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Found 31 results

  1. Juesty_Tylor

    Daring

    ST, British destroyer Daring, tier X Hit points – 20800. Plating - 19 mm. Main battery - 3x2 114 mm. Firing range – 13.8 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 2.5 s. 180 degree turn time - 7.2 s. Maximum dispersion - 114 m. HE initial velocity - 746 m/s. AP initial velocity - 746 m/s. Sigma value – 2.0. Torpedo tubes - 2x5 533 mm. Maximum damage - 16767. Range - 10.0 km. Speed - 62 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. AA defense - 2х2 40 mm, range - 3,5 km, damage per second - 63. 3х2 114 mm, range - 5.0 km, damage per second - 53. Maximum speed - 35 kt. Turning circle radius - 630 m. Rudder shift time – 4.6 s. Surface detectability – 7,0 km. Air detectability – 4.3 km. Detectability after firing main guns in smoke – 2,5 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 113 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. Slot 3 - Hydroacoustic Search Torpedo detection range 2,61 km Ship detection range 3,9 km Duration 180 s Cooldown 180 s and 120 s for Hydroacoustic Search II Charges 2 and 3 for Hydroacoustic Search II All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  2. Juesty_Tylor

    Jutland

    ST, British destroyer Jutland, tier IX Hit points – 18400. Plating - 19 mm. Hull (A) main battery - 2х2 and 1х1 114mm Hull (B) main battery - 3x2 114 mm. Firing range – 13.2 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 3.5 s. 180 degree turn time - 9 s. Maximum dispersion - 114 m. HE initial velocity - 746 m/s. AP initial velocity - 746 m/s. Sigma value – 2.0. Torpedo tubes - 2x5 533 mm. Maximum damage - 15533. Range - 10.0 km. Speed - 62 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. AA defense - 3х1 40 mm, range - 3.5 km, damage per second - 26. 2х2 40 mm, range - 3,5 km, damage per second - 38. 3х2 114 mm, range - 5.0 km, damage per second - 45. Maximum speed - 34 kt. Turning circle radius - 610 m. Rudder shift time – 4.2 s. Surface detectability – 7,0 km. Air detectability – 4.1 km. Detectability after firing main guns in smoke – 2,4 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 110 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. Slot 3 - Hydroacoustic Search Torpedo detection range 2,37 km Ship detection range 3,51 km Duration 180 s Cooldown 180 s and 120 s for Hydroacoustic Search II Charges 2 and 3 for Hydroacoustic Search II All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  3. The_Listener

    dead ship keeps on dying

    FYI................ AFT not working on Khaba.... just to let you know... if anybody even cares...
  4. Capitaine_Clement

    [GUIDE] IJN GUNBOAT

    Bonjour tout le monde, Bon, je suis un peu fan de cette ligne, vous l'auriez compris. Avec la sortie prochaine du Kitakaze et de l'Harugumo : Et bien je me suis dit qu'il serait bon de faire un petit guide sur les gunboat japonais, au nombre de 3 (sans compter l'HSF Harekaze). Bon, je vais pas vous mentir, ce guide, il en sort pas de mon chapeau. C'est une compilation de plusieurs guide, tuto ect, que j'ai traduit, et dont la source principale, c'est celle ci : https://www.reddit.com/r/WorldOfWarships/comments/6ygfsl/akizuki_a_brief_guide/ Fin bref, le voici tout traduit, tout beau et même enrichi!!! Bonne lecture, et désolé pour les potentiels fautes (si quelqu'un veux les corriger, qu'il m'écrive en mp) [GUIDE considéré comme fini, ce qui n'exclue pas de possible modification en fonction de patch / remarque / conseil ect] I - PRESENTATION II- DEBUT DE PARTIE : III- SE BATTRE CONTRE UN DESTROYER IV : MILIEU DE PARTIE : V : FIN DU JEU : VI : BUILDS : Voilà, ce guide est finis. J'espère qu'il vous à plu, qu'il était agréable à lire et surtout, utile. Je rappelle que je n'es personnellement pas ces navires, j'ai donc utiliser plusieurs sources. Si vous n'êtes pas d'accord, que vous avez des choses à rajouter, laisser une réponse, et je me ferrai un plaisir de modifier mon guide pour le rendre le plus exact et utile possible. Si il est suffisamment utile, peut être que @Tanatoy ou ceux en charge de cela pourrez l'épingler?
  5. tzizt

