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Found 312 results

  1. 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?
  2. 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.
  3. Why the USS Montana is perfectly fine as she is and does not need a buff ​I am bound to stir quite an argument with this, I am sure, but let me first present my arguments as to why I believe this. One thing is certain, the Montana is certainly not noob friendly, a welcome thing, in my eyes, in a game that is becoming increasingly noob friendly and bland. In continuation of this, the Montana caters to a different playstyle than her famed competitor - a playstyle which is far more dynamic than the dull bow-tanking playstyle of the top tiers. When taking apart the arguments most often thrown around on why she needs to be buffed, it becomes apparent that she is in no way inferior to Yamato. Neither does she seem to be to her german counterpart, though it should be said that I have no experience playing said ship. ​Like many battleship players, the first line I completed in the game was the Japanese battleship line, culminating in the Yamato. This was partly because the Yamato is undoubtedly one of the most famous battleships ever built, but also partly because more or less every forum post concerning the T10 battleships agree that the Yamato is a beast, albeit with weaknesses, as with all ships, and vastly superior to the dreadful Montana which is in dire need of a buff. (This was quite a while before the release of German battleships.) Thus I never bothered purchasing the Montana until recently, after having researched and played most ships in the game, and though I've had her researched for quite some time. The following arguments all assume that you're playing with a concealment build, which is in my opinion, playing to her strengths. Many of the points also tie in with each other. "I receive citadel hits too easily in my Montana" There is a reason for this. You are not playing her right. You should at no point show your broadside to the enemy when detected. Montana plays quite similar to the Amagi, a ship that I remember thoroughly enjoying. You have a menacing broadside, but it comes with a weakness. If you've reached Tier 10, there is no excuse whatsoever for not knowing this information already, as well as being more than competent at angling your ship. When angled, the Montana is surprisingly sturdy, taking minimal damage, even from a Yamato. Counter-arguments to this are of course that you're not able to fire your rear turrets when angling. Again, you've made it all the way to Tier 10, you should be familiar with wiggling your ship at this point. This is why the concealment build is so potent on the Montana: while undetected, you are able to show enough side to release your devastating broadside and being able to angle back before the enemy has a chance to return fire. Playing with the concealment build, get the rudder shift upgrade to aid in this - you don't need reduced repair on fire and flooding. If there are enemy battleships that have the opportunity to return fire instantly, let them fire off their salvos before you reveal your location with a deadly barrage of shells not even the Yamato can match. "The Yamatos guns are more accurate than mine" Yes, the Yamato has the most accurate battleship guns in the game, but the Yamato never really goes for a stealth build and often spends large portions of the game bow-tanking. Thus, the Yamato can only fire six shells at the time. That means that even with laser accuracy (which no battleships have), the Yamato is completely reliant on a substantial part of those six shells to hit. The stealth Montana on the other hand, doesn't have to depend on only six shells. Yes, she has worse dispersion, but the sheer volume of shells she puts out counters that. If you are bow-tanking in a Montana and only using your two forward turrets, or three turrets in case you're slightly angled, for the majority of the game, you're not playing her right. "Yamato is more manoeuvrable" Montana is actually quite comparable in terms of rudder shift and turning radius. This is assuming you're using the rudder shift mod as mentioned earlier. What mitigates the difference in favour of Montana is her detectability as well as speed. She has a much easier time disengaging and can trust her concealment to the point where she can turn undetected if not in the middle of the action (where you shouldn't strictly be as this