Jump to content

Search the Community

Showing results for tags 'gameplay'.



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
    • Comunidad de habla española
    • Türkçe Topluluk
    • Comunità Italiana
  • 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
    • Outdated Mods
    • Archive
  • Developers' Section
    • Questions and Answers
  • Historical Section
    • Ships Old and New

Calendars

  • Community Calendar
  • Deutschsprachige Community
  • Polska Społeczność
  • Communauté francophone
  • Česká a slovenská komunita
  • Comunidad de habla española
  • Türkçe Topluluk

Found 228 results

  1. Hi Everyone, Was kinda wondering what everyone's opinion was on this subject. I would definitely class myself as an average player... mostly only getting to play on the weekends. Leveling up ships can be a bit of a chore, especially now that I'm researching the Fiji. I started to play this mission with a few mates as it was a bit of a laugh, not particularly difficult and a good way to earn XP. (mostly in the CLEVELAND) I would get approx 4 kills and be middle of the table.... oh and die loads This all changed when I started using the LEANDER! Each time I played I moved to the same areas of the map and got, pretty much, the same result each time. This has helped me no end in researching the Fiji. Does anyone else have a go-to ship for this mission that gets the same results? I'd love to see those replays or screen shots. Many thanks in advance, Tr1ton.
  2. Bazinga Community, vor geraumer Zeit habe ich es schon einmal angekündigt und in Angriff genommen, diesmal aber geht es richtig los. Ab April habe ich endlich eine 400k Leitung + Zeit einen vernünftigen Streamchannel aufzubauen, als Lappen im Bereich IT war mir damals nicht bewusst, dass es eine dämlich Idee war, mit einer 16k Leitung streamen zu wollen Dies Problem ist bald behoben - andere bestehen noch. Deshalb eröffne ich den Thread auch zu frühzeitig, ich möchte nämlich mich vorbereiten um optimal starten zu können. Diesbezüglich erhoffe ich mir hier ein paar Ratschläge und vielleicht Mitstreiter, in Bezug auf Software, nötige Hardware und Tipps & Tricks. Diese Hilfe soll natürlich nicht umsonst sein - aber das möchte ich dann persönlich mit denen klären, welche Interesse haben :D Was könnt ihr erwarten ? S.Unicum CV Gameplay wird wohl zu 90% der Inhalt meines Streams werden, dazu 100% Fokus auf Sieg, Salz ohne Ende und lustige Unterhaltungen mit meinen Divi Kollegen, dem Gegner oder dem Team - wahrscheinlich gleichzeitig und in verschiedenen Konzentrationen :D Die restlichen 10% wird wohl Potato gameplay im Bereich 7-10 auf Kreuzern, BBs und DDs sein, dazu maximal Salzgehalt, interessante Chatverläufe sind quasi Standart und Divi gameplay. Soweit erstmal von mir, bis es losgeht ist es noch eine Weile hin und ich hoffe, wir haben maximalen Spaß LG Justice
  3. carrier balance suggestion.

    the carriers need more love and maybe become a little more forgiving so more people will play them. I got a suggestion that will make deleting a battleship nearly inpossible but still balance it out bey making the planes last longer. maybe instead of making AA more prominent make the planes harder to kill but still easyer to desperse. the battleships where actually very well protected from the smaller payload of of the carrier planes. so the carriers can do nearly no damage to the torpedo protection of a battleship but can still do alot of damage to a cruiser (that can dodge more easely). so carriers need to hit the nose or tail of the ship to do damage and cause a flood. so for example grober currywurst: 25% torpedo protection /78% airdropped torpedo protection (on the belt only and also variate the bulge so most protection in the center). and then balance it out by making planes harder to kill. carriers will be able to play a whole game with there squadrons + do alot of damage with floods/fires etc by making a hit on the nose or aft a near certain flood. then ofc the only problem will be the DD,s wont be able to kill the scout constantly lighting them up. u can solve this by making the planes more velnerable the longer they are near the same target. wy woudnt AA crews learn the habits of a pilot after staring at his acrobatics for an extended period of time :-D
  4. Collection of ultimate bad battles