    Harugumo

    Und hier dann bitte alles zur Harugumo hinein.
  6. pudelosha

    Le Fantasque

    Skończyłem grindowanie tego okrętu kilka dni temu. Bardzo pozytywne zaskoczenie i największy przeskok jakościowy jaki do tej poro spotkałem we francuskim drzewku DD. Doskonała prędkość bazowa + dobra artyleria z przyjemną balistyką + dość niskie cammo jak na francuza. Niezłe torpedy. Największy minus to nieistniejące AA. Lotniskowce uwielbiają się nad nami znęcać. WoWs Wiki WoWs Fitting Tool do konfiguracji okrętu i kapitana Rys historyczny na Wikipedii
  7. I'm a CV main, and after months of suffering from the awful lies spouted by the DD mafia about how they're supposed to be defenceless against us CV players, I've decided to debunk the myth once and for all. Destroyers have extreme anti-air potential against aircrafts of all kind, and any decent destroyer player can easily annihilate even the most advanced aircrafts. But here's the difference between me and the torpedo-spamming monsters who indulge themselves in bullying larger ships: I bring PROOF. The kind of scientific proof that is undisputable, showing once and for all how competent players bully us carriers. I will now accept the apologies of DD main players who realized their conspiracy to hide the truth has been brought to light. And if you come here to claim that you can't do the simple maneuver shown in the proof, then my only answer is to git gud. And just dodge (TM).
  8. En tant que joueur de CV, j'en ai assez des mensonges répétés par la mafia des DD relatifs à la vulnérabilité de leurs navires OP face à mes petits avions régulièrement envoyés à leur mort sans que personne ne pense aux familles des pilotes. Mais ce qui m'énerve le plus, c'est le refus continu de ces joueurs d'accepter qu'un joueur de DD un tout petit peu compétent peut massacrer tout appareil volant avec une facilité écrasante. Et contrairement aux joueurs de DD en question qui envoient des affirmations sans fondement, basées sur leur "expérience" et leurs prétention, moi, je viens clore le débat une fois pour toutes avec une source de valeur scientifique absolue : Voilà, le débat est clos, et j'accepterai ici les excuses des joueurs de DD dont l'effroyable imposture a été mise à jour. P.S. : si vous n'êtes pas assez compétents pour faire ce qui est montré, faut pas se plaindre et faut apprendre à mieux jouer.
  9. Temat poświęcony Niszczycielowi Le Terrible VIII Poziomu. Le Terrible to stosunkowo duży niszczyciel o dużej puli PW, potężnych działach głównych i solidnym uzbrojeniu torpedowym. W trakcie swoich morskich testów ten „contre-torpilleur” osiągnął prędkość maksymalną, której do tej pory nie pobił żaden inny niszczyciel. W grze okręt zachował tą cechę. Le Terrible jest szybki niczym błyskawica, co pozwala mu narzucać tempo każdej potyczce. Charakterystyka okrętu faworyzuje ofensywny styl gry: posiada on sprzęt eksploatacyjny Doładowanie silnika, a także Przyspieszacz ładowania baterii głównej na miejscu Wytwornicy dymu, co jest rzadkością wśród niszczycieli. Zapnijcie pasy! Zalety: Skuteczne działa baterii głównej: pięć dział kal. 139 mm o zasięgu 12,3 km. Szybkostrzelność: 12 strzałów na minutę, maksymalne uszkodzenia pociskami OB: 2000 PW, maksymalne uszkodzenia pociskami PP: 2700 PW. Trzy potrójne wyrzutnie torped. Zasięg torped: 8 km. Dość przeciętny zasięg rekompensowany jest jednak przez ogromne uszkodzenia, wynoszące 18 400 PW. Wysoka prędkość maksymalna wynosząca 43 węzły, którą można podnieść za pomocą ulepszeń do imponujących 53,8 węzłów. Brak Wytwornicy dymu okręt nadrabia możliwością tymczasowego zwiększenia siły ognia dzięki Przyspieszaczowi ładowania baterii głównej. Przy czasie działania wynoszącym 15 sekund szybkostrzelność wzrasta dwukrotnie. Standardowa wykrywalność wynosi 8,5 km. Źródło info Wows.
  10. tzizt

