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Found 64 results

  1. The idea to write this has been developing over my entire way through WoWs, from potato to unicum. Thanks to World of Tanks experience I was able to start at least with a 50% winrate, but it took a long time to get it into the super-unicum range and play for the top 10 in clan battles. However, keep in mind that not every player plays just to get the best results. Playing for fun is perfectly fine, in fact it may be strange to take WoWs so seriously, especially the random battles. But many players do have the ambition to do as well as they can, so this is for them. The most fundamental difference I've observed in good vs bad players, including myself as a beginner vs now, is this difference in mentality: Bad players think about opportunities. Good players think about dangers. So if you're not performing as well as you want to, let's have a look at how to get better by approaching the game from the right mindset. Where bad players fall short Bad players always imagine ways how they can succeed. That leads to all sorts of suicidal plays. From the very start they believe things like: "I will rush straight into this cap, win the fight there, conquer the cap, and that's how we will win this game!" This usually just gets them killed and puts their team at a disadvantage. For the same reasons, bad players love torpedo rushes, try to ambush enemy ships from behind islands, and always push forwards. Whatever they do, they're certain its going to work. Until it doesn't and they're dead. And then they blame their team instead of themselves, thinking "it just failed because my team didn't support me properly". Most people seem to believe that bad players are bad for the opposite reason: That they always camp in the back and never do anything. But surprisingly, those are much less bad to have. Far and away most games are decided by which team loses more players early. If a team merely takes the caps without getting a kill lead, they will often get impatient and push into the camping enemy, throwing their safe win away, because they have too many noobs who keep imagining how their rush is totally going to work. Make no mistake, camping in the back is still far from an actually good strategy, but its better than being dead. You can observe the truth of this even in high skill matches. Very early in a T10 ranked season at rank 2-5, when there are virtually no players below about 58% global winrate, matchmake monitors will let you observe a very persistent trend: The players with the worst winrates are always the first to die, even when you would generally think they're safe and competent players with their 58%+ winrates. In true top tier clan battles it is a bit different, but even getting into hurricane league takes little more than just knowing how not to [edited]up. How good players succeed So what do good players think about if they don't think about what great play to make? They think about what plays *not* to make. They arrive at the best possible play by eliminating all the dangerous ones first. This is the priority list of what dangers to avoid: The danger to take too much damage. The most important counters to this are angling and using your concealment range. Good players rarely get closer to the enemy than the distance at which they can get undetected again once they stop shooting. Even if you are a BB, you want the opportunity to turn away in stealth, or to repair fires and wait out your damage control cooldown. Getting into a position that you cant escape from needs to be *very* well planned out. Your main tool to avoid this problem is to position properly relative to your team. In a DD you need allied cruisers and BBs to scare away enemy DDs or radars from rushing you. In a cruiser or a BB you need something in front of you to screen away enemy DDs from permaspotting you. The danger to get locked down in a position. If you aren't absolutely certain that the enemy is weaker on your flank, you want to have the opportunity to turn away savely and run before they get too close to you. This is why good players don't commit their ships early until they know more about the enemy positioning. The danger of torpedoes and airplanes. Overall fairly similar to the risks above - as long as you can turn freely, you're usually going to be fine. Torpedoes are easy to stay safe from since you can use allies to spot for you. With planes... well better pray you have some good AA cruisers on your team. The danger to deal no damage. Obviously just being safe doesn't win you the game, but a dead ship does not deal any damage either. If you followed the checklist to this point you are sure not to be dead, so you can actually do something. In order to deal damage you need to stay in a position that (1) is close enough to the enemy, (2) where your guns are not stuck behind an island, and (3) from where you can quickly move on to the next battle once your current one is decided. Going around all the way at the flanks has a high risk of leaving you useless, which is why good players tend to play to more central positions. The danger to lose by score. Yes this is pretty damn far down. Ultimately the cap belongs to the last ship still afloat. It is better to get the cap a little later than to die for it, which by itself can be a 100 point swing to the enemy's favour. Most importantly this danger means not to let the enemy get any free caps. If they take the cap, at least get an HP lead in return, so that you can bully the enemy away and retake the cap later. This is also where specialties like radars become important to deny the enemy from capping safely. In summary, you need to position around caps in a way that lets you defend them. Because good players primarily think about dangers and possible mistakes, they rarely talk about great plays, but very often about mistakes. In their view games are decided by mistakes, not by heroic actions. Any successful push is only possible because the other team allowed it. Why does such a passive approach work? Because every game starts evenly. The enemy has to struggle as hard to get a lead as you do. If you do nothing and the enemy does nothing, you at least get a draw. Playing aggressive is generally a disadvantage. It means that you run into crossfires while the enemy can always angle against you. It means your shells need to lead further than theirs. It means that you run into enemy torps while your torps won't reach. Therefore your first priority should be to play defensively and punish any enemies who overextend. This happens in nearly every random battle, but even in clan battles up to high typhoon league. Only think about more aggressive action if the enemy does not give you such free kills. But there is no need to be more aggressive than your enemy if you are evenly matched. Having a standoff at 15-20 km is nothing unusual and should not worry you. Why should you make a risky move if the enemy doesn't? Instead, just trade as effectively as you can and gain a lead that way, or look for another position where you can be more effective. This way you will soon open up spaces to take caps. Caps are primarily a tool to force the enemy to push into you. You don't want to let the enemy take any caps, because having fewer caps means that you are forced to push. Your goal is to put the enemy into a spot where they are the ones who need to push. Proper openings for aggressive plays are rare, unless the game is already decided one way or the other. The decision to make such a play should only be the result after you have evaluated all dangers. This is how you learn to see the highest % plays, the plays that are most likely to give you an advantage in the game. If you learn how to play save first, you will progressively see more and more openings where you can push for more damage and be a bigger frontline presence without taking real risks. A rundown of how this