    Dear staff of wargaming, I am tired. I am so tired and disappointed. How many times did I end up in a collosal losing team? I talk about teams, which aren't playing the game, but just dying like flies in no time. Neither them nor I have any game experience at all. Any game experience is completly disappeared in those encounters. No matter what time I play I regulary find those disgusting battles. I made breaks. I reduced my playtime in wows a lot. I come back and it happens again. I am so disappointed about this, it makes me realy sad. If I commit myself to win every single battle and I have to wittness how many players at my side do not care about winning or losing, it is the worst betrayel in a competetive teamplay based game. We all do mistakes in the game. And we all need time to learn. But if you played over 5000 battles you are tired of watching the same mistake all over again. The result of all this is losing control about the outcome of battle. I often find myself saving me against anymore disappointments in fleeing into indifference. I do not want to be indifferent, but the game forces me to be indifferent winning or losing a battle. If other players permanently behave indiffrent in a teambased game, why should you keep commiting? Thats the point where I quit the game, if I can not play the game in its concept. For me as a player it is a huge issue if I lose complete control over the battle. What provides you the feeling of losing controle over the battle ? absolute suiziding behaviour of players no support for each other no map awareness not playing the objective at all strange herd behaviour: building a bubble behind a single rock to avoid any incoming fire --> complete loss of map control if players do not know the strength and weaknesses of their ship Since spring of 2017 I played more often in singleplayer. But this alone as an answere to my experience is not enough. Why do some players experience ultimate bad battles more often than others? I do not know. If I try to describe what happens to me in the game, what my actual experience is I am not taken seriously. That is why I began to collect data. I made screens of these battles. I saved the replays. That way I hope you can wittness my specific experience in the game. I invite all of you to share their game experience to the community as well. But I beg you do it without anger and keep it civilized. What is the goal of this post? Basically I want to put focus back to the actual game experience. Statistics do not describe my game experience. I want you to experience, what I had to over the past months. There are so many videos on youtube with glorious and heroic battles, but there are no bad battles to watch. They are no fun, obviously. But this creates a serious Illusion about the status of the game. In my case I played many bad battles over the last months. MrConway and Crysantos played together on stream at 10.12.2017 to my entertainment. They almost had a complete win streak this evening. Yes! WoWs is supposed to make fun playing it, but there are many players, who experience something complete diffrent playing random battles. My profile: https://wows-numbers.com/de/player/527014205,Blechhaube/ Battles in order of time: 08.12.2017 10.12.2017 Something to add: I earn the impression further more WoWs is actually a social experience how people behave in a toxic enviroment.
  5. TL:DR Dug through notes from over a year ago and found the paragraph on flares. It'll convey more information than chat-based pings, and be more useful for WoWs than an F3 based draw-on-map. Read only the bolded text and guess implications for yourself. Note that it was meant for a game design different from WoWs, so lots of nonsensical cross-references scattered about. Most of it's from outdated versions of the design anyways.THE END. Now read it before I delete it all because I can't stand my madness-infused caffeine rant on 15min break. "Radio messaging commands are now regional based and have a relevant icon or similar notification appear from on top of the ship sending them. Can work in tandem with flares. Also other coloured. Low tierpoint cost consumables. For other uses, such as fun. (But can be tactical if organized). Also a "fireworks" flare. Costs extremely much progression, except to veteran players. Costs as much as all the flares combined if they cost progression to unlock. Even gives a tiny moral boost, worthy of its own description "fireworks". Works on both allies and enemies, spectacularly. Different styles and rare styles have to be earned or unlocked. Such as ranked commemoration, veteran player rewards. E.g. Red flare attack. Yellow flare covert ops. Orange flare search/scout for enemy. Green flare support/cover. Blue flare fire at range/keep distance. Purple flare defence. Can combine for more meanings, but up to players. Enemy cannot see flares in normal randoms, but maybe intel based check for clan. Must consider team chat as well. Maybe more chat raises enemy intel gather chance. Because "SOS" radio chatter does not help much to pinpoint location, nor work as well for high player-count games. 1 point or low tierpoint cost module "white flare" or other coloured flares. Surrender option for ships. Better than sunk, for both sides. No need to destroy all, rewards not calculated based on ship sinking alone. Rewards based on strategic points captured and completion of objectives, self-ships survival vs enemy ships survival, tierpoint vs efficiency of combat per tierpoint, etc. Flares can be directional, for even better communication. Flares will have option of low altitude or high altitude launch. Low altitude less visible to enemy, maybe." All below is rant, ignore it. Last I remember, WoWs uses a chat based radio command system to work as ingame quick-access communication between players. I didn't find it helpful and I rarely used it. Rarely did other players use it to any significant extent either. Most things were expressed via typing. And because of a minor flaw in its design, where it shows the playername but not the ship (or was it the ship but not the playername? ...too long ago can't remember), you'd have to tab open the player list and manually find which ship just sent the SOS, then go back on the map and find where it is and what situation it was in, and sometimes there were multiple players (ships) pinging all kinds of different statuses and god help you try