DP twin mount, replacing the 6 turrets along the deck on Ceasar. This refit forgo any casement guns as it is a late 1940's / early 1950's refit Torpedoes The ship was equiped with the default 3x1 submerged torpedo tubes, these are by-passed in the game. AA Guns As Leonardo, the ship didn't have any AA guns but would later be equiped with: 6x1 -102mm L/35 (or L/45) - LR 47dps w. 1 FlaK cloud however this came at the cost of the center main turret in a refit and would put the ship at about 8 points. The soviets would refit it with: 4x2 - 100mm L/47 "Minizini" - LR 35dps w. 1 FlaK cloud 6x2 - 100mm L/56 M3-14 - LR 83dps w. 1 FlaK cloud 6x1 - 37mm L/67 70-K - MR 81dps 6x2 - 37mm L/67 V-11 - MR 147dps This is a deadly force able to eradicate planes and will make a fair challenge to USS Texas & Oktyabraskaya Recolutsiya atleast at range. Maneuverability The reported top speed is 21.6kn with the first ship of the class able to reach 22.2kn leaving the ships as slow but not underwhelming. Conclusion This ship is either an old school Tier V Dreadnough of the italien navy with more volume of fire than any other ship in tier. Or it's an underdog Tier VI soviet battleship with possibilities and characteristics which stand out amongst her fellow battleships. In either case it is a mixmatch and a patch work to pick which guns & stats to go with or to split it up into 2 seperated ships (which would proberly be the best).
  3. Is the anemic presence of battleships in the submarine game mode indicative of the viability even future of the whole class?
  4. Hallo liebe Community, ich bin ein Durchschnittsspieler und fahre einfach gern BB's. In letzter Zeit macht es mir zum größten Teil einfach kaum noch Spaß. Als BB wird immer von einem erwartet schön zu tanken und auszuteilen. Klar dafür sind sie ja gebaut wurden. Doch es ist nicht sinnvoll machbar da man einfach zum großen Teil kaum noch Möglichkeiten hat dies umzusetzen.(gerade in IX & Xner Gefechten) Man bekommt einfach null Support und ist dem (meiner Meinung nach, übertriebenen ) Schaden durch Brände von DD'S sowie CA's und CL's ausgesetzt. Zudem sieht man dann nur noch einen Teppich aus Torps auf sich zukommen. Als BB Fahrer kannst du da kaum noch was dagegen machen. Der Schaden durch Brände sowie der cooldown passen irgendwie nicht zusammen. Ich bin eigentlich gezwungen das Schiff so zu skillen das es den Schaden minimiert. Bei einigen Schiffen ist das jedoch nicht im Sinne, da sie schlichtweg unnütz dadurch werden. Oder mir bleiben nur noch die BB's, die ich aus max Range spielen kann um dann als camper oder sniper beschümpft zu werden, weil ich meiner Aufgabe als Tank nicht mehr nachkommen kann. Der Schaden den ich selbst verursache auf max Range ist auch eher ernüchternd bei den meisten BB's. Spielt man in einer Divi, kann man das noch halbwegs gut balancen, aber allein ist es oft nur noch Frust. Ich mag das Game weil ich eben diese BB's genial finde. Doch das Spiel mit dieser Klasse wird immer bescheidener. Man ist eigentlich nur noch dazu da um den Gegner höchst viel farming Schaden zu bieten. So macht mir das ganze einfach kein Spaß mehr. Dies ist meine persönliche Meinung.
  5. anonym_bg5iDZQhMWB9

    Cruiser usage

    Hey guys! I just started playing like 5 days ago and now got my baltimore. I get that it is a great ship but i really don´t know how to use it. BB´s are usually way out of range of my guns which got terrible range (14.4 km without the upgrade) and my armor doesn´t hold up to their guns which just straight up overmatch my armor and citadell me from every angle. Hiding behind islands doesn´t work either, there is always a little part of my ship that has to stuck out so that i can shoot and they always hit that and citadell me. The baltimore as well isn´t really maneuvarable enough to dodge incoming fire. Soo right now i really don´t know what to use this ship for. Before anything apart from the occasional DD gets in my range, i am dead, and then they all avoid my shots as for the high gun ark. Any advice? Maybe i just shouldnt try to shoot BBs at all? As said angling against them doesn´t do anything Thank you in advance fellow captains!
  6. Skyee_8492