works in reality Let's say you stick to the whole checklist of dangers. How does a game pan out if the enemy fails at it? If the enemy fails at the first step, they overextend into your team's firepower giving you a lead in HP or ships. Then you can slowly push the enemy away from the caps win from there. If the enemy gets into a position where they can no longer retreat against a superior force, for example because they hugged an island too far up, you can slowly move up and pick them apart without having to take much of a risk. If they lose ships to torps or air strikes... well, easy win. and 5. if they aren't in a position to threaten you at the caps, take the caps and wait it out. If they do not make any of these mistakes, you now have an even game. The caps are presumably covered by radar and/or nearby DDs. Some cruisers may hug islands to provide radar or AA, most of them are in the open water wth the BBs however and are free to pick their fights. Now its about coordinating the threat to take a cap, vision, and firepower support to get better trades on the enemy. You have a real game on your hands. The screw-up hierarchy of clan battles This concept came to my mind towards the end of Season 1 of clan battles, when the meta had settled and changes became more gardual. It is a pattern how most high-tier metas develop. In each stage of development, a different type of ship is the weak point that will likely get punished and lose the game. In the beginning games were decided by DD mistakes. Nobody knew yet how to secure caps, so the ability of DDs to decide how aggressive they could threaten caps was absolute key. Most games were decided because a team either lost their DD, or gave up a cap uncontested. When the DDs learned how to play solidly, the next point of weakness were the radar cruisers who were supposed to secure caps. Because they didn't know how to position properly and how to time their radar, they would either let the enemy get a free cap or die. These were the things they had to fix - whether they dealt any damage almost didn't matter. Once all of this had settled, the final step was about the open-water cruisers on the flanks. With everyone playing nice and safe at the caps and neither side getting a lead that way, it was up to the ships which could threaten to reach around the enemy's flanks to decide the game, by threatening the positions that enemy DDs and radar crusers used for cover. In Season 1 this was all about Zao, which was able to fight in open waters and had the concealment advantage to drive away bigger cruisers like Hindenburg and Moskva. When we began with clan battles in season 1, I played all of these roles in exactly this order since I was our shotcaller and dictated our setups. Whenever something didn't work and I didn't understand why, I tried it out myself until it worked. I've developed a bit of a Zao fetish since then and played little else, although in season 3 that role was partially overtaken by Worcester. The meta has gotten a whole lot more varied since that time, as ships like Worcester, Minotaur, and Stalingrad have shaken it up a fair bit, but I still believe there is some truth in this model. If you're not in Hurricane yet, this may be helpful to you. Evaluating how active or risky you should play There is a simple way to tell whether your team is currently in a good or bad spot, and how badly you need to act if you are currently not fighting yourself: count how many ships of each team is currently effectively involved in battle. If your team has more active ships, they are supposed to gain an advantage. In that case you have time to improve your position and only pick the best engagements. Its the enemy who now has to bring more ships to engage in battle. If both teams are fighting evenly, play as normal. If your team has fewer ships in battle, you likely need to make something happen. However, instead of pushing into the enemy you might want to consider to turn around and support your losing flank, since the enemy may push through there soon and make themselves vulnerable. Keep this in mind to avoid making mistakes especially in clan battles. During our first clan battles we had a lot of cases of players dying and putting us into a difficult spot because they "felt like they were too useless in their position", even though we were already winning and they didn't need to do anything at all. And then there is of course the factor of score. If a score loss approaches, there is obviously no point to prioritising one's own safety. At some point the danger list reverses its priorities, since your death is meaningless now. Don't assume this too quickly though. If your team is already behind, the enemy overextending into poor engagements is often your only chance of a comeback. Similarly, if you are on the winning side you can of course afford a little more aggression, but be cautious not to through it, it happens all too frequently. Other notes on getting good * In most games your team has a flank where they are stronger, and a flank where they are weaker. Don't hesitate to surrender the cap if you are on the weaker side. If you are on the stronger side, drive the enemy away from the cap until you can take it, and then think about your next move. Moving into the enemy half of the map is usually a mistake. Either you overextend into focus fire, or you don't deal enough damage because the enemy is kiting you, or it leads you away from the caps. After winning the battle for a cap, the right choice is almost always to stay on your half of the map and move towards the next cap. * To get through the list of dangers, you need 1) map awareness, 2) the ability to predict map movements, and 3) decent knowledge of all ships in the game to evaluate when exactly you are in danger. You need to know what type of DPS to expect, torp and radar ranges, have a decent awareness of cooldowns, and so on. * Never underestimate how long it may take you to kill an enemy. So many people die because they make this mistake and end up eating more damage or being spotted for longer than they thought. So do not overextend in order to chase a kill. Simply getting an HP advantage and forcing them to escape is usually all you need. Really being able to force a kill is not the norm. * The best position to be is almost always where the enemy is going to push next, i.e. a defensive movement. But its easily possible to overextend in a defense, keep the right distance and stick with allies. * Going solo can be an option if there is no CV, but it usually limits you to very careful play. You will likely have to wait until the enemy engages on your allies to open up fire savely. If an enemy group is pushing through your half of the map, going wide towards the map borders to threaten their flank tends to be very powerful, making it very dangerous for them to advance. Even if they chase you down, if you just survive long enough your team will have a numbers advantage on the rest of the map and probably win. * Your choices almost always rely on positioning relative to your teammates. But unless your allies respond to you in chat, do not assume that they will cooperate with you. Instead, arrange yourself so that they fit into your plans. Use them as meat shields if you have to. * Not relying on your team includes to not get into any position from which your team has to bail you out again. Being able to escape when crap hits the fan is your responsibility alone - do not put your team into a position where they have to take a bad engagement to save you. Lastly, keep in mind that your own gameplay is the only thing you can influence. WoWs is a random team game, so other players may make mistakes and lose you games, but flaming them doesn't help you either, so let's try to stay civil. You yourself are the only variable you can change. I hope this helps anyone who wishes to improve. This post was originally written for Reddit here.
  2. FukushuNL