to remember each and every name and the associated ping type and find them all manually on tab list, and get back in game quick enough to find them still alive (and yourself alive). - Basically, it was unusable except to spam "gl fair seas". The chat-based commands did not help to communicate any useful information quickly, and it did negatively in helping to identify even who sent what command. It was far more reliable to quickly judge the situation yourself and ignore everything in chat, as is most public games sadly. I tried Total War: Arena recently, and was impressed by a feature in that game. While the game had a normal ping system covering the F# keys for different commands, I did not use them and other players rarely used them too. The F keys were located far away and were not easily accessible, no one would bother to memorize an array of commands if they didn't have to, and the lack of a one-button quick-access wheel type selection for these commands sealed its fate. Alternatively, a feature which did see common usage was "press F3 to draw on map". You could use your mouse to draw, in the same manner as drawing in windows paint, right onto the map on the loading screen itself, where you could also select your spawn point manually. The manual spawn point was already a huge leap from WoWs, and being able to draw your intended push direction via a simple arrow or two, or do a big "X" cross on "avoid" regions, or quickly circle some key positions ... it was quite useful and impressive. More impressive was that even in-game, you could draw a highlighted tint right onto the terrain, similar to those "aoe ability area highlight" tint. You could draw the line you wish to hold, or positions intending to set up barricades and traps. You could also use it to quickly communicated intents via simple scribbles and symbols, as the handling of the mouse allows. However, it was still rarely used in-game, and only mildly useful in pre-game screen. Few if any plans and drawings scribbles on the loading screen map actually had anything to do with what happened in-game "on contact with the enemy", and after a few games, nobody even bothered much anymore, they just wished to get in-game faster (loading screen times were still an issue). In-game, it was mostly "see and cooperate" more than plan and such. Most random games were just push-push-kill fests, with little tactical significance after all. - Of course, effective communication and efficient usage of the feature could be improved by community guides, more playing (the game is still in beta), and increased need for tactical team-awareness in end-game play. Unfortunately, there are some things which could not be improved as simply as that. For one, despite all its consumables and gimmicks, the game is still in itself greatly lacking in end-game depth, even less so than WoWs. And secondly, most importantly, there are some highly critical inherent flaws of the "F3 draw" feature as well. For one, its actual usability. Drawing with a mouse is really tedious, and I doubt many people game with a pen-pad. This limits the fidelity of any drawn communication. Secondly, and this applies for both in-game and loading-screen drawing, nobody really has the mindset to sit down and draw on the grass, when stuff is happening all around. They'll be more busy desperately panning the camera around to look for trouble and being aware of the situation, than focusing on your barely noticeable highlights. And rightly so, because knowing whether they are getting surrounded or not is infinitely more important than anything anyone else will have to express. And thirdly, while these drawings could draw symbols and whatever else, its usage is still very vague and limited. This isn't about whether one is an artist or not, or a judgmental claim on their intelligence and mental capabilities of processing and creating symbols, it's that anything expressed is still too vague to be of significant meaning. - And this "significant meaning" is what is so important, yet hard to define (at least for me). What is "significant" in in-game communication? "gg" "Thank you" "Good luck" and flashy emotes? "Urgent danger" "Enemy has this tactical weakness brief window now" "Imminent approach of ... respond immediately" and other opportunity or urgency? "fall back briefly to buy ... to use at ..." "seal off entrances d, e, g, and camp path b" and strategic plans? "I wish to discreetly scout cover me" "going to try to harass from range" "going to push" and other things on intent? What about emotional? Expressive? Or a combined and complex message with many conditionals and super-positioned variables? In actual information encoding, they have to even prepare to have parts of the message lost, miscoded, or even intercepted, yet still reliably transmit precise intent and purpose. In short, typing still wins all. But wait, you say, there are some things typing cannot express as concisely and simply as drawing on the map could. Yes, that's true, and perfect, because now we understand what can and should be expressed by a feature like "F3 draw highlights", and what it can not. There are things no amount of pings, charts, and analysis can express even if players could encode all their interpretation of a tactical situation perfectly, and that's projection of the future base on conjecture of the past and present. Human intent. Not just reaction, or even preference and choice, but inherent character, emotion, expectations. Inherent character, more like personality, which will not change, or even be a choice ... it simply is. I once told my clan (they probably didn't need me to tell them but I certainly did) what they'd want to achieve through all their clan war trainings, is not just know which ship each one is comfortable playing, but how they prefer to play it, how they'd feel while playing in any given circumstance, thus would likely prefer to and actually react to that circumstance, so that in any given scenario, how each and every one would not just likely react, but also feel while reacting to it, will be known. And as close-knit as cooperation as can be. Or something like that. Exactly how close it was to real-life sports behavioural analysis I am unsure, but in the end it was all unnecessary, given what depth and skill emphasis the game was built for. A game for machines, not humans ... as I always say.
  6. Des Moines Gameplay Video Question