leaves you vulnerable to flanking as well). The Yamato, for reasons unknown, is often more frequently targeted by enemy ships, including DDs, and suffers from worse concealment and might find turning and showing the side towards the enemy significantly more punishing. Not even the Yamato is immune from devastating blows to its sides. The Montana is 3 knots faster than the Yamato. This may not sound like much, and this might be slightly subjective on my part, but I find that I have a much greater ability to support my team in the Montana, owing to the superior speed, and I am less likely to be left behind by my cruisers (who often have an inclination towards advancing in the opposite direction the moment an enemy ship is detected on the horizon). This speed also lets you choose between more targets and as a Montana, nearly always on the move, you have a far greater selection of targets than the stationary bow-tanking Yamato, to which a torpedo attack or rain of fire is often inevitable. Fun-factor Finally, perhaps the most important point, the Montana is, in my opinion, infinitely more fun to play. She is a throwback to the fun of lower tier battleships while packing a significantly bigger punch. She offers an alternative to the boring and frustrating gameplay you often get with the Yamato, her vulnerable sides only offering more excitement, punishing the lousy players who shouldn't be sailing battleships in the first place. (It is also very satisfying to watch her shred enemy planes, though how she compares to the Yamato in terms of surviving aircraft carriers is debatable.) As you've probably noticed, none of the points above deal with one on one duels with Montana's counterparts. The thing to understand is that in many ways, the Montana plays similar to a Japanese cruiser or a stealth Missouri/Iowa. You are very vulnerable from the sides and you don't want to be caught brawling. Montana plays much more as a supporting ship and can play a much more significant role in aiding your team (by taking out cruisers and lower tier battleships more effectively than the Yamato). Your sea legs and concealment allow you to traverse the maps without too much difficulty helping your team secure capture points and strategic positions. However, and any tips are welcome to add to this, if you do find yourself in a one on one duel with the Yamato, your best bet is to close the distance and do a drive-by. This will negate the Yamato's superior armor and her turrets will be unable to keep up. As soon as you get close, lock your turrets to one side, pointing out from the middle of the ship, and as you pass the Yamato's citadel, let Montana's twelve guns tear her apart. This usually, if not always, results in a one-shot. I cannot give any advice against the Grosser Kürfurst as I have yet to end up in a pure one on one with one, but your best bet is probably to keep your distance and let your superior dispersion tip the battle in your favour. I have on numerous occasions completely wrecked enemy Grosser Kürfursts (including citadels at around 16 km range) by staying at range and angling between volleys, taking almost no damage in return. Again, any tips are welcome! Disclaimers: There are without doubt players out there far more capable than I am. I only play ranked to earn the commemorative flag every season. Playing intelligently and aiding my team are things I find more important than anything else. I have a 58% win rate in my Yamato and a 67% win rate in my Montana (along with a 2.5 destruction ratio and 1996 average XP). I have completed both the Japanese and U.S. battleship lines and I have the Bismarck from the German line without much interest in getting the Grosser Kürfurst for now. (I have also completed the US DD line, the IJN cruiser line and I am tier 8-9 in all other lines with the exception of the Russian and RN cruiser lines.) This post was not meant to say that the Montana is superior to the Yamato, but I would argue that she is not inferior either and can hold her own quite well when in the hands of a capable player (which I think everyone sailing a tier 10 should be). Also, a point often overlooked is that different ships suit different people and playing styles. If you are unable to make a ship work, you either stick at it or find another ship to play. It would be a shame if they buffed the Montana and that the fun of playing her somehow got lost in order to satisfy those who have no business sailing battleships at all.
  4. Haatra