    On DDs and detonations...

    I think it's a given that all people that sail their DDs should have some anti-detonation countermeassure, most preferably the 100% anti-det signal, mounted on their ship, right? In my opinion, this situation is the same as the detection captain skill we used to have that WG found manditory enough to bake it into the basic gameplay. With that I mean the "spotted" exclamation mark, which used to be a 1 point captain skill. The anti-detonation signal as such is as much a manditory part of any DD kit as the captain skill was back in the day, taking up one of the 8 signal slots where as the skill took up one of the limited amount of captain skillpoints way back when. Up to a point where DDs effectively have only 7 useable signal slots to play around with. So I want to suggest that WG with help from the community could take a more closer look at this issue and decide what would be the best option to solve this. A few options I like to share: 1. ofcourse leaving it as it is would be a viable option too. One does not have to be forced into carrying an anti-det meassure, but one already kinda is as not only will you be a liability for your team, if you detonate you can perfectly hear everyone in the match facepalm and calling you out for nout having the signal equiped. So we'd be only kidding ourselves if we would try to tell the other that setups without the 100% anti-det flag would be viable, right? 2 which brings me to just give all DDs a baked in 100% detonation proof hull, and only 7 signal slots to play around with. Things will stay as they are effectively and the flags could still be there for use in other ships where they might be a choice for people to equip them instead of a manditory thing. 3. Get rid of detonations all together as multiple people already suggested on the forums several times before. I however don't find detonations that much of an issue to get rid of it all together (not that I'm against getting rid of it either), but more that having a manditory spot on a speciffic class for something everyone will agree on must be put in that spot is the worst kind of gameplay and could easily be ommited, just like WG has done with the "Detected" captain skill which they baked into the basic gameplay. As such, this isn't a thread to discuss detonation as a gameplay mechanic, but DDs and the non-gameplay of having a signal slot every single on of us knows can only be occupied by the detonation signal. I personally opt for option 2: Bake the code for 100% anti-det flag into all current and future dds, get rid of 1 of the signal slots and put a fat cross over the anti-det sgnal just like +fire chance signals got with the RN cruisers for instance. I think one could only go for option 1 if one would want the chance to be there that one of the enemy captains would have forgotten to equip their signal and thus would have the opportunity to det said enemy DD, but that could very well happen to your own DDs and the enemies would then be able to det yourfellow DD. So in the end everyone would just want their DDs to have the 100% anti-det signal equiped 100% of the time, which makes having the choice to equip them essentially void and could very well be broken out of the game and the choice taken out of our hands, so we don't have to bother with it...
  3. Trazyn_the_Infinite

    Einzigartige Verbesserung der Hakuryu

    Hallo erstmal, Hab gerade die letzte Mission für die einzigartige Verbesserung der Hakuryu abgeschlossen. Mein Problem ist jetzt das ich besagte Verbesserung nirgendwo finde. Angeblich wär sie bei Module>Verbesserungen>Slot 6, aber da sind nur die normalen Vier für je 3mil. Kredits. Jemand ne Idee ob das ein Bug ist oder der Skill grad überarbeitet wird oder so was? Schon mal Danke im Vorraus MfG Trazyn
  4. I know that this has been obvious to many of you for years now, but there appear to be some individuals who still do not understand why this is true, and so I will try to show why it is. WR is almost useless for determining skill if only a small sample size is available. To demonstrate why, let's take flipping a coin as an example. For an unbiased coin, the chances of landing heads is 50% (obviously). This is called the theoretical probability. However, if we flip a coin, it will either land heads, or it won't, placing the outcome at either 100% or 0% of flips resulting in a head, compared to what it "should" be. This is called the actual probability. Note that this is caused by a tiny sample size. As the coin continues to be flipped, the odds even out, and actual and theoretical probability become closer together. What at did we take from this? 1: In small sample sizes, actual probability is useless for determining theoretical probability, as luck can have a huge impact. 2: Actual probability becomes more and more accurate as the sample size increases, as luck's impact is diluted. Now, let's apply this to WR. The skill of the player is the actual probability. It tells us how often they would win if every match they played was evenly matched. A player's WR is the theoretical probability, caused by RNG and varying team quality. Therefore: In a small sample size, luck can cause actual and theoretical probability to deviate from one another, making WR over a small number of matches almost irrelevant. Over a larger number of matches however, luck is diluted more and more, and WR reflects a player's skill more and more accurately. Note that this is based on solo play. Divisions amplify the skill (or lack of) of their members, as they stack each match played either for or against their members depending on whether or not their members are above or below average. To put it another way, bad divisions lose far more than they do alone, and good divisions win more than they do alone. @Beastofwar Please read this. CAREFULLY.
  5. Excavatus

    How does Skill effects WR?

