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Found 3 results

  1. So I've been asked by the guy who accused me of cheating via counterstrafing to share my secrets. In essence, counterstrafing is really simple, though there are a few rules to establish first: - The UI is a mess, there will be times when it screws you over, making you lose your window of opportunity. - The fighter icon is not indicative to the position of your nor the enemy fighters. Why? Well, I believe that fighters are in reality just a single dot independent from the models, but the position of the icon itself is actually averaged from the position of the actual fighters. This is why the icon sometimes flies all over the place and causes you to miss strafes even when the icon is still in the strafe path since the actual dot that represents the "hitbox" has either long gotten out of it or just grazed it and took no losses because RNGesus hates you (also requires an understanding on how AA/fighter dps really works). - Giving multiple commands via apm spam usually only slows down your fighters and is thus undesirable. Now with that out of the way let's get to counterstrafing! Imagine the following scenario: You're click fighting a squad and a second enemy squad swoops in to ping pong you. At this point you have two options. 1. Strafe out first and let the enemy kill their own squad. 2. Wait for the enemy to strafe out and counterstrafe. Both options are risky, which is why having a second squad yourself helps immensely. If you go with option 1 you make yourself vulnerable to baits. Option 2 on the other hand gives the enemy a small window in which he can catch your fighters without killing his own if he times his strafing out right, giving you no time to react. But since barely anyone is aware that counterstrafing is an option or simply can't get the timing right number 2 is usually my tool of choice. So how do you counterstrafe? Well 1. When the enemy squad is strafing out, take note of which direction they are going. The icon is buggy in this regard as it may circle around a bit before going in the actual direction (remember what I said about the icon above?), but with enough experience you can usually tell in 9 out of 10 cases. 2. Give ONE move command (not an attack command) in that direction first. This gets your squad out of the "stun" they receive when an enemy is strafing out. 3. Place the strafe command in the same direction so that your fighters will start strafing either immediately or shortly after. Don't place it too close or your fighters will circle around to get into position like idiots. 4. Watch as enemy fighters fall out of the sky. Simple, no?
  2. Introduction This topic is entered in the game play section of the forum because it not only concerns Aircraft Carrier game play but overall game play in WOWS. The vaunted WOWS "Carrier rework" has been mentioned on and off over the past two years. During that time the current state of affairs of Aircraft Carriers in WOWS has not been significantly altered by meaningful changes let alone improvements. The only two noteworthy changes with regard to Carriers that have been implemented are (1) the new Flight Modes of the USA Carriers that was introduced at the end of 2017 and (2) the vastly increased number of new ships with very powerful Anti-Aircraft setups and/or Defensive Fire AA (for example ALABAMA, MASSACHUSETTS and the five new USA light cruisers). As a result there remains a virtual absence of meaningful WOWS Carrier changes to address some of the major Carrier related issues. The vaunted WOWS "Carrier rework" will in all probability not be implemented until somewhere around late 2019 at best, in other words it is a long term event. In order to improve the Carrier game play that currently exists in the short and medium term, that is in 2018-2019, some plausible solutions can be proposed and implemented to address the most serious issues for the benefit of both the opponents and proponents of Carriers in WOWS. This topic therefore aims to offers such possible and plausible solutions for the 2018-2019 short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The solutions proposed are intended to be ones that can/should be fairly easily implemented by WOWS Developers with a minimum of effort and all need to lie within the framework of the current Carrier and general WOWS game play and game play mechanisms. In other words, the solutions proposed in this topic are NOT intended as radical solutions which are a full departure of the current WOWS Carrier game play and current overall WOWS game play. Instead the solutions proposed want to build on the strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. The Current Carrier Related Major Issues Proposed Short and Medium Term Carrier related Solutions The individual solutions proposed in this section are to be regarded as possible solutions for the short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The idea is to offer solutions that should be fairly easily to implement by WOWS Developers with a minimum of effort and that lie within the overall framework of the current Carrier and general WOWS game play and game play mechanisms. As such these solutions are intended to build on the existing strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. SPOTTING SOLUTION (Alternative A) SPOTTING SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative A) FIGHTER SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative C) INVISIBLE SHIP AA FIRE SOLUTION DEFENSIVE AA FIRE SOLUTION DESTROYER PROTECTION SOLUTION CRUISER AND BATTLESHIP PROTECTION SOLUTION UNIQUE AND LEGENDARY COMMANDER CARRIER SKILL SOLUTION COMMANDER CARRIER SKILL LEVEL 1 SOLUTION COMMANDER CARRIER SKILL LEVEL 2 SOLUTION PLAYER BASE EDUCATION SOLUTION TIER 5 CARRIER SOLUTION CARRIER-AA DIVISION SOLUTION NON-USA BATTLESHIP AP BOMB VULNERABILITY SOLUTION
  3. WinningSpike010

    T5 CV fighting vs T6

    T5 CVs can't use ALT key and T6 ones can. What if in a T6 battle there are T5 along with T6 CVs? T5 can't use ALT yet? And T6 instead can??? If this really happens is totally unfair because it would mean T6 CV's fighters can strafing and T5's can't... How T5 fighters could fight T6 this way?? Please tell me it isn't... I can't believe WG fucked this up too!! I've just lost all my T5 fighters vs T6 in few seconds (and obviously all bombers and TBs aftermath of them) not even having time for shooting a single bullet. It's ridiculous!! If that is true I'm going to sell my T5 CV immediately because T5 ships almost always play in higer tier battles...