    Großer Kurfürst

    V tomto vlákně můžete diskutovat o bitevní lodi Großer Kurfürst (Německo, tier X). WG Wiki (v angličtině, v ruštině)
  5. Haatra


    V tomto vlákně můžete diskutovat o prémiové bitevní lodi Mutsu (Japonsko, tier VI). WG Wiki (v angličtině, v ruštině)
  6. Haatra


    V tomto vlákně můžete diskutovat o prémiové bitevní lodi Musashi (Japonsko, tier IX). WG Wiki (v angličtině, v ruštině)
  7. 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.
  8. Haatra


    V tomto vlákně můžete diskutovat o bitevní lodi Monarch (Velká Británie, tier VIII). WG Wiki (v angličtině, v ruštině) Upozornění: Parametry jsou jen předběžné a můžou se změnit.
  9. Zdravím kapitáni, s příchodem týmových bitev se zvýšil důraz na komunikaci mezi jednotlivými členy týmu a ten je zpravidla v angličtině. Jelikož mám spoustu známých, kteří nemají příliš dobrou (nebo vůbec žádnou) úroveň angličtiny a v bitvách (místy i na fóru) nerozumí svým spoluhráčům, rozhodl jsem se sestavit a přeložit nejčastěji používané zkratky ve hře. Dále k nim připojím i několik krátkých, heslovitých příkazů v angličtině. Začněme tedy od základu a to zkratkami, které označují lodě: BB (battleship) - Bitevní loď CA (heavy cruiser) - Zde lze přeložit jako těžký křižník, zpravidla je CA nejčastější označení křižníků obecně CL (light cruiser) - Zde lze přeložit jako lehký křižník, toto označení se příliš nepoužívá, nicméně lze se s ním setkat CB/BC (large cruiser) - Volně přeloženo je to velký křižník, s tímto označením jsem se setkal pouze na anglickém fóru CV (Aircraft carrier) - Letadlová loď DD (Destroyer) - Torpédoborec Poznámka: Můžete se setkat s tvary kdy je na konci přidáno "s" to znamená množný tvar (DDs - Torpédoborce, CAs - Křižníky) https://en.wikipedia.org/wiki/Hull_classification_symbol (Zde je zdroj všech zkratek na které můžete u typů lodí narazit) Další zkratky jsou zkratky národů: IJN (Imperial Japanese navy) - Lodě japonského námořnictva (Tedy IJN CAs - Japonské křižníky) USN (United States navy) - Lodě amerického námořnictva (Tedy USN DDs - Americké torpédoborce) Nyní zkratky označující letadla: VF (Fighters) - Zřídkakdy používaná zkratka stíhačů (běžně se používá nezkrácené Fighters) TB (Torpedo-bombers) - Torpédové bombardéry VT (Torpedo-bombers) - Méně často užívaná zkratka pro torpédové bombardéry DB (Dive-bombers) - Střemhlavé bombardéry VB (Dive-bombers) - Méně často užívaná zkratka pro střemhlavé bombardéry ​ Zkratky munice: HE (heavy-explosive) - Výbušné/Zápalné granáty AP (armor-piercing) - V doslovném překladu pancíř-prorážející jinak také průbojné granáty ​ U munice bych si dovolil připojit nejdůležitější slova objevující se v topicích, sice to nejsou zkratky, ale nebude na škodu je zmínit Shell - Střela jako taková (vystřelený náboj) Shell velocity - Rychlost střely (zpravidla narazíte na toto spojení u lidí, kteří hrají clevelandy a brečí nad pomalými střelami, ale může být použito i v dobrém slova smyslu) Shell arc - Oblouk střely, myšleno jako tvar trajektorie střely High/Big Arc - Velký oblouk Low/Small Arc - malý oblouk (plochá trajektorie) Penetration - Průraznost střely Dispersion - Rozptyl ​ Vlastnosti lodí: Conc (concealment) - Maskování (v přístavu poslední z vlastností lodí) AA (anti-aircraft) - Protiletadlová obrana RST (rudder shift time) - Doba posunu kormidla (myšleno do krajní pozice) Secs (secondaries) - Sekundární výzbroj lodi Torps (torpedoes) - Torpéda Smoke - Kouř, který využívají torpédoborci a Kutuzov Repairs - Opravy (mohou být použity ve 2 smyslech jedním z nich můžou být opravy jako opravárenská četa a nebo také jako doplňování HP) nutno rozpoznat z kontextu, když někdo napíše Repairs on CD - myšleno že nemá naběhlé opravy, pravděpodobně myslí opravárenskou četu. V případě věty I have no more repairs - tedy už nemám další opravy je to myšleno jako doplňování HP Rudder - Kormidlo Eng (engine) - motor (Pozor zkratka Eng také může znamenat English - Angličtina/Anglický atd...) Def. fire (defensive fire) - Vlastnost u křížníků zpravidla od 6 tieru, je to ten spotřební doplněk, který vám zlepší AA Další důležitá slova, příkazy, zkratky a slovní spojení: Cap - 2 významy první je jako kruh zabírací zóny (A,B,C na některých mapách D nebo zkrátka ten kruh s vlajkou, který když po určitém čase zaberete tak váš tým vyhrál) druhý význam je jako sloveso tedy Cap A (obsaďte zónu A) Spot - Nasvítit/Rozsvítit (Spot A - Nasviťte zónu A) Def- Bránit (Def base - Braňte základnu) Attk (attack) - zaútočit Focus - Soustředit palbu (jinak ve hře klávesa F3) Focus Omaha - Soustřeďte palbu na omahu Help - Pomoc (F8) Rush - Nalétnout, vletět někam co nejrychleji (Rush A - Vlítněme na A? Don´t rush - necpěte se dopředu) Hide - Schovat se Flood/Flooding - Zaplavení Fire - Zapálení CD (Cooldown) - Velmi důležité oznámení, CD se používá zpravidla u spotřebních doplňků a znamená to, že ještě nejsou načteny (Repairs on CD - opravy nejsou ještě načteny) ​ Tak pokud jste dočetli poctivě až sem, gratuluji a děkuji za vaši trpělivost. Vím, že jsem spoustu zkratek a důležitých věcí jistě zapomněl, nebo možná napsal zmatečně. Ale věřím, že lidem kteří nerozumějí anglicky a ztrácí se v salvách zkratek a anglických povelů více než ve sprškách nábojů od Atlanty tento topic alespoň trochu pomohl. Komentujte, kritizujte, ptejte se a hlavně doplňujte další věci co vás napadnou.
  10. My idea of Prince of wales is to make it the first bb in the game to carry a smoke screen IF it ever gets added, this can be/is a reference to the battle of the denmark strait when it had to lay one to escape the bismarck. the stats will be the same, like artillery or aa. Maybe its unique perm camo can be the welsh flag, after its namesake. The tier, speed and maximum ap/he can be the same since there is already 2 kgv ships in the game. Who thinks this concept sounds ok?
  11. 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.
  12. Haatra