    Italian Battleships

    Honestly i don't know why it's taking so long for Italian battleships to arise in the game, Having got 2 in the game already (Giulio Cesare) making its appearance in 2017 & (Roma) in 2018. Why the wait?! and not just the battleships, what about the destroyers which again 2 already exist. It seems the Regia Marina is having an extremely long role out and i can't see why because the entire Russian tree give or take a few ships here and there is entirely been lifted from paper. European Destroyers have now also made there introduction into the game and with WG feeling the need to in what I've seen as an unwanted and not so popular need to rearrange there own cruiser line for all i can seem to think is to show-boast that again Russian navy wasn't a complete joke. It's not like the Italian's were lacking in the naval department, they had an entire Mediterranean fleet of numerous ships, it's nice that we've got an Italian cruiser line so its a start but again what can be taking WG so long that other tech lines are taking an absolute age to materialize. It can't really be a case of finding statistics can it since paper ships at this point outweigh the real ones and im sure are for the most part false &/Or at the best guess of the developers of these ships capabilities. The French battleships are a mixed bag of paper and real ships so i'm sure the Italian so i'm sure Italian BB'S can follow its lead and with the R.M cruisers making there appearance i assumed the rest of the lines would be soon to follow. I guess a Russian cruiser split was much rather needed! To be honest Roma is so underrated, You hardly see one. It's fast, tanky, maneuverable and on the same par as it's contemporary's so maybe it's the cost but if you have the mean's it might be worth a punt. As for the battleship line it could go along these lines if WG need a hand: III - Dante Alighieri IV - Conte Di Cavour (As built with Minimal AA and Speed/ Maneuverability ungrades) V - Francesco Caracciolo VI - Giulio Cesare/ Leonardo Di Vinci (Rebuilds) VII - Andrea Doria VIII - Littorio IX - ? X - ?
  7. I personally love german BBs and it was the frist line that i played in WOW. recently i reseted this line and it was crap as hell. bad gun dispersion, thick but useless armor, high citadell (a nagato can hit F.der citadel even in long range, bad concealment and... I think they need a buff! a good one. what do you think?!
  8. Zhorphia

    Best T6 paddleship

    As we all have grinded through Tier 6 ships, what is your favourite ship with which you feel powerful against same tier or T7 ships?
  9. SoothingWhaleSong

    Differences in play from Sinop to Kremlin

    I've unlocked the Vladivostok after an enjoyable grind in the Sinop and considering whether it should be the next BB line to focus on to 10. I've already got the Montana, unlocked the Izuno, King George V, Friedrich der Große and Normandie. My experience of the US BB grind was of course the sudden change from Colorado to North Carolina, and extra speedy Iowa had enough different to change some play from North Carolina as a bow tanking hero and likewise Montana increased robustness and the return of the 4th turret. Likewise it seems that the INJ changes quite a bit from Amagi to Izuno, France from Lyon to Richelieu and the german BB's finally stop using 381mm with FdG. From a glance over the stats, it seems that Vladivostok is pretty similar to Sinop (obviously with some better numbers for being tier 8). Vaguely aware Vlad' currently has a Sigma of 1.8 but it's maybe being nerfed to 1.7 (like Sinop?) Likewise Sovetsky Soyuz seems an improved Vladivostok. (With a reduced sigma of 1.7? - a bit unsure about this) The Kremlin has 457mm guns that can overmatch 30mm plating but otherwise is pretty similar to Sovetsky Soyuz. I believe Kremlin has a sigma of 1.9? There will be obviously some change from tier 7 play to tier 10 with increased range (and the vexing tendency for sniping) but do all 4 highest tier Russian BBs have very similar play styles (more so than other BB lines) or am I missing anything? Edit: I have noticed that Vladivostok does have faster turret traverse (4 degrees/sec) and Sovetsky and Kremlin both have excellent 6 degrees/sec.
  10. Themistocles_


    I start this post thinking about the past years when this game used to be more skill less chance.Now it seems that if you are lucky you will get maybe another descent player in ranked and perhaps 2-3 in random.Think about it.Containers,MM,Ranked,Clan battles(yes even that,bit less but still)
  11. BattleshipGunner