    There is an age old question in WG games, does individual skill affects individual WR...? some say yes, some say with complete random system of WG MM, NO. I am on the YES side and a couple years ago, I spent some time to run a small simulation to put a little light on the subject. It was a thread on WOT forums, I am gonna post it here with the results... Have fun discussing it... PS: its in the spoiler! WARNING: IT IS LOOOOOOONG So after the general explanation, Lets go into the results! These are the results for total of 1000 random matches with some additions and graphics, Ok... If you are still with me! Now it is the final part I finally ran the numbers for 3 men platoons (divisions) I respect every critisim with some intelligence and knowledge in it and it has to be in a civil manner.. Lets discuss... Thank you for enduring this wall!
  6. Hallo, wir alle kennen es, wir fahren eine neue Line und testen die Captainskills durch. Oder WG ändert die Meta und man muss eh neu skillen (gut hier gibts von WG meist einen kostenfreien Umspecc aber darum gehts ja nicht). Wenn wir nu ein anderes Talent nehmen wollen um es zu testen, ob es besser zu unserem Spielstil passt, müssen wir den kompletten Baum zurücksetzen. Das geht auf Dauer natürlich auf die Captains EP bzw. auf die Dublonen. Daher dachte ich mir gerade, wär es nicht besser wenn WG uns die Möglichkeit bietet, Talentpunkte einzeln zu ändern? Ich spiele zB gerade die Aki und habe mit jap. DD an sich keine weiteren Erfahrungen und an DD spiel ich bisher nur die Russen. Daher bin ich zZ am testen welche Talentpunkte gut zu meinem Stil passen bzw. einen Stil zu finden der mit den Talenten gut funktioniert. Abgesehen von den Standartpunkten beim DD variiert man ja doch. Ich bin gerade am überlegen ob ich BFT mitnehme oder doch lieber DE. Genau so überlege ich ob AR sinnvoll ist oder nicht. Und ja, Einheitsbrei, sprich Skillungen die für andere Spieler top funktionieren mag ich an sich nicht. Denn nur weil ein Stil für einen oder auch viele Spieler gut läuft heißt das ja nicht, dass dieser Stil auch für mich funktioniert. Daher fände ich es gut, wenn ich halt nur das Talent umändern könnte um das es mir gerade geht und nicht den gesamten Baum resetten muss. Ist, wie eingangs erwähnt auch eine Kostenfrage. Preislich gesehen können wir uns ja am bestehenden orientieren, 10k CaptainsEP oder 50 Dublonen, meinetwegen auch gern etwas höher, meinetwegen 12.500 CaptainsEP und 60 Dublonen. Und nu bleibt sachlich (ja bin ich selbst selten, ich weiß) und sagt eure Meinung. @Sehales leite die Idee mal weiter büdde.
  7. So, ich bin ja nun auch schon einige Zeit dabei. Und würde mit euch gerne mal über etwas grundsätzliches diskutieren. Eure Meinung, das pro und kontra dazu hören. Also, "früher" war ich ausnahmslos in allen Schlachtschiffen mit dem Skill Tarnung unterwegs. Macht Sinn, man kommt damit näher ungesehen an den Gegner heran. Aber über die letzte Zeit gab es eine regelrechte HE-Schwemme, auch bedingt durch die neuen Amerikanischen Kreuzer (oder Noobs mit Battleships), welche extensiv HE benutzen. Das hat natürlich, richtig, viele Feuer zur Folge. Ein Feuer ist in der Regel kein Problem, aber schnell werden das 2-3 Brände. Kann man gut finden, muss man aber nicht. Heilungen sind letzten Endes auch nur endlich, weswegen ich mich mal am Brandschutz versuchte. Mittlerweile rüste ich immer mehr Schlachtschiffe auf diesen Spaß um. Und gemäß der Logik müssten möglichst viele teure 4er Skills mit am "besten" sein. Ein "typisches" MA-Schlachtschiff (Tirpitz, Bismarck, Musashi (da aber statt dem Reload-Skill das zweite Flugzeug!), Kurfürst, etc.) schaut bei mir so aus: http://shipcomrade.com/captcalc/0110000000100000000001001100100019 Ein "typisches" AA-Schlachtschiff (Missouri, Montana, etc.) schaut bei mir so aus: http://shipcomrade.com/captcalc/0110000000100000000001000100110019 Ein "typisches" Hybrid-Schiff (keine superstarke Langstrecken-Flak - aber trotzdem sehr gute und eine vorzügliche Tarnung wie die Vanguard oder Conquerer) schaut bei mir so aus: http://shipcomrade.com/captcalc/0110000000100000000001000100100119 Bei den MA-Schlachtern hab ich alle drei MA-Verbesserungen verbaut, bei den AA-Schlachtern zwei AA-Verbesserungen - aber im 6. Slot dann halt die 11% höhere Genauigkeit. Und ich kann wirklich keine Verschlechterung des Gameplays feststellen. Eher kann man viel eher seinen wirklich Stärken ausspielen. Und das ist Schaden zu kassieren und natürlich auch auszuteilen. Vor einigen Wochen wollte ich mal einen Thread über die nutzlosesten Skills eröffnen, wozu der Brandschutz gehörte. Mittlerweile denke ich da anders drüber. Bedenken muss man ja auch, dass wenn man ballert, für eine halbe Stunde erst mal offen ist. Wenn nicht irgendwelche Secret Ninjas in ihren DDs euch eh dauer-spotten. Deshalb, was bringt dann die Tarnung? Die Tarnung ist situativ und hilft nicht mehr wenn man offen gehalten wird oder geschossen hat. Der Brandschutz hilft euch bei jeder einschlagenden HE-Granate der gegnerischen HA oder MA. Weniger Brandchance UND weniger Feuerquellen. Wer von euch ist auch am wechseln, denkt drüber nach oder sieht das total anders? Und bedenkt, bald wird der "Vorteil" des Tarnung-Skills für BBs auf 10% reduziert... Umgekehrt gilt die Diskussion natürlich auch für Modulschäden. Ich sehe kaum einen Schlachter, wie er im ersten Slot das Modul für 100% mehr HP der MA/AA verbaut hat. Und alle beschweren sich darüber, wie ihnen die MA/AA weggeblasen wird. Vielleicht mal als Schlachterfahrer umdenken und das MA/AA-Modul nehmen? Die Ausfälle der HA kann man mit dem Skill Präventive Maßnahmen gut kompensieren. Mit dem CV-Rework werden sicherlich einige ins Schwitzen kommen.
  8. Hi there, Since there have been a lot of threads about bad players and teams. Is there something we can think of and what WG could do to increase the overall skill level of the playerbase? It took me a quite a while to get a grip of the basics. And frankly if I never registered here on the forum I would probably still be at 40% w/r and not improving. I think it could be good for WoWs to guide players better so they don't drop out. Or worse, long time players dropping out because because they get fed up with a part of the player base. It also could increase the competitive scene which is good for WoWs overall. Could lead to more competition > streams > more viewers > publicity > new players. But thats is just a wild assumption. To get this started let me throw some ideas up. And please give your feedback or post your own ideas. But please keep it civil. - Tutorials, most games have them and seems pretty straight forward but WoWs seems to miss them. - Incentives for overall stats (dammage, w/r etc.). Like you are able to compete in some game modes if you hit a certain criteria, you will get a container/signals/flag if you hit [x]. - Incentive for watching the "how it works" serie on the YT page of WG. - Force players to watch or do a tutorial when moving up a tier, introduce them to new game mechanics. For example; how does radar work at entering T7/8. @Crysantos and @MrConway do you guys read along or might even want to throw some ideas in here as well?
  9. Kann jemand von euch sagen, wann es das nächste Mal möglich sein wird, die Kapitänspunkte kostenlos neu zu verteilen? Ich dachte irgendwo gelesen zu haben, dass das nicht mehr weit hin ist. Danke.
  10. Linkaex

