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Found 29 results

  1. Gameplay Suggestion : Fuel System

    What about a fuel Managment ? imagine a game where ships have to keep an eye on their fuel Efficiency this could make matches so much more intense and tactical . how does it work ? Well pretty easy : everyone starts with a full tank . destroyer have the smalest tank and Battleships the biggest . you can/have to refill at the base . since Destroyer have the smallest tank we could get rid of those torpedo spamming Destroyers . they could go into the fight and shoot all their torpedos but than have to turn back to the base immediately to refill . Battleships dont really have to refill and can fight througout the whole match . Cruisers have to refill at least once in a match depents on how fast you are driving . faster= more fuel burned . you could safe some fuel and attack at the end while every one has to refill or slow down to make it to the end . you can run out of fuel if you didnt got fast enough back to refill . but you wont be dead . you can still fight but cant move anymore . ships could share fuel and give other teammates a little bit of fuel to get back to their base . what do you think about this idea ?
  2. Ahoy dear Captains! Hereby I want to present you our small-but growing project "Help-Me". We are a small group of very experienced players from different high-competitve clans (for example: OM, OMNI, WGP2W, AONO, PARAZ) that want to share the experience we got. Everyone who asks a question shall get an answer. We use Discord as our platform to discuss. This is the invitation-link: https://discord.gg/c4vK9rM. I'd be happy to see you there! This project evolved from our quite successful German-speaking server, that was featured multiple times by Wargaming. And now we are sailing towards the english-speaking international seas! As the international part of Help-Me is still in the development phase, we are currently trying to gain new members (but also Tutors of other regions than EU)! What we offer: Competent support in any regards to WoWs Explanations for game mechanics Map tactics for competitive clans- and single-players. Advise for optimized captains-skills A collection of useful links, tools and pages Training-room practise, if wanted What comes up in the near Future: Public competitve-discussions with Fieldcommanders of very successful Hurricane-Leage clans Video guides Community events such as battle reenactments What we expect: The willingness to ask questions and to learn. Discord usage, since that is the way of our communications and coordination Please restrain from trolling! We are moderating mocking and shittalking very strinctly, since the most important part of learning - the question - has already be done and must be acknowledged. And with that: I am looking forward to seeing you there! Your Support-Me Team ( The German "Help-Me" Project, that was featured by WG: )
  3. 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.
  4. Taking a Bullet for Your Team

    World of warships is, at heart, a tactical game of finite resources. Those finite resources are the ships' hit points. When they run out, the game is over. The equation is more subtle than that, however. Since a ship suffers no gradual loss of fighting power from losing hit points, but retains its full capabilities up to the point where the last hit point is gone, it is preferable that the team's loss of hit points should be distributed as evenly as possible, on a relative scale, among the various ships. It is far better to have all ships afloat but with half their hit points remaining, than to have half the ships left with full hit points. The abovesaid, in conjunction with the fact that damage to a ship doesn't carry over into the real world*, illustrates why it is not a good tactic to avoid damage to one's own ship at all costs. Unnecessary damage is bad, but damage taken so that an ally might survive and fight on, is generally good. In other words, deliberately sailing in harm's way - a quotation from naval history that is often made on this forum, by the way - is very often a winning tactic. Taking a bullet for your buddy is of course the most gainful when it enables both you and your team mate to fight on. But in some cases, you have to make a choice of which ship to save. The natural instinct, namely to stay in the game yourself, is hard to find fault with - but in a purely tactical sense, it might be wrong. For example, yesterday I was in my Scharnhorst, fighting a rather even battle with one carrier on each side. Then the enemy pushed, and at least five of their ships made a rush on our carrier. I decided that our one carrier was probably more useful to the team than my battleship, and I promptly charged the oncoming line. There was no way I would get out of there, but our carrier did - and this may have helped our team secure the win. (Incidentally giving me more experience points in the end, so I guess good deeds do not always go unrewarded?) Another example is that in a battle today, the enemy Minekaze started capping the A point before we got there, and sat in his smoke, hoping for the best. I came driving up in my Duguay-Trouin, and rather than just sailing to and fro and wait for the smoke to clear, I thought, the hell with it - so I activated my sonar and rushed the smoke. With sonar pinging I easily dodged his torpedoes, found the little bugger parked with his nose up against the cliff, and sunk him forthwith. Then I went down under a massive hail of heavy ordinance from at least half a dozen cruisers and battleships that had come sailing up to support their destroyer - but we won the cap, and killed one of their destroyers to boot. We lost the battle, but I think we might have won on points if the carriers had been a little more evasive in the endgame. You might argue that I would have been of more use afloat than sunk so early on, and I like to think that you'd be right - but my point is, mine was not a useless sacrifice. It served a purpose, by enabling my allies to take that capture point early on in the game. We all play this game, I believe, in order to have fun. And getting sunk earlier than you'd need to is certainly not "fun", as such - but in the right circumstances, it might serve a purpose in the game. Yes, you guessed it already - this is a post about game tactics and team play! I invite those of you who have had similar experiences to regale us with those, and maybe open a discussion on related game tactics and such! What do you think? *This statement should by rights be a generally accepted truth. And yet sadly, my observations of the Brotherhood of Borderhuggers would suggest otherwise.