    I was enjoying watching this incredibly good player and being happy about my grind towards the Des Moines untill I saw this part. Please view this moment in this replay oa a Des Moines starting at 8:30. Then at 8:39 something strange happens which nobody else noticed in the comments. How can this Des Moines shoot straight forward, while all its three turrets are still turning from more than 100 degrees away? A second earlier all three turrets were pointing backwards while that torpedo hit, then after that it looks straight forward and shoots with both front turrets. In my ship its not possible to fire untill the turret has finished turning. Happy to learn what the explanation of this detail is. Thanks. Des Moines gameplay
  7. Hello Everyone, This game on Shards makes your toes curl, the many mistakes I made and getting the Kraken unleashed while the game seemed to be lost to me but.... well just watch and enjoy how I [edited] up.
  8. Weekly Warships Stream

    until
    Captains, Tune in on Thursday evenings to catch our staff in a regular stream - get ready for questions, answers, gameplay, new ships and more! When? Every Thursday at 18:00 Where? Twitch and Facebook! https://www.twitch.tv/worldofwarships https://www.facebook.com/WorldofWarships/ Action Stations!
  9. Destructores rusos

    No se con que fin hicieron los destructores rusos pero desde luego no para destruir barcos, son la basura mas grande de todo world of warships y con diferencia, sin contar la única ventaja que tienen los destructores, sus torpedos son de 4km y eso en el tier 6, una autentica basura antes de que te acerques para lanzar los torpedos acabaras muerto por los mil disparos de los actuales de los cruceros nuevos
  10. Sandbox