    Good players and teams!

    Just wanted to say, today has been a good day! For the majority of matches I had players who communicated, gave feedback to other players and people admitting making mistakes. People did not rush off and die, stick to the map borders but all were willingly to work together. There was a lot of fun and jokes made in-game chat and the overall atmosphere was quite chill. Also towards the enemy team there was a lot of mutual respect and not so much banter. I did not win all the games of course, but out of the 24 games played today I got a 66,6% w/r. I played mainly T6 and 7 in case you are wondering
  11. Hi there fellow captains. Over the last few month's you guys and girls gave me great feedback on how I could improve my game, I'm really grateful for that and because of it I went from a bad player to now below average and working towards average. I will be content with average but my goals is to be a "good" player and get everything in the green. As of late in the last couple of weeks my performance has been staggering. From going "great" and sometimes even "unicum" scores per evening I went back to "below average" and "bad". Whilst my average tier is still around 6/7. I read alot about this feature "replays". And I think it can help me to evaluate my game. Where does one find this? Also idk if my understanding of the game gets better and thus I see more idiotic mistakes made by my team or even the reds. But teammates have been surprising me to say the least on their decisions. Now the last time I blamed everything else except me, you here on the forum proved me wrong, and I hope this is the case yet again! I must be missing something but I don't know what. There were plenty of games in hindsight where in I could be more of an asset to the team and so lost because of it. Or at least I hope that is the reason since I can work on that. There were also games no matter how well I preformed (to my knowledge) but it was a lost cause from the start I think. Some questions on games that seem hopeless. So sometimes you have these games. No matter how hard you try to communicate they will be stuck, for in this example, at the D line. Really they did not got of that square for like 10 minutes. I and a Z-46 tried to cap A but to no avail. (Me in a Hipper I recently unlocked) At this point I feel hopeless, getting salty and what not. How do you capitalize on these kind of games? I really don't want to blame my team here, even tho they could have done better positioning. I did not do great that game either. Here in my T6 Normandie I did rather well score wise. But we still lost. I would not post this if it was an exception. To my experience it is a a big chunk of my games that end like this. Is there something I can do to motivate my team better? How do I read the games a such, even when they go in my examples I can get the most % out of it to win it?
  12. Hallo zusammen, ich bin seit knapp einem Jahr regelmäßig in WoWS dabei, spiele fast jeden Tag, hauptsächlich BB, zuletzt auch mal CA, und ich fange gerade mit DD an. Wie man sich denken kann, habe ich zu Anfang bzw. die ersten Monate ziemlich auf die Nuss bekommen, was mir den Spaß zunächst nicht genommen hat. Erst eine Auseinandersetzung hier im Forum hat mich darauf gebracht, mal auf meine Stats zu schauen, was mir die Augen geöffnet hat, wie schlecht ich damals war. Was folgte war der Schritt zurück von T6 auf T3, wo ich dann ziemlich lang an Zieltechnik und Fahrweise feilte, was sich irgendwann auch in verbesserten Statistiken widerspiegelte. Entsprechend sind Kawachi und Nassau immer noch die beiden Schiffe, die ich am häufigsten gefahren bin. Irgendwann wurde es aber Zeit, eine Stufe höher zu gehen, dann noch eine usw., so dass ich mittlerweile hauptsächlich auf T6 und T7 unterwegs bin, auch mal zaghaft in T8 reinschnuppere, aber gern auch mal zurück auf T4 und T3 gehe. Jetzt habe ich das Problem, dass meine WR seit einigen Wochen kontinuierlich absackt. Stand ich vor einigen Wochen bei knapp 54%, bin ich jetzt bei 52%, und ich frage mich, warum das so ist, zumal meine Trefferrate weiterhin peu a peu gestiegen ist. Dass es Tage oder ganze Wochenenden gibt, an denen nichts geht, kennt ja wohl jeder hier, aber diese Schaffenskrise dauert schon ein gutes Weilchen an. Da muss also mehr dahinter stecken als nur fehlendes Glück. Daher mal die Frage an die erfahreneren Kapitäne: kennt ihr das, und wenn ja, was habt ihr geändert? Ich habe den leisen Verdacht, dass es bei mir daran liegt, dass ich die Schiffe querbeet fahre, also nach dem ersten Tagessieg das Schiff wechsle. Nach einem Gefecht mit recht agilen BB wie Kongo oder Ashitaka folgt im Extremfall eins mit der eher gemütlich daherschippernden New Mexico (die ich übrigens extrem gut finde). Wie macht ihr das? Wechselt ihr auch die Kähne ständig oder seid ihr konstanter, fahrt am Montag nur die Amagi, am Dienstag die Bismarck usw.?