    V tomto vlákně můžete diskutovat o bitevní lodi Roma (Itálie, tier VIII). WG Wiki (v angličtině, v ruštině) Poznámka: Nezapomeňte, prosím, že technické údaje jsou jen předběžné a můžou se změnit.
  13. Haatra


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


    V tomto vlákně můžete diskutovat o prémiové bitevní lodi Hood (Velká Británie, tier VII). WG Wiki (v angličtině, v ruštině)
  15. Greetings fellow forumites, Having my PC dying on me while travelling has left me with way too much time on my hands. HMS Vanguard I'll quickly go over the historical aspect of the ship, although not too much in detail. As you can see, she had a rather uneventful career and a somewhat sad end to her. How would she translate in game? Well, here is where the fun begins, and we don't even need the RN superheal to make it work. Survivability Armament: Anti-air Maneuverability Concealment Overall, what we find based on these (projected) stats, is that Vanguard would be, above all else, an actual (classical, so to speak) tank. She would make use of her hitpoints and [angled] armour to soak up damage, while dishing it out just as well. I decided not to give her any gimmicky consumable, so she is basically just a BB with good anti-air, strong (while certainly not the strongest) armour and generally just a sturdy ship. She doesn't get hydro, or radar (which she could comfortably have, given her radar equipment out of the shipyard), she doesn't even get an aircraft, as the only aircraft she ever had were rotary wing (and those aren't in the game) Hope you guys like the proposal, it would be cool to see the last ever BB in the game. Gallery, via MaritimeQuest
  16. Haatra


    V tomto vlákně můžete diskutovat o prémiové bitevní lodi Missouri (USN, tier IX). WG Wiki (v angličtině, v ruštině)
  17. 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.
  18. Haatra