  5. Secondaries and Smoke? (Edit: solved.)

    How do you actually de-select a manual secondary target? If no ship outside your secondary range is visible, thus selectable, monkeys for seamen keep firing with secondaries, thus revealing position in smoke. Making escaping the sticky situation hard. Edit: Disabling AA now disables also secondaries. Monkey seamen can be controlled, if your captain actually read the ships technical manual.
  6. How to "Bama"

    Some advice if you please chaps Background When i finally decided to grind the US BB line long ago (and BB lines in general), I found myself stopping at the NC. This was the one BB that i wanted as lets be honest, she's lovely. At that time, i was a out and out Cruiser player and getting used to CV's and thought that this ship would be perfect for my "Support the fleet" play-style. Well, i found out that BB (at that time) arnt cruisers and just couldn't get the NC to work for me. 1) Got set on fire ALOT (invis fire and the like) 2) Long range sniping wasn't doing anything for me (this might have been my problem ) 3) Citadel at that time was high 4) long reload 5) Torp soup with the turning circle of the titanic I know some of the above have been fixed but i think the problem was just not being used to US BBs or even BBs in general at that time. I down right HATED the Colorado as it just seemed to eat every shell thrown at it and the rest was SOOOOOOOOOO SSSLLLLLOOOOOOWWW and boring. 2 years (ish) later Then I was introduced to the German BB line when it popped out of the ground. Suddenly i found my BB play style. Brawling, in your face, turtle back armour and secondary action. Ships like the Sharn is still my fav BB as lets be honest, its just a up-scaled cruiser so i immediately loved it. But when i'm in port and i see a gap that used to dock my NC, i think about what could have been. I wanted to make this lovely ship work but couldn't. I had a total of 52 Battles with a win rate of 54%. Present Too much of a good thing is bad so they say. Well, German BBs for all their easy-to-play style can get boring. I always had the NC in the back of my mind but always remembered that i didnt do well in it. Maybe i played it wrong? Maybe i didn't give it enough time? Maybe is just wasn't my play style? Like DDs for me (that line is, IMHO, is one of the hardest to play correctly) Then a stroke of luck happen 2 days ago...The Alabama The most i have ever got was something like 1 months premium, but this was the first ship i have ever won in a super container!! And i love it gents Its a bad [edited]NC that wants to brawl. What i think is different from the NC: 1) Its tanky! More than the NC was IMHO and i have had only ONE cit hit in 10 battles. 2) Its turning circle is a dream, which helps with the torps alot, much more than the NC did. 3) Its a small target and i seem to dodge alot more fire than i did in the NC I currently have a win rate of 60% in this thing after 10 battles and a Avg Damage of 80.0000. I want to to get better in this thing so i thought you chaps might have some tips for me? I love to brawl in this and i think it should be played in this way. Why else would you make it more tanky, thick torp belt and turn on a penn? Its guns are....Well, ok. The first 2-3 games i was getting used to the shell arch which wasn't too bad as ive had about 800+ game in the Cleveland. When they hit they HIT and cause a good amount of damage to anything. Cit a Yam yesterday no problem. The accuracy is hit and miss. I remember the NC being better accuracy wise but that was ages ago. Sometimes you land all your shells on a Neptune at 14.km and sometimes you miss a full broadside Hipper at 6.km (like