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Found 180 results

  1. Alamos80

    Russian BBs

    Hi Everyone, Just wanted to express my view on Russian BBs. I understand game need to have multiple type of BBs and other ships. I believe there were a few surveys what most of us wanted. There was one particular question - which phrased somehow like this: Do you want real ships present in game? I know Stalin was great, Russians too. However around 1903-1905 I heard was the last battleship what was really made by Russians against the Japanese fight. After this even Stalin and the propaganda knew they can't make and upkeep even a single Battleships. I never even heard and seen any concept of Russian Battleship after that war between the Japanese and Russsians. Please provide real evidence to make me beleive this isn't became a fantasy/sci-fi game any more. I came here to play real ships. Captain Kuznetsov another great step on it to Over Power these not real ships. Many Thanks for the possibility to bring this theme on discussion on the forum. Hope others view will be present and objective against it.
  2. 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.
  3. killerkeks5507

    Secondary Build German IFHE or DE?

    Greetings comrades, i´ve thought about the secondary build for a while now, my actual build is down below. The biggest point i´m struggling a bit is to use Demo Expert or rather IFHE. The suggestion to use IFHE is quite common but I didnt find some opinions about DE yet. Opinions or suggestions about this?
  4. Yoshi_EU

    H-41 Tripple Turrets

    By the way, nobody is talking about that fact, that the German High Tier will have triple turrets rather than double turrets? This image confirmed it: http://worldofwarships-na.gcdn.co/dcont/fb/image/d09adabc-42fa-11e6-8dfc-d89d6715223c.jpg (took the img form NA server due to slightly higher resolution) Proof in the image i attached. Also the ship in the screen is not the scharnhorst, as the number of windows in the bridge, and the odd aa gun, and the form of the tower is not matching. This could explain the long reload and crappy dmg of german shells (as i complained before) What do you think about it? Should they rather balance the fire power by accuracy and reload time?
  5. summon9fire

    Downfall of Bismarck

    The bismarck nowadays is really hard to work with, I can't even brawl with it consistently. A NC rips me apart like carving a cake. Downsides: - Not even the best secondary build anymore in tier 8 - Always get uptiered, turrets can't penetrate T10 BB's - Really bad spread - I had to save up a lot of in-game currency to buy it and upgrade it. - Bismarck always get taken out at the start of the game, because they're "dangerous" if they get up close (not anymore imo) - It's not fun anymore to play it, I had a blast with the gneisenau, Kaiser and König - No decent AA, mid-range Does the Bismarck need a buff? If so, why? If not, why? P.S. I know i'm not the best player, but my win rate with the Bismarck is the worst...
  6. Gaensebluemchen01


    Wundert mich, dass noch niemand über die Entwicklung im Schatten der Richelieu berichtet hat... WG bastelt parallel an der Lyon als Tier 7 BB. Zwar als sogenannte Reissbrett-BB nie realisiert bzw. vom Washingtoner Flottenabkommen verhindert. Aber 16 x 34cm Rohre klingt ziemlich brutal...
  7. Haatra


    V tomto vlákně můžete diskutovat o bitevní lodi Lion (Velká Británie, tier IX). WG Wiki (v angličtině, v ruštině) Upozornění: Parametry jsou jen předběžné a můžou se změnit.
  8. Jankr7

    German BB 2019

    Hello guys, I feel really badly about German BBs. Since i have purchased Bismarck, I think it is probably worst BB line right now. Dispersion, weak guns, short range, they r very large ... I tried secondary build on Bismarck and it is awfull. Secondaris are very unacurate and in current meta it is hard to get close to enemy. In Bismarck most og my games are T 10 matches. I cannot fight even same tier ships. Even i stay angled to enemy I usually got hits for 7 k or more. Are tier 9, 10 better or i should go for another line ? Do u have some guides for german bbs in 2019 ? What builds do you recomend for T8 + german bbs ? Please help me ... I do not feel soo hopeless in other tier 8 bbs (I played them on my friend acount) Thank u
  9. Haatra