  13. Viele haben bemerkt, dass der ingame - chat ziemlich toxisch geworden ist, und manche meinen, das allgemeine Niveau des Teamplays in Zufallsgefechte habe schwer gelitten. Als Konsequenz lassen Spieler oft ihren Frust an Mitspielern aus, die sie für "schlecht" halten. Klar, jeder hat mal nen schlechten Tag, aber manchmal wundert man sich, z.B. in tier IX Gefechten, wenn Leute manchmal wirklich völlig planfrei agieren. Im letzten battle z.B. gab es wieder einen haufen geflame nach der Art: "Wie kann man ein tier VIII-Schiff haben und immer noch so blöd sein??" Dann bemerkte ein Spieler, er habe letztens einen Teamkameraden gehabt in tier IX mit 15k Co-op, aber nur 100 PvP-Gefechten... Das gab mir zu denken. Co-op sind so eine Art Spielwiese, und die Bots agieren nunmal nicht ganz so, und nicht so flexibel wie Menschen. D.h., man kann Coop schneller trainieren, und richtig gut werden (aka "farmen"), aber die praktische Erfahrung hilft einem in PvP eben nur wenig. Das führt zu Missverständnissen und Frust auf beiden Seiten. Ich finde es toll, dass es Coop battle gibt, nicht jeder spielt gern gegen nur gegen andere Spieler (definitiv stressiger), man kann Schiffe und Ausrüstung testen, eingeschränkt auch taktische moves, und ein bisschen geld machen. Problematisch finde ich, wenn man dort seinen Account leveln kann, und sich dann vom Matchmaker in hight-tier battles matchen lässt, denen man taktisch nicht gewachsen ist, was zu praktisch uneven matchmaking, und weniger tollem teamplay führt. Ich weiss jetzt nicht, wie verbreitet das Phänomen ist, aber hier ist mein Vorschlag: Coop-battles bleiben, aber: Nur credits werden auf das allgemeine Profil übertragen, XP aus Coop bleibt dort und steht dem PvP- Profil NICHT zur Verfügung, können nicht benutzt werden, um im techtree für die PvP-karriere voranzuschreiten, und zählen nicht zum levelaufstieg des PvP-profils.... Folge: Um in PvP hight-tier battles zu spielen, ist man gezwungen, die Schiffe in battles gegen andere Spieler freizuspielen, und somit die entsprechende praktische Erfahrung zu sammeln. Wenn man feststellt, dass ist nichts für einen, kann man immer noch in Coop weitermachen, und dort die Schiffe fahren. In PvP dagegen würde das matchmaking viel eher Spieler mit ungefähr ausgeglichenem Erfahrungsstand zusammenwerfen, die es gewohnt sind, gegen andere Menschen zu spielen, wo viele Gewinnstrategien aus dem Bots-clubbing einfach nicht so funktionieren. Was meint ihr?
  14. Wachsamkeit: Vergrößert die Erfassungsreichweite der Torpedos, inklusive der Zeit, zu der das Verbrauchsmaterial "Hydroakustische Suche" aktiv ist. Das Wachsamkeit die Erfassungsreichweite der Torpedos erhöht - soweit so gut. "inklusive der Zeit, zu der das Verbrauchsmaterial "Hydroakustische Suche" aktiv ist." Übersetzungsproblem oder versteh ich das richtig, dass die Hydroakustische Suche um 25% zeitlich verlängert wird!??? Könnte ich testen für Dublonen, aber vielleicht weiß das ja jemand oder hat den Skill irgendwo in Benutzung und könnte das mal bitte überprüfen. Wäre höchst interessant, wenn die Hydroakustisch Suche zusätzlich zur Erfassungsreichweite verlängert würde!?
  15. HERZLICH WILLKOMMEN Es wird Zeit , dass wir UNS jetzt auch mal vorstellen !!! Vielen Dank vorerst für deine Interesse ! Wir sind der SKILL Clan und suchen noch kräftige Mitstreiter oder Mitstreiterinnen !!! Gegründet haben wir uns , mit dem Ziel jegliche Mumpel in der Gegnerischen Zitadelle zu versenken !!! Wir sind momentan im Aufbau und haben uns darauf spezialisiert , durch viel Training und enormen Aufwand Spieler zu fördern die , wie wir immer besser werden wollen. Da wir das nicht nur alleine erreichen wollen möchten wir auch unser TEAMPLAY extrem verbessern und ausbauen. Natürlich is keiner perfekt aber man kann sein Können perfektionieren und bitte bedenkt das wir im Aufbau mit momentan täglich aktiven Ca 8-13 Leuten im Teamspeak sind ! Man frägt sich manchmal wo man sich selber sieht in der Zukunft [Gamebezogen] und wir möchten wetten das ihr gerne in einer coolen Truppe euren Platz gefunden habt , in der man nicht links oder rechts schauen muss weil man sich blind vertraut !!! WIR MÖCHTEN UNS ganz klar von Leuten entfernen die nur 1-2 mal in der Woche aus FUN spielen und 2-3 Runden drehen. Wir suchen aktive Matrosen und Matrosinnen die ihr Können verbessern möchten AKTIV sind und mit UNS zu einer Geilen Einheit verschmelzen wollen ! Um uns hier relativ kurz und handlich zu halten , damit wir dich nicht langweilen liste ich hier kein Reglement auf ! Unserer Erfahrung her ist es schon mal besser sich auf der Ebene des Redens sich kennen zu lernen UND unser Reglement wird EUCH dann von uns oder dem Member Scout auf TS bei Interesse nahe gelegt ! Lasst uns dem Wort SKILL & TEAMPLAY eine Neue Bedeutung geben ! Also Ruck geben und einfach mal auf dem Teamspeak vorbeischneien WIR sind NETT und sehr AUFGESCHLOSSEN ! Du findest hier unsere TS ADRESSE und hast du Interesse DICH über unsere Ziele /Visionen/Regeln näher zu erkunden schau vorbei . Es sind alle HERZLICH WILLKOMMEN die : ----> 18+ sind [Wir sind im schnitt 20 - 50 ] ----> gepflegten SOZIALEN Umgang wiedergeben können ! ----> Uns kennen lernen wollen ! ----> TEAMPLAY mit uns NEU definieren wollen ! Hier gehts zu uns ! 62.104.20.250:10077 ohne pw ! LIEBE GRÜßE [SKILL] Special Killer EU
  16. NO1Z3TR4UMA