    German BBs

    Are German battleships a good tech tree to go up?
  12. Introduction Hello! It's been a while since I last wrote my general guide on how to play battleships -> Link (Other guides -> How to play Yamato and How to play Montana) So now I would like to start sharing my experiences and tips on how to play some specific battleships. Today I want to make a guide about the Großer Kurfürst which I will just name GK from now on because it's less annoying to write. I'm making this guide with some tips gathered from [OP] and other players like @Runner357. Gun Choice GK has the option to switch between 2 sets of guns. While the 406mm guns give you a faster rate of fire they do often lack the penetration to hurt enemy battleships as much as the 420mm guns do. That being said, the 420's also do more damage/shell. This however is a personal preference and I do know people who play with the 406's and like them more. Captain's Skillbuild Just like any ship the GK is just a piece of easy target practice without a good captain and with that a good captain skillbuild. While there are a few ways to build the skills GK there is one build I definitely prefer over other builds. This build focusses heavily on survivability compared to f.e. a secondary build (a build that takes Manual Secondaries, Basic Fire Training and Advanced Fire Training) While the secondary build can be usefull in some occasions it generally lacks in flexibility. I take Preventive Maintenance to decrease the possibility of my main battery guns getting knocked out in a fight. Expert Marksman gives the usefull bonus of being able to turn your guns faster + it offsets the penalty your guns get to turret rotation by taking the reload module. This is a skill I tend to take on all my BB's Adrenaline Rush is a skill that gets more usefull the more your ship gets damaged, making it so that taking a torpedo or two isn't the worst thing in the world anymore (still try to avoid it tho) Basics of Survivability and Fire Prevention serve the same goal of limiting fire damage your ship will take. GK is extremely big, even bigger than Yamato, and will be a very tasty target for cruiser HE spam. Fires do a percentage based damage on your ship every second. If my calculus is allright this should be 0.3% of your HP/fire/second. This is 317 damage every single second on the GK for only one fire. Limiting this damage is extremely important in the GK if you want to keep tanking for your team. Super Intendent fits very nicely in this image as it will give you an extra charge for your repair party (and Hydroacoustic search!) which will greatly help your survivability. Concealment Expert is a bit of a controversial pick because the GK's detection will remain quite big, however I've found it usefull because it allows you to get a little bit closer before opening up, and it does open up some ways to dissengage if things go south. Ship Upgrades Stearing Gears Mod 2 could be switched out for Damage Control System 2 which grants an even bigger reduction on fire and flooding duration, however, personally I like to keep my ships somewhat manoeuvrable so I tend to stick to the decrease in rudder shift. This makes turning to avoid torpedoes a lot less painfull. Some could argue that taking the Gun Fire Control System Modification 2 would be better than the Main Battery Modification 3 because the range on the GK is indeed quite lacking. However I end up engaging targets at a shorter range so having that extra reload suits the GK better. You do not want to be sniping in this ship. General Playstyle GK is a ship that benefits from a slightly more agressive playstyle than f.e. its tier X counterparts Yamato and Montana. The biggest difference is that GK has acces to the German Hydroacoustic Search consumable which has a range of 5.88 km for ships and 4.02 km for torpedoes. This allows you to be more agressive in pushes because your hydro provides you with a lot of warning for incoming enemy torpedoes. While your size will hinder you in avoiding all, it will severely limit the total amount of torpedoes you might take. This is even more important when fighting against Destroyers equipped with deepwater torpedoes, torpedoes that are extremely stealthy. The bow on the GK encourages an agressive playstyle even more since it's the only tier X BB that has 60mm of bow plating (marked in red by amazing paint skills) keep in mind that the parts marked in blue are still only 32 mm of armour tho. Your 60mm makes you relatively resilient when bow on to enemy battleships and cruiser AP, however the superstructure of GK is one of your weak points. A good player will shoot for your superstructure and do lots of damage by penetrating that instead. Furthermore your good citadel armour and turtleback shape* of your main armourbelt allow you to get away with some manoeuvres other battleships could only dream off. This however doesn't mean you can't be punished. GK gets citadelled very rarely but it definitely does happen in certain occasions. And even if you don't get citadelled when giving your side to the enemy, your ship will take massive penetrating damage, 30K damage salvoes on a GK are not unheard off. Your bad turret angles will lure you into temptation to show a lot of your side and that's why, when you are being focussed, it is better to keep your bow turned to the enemy and resist the temptation to kill yourself by showing broadside. The GK isn't renowned for its accuracy but that doesn't mean it's super bad, when you are not being focussed and you can use all your guns they might suprise you with their accuracy. GK has a lot of HP for a tier X ship and when used correctly you can make that 