    V tomto vlákně můžete diskutovat o bitevní lodi Richelieu (Francie, tier VIII). WG Wiki (v angličtině, v ruštině) Upozornění: Parametry jsou jen předběžné a můžou se změnit.
  10. So i wanted to discuss the French tier X Battleship the Republique and why, in my opinion, it shjucks monkey balls. Lets start at the beginning, the early tiers of the French battleship line are all ships with loads of guns. I had no issues with the low tiers, in fact i found them quite enjoyable, especially the Lyon with its 16 guns. Now comes the Richelieu at tier VIII which i thought i was not going to like, but i was wrong. I managed to do fine with it and i really didn't have any issues with the ship. On to the Tier IX the Alsace, oh boy what a ship to behold. Lovely lovely ship, 12 guns, very fast with speed boost, turtleback armor making it harder on the enemies to citadel you and great secondaries to top it off. Yeah i really liked this ship and if the Republique was going to be anything like the Alsace then i would be very pleased. Unfortunately the Republique could not be more different. So lets start the rant, The Republique is supposed to be a "fast" battleship, this is supposed to be the gimmick of the French battleships or at the very least its promoted that way. Well it kind of is and it kind of isn't. The Republique is reasonably fast for a battleship when sailing in a straight line with speed boost active. However the ship loses a tremendous amount of speed when making even the slightest of turns. Any A or D buttonpress will set back your speed from 30+ knots to well under 25. I've had this ship speed dip to a sad 23 knots when making a half turn and that was with the speed boost active. Although statistically it doesn't look half bad the ship feels like it goes to a complete standstill when turning. Combined with the second largest turning radius only beaten by the G. Kurfurst, which is a floating city block, the ship feels extremely sluggish. Enough about speed, lets talk guns. The Republique is supposed to have awesome guns. Large caliber, good accuracy, great shell ballistics and a fast reload time. Well for some reason i cant get the guns to work. Either my game is bugged or i'am doing it wrong, or maybe it's just that this ship doesn't have great guns after all. So far i can make all the tier X battleships work in the game. I have no issues hitting ships or getting citadel hits. However, not with the Republique. Only if the enemy shows me that perfect broadside which becomes less of a common thing at the higher tiers, i manage to get those juicy citadels. I managed to score bounces on several different cruisers with angles that any other BB would penetrate, it has frustrated me so much that i have forced myself to load the HE almost all the time. On top of that it is supposed to have great accuracy, well for some reason i don't notice that at all, and before you all shout at me saying i can't shoot for shait, i have no struggles hitting targets with any of the other tier X BB's in the game. The reason why i find it difficult is likely due to the fact that this ship only has 8 guns, and when bow tanking you lose 50% of your firepower. Now to compensate for its lack of guns the Republique gets a "fast" reload time. Well... not so fast, just like the ship's speed the reload time is not as fast as you might think. With base upgrades its 21 seconds, that's only 5 seconds faster then most of the other tier X's, so in reality that might give you 1 extra volley in a 60 second shell-slinging contest with another BB. Also take in consideration that every other tier X is slugging 12 shells per volley while the Republique only throws 8. The only exception being the Yamato, but well yeah, its a Yamato, i'll give up 3 of my 12 guns any day of the week to get those 460mm guns. Adrenaline rush can help reduce the reload even more but this goes for the enemy as well. Sure you'll get like a 19s reload near the end of the game but the enemy has a 23s reload now so the difference is even smaller than before. The only thing that is really good about the Republique's guns is that with flags you get a 50% fire chance which makes this frenchie a great fire starter, although the fire chance is similar to that of the Conqueror, the Brit has 12 shells with 50% while the frenchie has to deal with 8. All in all the TL:DR version, I cant believe that the Alsace felt so much better in almost every way compared to the Republique. This is the first line in the game where the Tier X felt more like a downgrade, or rather a sidegrade instead of an upgrade to its tier IX counterpart. The guns, which should be the Republique's selling point, feel terrible and i much rather play with the guns of.... well any other tier X battleship really... ALL of them feel more useful. Republique: Pros: - Reasonably fast reload - Fast as long a you move in a straight line - Turtleback - Great firechance Cons: - Only 8 guns - Sluggish maneuverability - Lack of guns - Sensitive to HE - Not enough guns - Great accuracy my ASgard - Its missing at least 4 guns - Great penetration, pffft - It needs more guns - Huge turning circle - 404 GUNZ NOT FOUND
  11. Haatra