    I have recently started using WoT sandbox and I enjoy it, but when are sandboxes available and are there any needs a player needs to fulfil?
  11. Hey there! So I recently decided to come back to the game after a very long break, that being that I mostly played in the alpha/beta and have only casually played the odd game since then. Since I moved to the UK recently I decided to totally remake my account on EU and start fresh - I've been having a lot of fun! ... But I have some questions and concerns I'd quite like to get some answers to that have been causing me some issues. Firstly, unless my memory fails me, it seems like there are oh-so-many more Battleships in every match than there was back when I used to play, like i'm talking at least 5-7 players per team will be battleships with maybe 1 or 2 cruisers max (like really where have all the cruisers gone? O.o) and a few destroyers. The thing is I like to play Cruisers but the whole "everyone's a battleship" is causing me a lot of headaches. As far as i'm aware Cruisers are countered by Battleships, so how is one wanting to play a cruiser supposed to be competitive when almost all the enemies are your counter? Am I playing wrong, is this an issue with me or are cruisers just in a naturally bad place with matchmaking like this? Are Cruisers struggling right now because of this or are they as good as ever? If this is the case, is there any reason for this Battleship spam and is it likely to subside? (I'm currently playing tier III-VI ships right now so i'm not sure if it's the same at tier IX to X). My second concern is that I'm currently on the Furutaka and i've read peoples suggestions and advice on how to play it but I just don't seem to be able to make it work. I hear this ship is actually a really good so It leaves me a bit disheartened for continuing the rest of the IJN cruiser line. Is this more-or-less the play-style of the rest of the ship line or does it get better? Is the Furutaka an oddball IJN cruiser that doesn't really play much like the others or is she a good indicator of the rest of the line of those ships? I have issues with the whole "you gotta keep your front towards the enemy at all times and never expose broadside thing." like how does one actually maneuver around the battlefield if you have to be head-on all the time? People say "you gotta play it like a Battleship" but I can't stand Battleship gameplay, it's far too slow and non-adaptive for me, so is the rest of the line like this ethos? Or could my issues be due to my aforementioned Battleship spam? Another thing is that I've been thinking of giving the Frenchie cruisers a go; However I recall when I was watching Jingles' review video of them on Youtube when they were in the test server that the tier 10 was rather underwhelming and not very competitive, did this change before release? Or is it still rather mediocre? I got the tier VI De Grasse premium cruiser and I really like how it plays, is the rest of the line similar? Also, i've been thinking of trying the German Destroyers. I love the guns on the Russian DD's and the amazing, long range, Torps' of IJN ones - and I hear the Germans are somewhat of a middleground? How is that line, is the tier 10 good? Sorry for the question spam - i'm just really getting into the game but feel a little bit lost on some fronts and would like to find a line of ships to really focus on as well as get some clarification on some concerns of mine. As I last played the game seriously in alpha/beta I think I had a Fubuki and Mogami (when those were tier 7) and remember liking the Myoko but not the Fubuki so much but I think that was mainly because I needed to learn how to play it xD. I remember wishing it had way better guns so I had something to do between torps' though. Thanks to anyone who can answer me i'll make sure to monitor the thread and I look forward to some responses :)
  12. Time to uninstall WoWS

    ... and free up valuable disk space. I see that the forum banner's been changed and the 2nd Anniversary has ended. For me it ended when I failed to complete their sodding anniversary collection (with only 3 duplicates more needed) and never got that cheap 2nd anniversary pixel rag for my ships. /rant TBH I had some underlying issues, that was just the last straw. I've never been happy how they removed the Imperator Nikolai from the premium shop, also Gremy was another ship I would have wanted to have. But my major gripe is about game play in WoWS. To me the game seemed much better in open beta than what's been evolving into. True, back then I played lower tiers or mid tiers at best, but to my mind the game play on those tiers was much better than what it is now on higher tiers. On lower tiers the ships have more limited ranges and you actually have to think about tactics if you want to win the battle. On higher tiers now, it seems that most of the game play involves finding an island or a puff of smoke from where to farm damage with little or no risk to yourself. IMHO that's not really what a naval warfare game should be about, but then again, I grew up playing the likes of Great Naval Battles North Atlantic, Silent Silence and other much more simulation oriented games. Maybe I just don't have the arcade mentality.
  13. [800GS] -=Neur=- Clan Recruitment

    Hey fellow warriors, Our newly formed Clan is looking for additional players that help us and claim spoils and riches (especially Oil :D ) You are looking for the opportunity to gain Oil (also for your own account) ? You can behave like a normal adult? You like playing Warships, but dont want all the stress that comes with a large, competitive Clan, like mandatory TS and stuff? Then wait no longer and join us. We not only offer the opportunity to gain Oil, but also - stress-free clan athmosphere to gather Oil for mutual benefit (it rows better when not alone in the ship) - a relaxed athmosphere where you can play without any pressure or make new friends to play together, just as you like. If i catched your attention, then wander no longer alone, but come onboard. ;) Best Regards
  14. Gameplay stuttering

    Hello fellow Captains, I hope that I'm posting this in the right place? Moderators please feel to move if I haven't. Since the last couple of updates I've started experiencing frequent gameplay stuttering. To explain what I mean, I've uploaded a video to my YouTube channel with examples at 5, 15 and 28 seconds in; please see below: This has only started happening since the update before last and is starting to really ruin the game for me. Is anyone experiencing this or is it just me? I'm reasonably confident that it's not my hardware, however, my current OS is Windows 10 Creators Update and after doing a bit of research I'm not sure if the issue I'm experiencing is linked to this known issue with the current release. If anyone has experienced this and been able to rectify it and I'd love to hear from you. Likewise, if Wargaming Support read this and are able to offer any help that would be very much appreciated. Thank you Captains o7 Keiron
  15. Thoughts on Atlanta