yesterday!). Its aright and compared to the Bis and the like, its alot better. Captain skills (running Seven Segul) 1) Prevent maintenance (like to have aa and secondary working) 2) AR (always had it on the German ones and i think its an auto include) 3) BFT (More seconday range and more aa damage, yes please) 4) AFT (As above but with more range) I plan to have the remaining points on Man AA and Man Secondary. Well that's what i plan to do but there are so many others to choose from (Fire prevention, thanks RN BBs and CE) I love using secondary fire and they have always served me well in German Ships. I know people's opinions are split regarding them but with the extra penetration skill (will not be using this skill on the Alabama), they murdered cruisers and DDs and got me out of so much trouble. Plus the new RN BBs have 25 mm deck armour. What can pen that? Hell yeah, 150 mm secondary fire every what, 4 secs with perks!!! This i cant do with the Alamaba, but hey ho. Are the further 8 captain skill points worth putting it on Man AA and Man secondary? Be honest with me lads. I want to brawl with this ship and i think its how it should be played. A least closer than i was in the NC. Has anyone ran 7.4 km secondary with this? Even if its used to warn off or even kill, which it can (19 mm armour with the secondary 127 mm which can pen 22mm?), DDs that slip the net and cant wait for your 30 secs main gun reload? What's you experience with the fire chance? 5% isn't too bad when your spitting them out? As i'm currently missing the man aim skill, i dont know just how good/bad they can be. So, any tips and play styles that you have? Thanks
  7. The Amagi Wiggle

    I have finally learned the art of how to get the best out of the Amagi. It is fast, slim and has a lot of firepower facing aft. You get close-ish to the enemy, fire a couple of full broadsides then turn away and run. As you run, zig zag to evade enemy fire and the angle should allow you to use all 6 rear facing guns to keep scoring hits. Your speed, slender profile and aspect changes make you very hard to hit. Anyone else out there using the Amagi Wiggle?
  8. Ahoi - es ist soweit! Mein Grind der japanischen Zerstörerlinie ist mit der Shimakaze, dem TX - Zerstörer, beendet. Ich habe dazu unwesentlich mehr als 1000 Gefechte benötigt. Und bedenkt man, dass in diesen Gefechten auch der BB-Grind bis zur Gneisenau und der anfängliche Grind der amerikanischen Zerstörer bis zur T22 steckt, darf ich mir schon mal auf die Schulter klopfen. ^^ Zukünftig möchte ich bezüglich WoWs meine bisherigen Erfahrungen an dieser Stelle mit euch teilen. Meine Tipps und Hinweise zum Umgang und zur Handhabung mit Zerstörern für ein erfolgreiches Teamplay ebenso, wie das autonome Agieren - wenn das eigene Team keine Lust auf ein Zusammenspiel im Gefecht zeigt, was gar nicht mal so selten vorkommt. Auf meinem Kanal gibt es bereits unzählige Videos zur Reihe Destroyer Tactics, allerdings bestehend aus immer einem gesamten Gefechtsverlauf, was für einzelne Tipps zu langatmig ist. Deshalb wird es neben vollständigen Gefechten nun auch Kurzvideos geben, die jeweils nur ein Thema mit mehreren Beispielen beinhalten, und die ich dann in diesem Thread poste. (Wer ganze Gefechtsverläufe oder LiveStreams sehen möchte, ist herzlich auf meinem Kanal willkommen) Für all das gilt natürlich: Es sind meine Sichtweisen, keine Weisheiten. Jeder soll seine Zerstörer so spielen, wie er es möchte und für richtig hält. Da ich die japanischen Zerstörer aber mit einer sehr erfolgreichen Winrate spiele, hat der Eine oder Andere vielleicht ein Interesse daran. Bis die Tage :)
  9. 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"?