    Friedrich der Große

    V tomto vlákně můžete diskutovat o bitevní lodi Friedrich der Große (Německo, tier IX). WG Wiki (v angličtině, v ruštině)
  19. Well, title. I want to improve on my bb playstyle, but generally have no idea if I’m doing something right or wrong. Anyway here is the replay(I have some more if you need) https://replayswows.com/replay/36530#teams
  20. Hello again British community (and everybody who uses this forum too) Some of you may know me as someone who posted months back a line split of IJN BB and BC trees; that work of mine was based on a very famous, in our forum at least, work done by three persons: @Criseox @manolojones and @imply_tha_best These three amazing people gave to us what they called the “Bola de Cristal” which means the “Crystal Ball” which future readers use for their predictions. They had a couple of them, like Russian French and Italian BBs. Sadly, our national forum was closed 15th of March this year; despite that discouraging event, the Spanish community moved to a unofficial forum and there, after a long break and a summer long of discussions and debates, we finalized the tree that very soon you all shall see. Why I say “we” and not “they”? Well that is because I joined them as my 19 birthday gift; that and the making of this very difficult although very rewarding full German capital ship line split. Hope you all enjoy it the same way as us. I’m going to post it little by little, about 2 tiers each day. Hopefully today I will be able to share with you the introduction plus tier 3 and 4. Plus, when I’m finished I’m goimg to share it to the Panzerkancker YT channel for even more “publicity”. I only ask the moderators that they do not ban me for double posting . That I and my own level of English My personal dedication to @1MajorKoenig @NothingButTheRain And all the others who had kind words for my job back in the IJN BB and BC tree Sorry But I can’t remember you all Hope you have an awesome time reading this and good luck on the rough seas! Edit: Scrap! I knew I lef one out! Thanks for the early like @ColonelPete
  21. Strike Groups #2 TL;DR Strike Groups #2 will take place on Saturday, Decemberthe 1ststarting at 13:00 CETand is expected to last no longer than 6 hours. All matches will take place on the EU server. Team Sign upsstart at 09:00 CETon Friday the 23rdof November. Read further below for details on team sizes and where to sign up. Teams need to be ready 10 minutes prior to the first match 13:00 CET, come say hello on discord!The initial phase of the tournament is Swiss format so its important we are all ready to start as to not delay the whole event. 1 Introduction A unique gameplay mode not currently offered in World of Warships. Currently Carrier gameplay is either solitary 1v1 or unorganised 2v2 matches in random battles. In these battles you the Carrier player get to attack and defend but it's mostly 1v1 or as an unorganised 2v2 (tier 7 and below). In “competitive” game modes Carriers are excluded from Clan Battles and in King of the Sea, the Carrier is heavily penalised and unable to strike unless under very specific circumstances due to the hostile Anti-Air & Defensive fire nature of Tier 8-10 gameplay *cough Worcester*. There is no gamemode similar to say for example the Battle of Midway, organised Carrier strike groups battling it out against each other. So why not try make our own...again! In this Strike Group game mode, Strike groups must learn to work together in the chaotic battlespace against an enemy fleet. With only fighters & AA for protection, teams must balance their defense and offense to win the battle either by sinking the enemy or victory by via capture points within the 15 minutes. This game mode will place teams of 5 (3CV 1BB 1DD) against each other for 15 minutes on maps with Tournament Domination, starting with a Swiss group stage filtering into a single elimination playoff. 2 Ship composition · Each team must bring · 3 aircraft carriers, · 1 destroyer and · 1 battleship · Ships must be tier 7 · All carriers must be equipped with a balanced setup · Hiryu 2-2-2 · Saipan 2-2-0 · Kaga 2-2-1 · Ranger 1-1-2 · Teams, which bring different setups will forfeit that game · USN destroyers (Sims and Mahan) are banned (due to Defensive AA) · Premiums ships must be unique(i.e. no 2 Saipans/Kagas) · There is no limit on the total amount of premium ships 3 Team composition · A team must have at least 5 members · The maximum team size is 7. So you have 2 reserve slots to swap players during the tournament. · A player can’t be a member of more than one team. · The members of a team do not need to be in a/the same clan. This is a team tournament. · Teams must have a contact person, who has joined our discord server https://discord.gg/b2Uyv5Wfor communication of results and details of upcoming matches. It is not required that the contact person is a member of their team, but has to be available for the duration of their teams participation in the tournament. · A contact person can only represent one team assuming they do not play. 4 Format · 16 teams in total · I’d be surprised if more applied but with an initial Swiss phase we can accommodate more teams so long as the total number is even · The matches will take place in the training