    I got this ship recently when it was on sale (obligatory, shameless youtube self-promotion here). I have had huge amounts of fun in this ship. I have never seen such a huge amount of damage output in such a short amount of time. It strikes me though that minor buffs would be in order. The range would be better at 12 or 13 km and more survivability would be nice, like a slightly larger health pool or tougher armour. As it is, it is huge fun but difficult to do well in. Am I talking out of my rear, or do people in general agree? How do you play well in this ship?
  16. Ok Wargaming, you should know what happens to your game if you dont introduce any tutorial to the player base of World of Warships. The game experience for all players gets worse, if time passes. What do I mean? Look the following screens (I have to admit this is an extreme example). I do not intend to simply complain and blame wargaming. This is meant to describe my game experience over the last months. I play since close beta. Screens Map Replay link to my stats: http://wows-numbers.com/de/player/527014205,Blechhaube/ I can describe my basic game experience in this match as followed: I had been driven for 6 Minutes to get in position. Due to my spawning point in front of A without spotting support I chose to go for C. In that time 7 ships died. They all must have been hit by the first torpedo wave and gunshots. Battle over. Where is the game experience at all? Honestly, I deinstalled the game in the past months 2 times. Nonetheless I came back again. And I have come to a point, where this game is more frustration than fun and engaging. Why? The majority of my game experience aproxamatly the last 1000 battles got worse. I made many encounters similiar to my example above. Why am I supposed to keep playing this? Now some will call for division play. Well, guess what! Sometimes even in a division you can not push your team at all. I do like the concept of a team based competitive game with awesome graphics and sounds. I mean look the passion for all the details! Thats amazing! Even grinding every single ship up the techtree provides me with some fun. Playing all the ships with all their strengths and annoying weaknesses. But all this falls apart if your so called teammates do not commit to the game at all. This happens too often. It leaves you frustrated and annoyed. And I do know there are many good players out there who experience more or less the same. The strange thing is some experience these bad battles more often than others. And if you tell your experience to other players you are not taken seriously. They often argue in favour for the statistics like: "Keep playing. Better rounds will come". Sorry! Statistics do not describe my game experience! As far as I can follow the developement of the game since beta I can not spot any real approach to players who don't commit to the game. Yes, you made some questionable introducing and lecturing videos. Who is looking at them? You implemented more immidiate graphical feedback for the player in the game. If this is a team based game, why don't you reward good teamplay? It feels very rewarding just to overrule the opponent with only some random teamplay. It happens too rarely What choice do I have as a player who invested so much lifetime and money in this game, but to write to you, wargaming? I could keep flaming the ingame chat, to release some....pressure. The Karmasystem? Nobody wants to read how bad he plays. I am trapped. I like to play this game simply because I am good in it. But my frustration puts an end to it. I am very sorry wargaming, but as long as I dont see any real approach to confront the not commiting players you desperately need as money maker I do not see a point to keep playing the game. Cheers Blechhaube PS.: I keep editing to correct my horrorible grammar :P Edited Map of the match for better understanding + replay
  17. (disclaimer) because only scrub non-wallet warriers play low tiers i will only talk about tier 7+ german bb 1. durability first and most important you gotta talk about the durability of german bbs. it sucks. german bbs cant take hits, and so i will recommand as with most other bbs that you snipe. this playstyle is enhanced by excellent dispersion and sigma of german bb (see gneisenau, bismarck). when playing german bb expect to see citadel offten, especially through front. this is why many player call german bbs a "line of pensacola" (quote marks so its true). german bbs also fall behind in hp because they are weak and have little superstructure so they dont get as many wg hit points. 2. guns as i mentioned earier, german bbs have very good and accurate sniper rifles. you immediate see this from bayern and gneisenau who like the other higher tiers are extremely accurate and i recommend sitting back as far as possible with spotter plane so you can snipe at very unmanoefubaevfrable dds from very long range (gearing, fletcher). like the uk rn bbs german bbs also feature excellent he so i recommend he spamming to because bb ap is fairly weak especially against dds, if you want the big hits you wanna fire he!!1!1!1111!!1 3. manoefubaevfrablility german bbs are fairly manoefubaevfrable, so you can expect to dodge shell at long ranges, especially slow ones from noob easy ship like akizuki they are very manoefubaevfrable to the extent that you dont ever need steering gears mod and instead can use the fire one because you gotta buff the low survivability of these sniper battleships 4. my unicum lodout equipemnt: tier 1 slot (slot 1) - magazine mod 1 (to reduce high chance of detonation, as seen when bismarck was detonated by hood irl) tier 5 slot (slot 2) - main battery mod 2 (to increase meh turret traverse, reload is overrated anyway) tier 9 slot (slot 3) - gun fire control system mod 2 (to increase your sniper range) tier 3 slot (slot 4) - propulsion mod 1 (means you dont lose engines so much when you get those punishing, often citadels) tier 6 slot (slot 5) - damacon 2 (to increase bad survivability) tier 8 slot (slot 6) - target acquisition mod 1 (you can expect to be torpedoed a lot whilst border humping captain skils: rank 1 - first take incoming fire alert (to try and dodge the enemy shots from other sniper battleship) rank 2 - first take last stand (to make sure that even if you lose your engine you can keep going) rank 3 - first take survivability expert (to increase bad survivability), once youve taken all of the other skills get emergency takeoff and DE (emergency takeoff to make your spotter plane take off when youre on fire and de to buff bad battlehsip fire chance) and finally vigilance (to protect yourself from sniper homing torpedoes, srsly these things are dangerous, i drive straight as possible but they still hit) rank 4 - first take ifhe to increase he effectiveness 4. my unicum consumable lodout for your consumables you must always take NON-PREMIUM consumables this is because premium consumables are a scam created by WG to promote and slowly introduce a p2w culture into world of warships thanks for reading my super important guide, hopefully you can be more unicum battleship like me after you read this if youre in a battleship dont forget to drive straight at quarter speed (or not move if possible) and put out single fires for more dodge and survivability thanks for storozhevoignevni for proof reading pls tell me if you want the font size larger because your potato eyes cant read it
  18. Clan Battles

