Jump to content

Search the Community

Showing results for tags 'dd'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunità Italiana
    • Comunidad de habla española
    • Türkçe Topluluk
  • Mod Section
    • Rules, Announcements and General Discussion (English)
    • Modding Tutorials, Guides and Tools (English)
    • Interface Mods
    • Visual Mods
    • Sound Mods
    • Modpacks
    • Other Mods and Programs
    • Archive
  • Historical Section

Calendars

  • Community Calendar
  • This Day in History

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

Found 21 results

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. Haatra

    Gadjah Mada

    V tomto vlákně můžete diskutovat o torpédoborci Gadjah Mada (Pan-Asia, tier VII). WG Wiki (v angličtině, v ruštině)
  6. 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?
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. 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!
  12. 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.
  13. 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?
  14. Captain_Breeze

    Friesland the Peculiar (wot? no torps!)

    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
  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. 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
  17. As the topic says, I've bought 14 premium French DD containers, all of them containing a few dubloons, ingame cash and some camos... I have also received 20+ regular french DD containers for doing missions etc. NOT ONE SINGLE mission to get a friggin DD! Is it just me and my luck being absolute crap, or is the chance to actually get one of these missions st00pid low? Needless to say, without one single friggin French DD, I will never get any of the "freemiums" you get for completing orders and buying crates or "Legion of Honor" bundles. I'm actually feeling quite a bit more than annoyed about this right about now This is fu**ing bullsh*t WG! Do not expect me to buy any more stupid crates or other premium stuff in a while
  18. Well.. finally that I won my bet, I thought about if it's smart to write something about the experience or not. On the one hand there probably is a wide mass being disgusted by margin of difference in results and call it a pure show off, on the other hand some might take the one or another fact to improve. I'd be lying if I say it's not written for both, but let's keep it short on this behalf. What was the bet about? With the beginning of the rework of the CVs I had repeated (sometimes harsh) arguments with 2 friends, if it is possible to adapt or if WG makes it impossible to perform in the most affected class - the DDs. I said whatever WG throws into meta, it always is possible to adapt - my 2 friends denied and that resulted in a bet if: it's possible to get rank 1 in wowsrating in europe in the 1k+ leaderboard it's possible to keep a solo 66,67% winrate in this meta it's possible to get rank 1 in at least 5 ships in the european wows rating leaderboard it's possible to get rank 1 in at least 1 ship worldwide in the wows rating leaderboard General Conditions of the bet: only Random Games count only DDs allowed every game must be played solo at least 1000 games no tier 1-3 for sealclubbing at least 75% must be played tier 7 and above at least 50 games in each tier at least 60% winrate in each tier So I undusted my test account in january 2019, sent my 1st account to sabbatical, and tried it. No, it's no reroll and it will never be - because then those records would be deleted. If an account is a reroll you can easily see in the important moments section on the wows-profile: there will be new damage records lower than former damage records and there will be new ships that already had been there. The important moments section in reroll accounts is inconsistent. What's the result of the bet? Is it possible to get rank 1 in wowsrating in europe in the 1k+ leaderboard? Yes it is - even world wide only 1 is higher (4068 wows-rating) in the RU area and this guy played 5494 games tier 2 chester - that's passion . Rating-Leaderboard 1k+ Europe: Is it possible to keep a solo 66,67% winrate in this meta? It obviously was - in the end I dropped below 70 % with 67,93% - got a bit uncalm to finish this project within my holidays. Is it possible to get rank 1 in at least 5 ships in the european wows rating leaderboard? Yes it was - see the list of 6 Ships below Is it possible to get rank 1 in at least 1 ship worldwide in the wows rating leaderboard? Yes it was - see the list of 4 Ships below Sideffect of the bet was rank 5 worldwide in average EXP per game (2.515) for players with 1k + games (according to shipcomrade). What's my conclusion out of the bet and it's results? I mentioned it several times in the certain threads: No matter how tough the meta seem (for DDs) it's always possible to adapt and to perform well in both relations - relatively to the others (ratings) and absolute (average exp, winrate). And I swear, I had a lot of fun adapting and doing so. That's also the reason why I denied to receive the stake the bet was about, because it was fun to do so. Sure, I know it's almost impossible to do this leaderboard hunting with an existing account, but all those, that despise this effort I challenge to do it for at least 21 days (longest period shown in wows-stats) with like 200 games under similar conditions. Not sure what to do now - stick to this or get back to the other account mainly.. time will show. Some observations I made on myself, ships and teammates/opponents (1) The maximum rating in a certain ships correlates with the skillgap of the captains using it. The higher the rating of the first in the leaderboard is, the higher is the difference of skill in using the ship. That's common sense as the rating is relatively to the others. That means, that (besides Grozowoi) the Tier X DDs show no big skill variation between the captains using it. This fact also might lead to which DDs (and all other classes) are easier to handle for starters than others because those who seem to be superunicums doesn't get a significant higher output than others. (2) Cut bad streaks and continue good ones There are ships that don't suit you - either every day or on some days. Don't force it - forcing it never works out and leads to overextending which reduces fun immediately. (3) Don't feed the troll / don't argue with others while playing Well, that's a challenge. When you go into a game, you do certain things that result in a gameplan for yourself. Don't let others force you to throw this over because they bully you inside chat to do this and that. Stick to your plan, adapt if the game situation necessitates it, but neither feel forced to do dumb things because som guy you don't know and who most probably has no clue tells you so, nor ffel the need to explain it ingame. It only leads to unnecessary failures, uncomfortable gameplay and due to his reduced fun. If you ffel the need to reply - do it after the battle - the need to reply mostly vanishes until then. (4) Stick to the plan Like mentioned in the section above - stick to the plan - but what plan? The more you play and the more you stick to what you thought about your play will be like when you start a game, the more you will get evidence if it works or not - that's learning. You will learn best by doing and getting instant feedback of your actions be results and ingame happenings. If you learn from those happenings you will improve. Which level of improvement satisfies you and provides you fun - it's up to you. Back to the plan. You should have a certain idea what is up to you and what you want to do when your ship starts moving. It depends on your class, your ship and your expectations out of the match (which may be influenced by missions, trying a certain build or whatever). Your plan is up to you - depending on the plan there is some match preparation. (5) match preparation The loading time (depending on your hw-configuration) could easily be used to prepare for the match. I will touch it from a DD point of view: Check Team List for CVs, Radar Cruisers, enemy DDs and Divisions Team Lists: are there certain solo classes or tiers? Matchmaking is gonna mirror our team to enemy team with spawn if those aren't in divisions. Meaning a single tier 9 radar cruiser will start from the mirrored position of our single tier 9 (radar) cruiser when both aren't in divisions and both are the only tier 9 cruisers - same for CVs, DDs, and other classes and/or tiers. It leads to additional information often but not every game. CVs: If they are there and you dont have decent def aa have an eye where enemy CV sets focus in the early game. Radar Cruisers: which are they, what's their range, where might be common spots for them to sit and cover areas - (might help as a shortcut: https://wiki.wargaming.net/en/Ship:Consumables#Surveillance_Radar) Enemy DDs: Who could you meet and what would you do when meeting them - engage, shoot/don't shoot, run, smoke/don't smoke,... Divisions: Who of the enemy is in a division? - This might lead to more information during the game when one member pops up or it might have direct impact on the decision what to do with an enemy DD when it's in division. Make a plan What are you gonna do with the informations out of checking the team list and is that gonne be likely to work due to your experience or not. That's a progress and it will get better from time to time. Talk about your plan and communicate effectively I at least write which base I check or which enemy ship I'd like to be focused (mostly DDs or Radar Cruisers). During the game you should avoid writing long text - it distracts yourself and teammates too. Use the ingame commands and mark targets. Sometimes a hint to make teammates push the strong side while you block the weak side is a usefull hint, but like said, write no poems und dont react to/start principled dicussions during the game. (6) error culture Errors are not bad, just learn out of them - dont feel bad about making one, it's one more information that would result in a better gameplan next time. No need to apalogize, no need to react to certain phrases like "noob", "learn to play" and stuff.. that get's thrown around by everybody to everybody. Even I hear it on a regular basis. When I'm not calm enough to not feed the troll I sometimes reply get my results then call me noob, but that's stupid either. Such discussion neither help nor make sense. (7) ship hopping Many people tend to play the daily 100% (or atm 200%) bonus with as many ships as possible to grind. If you want to improve on a certain clas or a certain ship, that's not conducive. Stick to a certain ship or smilar ships for some time. I myself also have bad games when switching between US and RU DDs for example. If the ships played while learning/trying to improve vary too much it makes that learning and progressing very hard. When playing DD a not so perfect aim or a misjudged agility of the ship on a DD knifefight will end bad. When you reach a decent level that that ship hopping impact will reduce, but it will always be there. In german we got a saying which translated means: humans are habitual animals. (7) last but not least.. it's only a game In the end this is only a game that should provide some fun - like said before: you can't force it. You yourself define what the fun will be and only you yourself define if a certain game was fun or not.. no other troll will define and no stats page will define this. The basics could be easily learned in the wiki, in this board with many willing to help fellows and simply by playing. Above I mentioned some things that might help to go into a game with a plan and how to learn out of experiences made while playing. The section about the bet was to show, that not every negativity in this board should be taken to serious - while it was not the intention to deny the negative personal experience that lead to those threads and stuff. See you at the sea.. hope some of the mentioned things will help one or another..
  19. HI all, INFO: For DD player vs. CVs - change AA sector without enabling the AA guns to remain unspotted! Great info from Reddit: Source All credits to original author: "agnaaiu" !!! Leo "Apollo11"
  20. Blaubeeren