  10. Introduction Carriers (CV) play an invaluable support and strike role to the main fleet. Carriers well protected by their task force can provide crucial reconnaissance, anti-strike defense, high damage output, and general direction sufficient to turn the tide of an engagement. Carrier aviation is essential to accomplishing these goals and as such flight groups must be deployed deliberately and cautiously. Most guides I have encountered are either short on content or did not adequately explain the details of carrier warfare to my satisfaction. Carrier combat is complex. It demands a high degree of attention to detail, micro-management, and real-time strategy skills. This guide seeks to shed light on these topics. The guide assumes a basic fundamental understanding of carrier controls and is focused on maximizing performance in combat to make carrier play more accessible and enjoyable for newer players struggling with the challenges and learning curve of carrier action.
  11. What to do in this situation

    I have a question: When you are in any ship, be that a DD, BB or CA (CVs excluded in this case), what do you do when you meet the entire enemy fleet? This seems to happen to me alot; In Iowa, I often suddenly get spotted, and then the shells just start pouring in, my team wisely decides to turn around and run, but because I am being focused, and it is tier IX, I have no chance of retreat, except perhaps backing up... I have already made a post about the Iowa and how bad I am in her, but I noticed that this problem is not specific to her... Come to think of it, it can happen to any ship. I just played a game in Akizuki, and together with a fletcher we just cleared a headland, and bam, 1 ship... 2...3...5...7...9 it was at that point that I got the picture and steamed in the other direction, however; the enemy fleet deployed radar... I think it was the chapayev... so what do you do in a DD when radar is on and you still need to run 3km to get out of its AOE? I just did a wiggle wiggle shake and prayed :S. I survived with 2K hp left, the fletcher didnt get away... so, now crippled I tried to flank around the enemy and let them pass me by... they just turned on radar again and surrounded me. My questions are: What can you do if you find yourself spotted, out in the open, in front of the entire enemy fleet? Is there any counter against radar for a DD?
  12. Hello, After countless times when this happened yesterday I almost snap. I know that you all have this type of games and will probably say that I whine ... but I would really like to change something ... teach people or anything. I am not the best player around (by far), but I always try to do my best for the team. I listen, I use chat, I talk and usually I dont [edited]or whine. So this was a game with Ysterpyp yesterday and right from the start I said to my team "PLEASE NOT TO GO AROUND WESTERN ISLANDS" because its waste of time and a recipe for defeat". So when I tried to persuade half of our team NOT to do it I got a reply from one of them saying: "PLEASE PLAY YOUR OWN GAME". Ok ... so ... I am not playing my OWN game? Seriously?!? Of course this happened: Now, what I would like to ask is ... How can we prevent this from happening almost every game? Should we [edited]in the chat? Whine on the forum? Or should WG do something to tell the players that this is just wrong. Not only does it leave to defeat, It also destroys all the fun in the game, not to mention that It wastes my time. Should this people be penalized somehow?
  13. German Destroyers - tactics! Hello fellow Players! German DDs are here. And I wanna start discussion about gameplay tactic and experience on them. Have Fun playng! So some first questions to put in : Play aggressive, or carefully? What is more important or succesfull for you torps or guns? Do you prefer close or medium distance to fight? What will be better on VI and VIII tier, 128mm "antidestroyer" guns or 150mm "anticruiser" guns ??? and i dont have U.S. destroyers, how is gameplay on them different or similar to german ones? . . . feel free to add questions, and of course answers ! -------------------------------------------------------------------------------------------- I have now T-22, i prefer agressive fight (but I always read situation, dont all time go suicide to close "zerg rush" fight) more close than medium. Torp attacks prove for me to be more succesfull than gunfire, against enemy DDs too!
  14. Inquiries on the Zao

    I am currently in the middle of my painful grind on my Ibuki up to the Zao, and I'll probably get to her by the time hell freezes over and WG EU stops shafting its customers. When I get there however, I have reservations regarding what upgrades I should take. Now it is conventional wisdom that the Zao should run the range extender in order to stealth fire and burn her enemies to death, but recently I have began wondering if that is the best tactic especially with the difficulty I've been having hitting anything at over 15 km with the Ibuki. I understand that her gun arcs are far better, but with new mechanics like cyclones it might not benefit my team if I just hang back at the end of the map and spam HE from invisibility. I personally have had far greater luck with the Ibuki by just sitting bow on and doing my best Yamato impression. The Zao's reload isn't great. A shot every 15 seconds isn't anything to write home about, it's equal to the ROF of the Moskva IIRC. So my proposal is that I take the reload upgrade instead of the range upgrade and I then can just mount the premium spotter plane to extend the range when I need to. That way, I'll be much more effective at focusing things down and keeping them down whilst still maintaining my ability to stealth fire, albeit in shorter bursts. Could I ask the opinion of some better players on this matter?