    I am sure many players are waiting for the Clan Battles. I am hoping Wargaming will consider launching them as soon as possible. please like this post if you want Clan battles to arrive soon.
  19. Hello, Right now, the gameplay is a mix of historical and realistic feature and pure fantasy settings to induce a good and interesting gameplay. But we can see that new ships lines don't offer new varieties of gameplay (french cruisers, possible RN BB line and Pan Asia DD line...), that's fine in a historical pov but not in a gameplay focused on "team deathmatch". Do you consider adding more "fantasy" features to the game to improve teamplay or individual play ?
  20. Friendlyness, understanding, teamplay.

    Hello, This topic is not to complain, but, fellow pixelseamen, jeez, calm down. Last night i was in a domination battle, odds were turning in our favor and we were trying to cap, there were stil 4 enemys and 3 of us close by, and than we had the friendly BB (dictatoring our moves at cap), i was in akatsuki, it had no smoke just released torps and i was detected and getting shelled by the 4 enemys close by the cap (there were 2 more friendly cruisers inside the cap, capping) i was getting all the heat so i decided to move around abit to try and avoid the detection, while doing so i got the akatsuki abit outside of the cap, this was enough reason for the dictator to start calling me out and trying to get everyone to report me because im a noob and i should not play the game....in the end we lost the battle, but there are more players in youre team than just 1 dd, meanwhile the bb's where hugging the white lines, btw Now leme tel you this, i work very hard for the money that i put in this game it is not alot, but i try to add my 2 cents. and i try to have fun, thats whats most important. i know im not the best payer, i do not even consider myself a good player, but, guys, please consider someone else might not see what you see, he might not know what you know, plus also consider facts like, broken steering gears, broken rudder etc. so instead of calling people out on how they play, first look if theyre damaged, look at the situation and whats going on, instead of hugging the line and scream to others what to do. i ussually ignore the chat but this was abit much, noone wants to get reported for just playing the game..thats bullcrap. lots of greetings, The WishBone, yahaarr, ye be pirates, see yal broadsides!
  21. Hey Guys, hope you´ll enjoy this commented "König Albert" 9 Kill Division Replay! :) dont forget to comment, like and subscribe cheers... ;)
  22. Aircraft carrier improvement suggestions