105 800 hitpoint pool last a lot longer too. Don't forget to angle, use your heals, limit fires by pressing the damage control consumable at the right time (never press it for 1 fire) and, to add to that point, make sure you pick the premium consumables (22 500 credits), not taking these, especially damage control party 2 and repair party 2, will give you a very big disadvantage on the battlefield. Try to focus the enemy Battleships at the start of the game, your lack of stealth makes it hard to ambush cruisers. When the moment in the battle is there to be aggressive don't be afraid to push. A pushing GK with hydro running is a big pain to deal with for the enemy team. Just try to not overextend that much. *turtleback armour is a shape of armour that will have the effect of giving you less citadels when you give broadside. Outro That's basically it for this guide, if you have any other points I could add please do mention them in the comments, I will try to implement them if possible :) Have a nice day! Kathy.
  13. Well first Forum Post lets jump in at the deep end. So the current British Tree is complete with the introduction of the CVs what about doing something like the US Cruiser Split & Japanese DD Split but with the Brits with the BB’s splitting it into a second BB Line also starting at T3. This as the general arrangement of the second BB Line: T3: HMS St. Vincent T4: HMS Neptune (1911) T5: HMS Audacious (1912) T6: HMS Revenge T7: HMS Prince of Wales T8: J3 Design (even though as BC design it is similar to the Hood plus an 18 inch armed BB at T8 seems a bit much although if anyone knows of a better suited second T8 please so say) T9: N3 Design T10: LIII Design Along with this BB Split there is also the possibility of a fully filled new ship type a Battlecruiser Line (this would only really be viable for the UK, Germany as they are really the only two that would befit from it) Please note I will not be including the Hood in this new Line as she sits fine where she is but more to the point by the time she entered service she was essentially a BB only classed a BC in name as she went faster the 30 Knots in fact the Hood was very similarly armed to the QE class with an armour to weight ratio of around 33% compared to the QE classes about 34% also Hoods main belt of 12 inches was only 1 inch thinner than the QE class 13 inch belt, but anyway I digress. The BC Line would look something like this: T3: HMS Invincible T4: HMS Indefatigable T5: HMS Lion (1910) T6: HMS Queen Mary T7: HMS Tiger T8: HMS Renown T9: G3 Design T10: K3 Design Having a second BB Line and a separate BC Line opens up the opportunity to add some great ships into the game that wouldn’t fit as BBs along with the ability of those who have grinded the current line two new ones to grind adding more ships to their port and who doesn’t like more ships. There are also several other ships that could be added but due to already constructed lines these could be added in as Premiums some for Coal/Steel/Free XP. Premiums: T1: N/A T2: Victoria – Pre-Dreadnought Battleship Royal Sovereign (1891) Pre-Dreadnought Battleship T3: Monmouth - Light Cruiser Caroline - Light Cruiser (Last surviving ship from The Battle of Jutland) Inflexible - Battlecruiser T4: Agincourt - Battleship Argus - Aircraft Carrier T5: Erin - Battleship Colossus – Battleship Princess Royal – Battlecruiser Hawkins – Heavy Cruiser Possibly Courageous in her original config – Cruiser Scorpion – Destroyer Suffolk – Heavy Cruiser Barham – Battleship – sister of QE & Warspite T6: No. GB101b Design – Battleship Ajax – Light Cruiser Glorious – Aircraft Carrier Dorsetshire – Heavy Cruiser Savage – Destroyer Norfolk – Heavy Cruiser York – Heavy Cruiser (Exeter’s sister) With Smoke & Spotter Consumable Royal Oak - Battleship T7: Rodney – Battleship – Free XP Ship Dido – Light Cruiser Ark Royal – Aircraft Carrier Howe (planned Admiral Class – Cancelled during construction would have been similar to Hood with some difference) - Battleship Jamaica – Light Cruiser T8: Repulse – Battlecruiser Swiftsure – Light Cruiser Sheffield – Light Cruiser T9: M3 Design – Battleship – Free XP Ship K2 Design – Battlecruiser – Free XP Ship T10: L3 Design – Battleship - Resource Ship I3 Design – Battlecruiser - Resource Ship Malta – Aircraft Carrier – Resource Ship Indeed this is a lot of extra Prems (36) but they would not all be implemented or available at the same time for example the Rodney would be in her configuration when she still had her X-turret Catapult so she would have a fighter/spotter but being the Free XP T7 available when Nelson Isn’t and maybe to counter her fighter/spotter her heal would be reduced. And M3 & K2 being available at separate times one rotated in as one rotated out. Same with the resource ships only having one or two available at a time, and inevitably a few will not be spectacular such as the two T2 BBs but I chose them especially the Victoria history and the fact Victoria is the only vertical wreck, they would probably be similar in play style to the Mikasa but maybe better accuracy. But anyway, these are just my thoughts on ships that I personally would like added in some more than others and chances are not all of them will make it but it is nice to hope, but personally I think the BB split & BC Line would be a logical choice opening more avenues for content and some very historically significant ships. Please do leave feedback and your thoughts in the comments below and let me know anything I may have missed. I’m also currently working on something similar for the US Line (including the addition of USS New Jersey) along with the German, Commonwealth and French Tech Trees.
  14. Tuccy