    Oktyabrskaya Revolutsiya

    V tomto vlákně můžete diskutovat o prémiové bitevní lodí Oktyabrskaya Revolutsiya (SSSR, tier V). WG Wiki (v angličtině, v ruštině)
  12. Haatra


    V tomto vlákně můžete diskutovat o prémiové bitevní lodi Musashi (Japonsko, tier IX). WG Wiki (v angličtině, v ruštině)
  13. Haatra


    V tomto vlákně můžete diskutovat o prémiové bitevní lodi Hood (Velká Británie, tier VII). WG Wiki (v angličtině, v ruštině)
  14. Haatra

    Duke of York

    V tomto vlákně můžete diskutovat o bitevní lodi Duke of Your (Velká Británie, tier VII). WG Wiki (v angličtině, v ruštině) Upozornění: Parametry jsou jen předběžné a můžou se změnit.
  15. Haatra


    V tomto vlákně můžete diskutovat o prémiové bitevní lodi Nelson (Velká Británie, tier VII). WG Wiki (v angličtině, v ruštině)
  16. 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.
  17. wilkatis_LV

    T10 BBs since September 2017

    A.k.a. t10 BBs since the release of RN BB line. Also actually 30th August not September 6 points with roughly similar "timeframes", as quarters of the year, EU: 1st through 5th taken from maplesyrup directly (and you can notice there's 1 week missing between Q4-17 and Q1-18, but there's nothing I can do about that), the last one (Q1-19 / marked by being coloured in) is not yet published as a full quarter (as it still lacks some 20-ish days to fully qualify for it) so I pieced it together from weekly statistics (note: week marked as 12th to 19th Jan on the site actually has data for 22nd Dec to 19th Jan) Oh, and Bourgogne is not included because 1) would be a single point - it doesn't exist before Q1-19 2) clearly not available to the general player base like others 3) very low battle count, in nearly 3 months collecting less battles as some others have in a single week And as a reminder - maplesyrup counts only solo games, no divisions included Have to say - that global WR drop managed to confuse and amuse me at the same. I'm thinking - key is the "solo only" part. Since CV rework BBs seem to have fared quite a bit better in terms of AA than many others, and if more of them are played in divisions, that could easily lead to more of a negative outcome for teams with more solo BB players Reminder: raw damage doesn't tell the full story. "% max HP" is what matters, but we don't have any access to that. Burning BBs for high dmg score is far far less useful than getting rid of lower health DDs and cruisers. Now, when we're past that I have couple of points to note: Firstly -> 6...7 of the 8 categories (depending on if you look at Q4-18 or Q1-19 for WR / 8th being Hitrate) show decline in performance over the last 1.5 years. So... I guess the rumour that the BB players are somehow managing to become worse are actually at least somewhat true. Magical Secondly - why is WG so eager to nerf Conq (the raised citadel tested right now, I've heard rumours of screwing with it's AP fuse to make it the "normal" garbage instead of the current short fuse), which in nearly every category is already worst or one of the worst performing ship? Where it leads are damage and survivability. Large part of its damage comes from doing "% max HP" based damage to ships with high max HP - BBs. This is also supported by low K/B rate (as this is terribly inefficient) and somewhat the low WR (as this would be very low impact damage). This, of course, can also be seen as the "preferred tactic" for most Conqs met in battles. High K/D is a simple outcome of high survivability cancelling out low K/B High survivability isn't all on the heal either. Especially with the low HP and absolute crippling of Conq by taking even just one torpedo or hitting it with AP instead of burning it like others. What would be the common thing that would ensure high survivability, while producing low potential damage received, low spotting, low hitrate? Range, or rather the tendency to stay at a noticeably longer range than other BBs do. Again, the "what does the Conq in my game do?" tends to confirm with this completely So, sure, playing Conq properly instead of as a long range HE spammer would increase its performance in multiple stats, but... it's not like it would magically jump above all others. Nerfing it could and probably will push it so far down that it will actually require a buff. Is the strom that would inevitably come with that the goal? Or is this simply based on "players find it annoying to play against", which is an extremely weak argument for game balancing?
  18. YabbaCoe