    Hello , I want to suggest for some impovements. We have to make cv's a little bit more comlex so players can have multiple options in the way inflicting dmg. That will improve the rpg experience . Ofcourse restrictions will ballance the gameplay. 1st . There is an option in controls , Select next squadron but in the other hand there is no option to select previous squadron. 2nd. A carrier is a floating airfield and that means great armory. You have to add more than 2 type of weapons . As example light torpedos , heavy torpedos , ap bombs , incendiary bombs , standar bombs , rockets etc. (the choise of weapponary will taking place ingame from inactive buttons ) 3rd. a special consumable to be add. Long range air radar that will be somthing like an rpf for airplanes. 4th. kamikaze attacks for ijn cv to be available when the team is close to lose. 5th. Add to Fighters 3 alter role. 1st Air superiority (heavy ammo ), 2nd reconnaissance ( light ammo , greater speed , 3rd multirole ( rockets for soft targets(dd's) and low hp enemys will added ) 6th. Evolve map to a tactical level so we can make active planing to avvoid enemy aa bubbles.
  23. Lemming trains are now a viable tatic?

    Hey guys, since the past few weeks (2-3 i think) I have had a significant increase of matches where either my team or the enemy went full on "lemming train mode". The outcome was at least most questionable, but most of the time the team which went lemming train mode lost the match. In the past the teams at least would try to go for 2 caps, but now it seems they all just follow one ship and yolo into the battle? Have you guys similar experiences? How do you cope with your team going "lemming train mode"?
  24. How to improve ranked gameplay

    Hello, I wanted to discuss some suggestions on how to make ranked play better before I post it into the correct suggestions thread. We all know that the matchmaker doesn't take player skill into account. There are already some good suggestions in the according thread to make MM better. What I don't understand is why on some matches, the enemy has two Shinonomes and my team has two Fubukis, seems not well-balanced. In my opinion "ranked battles" should be all about communication with your team and doing what is best for it and ofc knowing the strengths and weakness of your ship. The strengths and weaknesses of the ships and the perfomance of the player in it should be the main point on how to balance teams. To accomplish that: Playable ships in "ranked battle": - Premium ships (questionable, Pay2Win?! ) - Elite Ships Maybe some minimum battles fought with that ship as well You don't want to have teammates who play stock or don't know the ship Ofc there would be people who use free xp to unlock the modules but not many will spend 70k or more free xp to make it an elite ship. Captain skills: - Deactivate all the captain skills or leave only the first 3 skill Points active. There are some People who don't have that high skilled captains, and they often struggle in ranked battles. For example if the same DD outspots you because he has a higher skill point captain. These are my thoughts on ranked, in clan battles you will always have people with 19 Point captains and in random Battles it doesn't matter, I just want to make ranked more balanced/competitive. If you do all these changes, it now really comes down to the player and how familiar he is with his ship and his ships role. Getting and loosing Stars: The last patch changed the exp gaining in the game to reflect the roles of the different ship types better. But except spotting there is no exp benefit if you are doing something for the team (for example: laying down smoke) It is really frustrating if you see the enemy focusing you as a DD and your team doesn't do that. Maybe give bonus exp if you shoot a target that is already been targeted by a team member or so. Change the way exp is given in ranked battle, focus it more on teamplay than on selfishness, maybe later you can adapt the changes for other game modes as well. Ranked battle EXP Gain: All ship types: - Focus Fire - maybe bonus for the time you stay near your own fleet Battleships: - Tanking DMG - Pushing (Maybe give BBs more EP for the time spent near or in cap points, enemy bases) maybe we won't see so many BBs at the map border anymore or DDs chasing CVs DDs: - Capping, Cap contesting - Spotting - Smoke exp bonus if your team uses it, or spotted ships from your team become "undetected" because of your smoke - hydrod ships get damaged - chase away ships with your torps (dodging is already rewarded, so why don't give DDs exp for making enemies turn, or is this already regarded in "potential dmg"?) CL: - Bonus EP for playing the role of a DD if no DDs are in the match - If your consumables do something (DAA effects planes, Hydro spots something = Bonus exp) CV: - Spotting - Securing own fleet (maybe give them more exp for shooting down loaded planes than for empty planes) Just make the exp gain more related to the contribution for the team. If you have done that you could potentially use the avg exp players get in ranked battles for the matchmaker. you can put Players with nearly the same exp in the same match. People with high avg exp will end up in the higher ranks and People who don't contribute to the team in the lower brackets. I will edit this post and adding your suggestions as long as they are explained ;)
×