  15. Is it worth spotting as a DD?

    As a DD is it worth spotting enemy ships, and keeping them spotted? It could mean not firing torpedoes or guns in order to stay undetected which would end up in zero xp. Would it not make sense to introduce a similar spotting mechanic as used in World of Tanks?? It means a tactical choice needs to be made, fire guns/torps and have the enemy aware of you being nearby thus reducing your effectiveness at spotting...or keeping your itchy finger off the left mouse button and stay hidden, keep the enemy guessing as to how and where they are being spotted allowing your team to "rain the pain" more effectively ?? As it is now, only one choice will result in xp, however the other may well give your team a tactical advantage and increase the likelihood of a victory. Surely it makes sense to use DD`s in a scouting role as well as a damage role, and reward them for either choice. And here`s a novel thought...maybe, just maybe a little bit more teamwork may stealthily creep into the gameplay. I have tried both in my own DD games and have found both to be rewarding, just a shame that firing torps/guns is the only way to gain xp.
  16. Hello, I think it's about time to give especially destroyer players some advise about this situation (without giving too much tactical advise in general, though this situation really requires it): A Strike Carrier (mostly Ranger) vs Saipan + destroyers on both teams, little or no cruisers and some battleships. Problem with this situation is: Saipan pretty much has air dominance in the sky with fighters, this also means your destroyer torpedoes are nearly useless, these will continously be spotted by it's fighters. Smoke will run out soon and is dangerous so you might get torped. Plus saipan can have two dangerous torpedoes and a massive bomber which can funny enough really badly damage your destroyer or even instantly kill it. Plus the saipan has very fast reload time. Your destroyer guns/cannons might be very limited. I will give some general advise for destroyer vs destroyer: chasing destroyers can be very dangerous. There torps will come at you at increased speed because of your own speed driving directly into them. Unless your in a kiev and know what you are doing I would not advise chasing one or multiple destroyers too much. You have a few options in such a game though: Hide somewhere on the map, doesn't matter where... your destroyer is fast enough to "kick in" later in the game. You could also go via borders and try kill Saipan, this is somewhat tempting, but the closer you get the faster the saipan will destroy you, very dangerous situation. Keeping max distance from saipan is advisible for all ships except cruisers, though even cruisers must be on their toes vs this foe. Last remark: I don't think it's fair to nag at strike carriers for having no fighters, you choose a destroyer with lousy AA, you bring that too the fight it's also on you. Last bits of advise: Keep your destroyer near battleships for some of there AA if they have any at all. Stock colorado might not have it, an upgraded will. Keep your AA on and buy the strike carrier as much time as possible. Dieing is the worst thing you can do... this will increase enemy points very fast. If you are really cluessless what to do then stay near the CV and profit from it's air defense... then you can help late in the game take out enemy destroyers that got near the CV. Enemy destroyers might be tempted to shoot at the CV or Battleship instead of you, so that may buy you some time to shoot back or even some torps if no more fighters around, though you can assume some fighters will still be there. Strike Carrier (ranger with only bombers) vs Saipan Carrier is one of the most difficult if not the most difficult CV game for a strike carrier player so the usual "let's all go to A or B" will probably fail really fast. This type of game requires something special, cunning, patience and some team work and defense. Otherwise your stars and those of your teammates will evaporate. The funny thing is the "not losing a star" kinda is bad in this game... cause destroyer players might be tempted to think: "If I can only just kill a destroyer" I might not loose a star. LOL. Try to think of all your other destroyer players and how much stars all of you will loose eventually in these type of matches. Eventually most of you will keep losing stars. Especially the not so good anti-destroyers, like sims, mahan. The blys and kiev is best destroyers, not considering the very rare/special premiums... haven't seen those much so don't know about those ;) If anybody else has any advise for this type of game add it below in the replies besides the obvious "don't play with strike team"... "play with fighters" blablabla I believe fighter setup could even be worse... especially for somebody not used to it or not specced for it... 9 saipan fighters vs 6 or 12 fighters... but then weak bombing capacity or little reserve planes. What's the fighter carrier going to do if he losses fighters or if team plays bad ? Carrier will be defenseless... playing with fighters is therefore yukkie also doesn't bring lots of xp and very little credits... On the other hand the strike carrier is very powerfull and can do up to 160K damage in a ranked game, that's 3 to 4 to 5 ships sunk ! Bye, Skybuck.