    [Question] Omaha crew skill(s)

    Hey Fellow WoW Captains, Let's introduce myself a little bit (yeeeey my first topic on WoW), first i took a long brake from Warships (was playing more tanks and some other games), second after not playing 1 year and half maybe longer or maybe less i thought i would suck when playing again (1 week so far) but actually i had pretty good games on my Omaha so far anyway let' get to the point and explain my question. I've read (most posts were from 2016 or older) that allot of ppl use "Vigilance" skill for the 3th skill for Omaha tier 5 American cruiser. Personal i have a double feeling about that skill coz i rarely use my torpedoes and 25% bigger range its about 1 km more range if i didnt calculated wrong. Most of the time i'm lowest tier, if a tier 6- 7 comes closer i try to keep them on my maximum gun distance so i dont use torpedoes in this situation. When playing this game for 1 week, i used my torpedoes twice i know it's not allot but what do you think i should do? What is your opinion about the 3th skill on Omaha? Pls explain why, vigilance or..... ? Thanks in advance and big love on the forums but destruction in the water! *edit* You can always say what skills your captain have with a small explanation if you want :)
  17. So with all the threads complaining about fellow teammates lack of skill and with some people wanting to punish poor players for bad gameplay I though of a simple idea to stop all the ranting and accusations by players that there teams let them down not them. Why not reward the top 3 players on the losing-side with a bonus of not having a defeat on there stats and also grant them the same rewards in xp and credits as the victors I will explain my reasons for this I know it sounds daft but I really think this could work. 1/ It doesn't reward poor players. 2/ It stops static games , people will try harder for there teams if you camp you might not make the top 3 3/ Reduces the stress of being a good player but RNG hates you when you go in random. 4/ Could possibly increase the player base 5/ Poor DD players might actually want to cap for a change (joking on this one) In a nutshell it would reward people who are good at the basics but have just had rotten luck with teams . Should they really be punished by having a large losing streak just because RNG hates them?. What you guys think?.
  18. I'm thinking much about it, why should I use this skill on DD and I see it is very popular. - if you are spoted, you may get focus fire and get module damage - steering gears and/or propolusion - so use damage control and try retreat. If you stay on spot and get movement module damage again, your speed go down and almost sure you will die and Last Stand won't help. So I don't know in which situation should be useful this skill, perhaps you know.
  19. steel2storm

    Cleveland

    ho cercato nel forum ma non trovo niente comunque,voglio solo un aiuto per capirla meglio skill del capitano,potenziamenti utili,etc Grazie allego una foto,giusto per capire se devo fare di più oppure ... partita tutta in difesa,
  20. Tuccy