    Kitakaze

    Hier dann bitte alles zur Kitakaze hinein.
  11. At which tier(s) do you find your battles to be the most fun or most enjoyable to play? I found tiers 6 and 7 to be the "sweet spot" for me. can get enjoyable matches there most of the time, tho they are almost never a top tier in the matchmaker. A breakdown of each tier battles as i see it: -tier 2: lots of pew-pew ships doing pew-pew stuff :D its ok, but the queue times are long at times. -tiers 3,4 and 5: literally unplayable, lets just say those tiers suffer from Edit (language please) -tiers 6 and 7: just above the mandatory 2-3 carriers per side zone and radar ships are kind of rare, this allows for some unpredictable and dynamic battles. -tiers 8,9 and 10: anything that involves the possibility to be matched in to the top tiers is a full on camperfest. 20+ km snipers duking it out while no one dares to close the distance because of infinite radars and there is usually a (finger of god level) carrier present as well.
  12. Haatra

    Aigle

    V tomto vlákně můžete diskutovat o torpédoborci Aigle (Francie, tier VI). WG Wiki (v angličtině, v ruštině) Poznámka: Nezapomeňte, prosím, že technické údaje jsou jen předběžné a můžou se změnit.
  13. kenaj30

    Benham- T9 premium dd

    Parametry okrętu: -Cztery działa kal. 127 mm. Zasięg ognia: 12,6 km. Czas przeładowania: 3,3 sekundy. Czas obrotu dział o 180 stopni: 6 sekund. Słabsze od Chung Mu i Fletcher'a. -Szesnaście torped o zasięgu 10,5 km, prędkości 65 węzłów i uszkodzeniach 15 200 PW. Podstawowe przeładowanie 85 sekund, wymaksowane 65s. -Mała wykrywalność z powierzchni wody (5,9 km z ulepszeniami, umiejętnościami i kamuflażem) oraz amerykańska Wytwornica dymu. Zasłona dymna zalega ponad dwie minuty. https://worldofwarships.eu/pl/news/history/armada-benham/ Moja opinia: Okręt bardzo sytuacyjny- krótki zasięg torped (10,5 km) przy obecnej mecie kampienia może być problem za znalezieniem celów, choć ru bb mogą być naturalnymi celami. Jeśli chodzi o grind uważam, że trochę przesada.
  14. Main battery — 2x2 120 mm. Firing range — 12.3 km. Maximum HE shell damage — 1750. Chance to cause fire — 8%. Maximum AP shell damage — 2100. Reload time — 1.8 s. 180 degree turn time — 7.2 s. she looks nice... Interesting concept of a DD with NO torps we have had many with short range but non....... thats new Im quite interested on how this will play out.. Guns look very very good 17600HP is not so bad but not great... whats you thoughts?
  15. Guys. Lets make this Quick. The New AA Rework SUCKS. It has basicly Catapulted us back into 0.8.3 with CVs being Semi Godmode and there being 0 Counterplay against CVs. We are back to CVs being the Death itself. When I play as a CV right now. I dont need to Spend any Effort or have any Skill to completely Ruin someones Gameplay Experience. At the Beginning of the Round. I send out the Squads to look what Dishes the Matchmaker has Spawned for me. And then I decide which one I would like to feast on. The Dishes are not asked about this. They cant do anything about it anyways. I decide that I want to kill this Guy there. And so I am going to Kill him. He can Struggle and Complain. But he wont change the Result. His absolute BEST CASE SCENARIO. The absolutely BEST THING he can do. Is to try and waste as much of my Time as possible. Sacrificing himself for his Team while he wont get any Reward or any Fun in this Match. See Guys. I am an Average Casual Potato. My WR usually Sits around 49-51% And thats also what I would get if you extracted CV Games from my Statistics. Because for CVs its Different. For CVs despite having Played them a bit before the Rework. My Winrate is going Steadily towards the 60% Mark. Which is not Surprising. Because See. After the AA Rework my CV Matches are looking like this again. And I am not even Playing Seriously. I am just Fooling about. Abusing the Fact that AA has become completely useless. And just Blapping DDs and Cruisers out of the Match by keeping them permanently spotted and lavishing Torpedoes and Bombs on them. See Guys. As a CV. I dont even NOTICE the New AA System itself. 3.5% Instant Damage IS NOT EVEN ENOUGH TO FREAKING TURN A SINGLE OF MY PLANES YELLOW FOR HEAVENS SAKE!!!!!! I cant even Tell wether or not someone has actually Freaking USED the New System against me. Thats how Incredible Weak this new System is. In Exchange for this 3.5% Instant Damage which DOES ABSOLUTELY NOTHING. We lost 10-30% of the Continues AA Damage. (Depending on the Ship) Basicly making sure that even the most Potato CV which has no Skill Whatsoever. Will still be able to get one Strike out even if he Attacks a Pack of 3-4 Enemy Ships which are all Pro Players and which will all use the AA Sector 100% Correctly. See Guys. I was actually very Hopeful for the New AA System. I tought. The New AA System will basicly make it so. That we get some Actual Counterplay. AA Would become rather Weak when only used Passively. And thus unless the Player Pays Attention would not really do much. But when you Activated the AA Sector at just the Right Time. You would cause Quite the Losses to the Attacking Squadron and if you had several People use it at once you might even be able