    The “Victory” Event

    Update: The event is halfway through, the Update 0.8.4 will bring a change in the setup - check out the update article or details! In Updates 0.8.3 and 0.8.4 all players will be able to participate in the friendly "Victory" competition by joining either Team Honor or Team Glory. Do you want to know details? Check out the video! Do you want to know even more details? Head to our Portal article! Do you want to leave feedback? Head to the Forum thread!
  15. until
    Captains! Due to the installation of the Update, the server will be unavailable: From: Thu. 30 May 07:00 CEST (UTC+2) / your local time: Thu. 30 May 07:00 Until: Thu. 30 May 10:00 CEST (UTC+2) / your local time: Thu. 30 May 10:00 Update size: 790 MB What's inside? Let Dasha tell you! For detailed list of changes check out the Portal announcement - and to leave feedback use our Forum topic!
  16. AwesomeBoat


    Are KM BBs a good beginer line?
  17. RaxSavvage

    A-150 T10 premium

    The title reallly , wanna see that thing, as a thing
  18. bzerkur

    Battleship RNG

    Hi all, I play alot of battleships and for the most games seem to do jack damage and scoring very few to none at all citadels on cruisers sitting between 5 and 15km away even with most of my ap shots hitting (ie: in the montana fired 3 volleys at a broadside hind at 10km scored 18 pens with 8k damage total). But then there are those game occasionally where it doesn't matter how bad my shooting may be I will pretty much score a citadel with every volley. is this happening to anyone else and am i doing something wrong?
  19. Introduction Hello! This is my fourth guide in my "how to" series. Links to my other guides: -> How to play Großer Kurfürst -> General guide on how to play Battleships -> How to play Montana Today I'll write about the oldest tier 10 Battleship in World of Warships: Yamato. A Battleship which has definitely been hit by "power creep" so to say, but it still holds its place as a extremely valuable tool for area denial. I'm making this guide with help from people of |OP| and people like @strangers123 (although Strangers absolutely dislikes the ship) Captain's Skillbuild As I said earlier Yamato is a ship that has greatly changed over the lifetime of this game. While the older builds often recommend a secondary based build, this is definitely not a thing you'd want to do now. There are 2 builds that I would see as usable, an AA build (questionable/very situational) and a tanky build. Personally I'd recommend using the tanky build since the AA build totally doesn't play in the Yamato's strength. Preventive Maintenance is there to avoid your turrets getting destroyed. While Yamato turrets are really tanky it does help, since your turrets turn so slowly it's likely that they will get hit in the side while turning. Direction center for catapult aircraft could be picked for extra torpedo spotting but I personally prefer having my main battery guns not break on me in combat, but it's up to personal preference. In the contrary Expert Marksman is a MUST HAVE on the Yamato, if you are going for the reload upgrade on your ship your gun turret traverse will slow down to a whopping 82 seconds (for a 180° turn) if you wouldn't use the Expert Marksman skill. While using it will bring that back down to 62 seconds (note that Isoroku Yamamoto is being tested with enhanced expert marksman making this even more valuable) Adrenaline Rush will help to increase your DPM (Damage per minute) once your hp goes lower (thrust me, it will). This will make you incredibly dangerous since your reload will drop down to +-23 seconds when you are at 50% HP. Basics of Survivability, a mainstay in tank builds, is a skill that will decrease fire and flooding duration, which is incredibly useful given that Yamato will be the focus of many cruisers. Superintendent will give you an extra heal which obviously helps in prolonged games, giving you an extra batch of repairable HP. Fire Prevention does the same as Basics of Survivability in helping you survive HE focused fire, it limits the max number of fires you can have on your ship, making the 2 most easy to hit fire zones into one big zone (the front and back of the midships) Concealment Expert is a skill I use on all my Battleships because it is just so valuable, it allows you to disengage and heal back up (in most cases). It can greatly stretch your lifetime in a battle where you are being