    Clan Battle Discounts

    until
    Captains, As the Clan Battles are getting close and we want to give you an opportunity to properly prepare, we will lend you a hand: From October 19, 8:00 CEST (or when 0.6.12 comes live, depending on what comes later) until October 24, 08:00 CEST you can reset Commander Skills and dismount Upgrades from your ships for free! This should help you to properly prepare your ships for the upcoming ordeals. Action stations!
  21. Hallo Leute, momentan gibt es ja bis zu drei Modifikatoren auf die Sichtbarkeit von Schiffen. Zunächsteinmal gibt es Tarnanstriche, welche die Grundsichtbarkeit des Schiffs um 3% verringern. Ab T8 kann man sich noch ein Tarnungsmodul einbauen, welches die Grundsichtbarkeit um 20% verringert. Als letztes gibt es noch den Skill Tarnungsmeister. Dieser verringert meine Sichtbarkeit um x% in Abhängigkeit von der Schiffsklasse. Nun bin ich schon länger im Forum unterwegs, aber immer wenn es darum geht, sein Schiff auszustatten und den Kapitän zu skillen, scheint der Grundtenor zu sein, Tarnung zu maximieren. Ich kenne kaum ein Schiff, bei dem nicht sofort die Tarnung (CV ausgenommen) maximiert wird. Wenn dann noch Aussagen kommen, dass die Schiffe (DDs) nach maximaltarnung gebalancet werden, stellt sich mir die Frage, wozu dann das ganze überhaupt optional gestallten, wenn es scheinbar eh Pflicht ist. Wenn es wirklich "Pflicht" ist, diese Kombination bei den meisten Schiffen zu nehmen, wäre es dann nicht sinnvoller, diese Kombination zu streichen und die Boni direkt ins Schiff einzubauen? Also das z.B. eine Kagero immer die 5,4 km Sichtweite hat. Profitieren würden hier wohl vor allem Anfänger, welche noch nicht einen so hohen Kapitän haben oder Spieler, die das Schiff behalten haben, aber einen neuen Kapitän heranziehen müssten. Diese Frage beschäftigt mich seit geraumer Zeit. Auch nach möglichem Ersatz für die Skills und Module. Die Tarnung könnte statt -3% Sichtbarkeit auch +10% Credits geben oder einen anderen Wirtschaftlichen Bonus. Das Tarnungsmodul könnte einfach nur noch die Streuung erhöhen, wenn Feinde auf einen schießen. Hier könnte man den Wert auch etwas anpassen. Der "neue" Tarnungsmeister könnte dann auch die Streuung in Abhängigkeit der eigenen Schiffsklasse erhöhen. Alternativ dachte ich auch an einen "Eloka" Skill. Dieser könnte die Ortung durch Radar, Sonar, RPF oder eine belieblige Kombination aus allen 3en, etwas stören. Als Beispiel: Schiff mit Eloka wird durch Radar/Sonar auf gemacht. Je nach Klasse geht das Schiff dann nach einem bestimmten Intervall für 2 Sekunden zu und wird dann wieder aufgedeckt und geht nach diesem Invetervall wieder zu. Damit soll das "Zielen" erschwert werden. DDs nach 3 Sekunden, Kreuzer nach 4 Sekunden, BBs und CVs nach 5 Sekunden. Bei RPF könnte die Anzeige alle 10 Sekunden auf das nächste ohne Eloka Schiff in der nähe und wieder zurück springen. Mal von der Elokaidee unabhängig würde ich gerne eure Gedanken und Meinungen dazu hören.
  22. Well, since we are now getting the awesome legendary commanders with 2 special skills and I hear a lot of moaning about them being OP (which I do not agree with BTW), why not introduce the possibility of each player being able to give / buy each of their own ELITE (19 points) commanders just 1 improved skill from the standard skill tree. For example a +25%-50% extra buff to expert loader or Marksman skill or some such which could be selected by the player himself. Of course, skills such as priority target, air superiority, radio locator and incoming fire should be excluded from this, as there would be no particular benefit for buffing them (unless WG can think of one), but it would work just fine for the others. Personally I enjoy developing my commanders and it gives a nice persona touch to gameplay, so to further be able to enhance them in some way might keep it interesting. Initially, this could be made hugely expensive (as it should be), like say 500.000 elite commander points (so this cannot be bought by doubloons, you'd have to earn it). It could be either re-skillable (at horrific cost, of course) or not, I have not thought about that too much. But this would be a nice personal touch, as many of us have at least one elite commander already and once you're there then what? Would be nice to have some project to develop them a bit more.
  23. Hello. I have finally trained my Akatsuki captain to the maximum 19 points. So far I have: Preventive maintenance, Jack of all trades, Adrenaline rush, Last stand, Torpedo armament expertise, Superintendent and Concealment expert. Where should the last 2 points go? I don't see an immediate, indisputable answer. I am hesitating between Expert marksman, High alert or Smoke screen expert. My play style is a bit aggressive, occasionally using the guns so Expert marksman can be useful, but not vital. Smoke screens - same: I do use my weed generator to hide teammates (and capture), but not so often. And finally High alert is somewhat useful, not bad, but not so important. What are your recommendations and what are the reasoning for them? P.S. I cannot see an option to edit my mistake in the title? Oops ...
  24. GuderianDK

    Already tired of being LOCATED!

    Already I'm getting very frustrated by the RPF perk which has spoiled several games for me already. No mercy while in IJN DD, you are pretty much worthless as your opponents has prior warning of your presence. The LOCATED indicator also alters your own behaviour, not in a good way though. So now my IJN DDs will stay in port untill this abomination of a 4 point disaster is either removed or DDs will be imune. Bad, bad Wargaming! My frustration not withstanding I love this game and I'm horrified that this is the future of the game because, well, its not fun anymore.
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