  17. Hi All, Paul "tx141" Walsh here welcoming you to my little video thread! Being predominantly a USN/Russian Destroyer player above all else, and seeing how there is quite the preference for Japanese Destroyers; I thought I would start putting together videos highlighting gameplays focused around my favourite Destroyers, and the tactics I use to help teams push to victory. Of course, I do play other ships every so often! So I shall also put out the odd Cruiser/Battleship/Carrier video here and there! As for the frequency of my videos, I aim to upload a new video every Wednesday (personal circumstances permitting!). Below is a running catalogue of my videos to date: Ship Featured Ship Tier Video Title Link to Video Game Version Video Description Nicholas (USA) V The Leading Destroyer Link 0.5.5.2 Some casual teamwork, supporting the main fleet in a Tier VII match. Ognevoi (Russia) VI Run and Gun Link 0.5.6.1 Time to keep our opponents guessing as to where we will show up next. Kirov (Russia) V Remember the Objective! Link 0.5.6.1 Today, we are going to learn a fundamental lesson in World of Warships. Umikaze (Japan) II Behind Enemy Lines Link 0.5.6.1 Today, we are going to wreak havoc by sneaking behind enemy lines in the first of the Japanese destroyers. Farragut (USA) VI The Importance of Staying Alive Link 0.5.7.0 The longer the game goes on, the more valuable your Destroyer can become. Mahan (USA) VII The Hatsu-han Force Link 0.5.7.0 Sailing alone is one thing. Sailing with friends is something special. Atlanta (USA) VII Paving the Way Link 0.5.8.0 A gentle Tier VII match in my Atlanta, hopefully depicting one way of using this Cruiser-Destroyer hybrid. Ognevoi (Russia) VI Off The Beaten Track Link 0.5.8.1 Time to do the unexpected in a Ranked match: playing in the backline with a Destroyer. Kiev (Russia) VII Till Death Do Us Part Link 0.5.8.1 So how can we recover from a terrible opening play exactly? Campbeltown (United Kingdom) III Punching a Hole Link 0.5.8.1 Ignore the negativity surrounding this ship, it can be quite exciting to play! Yubari (Japan) IV Thank You Mr. Jingles Link 0.5.9.1 Time to give our first impressions on our prize from The Mighty Jingles’s 500k Subscriber competition! Orlan (Russia) I The Mighty Orlan (feat. Zouron) Link 0.5.8.1 Today, Zouron is going to demonstrate the importance of positioning as a key principle of teamwork. Mahan (USA) VII Keeping a Low Profile Link 0.5.9.1 Sometimes, taking a slower approach can work to one's advantage in a Destroyer. Benson (USA) VIII Counter-offensive Link 0.5.9.1 Stay cool, calm and collected; regardless of what others stay… Hermelin (Germany) I Wiggle Our Way Out Link 0.5.9.1 Being unpredictable in your movements, whilst in a high intensity situation, can go a long way… Prinz Eugen (Germany) VIII First Impressions Link 0.5.11 My initial thoughts on the newly introduced German premium cruiser. Gnevny (Russia) V Use All of Your Assets Link 0.5.11 I absolutely love the Gnevny, and here is an insight as to why… Yorck (Germany) VII Run the Gauntlet (feat. Ilmari) Link 0.5.11 Today, Ilmari is going to show us how to use the Yorck. Kuma ( Japan) IV Broken Glass Link 0.5.12.1 Today, we take a look at the Tier IV Japanese Light Cruiser class known as the Kuma. Kiev (Russia) VII Not Meant To Be Link 0.5.13 Time to try and get things right in the Kiev! Gearing (USA) X A Clean Bill of Health Link 0.5.13.1 It's about time I came back, and what better way to start than with the ship I always wanted? Cleveland (USA) VI Faith in the Unconventional Link 0.5.14.1 Today, we're going to use some rather odd tactics in our American Light Cruiser. New Mexico (USA) VI Corner Ship Quartet Link 0.5.15.1 Just because you are a Battleship does not mean you have to take the majority of the enemy team's attention... Leander (UK) VI It’s only Stock Link 0.5.14.1 Time