pushed. Ship Upgrades Slot 1 Slot 2 Slot 3 Slot 4 Or for Manoeuvrability (Which I prefer) Slot 5 Slot 6 Slot 4 is really the only one of these upgrades that could be disputed. While Damage Control System 2 is very useful for tanking, I do prefer Steering gears mod 2 to help your ship turn. Yamato really needs to be able to turn to avoid exposing it's weak frontal citadel which I'll talk more in detail about in the next point. General Playstyle Yamato is as I said one of the older Battleships in the game and it does show. Compared to all her tier 10 counterparts she still has a very easy to hit citadel because it sits quite high in the water. The octagonal shape of her citadel also makes it so that Yamato can get quite easily citadelled even when angled. In the picture below I indicated what I am talking about with a blue line. When Yamato is angling like this, that panel sits at a flat angle compared to you, making it easy to penetrate given that you are in a Battleship are ship with a high enough calibre to do so. This is why I prefer the stearing gears modification over the damage control, it allows you to more easily hide this weakness. Because when you are sitting completely bow on to an enemy Battleship, the only other Battleship that is able to penetrate your hull is another Yamato. For it's play style Yamato greatly depends on her massive guns, but these also limit her in some points. Yamato is great at denying complete areas of the map by sitting bow on and stopping enemy battleships from pushing into her, this will make her a priority target of most cruisers, hence why I recommend using the tank build. It is better to wait out the first few minutes of the battle to see where you are most needed, the thing you do need to keep in mind is that you need support. Yamato is a Battleship that works incredibly poorly when unsupported and has great difficulties getting out of harms way unlike Montana or Kurfürst who can more easily turn around. Unlike these ships Yamato doesn't have a lot of firepower in the back of the ship and is also relatively slow. You should see Yamato more as a fortress, once it sits somewhere where it has secured its flanks, it is incredibly hard to dislodge her from her position. Her 460mm guns can overmatch the bows of all enemy battleships that could come to assault her, making pushes against her not an easy task at all. Carriers and destroyers will be a pain to deal with as they can launch attacks from angles that Yamato has a hard time defending, although her very impressive torpedo bulge will definitely take a lot of the sting out of torpedoes. Try to keep the enemy in front of you while withering them down and push when your team is ready. Whatever you do, don't brawl, your slow turret traverse will make it very hard to track enemies, even battleships at close range, on top of that your number 2 turret cant aim down over your first turret at short range, diminishing your damage even more. And when enemy battleships get around you and get you angled they will start reliably citadelling you in the spot that I mentioned before. What you should do when the enemy starts pushing in is trying to back off by putting your ship in reverse, this will give you more time to deal as much damage as possible. When you know you are going down, taking someone with you with a ram could also be an option you are willing to take. Try not to use your back turret when you are closer than 15 km unless the enemy really isn't paying attention. When you are able to use your back turret, this also means that you expose that weak spot in your citadel. (you basically need to outweigh your risks and rewards) On top of this try to stick to targets that are in front of your guns, thanks to the very slow turret rotation you will lose a lot of time if you switch targets very often. In short: Don't give broadside, get a good position with your flanks relatively secure (preferably close to your own destroyers for support), unload accurate 460mm shells until your ship runs out of hp or you need to start pushing, try to limit turning your guns, do not brawl and don't forget that your citadel has a weird shape. Outro As all my other guides I will try to keep updating these, if you have any points you would like to see added, please do leave them in the comments. Feedback is always appreciated and I will try to implement it as soon as possible. Have a nice day! Kathy.
  20. Deutsche_Ketten