to Completely Deny a Strike. Of course if you activated it at the wrong time you might also castrate your AA and end up not doing anything to the Squadron for the next 15 Seconds because you messed up. That would have been Great. Because this way. We would have actual Gameplay and Counterplay in this again. The CV would need to take Care who he Attacks and when he Attacks. Like a Cruiser does against BBs. Or BBs do against DD Torpedoes. The CV could try to Bait the AA Sector from the Ship to then afterwards Strike with little Resistance. Other way around. The Surface Ship might wait for the right moment to Trigger the AA Fire to cause quite a Devastating Damage and really make the Strike Costly to the CV. But with the Current Way the System has been Gimped to uselessnes. This is Impossible. As the AA Burst is so incredible Weak. I cant even tell if someone has used it on my Squadron or not. Its doing absolutely nothing. And with AA having been Nerfed so Hard. That when the Surface Ships DOES EVERYTHING 100% Correct WITHOUT EVEN A SINGLE MISTAKE the AA will still not be as Strong as it was in 0.8.6 with the Player just having the Sector aiming towards the Enemy Fleet. Any and all Counterplay has basicly been Removed from the CV Gameplay. As a CV I completely Ignore AA by now. Most of the time I dont even bother Evading Heavy AA anymore. Because even if I get hit by a Black Puff. The Continues AA and the Burst Damage is just not Strong enough to really Exploit it and somehow prevent me from Striking again. Long Story Short. The New AA System is incredible Bad. Pls either Fix this System or Revert it back to the Old System. We had Ridiculously Overpowered CVs for Months now. And in T4 and T6 you basicly Constantly have 2 CVs by now. Heck in T4 you often got more Players waiting in CVs for a Match. Than you have other Classes Combined. Because everyone wants to have a ride on Godmode in the Game. Simple examples that could be done. 1. Double the Sector Reinforcement. Basicly when you Choose a Sector on a Cruiser. You Currently get 150% on that Sector. And 50% on the other Side. Instead make it 200% on that Sector and 50% on the other Side. This would at least give you back some actual AA Damage when you Actively Look out for Aircraft. 2. Increase the Instant Damage Burst. Without Manual AA Skill it should do 9% Damage to A Squadrons Remaining HP. So that at least on 12 Aircraft Squadrons it will Destroy ONE yes JUST ONE Aircraft. And on Squadrons which has 10 or less Aircraft it will NOT EVEN DESTROY AN AIRCRAFT. But at least Turn on Aircraft Red or Yellow. So you at least have ANY EFFECT AT ALL from this. With Manual AA Skill it should Deal 15% Damage. So usually Guaranteeing at least 1 Aircraft Kill. This would give the Instant Damage Burst some Effect at least. The CV would at least notice that he got hit by Something. it would of course still be more of a Lipservice than an actual Deterrent. But at least this way you would be able to prevent that a CV just keeps circling you in his Squadron for 3 Hours. Because he would at least take a a tiny loss each time you Activate the Skill. 3. Increase Catapult Duration and Effectiveness. Right now. Fighters are pretty useless. Their Area of Interception is so small that if the Enemy Ship Triggers it 5km before I arrive at him. I can Fly through it before the Fighters even Activate. And the Catapult Fighters are so Weak. That even if I trigger them. They will cost me like 3 Aircraft from my Squadron and thats all. So either A. You increase the Aggressiveness of these Catapult Fighters. So that they will Automaticly Intercept any Enemy Bomber Squadron in a 5km Range around your Ship and try to prevent it from Bombing you. Thus at least making it so that you can make it Cost an Enemy CV if he Attacks you. Or B. You increase the Duration of the Catapult Fighters. So that they Stay above your Ship for 3-5 Minutes instead of ONE minute. And thus actually can be used to Escort you for a bit. and then C. You could of course also keep them at 1 Minutes and with a Small Action Radius. And instead make them into an actual Threat. Giving them Sufficient Ammunition that in the rare case of them being activated by the Enemy. They actually at least Destroying the Enemy Squadron. And not just killing 3 Aircraft and Retreating.... 4. CV Fighters are just as useless. But since they can be used for Scouting they need extra Attention. A. Remove their Ability to Scout Ships. Seriously. They should not Spot Ships. Carrier Fighters did not have the Vision and Equipment to accurately Spot Ships anyways. At best they should give a Minimap Position of Enemy Ships but not actually Spot it. Similar to the First 20 Seconds of Radar. B. Make CV Fighters Homing instead of Guarding. CV Fighters when Spawned. Should just look for the Next Aircraft within 10km and Attack it. Not Fly Circles around a Micro Area where they got Spawned.... This way at least CVs can provide some Air Cover to Friendly Ships by Spawning Fighters which will then AT LEAST TRY to Intercept Enemy Bombers. And which will not be placed above an Allied Ship and then ONLY ACTIVATE AFTER THIS SHIP HAS ALREADY BEEN BOMBED. Greetz Sun.
  16. HMS_Visby_K31