    Francouzská bitevní loď IX tieru Alsace Odkaz na EN Wiki
  19. F0rs3ti

    Brände auf BB's

    Immer wenn ich an ein neues BB ran gehe und mir vor dem anspielen mal die Rückmeldungen zu den Schiffen im Forum anschaue, stolpere ich bei jedem Schiff über die gleichen Sätze. "Brennt wie Zunder" "Die Aufbauten sind aus Stroh" "Da stehen offene Benzinkanister auf Deck" ... So oder so ähnlich liest es sich in nahezu jeder Rezension zu einem BB, egal welcher Tierstufe oder Nation. Natürlich sind das oft subjektive Eindrücke, oftmals aus einer geringen Zahl anGefechten (so dass die Gesetze großer Zahlen nicht gelten) und wahrscheinlich sprechen die Brandwahrscheinlichkeiten der Schiffe auch wieder eine andere Sprache. Deshalb mal anders herum gefragt. Welches/welche BB brennt/brennen denn "gefühlt"/tatsächlich recht selten?
  20. BarnabaII

    Prinz Eitel Friedrich

    Temat poświęcony, zapewne niemieckiemu "pancernikowi" premium, który nawiedzi wkrótce te wody. Choć historycznie miał to być krążownik liniowy (typu Mackensen czyli rozwinięcie typu Derffingler) albo jak po niemiecku "wielki krążownik", to tutaj staje się on pancernikiem. Co o nim sadzicie? Czy kupicie?
  21. 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"
  22. Haatra

    Giulio Cesare

    V tomto vlákně můžete diskutovat o bitevní lodi Giulio Cesare (Itálie, tier V). WG Wiki (v angličtině, v ruštině)
  23. Nachdem ja die neue RU BB Linie geteasert wurde gab es ja einigen Aufschrei das von 10 Schiffen nur 1 Schiff wirklich existiert hat. Dieses ist zwar nicht mehr zu ändern aber wenigstens bei den Verbrauchsgütern könnte man ja etwas realistischeres als ein Radar bringen was nur 2 Schiffstypen entdecken kann. Und Tada: Politkomissar 3 Ladungen Standard mit Premium und Inspekteur 5. Wenn das Verbrauchsmaterial aktiviert wird, motiviert der Politkomissar durch Massen Exekutionen die Crew. Das hat zur Folge daß das Schiff einen 10% Buff auf alles erhält. Also 10% mehr Topspeed, kürzere Reloadzeit, kleineren Wendekreis, geringere Dispersion, Tarnwert etc. Und da ein Ru BB natürlich keine normale Munition sondern geheiligte Stalinium Geschosse verschießt auch ein 10% Buff für den Schaden der HA und Flak. Als (Balance) Nachteil verliert das Schiff bei jeder Anwendung auch 10% der Max HP da die Crew ja 'reduziert' wurde. Um deutschen Befindlichkeiten gerecht zu werden könnte man ja in der Deutschen Version Massen Exekutionen durch KDF Fahrten ins Gulag übersetzen.
  24. YabbaCoe


    Francouzská bitevní loď X tieru République Odkaz na EN Wiki
  25. Bonjour, Suite à un sujet (qui a justement disparu) ou un joueur se plaignait de la fréquence trop importante des DD et que cela tuait le jeu j'ai repris mes données de jeu depuis juin 2018. Dans cette période j'ai joué 1 141 batailles en Aléatoire dans les tiers 5 à 10. Grâce à Mx Stat j'ai le relevé complet de la composition des équipe. Sur ce nombre - 48 ont été jouées sans DD (3.63%) - 107 avec 1 DD (8.09%) - 366 avec 2 DD (27,69%) - 382 avec 3 DD (33,48%) - 288 avec 4 DD (25,24%) - 86 avec 5 DD(7,54 %) - 1 avec 6 DD (0,09 %) En tout 8 batailles ont été jouée avec un nombre dissymétrique de DD entre les équipes (0,70 %) Je vous donnerais ultérieurement les fréquences pour les autres Classes