    Vorgänger von World of Warships

    Moin, ich hab irgendwann vor 2011 schonmal ein Spiel gespielt, welches WoWs sehr ähnlich kam. War auch irgendwie 10 vs.10 oder so mit Third Person Sicht aufs Schiff bzw. First Person beim Schiessen. Neue Schiffe und Module wurden mit Exp. erforscht und mit Credits gekauft. Es gab auch da eine normale Währung und eine "premium" Währung. Man konnte bei den Schiffen die Kanonen, Reichweite etc. upgraden alles genau wie bei WoWs. Ich könnte fast schwören es sei WoWs gewesen was ich damals gezockt habe, allerdings kam WoWs ja erst 2015 raus. Der Name war (glaube ich zumindest) World Of Battleships. An andere Schiffstypen neben Schlachtschiffen kann ich ich auch nicht erinnern. Die Frage was ich damals gespielt habe trage ich jetzt schon seit mindestens einem Jahr mit mir herum und vielleicht kann sich ja hier jemand auch an diese öminöse Spiel erinnern. Bei Google konnte ich auch nichts finden was irgendwie auch solch ein Spiel hindeutet. Ich möchte hier auch nicht eine Alternative zu WoWs suchen, es quält mich einfach es nicht zu wissen :D Grüße
  21. Currently I’m grinding the IJN line, which is going mostly well. Just researched the Amati and now currently gathering the credits to get it, thinking of going down a new bb line after that. Any recommendations? Currently my initial thoughts on the other bb lines: KM ones have excellent armor and secondaries but I have heard the guns are very derpy. USN are slow up till t9. RN BBs are just HE spammers, and I have no idea on how the french ones work or play.
  22. I just got the tirpitz and am very confused on how to play her properly, when I try to play her mid range the guns do not hit anything. I know my aim could be better (I'm still getting used to her velocity) but i've managed to regularly get around 30000 to 40000 damage but i can't seen to get any higher. Any help on the general play-style of the tirpitz would be very appreciated. Also in my latest game i got deleted by a Taiho within 5 mins of the game start, any idea on how to survive that? (Apart from sticking close to friendly cruisers) I've currently got a 11 point captain with PM, AR, BFT, AFT, any suggestions of crew skills I could take. Thank you to anyone who takes the time to reply.
  23. Hello, So I am not really new to world of warships I played the game for more than few years but during that time I did not play much. Right now my best ship is New Mexico and It seems like unlocking the next ship takes forever. Do you have any tips how to unlock ships faster? Should I buy a premium?
  24. Introduction Hello! This is my third guide in my "how to" series. Links to my other guides: -> How to play Großer Kurfürst -> General guide on how to play Battleships -> How to play Yamato Today I'd like to take a moment to share my experiences and tips on how to play my favourite tier X battleship: Montana. I'm making this guide with some tips from my clanmates from |OP|. Captain's Skillbuild Montana is a very versatile Battleship compared to Yamato and Großer Kurfürst and that gets reflected in the numerous skillbuilds you can take for your captain. While it is versatile I would like to say that certain skillbuilds are definitely better for randoms and less so for clanbattles and/or ranked. Skillbuild 1: AA A skillbuild I would almost exclusively use in random battles because of its niche. This build is very good to use when platooning up with Aircraft Carriers as it's AA damage per second can get quite absurd (for a Battleship) Although this is an AA spec I would like to adres some of my choices here. I did opt to pick Concealment Expert because this skill is a must in almost every Battleship if you want to have a tool to disengage (not fleeing, disengaging) When you have been under sustained HE fire from enemy cruisers it is always nice to have the option to stop firing for a while to get undetected, and while being undetected you can heal up. Very often new battleship drivers keep unloading,even on low HP and thus throwing their ship (and remaining heals) overboard by getting sunk. This choice does limit your other choices because it costs 4 points to take. Forcing me to drop Basic Firing Training(BFT) which gives you a 20% AA dps buff. The AA range upgrade you get from Advanced Firing Training works better with Manual Fire Control for AA Armament than BFT does. Super intendent is another one of those skills which you can't go without on Battleships. The remaining points I spent into Direction Center and Preventive maintenance. The first skill gives your AA and Main batteries more sustainability and the second skill gives you an extra plane to spot torpedoes with. Expert Marksman is something I put on all my ships because I like to manoeuvre quite a lot, EM will allow your guns to be trained on target faster. Skillbuild 2: Endurance build This build is a build I'd recommend for ranked play and solo-randoms. It's a build that will greatly improve your survivability and thus also will increase your damage (in most cases) This build shows some similarities with skillbuild 1 namely Preventive Maintenance, Expert Marksman, Superintendent and Concealment Expert. These skills are in my opinion all a must have although Preventive Maintenance could be switched out for something else because it is the least important one on that list. Basics of Survivability and Fire Prevention together with Concealment Expert will work to limit damage taken by High Explosive shells and especially the fires resulting from it. While Adrenaline Rush will help you to increase your damage output even when your ship gets damaged. Ship Upgrades Slot 1 Slot 2 Slot 3 Or for AA Slot 4 Or for