room · Each battle has a length of 15 minutes · The upper team in the tournament bracket is the host, while the other one is the guest · The host has to open the training room and ensure, that the guest can join it (Please do not apply any additional limitations to the training room. So that you don’t need to change it later, in case that casters wants to stream the game.) · At least one of the team members must have their replays enabled · Also each team must be able to provide screenshots from their results · The results have to be provided as texton the #resultschannelon the discord server. (This channel will only be available during the tournament day.)In case there is a dispute, the teams have also to show the taken screenshots. · In case something goes wrong (i.e. a player is unable to join the battle) the teams are allowed to restart the battle within the first minute. · The ship composition has to stay the same · Excessive delay on starting a match will result in a forfeit for the offending team(s). Application of a forfeit is at the sole discretion of the tournament runners. · We want to run to a tight schedule within reason, failure to start delays the entire event due to its initial Swiss nature · Delay complaints & Forfeit decisions will be made in the #results channelon our discord server The tournament has two parts: The Groups Stage and the Playoffs 4.1 Group Stage · Swiss format · 5 rounds · Best of one · The host will always have the Alpha spawn · The match will be played on the map with the same number on the 5 Maps list as the number of the current round 4.2 Playoffs · Single elimination · Best 8 teams from the Group Stage · All matches will be played as Best of 3 · except the Bronze match, which will be a Best of one · Map picks · First game: The guest is allowed to pick map and spawn from the given map pool (number 1 to 5) · Second game: The host is allowed to pick map and spawn from the given map pool (number 1 to 5) · If a third match required, it will take place on Riposte, because this map is symmetrical. Both teams stay on their current spawn. · Both teams are allowed to pick the same map · In case the first or second game ends in a draw, the team, which won the other game, will be the winner of that round · In case the teams play a 3rd match and this one ends in a draw the team with more plane kills will be the winner · When both teams have also equal plane kills Fara has to flip a coin ;) A detailed schedule will be handed out in a separate document. 5 Maps Be aware to pick the correct Mode, when you are the hostand open the training room. All maps provide separate spawn for casters, when they take a tier 1 cruiser. Number Name Mode 1 Neighbours Ranked Battle. Domination. x0 2 Ring Clans. Domination. Tournament. 3 Trap Tournament. Domination. 4 Trident Tournament. Domination. 5 Sea of Fortune Ranked Battle. Domination. x0 Tiebreaker Riposte Ranked Battle. Domination. x0 6 Prizes The winning team can choose any regular premium ship tier VII or lower that is not a CV or has been permanently removed from sale (Belfast, Kamikaze etc.) 1st place: Player's choice of any tier VII or lower premium 2nd place: 25 x FTW Camouflage + 25 x Hydra signal 3rd place: 7 day premium 7 Signup · Team sign ups start at 09:00 CET on Friday the 23rd of November and can be done via this link https://goo.gl/forms/EEBsStLwX67HxA5z2 · Applicants must supply a ‘Team Name’ and a short 2-5 character ‘Tag’ to help identify them from other contestants. · Fun names are welcome and encouraged, nothing offensive please! · Totally don’t use CLRN or DPRK! · To sign up a team you need at least 5 players and no more than7 · Sign ups close at midnight CET on Friday the 30th of November. · Changes to a teams roster such as replacing a player or adding reservists can be made up till midnight GMT Friday the 30th of November. · To make a change, please state your request in the #team-rosterchannel within our discord server. 8 Tournament Day Info · Strike Groups #2 will start on the 1st of December at 13:00 CET · Team contacts must check in on our discord server between 12:30-12:50 CET · Teams must be ready at 12:50 CET to ensure the smooth start of the Swiss phase of the tournament · Training rooms can be opened early but the first match does not start until 13:00 CET · The tournament will follow this schedule (as best as possible) With the upcoming Carrier class rework changing gameplay from ‘RTS to Action’ this will be your last chance to participate in such a chaotic and exciting event. Still not convinced? Check out our previous Strike Groups #1 youtube playlist to get a feel on what to expect
  22. Hi all, Any experience thus far with new BB/BC vs. DD rule (i.e. caliber above 280 mm = Damage per AP shell = 10%)? "Update 0.7.11: Rule, Britannia!" https://worldofwarships.eu/en/news/game-updates/update-0711-rule-britannia/ Leo "Apollo11"
  23. 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.
  24. Haatra

    Queen Elizabeth

    V tomto vlákně můžete diskutovat o bitevní lodi Queen Elizabeth (Velká Británie, tier VI). WG Wiki (v angličtině, v ruštině) Upozornění: Parametry jsou jen předběžné a můžou se změnit.
  25. Haatra

    Oktyabrskaya Revolutsiya

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