    Schnellboot - Eventschiff "Tier I"

    Hier bitte alles rein was mit dem Eventschiff "Schnellboot" zu tun hat; Sichtungen , Abschussberichte , "Erfahrungen" , Erinnerungen , Videos, Tipps & Fragen , als auch Sonstiges https://de.wikipedia.org/wiki/Schnellboot#Deutschland Blaubeeren
  21. Salut ! Des leaks tout chaud de cet après-midi indiquent l'arrivée d'un nouveau destroyer premium français de Tier V, le Cyclone, de classe Bourrasque ! Les stats ne font pas rêver: HP: 11700 vitesse: 30 kts rayon de la courbe de giration: 560m gouvernail: 3.04s dissimulation: 7.2/3.36 km Consommables: DCP, smoke de tier 4 (oui oui), spood beest normal (pas le french) les canons font pleurer: 4x1 130mm/40 Mle1919 reload: 10s rotation à 180°: 18s portée: 11.72 km obus HE: 1900 dmg, 9% chances d'incendies, 725m/s obus Ap: 2300 dmg, pénétration 5/10km = 91/49, à 725m/s les torps: 2x3 550mm Mle1928T reload: 84s (le pire du tier il me semble) 12233 dmg portée de 6km à 57 kts, détectée à 1.2km la dca est inexistante, je préféré la passer. En bref ça m'a l'air très mauvais, à part la portée qui est la meilleure du tier si je ne m'abuse, le reste des stats est risible... Vous en pensez quoi ? la source: https://sea-group.org/?p=3092&lang=en
×