    Harder to hit DDs in 0.8.9 ?

    Much harder to hit dds in 0.8.9 than 0.8.8 with AA off, or have I got worse - better dds all of a sudden.1 My experience in Ranger, how is it for you?
  17. Juesty_Tylor

    Lightning

    ST, British destroyer Lightning, tier VIII Hit points – 15900. Plating - 19 mm. Main battery - 3x2 120 mm. Firing range – 12.2 km. Maximum HE shell damage – 1700. Chance to cause fire – 9%. Maximum AP shell damage - 2200. Reload time - 6 s. 180 degree turn time - 18 s. Maximum dispersion - 107 m. HE initial velocity - 774 m/s. AP initial velocity - 774 m/s. Sigma value – 2.0. Torpedo tubes - 2x4 533 mm. Maximum damage - 15867. Range - 8.0 km. Speed - 61 kt. Reload time - 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. Maximum speed - 36 kt. Turning circle radius - 590 m. Rudder shift time – 3.8 s. Surface detectability – 7,0 km. Air detectability – 3.8 km. Detectability after firing main guns in smoke – 2,5 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 106 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. Slot 3 - Hydroacoustic Search Torpedo detection range 2,13 km Ship detection range 3,12 km Duration 180 s Cooldown 180 s and 120 s for Hydroacoustic Search II Charges 2 and 3 for Hydroacoustic Search II All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  18. Systergummi

    Z52 Long range gun build?

    Hi I play DDs a lot. My first love was the German DD line. I won't say my stats are the greatest in them. But I have gotten a little bit better since then. Still play the z46 sometimes but very rarely the z52. I used it in CW where it works fine, but in randoms its no fun. So Ive got a t10 with a 19 captain that I dont use. My plan now is to go full gunbuild on it with emphasis on range. Its not that slow. 42 knots? With spood beast. And 16.8km range with aft and range module. It will still have 6.1 detection and 10.5 km torps. But slower reload. So what do you think... Is it going to work. Im thinking Udaloi with better consealment, better torps and longer range. Worse HE but better AP. It will still have the mega hydro for pushing caps and not being torped in smoke. The question is if it can hit on that range.
  19. Haatra

    Gadjah Mada

    V tomto vlákně můžete diskutovat o torpédoborci Gadjah Mada (Pan-Asia, tier VII). WG Wiki (v angličtině, v ruštině)
  20. Duecut