for a Christmas special! G-101 (Germany) III Farewell to 2016 Link 0.5.16.0 Time to wrap up what has been an awesome year for this channel. Warspite (UK) VI New Year’s Resolution 2017 Link 0.5.16.0 Let's kick-start 2017 with some action in the Warspite. Colorado (USA) VII Baptism by Fire Link 0.5.16.1 The path to becoming a better Battleship player begins here with a stock Colorado. Kiev (USSR) VII Nothing Left To Give Link 0.5.16.1 Today, we take a look at my best game to date in World of Warships. Colorado (USA) VII Ride it Out Link 0.5.16.1 Today we see how perseverance is a key trait for a Battleship captain. Fubuki (Japan) VI Striking A Balance Link 0.6.0.1 A number of you asked for Japanese Destroyer gameplay; and here you go! Roon (Germany) IX Delaying Action Link 0.5.16.1 This time, MiaYosh is going to show us how to delay the enemy's advance in his Roon. Akatsuki (Japan) VII Back to Normal Link 0.6.2.1 Time to step back into Random Battles and give my first impressions of the Akatsuki. Pensacola (USA) VII Being the Bait Link 0.6.1.1 Time for us to analyse the first of a series of Ranked matches from Season 6. On today's agenda: using our ship's "squishy" reputation to buy our team time to mount a counter-attack. T-22 (Germany) V Does Exactly What It Says On The Tin Link 0.6.2.2 She may not be a phenomenal ship, but the T-22 earns her place within the fleet as a key team player. Pensacola (USA) VII Making and Breaking Relationships Link 0.6.1.1 Part 2 of our Ranked Analysis is all about staying positive and exploiting the relationships between the members of each team. Pensacola (USA) VII Tipping the Odds Link 0.6.1.1 The third and final part of our Ranked Analysis is all about being in the right position to make the game-changing play(s) for your team. New Orleans (USA) VIII Over My Dead Body Link 0.6.5.1 Now that life has settled down again, back to the videos! Budyonny (USSR) VI Always Within Reach Link 0.6.5.1 Whilst I was not a big fan of the Budyonny at first, she has gradually grown on me and this video shows why. Konigsberg (Germany) V Don’t Rule Out The AP Link 0.6.6.0 Today, I give my thoughts on the recent German Cruiser HE penetration buff in relation to the Konigsberg (Tier V Cruiser). Atlanta (USA) VII Putting The Team First Link 0.6.6.1 Today, I show how the Atlanta's potent combination of Radar and ample AA can be of immeasurable benefit to her team's success. Sims (USA) VII A Worthy Investment Link 0.6.6.1 Today, I provide my first impressions on the Tier VII Premium American Destroyer known as the Sims. Kawachi (Japan) III Tanking One For The Team Link 0.6.7.0 Today we aim to soak up as much damage as possible for our team in the Kawachi. Yubari (Japan) IV Like A Kite In The Wind Link 0.6.7.0 Today we aim to frustrate our foes by continuously kiting their fire. Shchors (USSR) VII First Impressions Link 0.6.7.1 Today I provide my first impressions of a cruiser I have been grinding towards for some time. Gallant (UK) VI Keep Calm and Carry On Link 0.6.8.1 Today we feature some gameplay using the newly introduced British Premium Destroyer whilst also discussing how sometimes you need to change up your game-plan as a match evolves to stay successful. Colorado (USA) VII Managing One’s Health Link 0.6.12.1 Continuing our theme of becoming a better battleship player in 2017, today's topic is: HP Management. Magnu-S (Halloween 2017) VIII Operation Sunray in the Darkness Review Link 0.6.12.1 Today we review the Operation Wargaming graced us with for Halloween 2017. Svyatozar (Halloween 2017) VIII TFZ take on Sunray in the Darkness Link 0.6.12.1 The TFZ squad see if they can 5 Star the Halloween 2017 operation. Nürnberg (Germany) VI The Good Old C Hull Link 0.6.13.1 Ever wondered how powerful the C hull can be on the Nürnberg? This video may answer that question for you. Gearing (USA) X Last