Manoeuvrability (Which I prefer) Slot 5 Slot 6 Or for DPS A lot of these Upgrades are up to personal preference. For example in Slot 6 I prefer Artillery Plotting Room because it makes Montana surprisingly accurate. And in my opinion the Main Battery Mod 3 slows down your turrets a bit too much. But the decision is up to you, my play style is a bit too aggressive to slow down my turrets. General Playstyle Montana is a Battleship which can be played a lot more aggressive than it's tier 9 predecessor the Iowa. It shares the same slow shell velocity but gains an extra turret. The slow shell velocity means that you will need to lead your targets more and although you would think a slow shell velocity is bad, it does have its perks. Your shells dip a lot faster making it easier to hit the citadels of some cruisers and your super heavy American Armour Piercing shells do a lot of damage even when you don't hit the citadel. An added effect of your slow shells is that hitting ships behind islands is easier since the shell arc is quite high. Your great firing angles allow you to use all your 12 406 millimeter guns without having to show a lot of your broadside, giving you an advantage when pushing in to some other Battleships. And your great accuracy (especially with Artillery Plotting Room 2) will make cruisers wish they didn't risk giving you their broadside. Montana is fairly resilient but don't get fooled! You have great armour and it is generally hard to citadel a Montana but when you give broadside it gets a lot easier to get citadelled, especially when you are in a turn. But don't get fooled! You have great armour and it is generally hard to citadel a Montana but when you give broadside it gets a lot easier to get citadelled, especially when you are in a turn. On the AA, even when you are using the Endurance built I described earlier, your AA is still very powerful and you will notice that Aircraft Carriers tend to avoid your AA. When they finally notice you are not running an AA heavy spec it might happen that they will come after you anyway, although they will still lose quite a lot of planes it will definitely make it a lot harder to survive. Again, it depends on your own preference what skill build you run, just keep in mind to stay a lot closer to your friendly neighbourhood AA cruiser when you pick the endurance build over the AA build. You have great stealth so getting close to caps and suddenly surprising enemy cruisers who flash you their belly is quite funny (well it's funny for you at least) Other than that just try to keep your destroyers safe, a living DD between you and the enemy is valuable because they are one of your only ways of knowing where the enemy DDs and/or torps are. Since you don't have hydro-acoustic search like the Großer Kurfürst that means keeping your DD safe is even more important for Montana. Don't hesitate to shoot enemy DDs either, your slow shells+ big volume of accurate shells will cause massive damage to Destroyers if they get unlucky. In short: Don't give broadside, when you are running an endurance build and there's a cv stick close to AA cruisers and whine that you are not running a AA build, use your great stealth to go closer to caps than a GK would and provide support for your Destroyers. Outro As all my other guides I will try to keep updating these, if you have any points you would like to see added, please do leave them in the comments. Have a nice day! Kathy.
  25. In my opinion biggest problem with BBs right now is that because of their armor they are too easy and forgiving to new players and because of random dispersion skilled players are always artificially limited. I think that all classes should have equal or at least similar "skill floor" which is right now clearly not the case. First step to fix this issue would be to make BBs less RNG dependent and make them more consistent. Right now sniping from max range is not punished enough. Dispersion is still O.K. even at max ranges because of how dispersion works, you can still get few hits if you lead properly. On the other hand, if you are shooting at <8km ranges and doing your job as BB, you still get punished by that wild dispersion often enough for it to be frustrating. If WG increases dispersion at longer ranges to the point where you cant reliably hit a target even with proper lead that would be enough to make sniping BB players to move closer for more consistent damage. As a compensation buff close range accuracy <15km (depending on nation) to make BBs more consisntent at ranges where they should play at. NOTE: For better understanding of how exactly dispersion works please refer to iChase's video here. Next issue is that battleships are not punished for bad positioning. Since WG removed citadels from US BBs and and added BBs with impossible to hit citadels bad players are not punished for showing broadsides anymore. Adding citadels back to BBs would be a great step in right direction. Another thing that would be great is to make certain nations more vulnerable at certain ranges. So US BBs would be easy to citadel at closer ranges, but at longer ranges their armor scheme would be usefull. Same thing goes for german BBs. They would be more resilient at close ranges but they would actually be vulnerable to long range plunging fire which is not the case right now, they just bouce everything or get standard penetrations. Last thing I would like to see changed is BB mobility. They can keep their speed but change acceleration, decceleration and turret traverse speed. This would make BBs more like a chess piece that has to be carefully positioned for maximum effect, otherwise you should get punished for poor play.