    Daring Help

    I've been having allot of trouble with the Daring, Jutland I couldn't get to grips with radar cruisers, but the Daring I just couldn't even manage without Radar cruisers in the match. Anyway after watching some of Flamu's youtube video's I think I've managed a few games reasonably well. To translate "Well" I've cause damage, sunk ships and capped objectives (so I'm happier) Anyway to the help that I need. With all the other ships I use the wiki page for commander recommendations, but for some reason these recommendations don't exist for the Daring. So the image shows what I currently have, for all you daring players out there what would you recommend?
  21. Ares_de_Borg

    Monaghan (Tier VI Premium)

    Hier bitte alles rein was mit der "Monaghan" zu tun hat, Erfahrungsberichte, Tipps, Fragen, Videos, usw. ;) Die USS Monaghan (DD-354) war das letzte Schiff des Zerstörers der Farragut-Klasse. Sie wurde nach Fähnrich John R. Monaghan benannt. Die USS Monaghan wurde am 21. November 1933 am Boston Navy Yard gelegt und am 9. Januar 1935 gestartet. Sie wurde von Miss Mary F. Monaghan, Nichte von Fähnrich Monaghan, gesponsert und am 19. April 1935 unter der Leitung von Commander R. R. Thompson in Dienst gestellt. Während der nächsten Jahre operierte die USS Monaghan hauptsächlich im Nordatlantik und bildete US Navy Personal aus, das im Zweiten Weltkrieg diente. Die USS Monaghan war während des Angriffs auf Pearl Harbor am 7. Dezember 1941 anwesend. Sie nahm 1942 an der Schlacht am Korallenmeer und der Schlacht von Midway teil. Die USS Monaghan wurde 1944 bei einem Taifun östlich der Philippinen versenkt. Verfügbarkeit Die Monaghan war zuerst Ende Mai / Anfang Juni 2018 über den Umweg über die Liberty-Container für die Halsey-Sammlung verfügbar. Beim Öffnen eines solchen Containers hat man eine gewisse Chance, einen Auftrag für verschiedene amerikanische Schiffe zu erhalten, unter anderem die Monaghan.
  22. lordofhavoc

    Kamikaze

    Ich bin durch Zufall bei Warshipstats über diesen Zerstörer gestolpert. http://warshipstats.com/compare/ Weiss jemand etwas näheres über das Schiff? https://de.wikipedia.org/wiki/Kamikaze-Klasse_%281922%29
  23. jieyaw

    Russian DD captain advice

    I would like some advice about captain skills in the Russian DDs. After a long break with the T7 ship Minsk, after I got fed up of trolly RNG not giving me fires, I have decided to grind for the Grozovoi, as I prefer the idea of a versatile DD rather than a light cruiser (Khabarovsk). I have still got my 11 point captain (I always keep my captains, including under 10-pointers, so I can get free captain slots), which I respecced to have no spec from the recent CV free respec. My captain I would like to aim towards is (in no particular order): PT (I am too much of a noob to use PM), LS (I am too much of a noob to use AR as well), SE (helps with heal as well), BFT (extra dakka dakka), SI (Grozovoi is a mini-Worcester in terms of consumables), DE (for those extra fires), AFT (for additional range and flexibility in engaging enemies). I'm not using CE, see guide below. TL;DR gunboat build, no CE. I would say that I am a slightly-above average player. However, I NEED HELP ON HOW TO SPEC MY CAPTAIN! I am unlikely to get to a 16-point Captain any time soon, so which 3-pointers should I go for first (please provide order/other suggestions, with reasoning). I have also read that BFT will set more fires than DE, if you can only have one. Grozovoi inspiration: https://www.reddit.com/r/WorldOfWarships/comments/9fbxrl/grozovoi_guide_harugumo_for_unicums/?utm_source=amp&utm_medium=&utm_content=post_body Thanks all!
  24. Now, I don’t have the Friesland yet due to working offshore, but I will be home soon and I'm trying to establish if she's worth it. I've see quite a lot of chat on the forum, mostly from a negative point of view, but looking at these stats from wows-numbers.com she seems to perform pretty well. Win rate seems ok but that never tells you too much. Average damage is up there to be fair and she certainly knocks those metal birds out of the sky, which is nice
  25. TresXL

    Permanent camouflage

    How to apply a permanent camouflage of the French Navy that I have in my inventory ?. It's for DD Guépard, I redeemed it in the Armory but in the game I can't apply it. The same happens to me with another camouflage won in a past event for the Leningrad DD. Thank you, best regards, TresXL
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