Man Standing Link 0.6.12.1 Time to bring out my favourite ship once again; this time demonstrating the power of map control in an Epicentre match. Scharnhorst (Germany) VII A Sense of Direction Link 0.6.13.1 Today we take a look at how we, as the top Tier Battleship in a given match, can help inspire out team to victory. Kirov (USSR) V A Long Range Problem Link 0.6.13.1 Let's start our investigation into what the implications are of the 10% buff to the Kirov's fire-rate. Kirov (USSR) V 180mm Dominance Link 0.6.13.1 Time for us to conclude our investigation into the affect(s) of the 10% buff to the Kirov's fire-rate. Leningrad (USSR) VII Highly Capable Link 0.6.14.0 Today we review the Tier VII Premium Soviet Destroyer known as the Leningrad. Vampire (Commonwealth) III On The Prowl Link 0.6.14.2 Today we outline our first impressions of the new Tier III Commonwealth Premium Destroyer: the Vampire. Bogue (USA) V New Year’s Resolution 2018 Link 0.6.14.2 Better late than never to start learning how to play Aircraft Carriers. Prinz Eugen (Germany) VIII Sweet Spot Link 0.6.15.1 Today we look into how we may use one of the more difficult to handle Premium Heavy Cruisers in the game. North Carolina (USA) VIII Tip The Balance Link 0.6.15.1 Today we demonstrate how despite being bottom-tier in a rather unfavourable match-up; we can still help make the difference between victory and defeat. Independence (USA) VI Going The Distance Link 0.7.0 It's not about how many planes you get; it's about how you make the most out of them. Ognevoi (Russia) VIII All Your Base Are Belong To Us Link 0.7.0 Today we focus solely on the objective and, as a result, spread our destroyer's value across the battlefield. Furutaka (Japan) V The Portable Punch Link 0.7.0.2 Today we review the first of Japanese Heavy Cruisers currently available in game. Nelson (UK) VII A Spot of Island Hopping Link 0.7.1.0 Time for us to tank as much damage as possible for our division using the Nelson's super-heal! Hosho (Japan) IV The Cross-Drop Comeback Link 0.7.1.1 Having fallen victim to enough cross-drops in the past, it is time for me to set up some of my own! Zuiho (Japan) V The Destroyer Becomes the Destroyed Link 0.7.1.1 Today we practice cross-dropping Torpedoes on enemy Destroyers. Murmansk (Russia) V Melting Point Link 0.7.0.2 Today, MiaYosh is going show us how deadly the Murmansk can be when it is a top tier ship in a given match. Ranger (USA) VII Putting the Fleet First Link 0.7.1.1 Today I outline my first impressions of the Tier VII American Carrier known as the Ranger. North Carolina (USA) VIII Weather the Storm Link 0.7.2.1 Sometimes as a Battleship you just have to soak up the damage until the right moment arrives for a counter-attack. New York (USA) V No Way Back Link 0.7.2.0 Today I talk about how failing to have an impact in the opening stages of a match can be to your team's detriment as the game goes on. Cleveland (USA) VI Operation Aegis 4 Ships, 5 Stars Link 0.7.2.0 Just because you can sail with up to 6 other players in an operation does not mean you have to! Fubuki (Japan) VI Point Man Link 0.7.3.0 Today I talk about how I prefer to use a stealthy torpedo-boat Destroyer such as the Fubuki in a Domination match. Nürnberg (Germany) VI Operation Killer Whale 4 Ships, 5 Stars Link 0.7.2.0 Time for TFZ to take on a much simpler Operation. Fiji (UK) VII Back And Forth Link 0.7.3.0 Today I demonstrate that a key principle of a given Standard Battle is knowing when to be on Offence or Defence. Ryujo (Japan) VI A More Reserved Approach Link 0.7.4.0 Today I discuss how I try to deal with +2 match-making as an aircraft carrier captain. Ranger (USA) VII Scratch One Flat-top Link 0.7.4.0 Today I discuss the concept of "carrier sniping" in World of Warships. Ryujo (Japan) VI Killjoy Link 0.7.4.1 Today I give my first impressions of using the Air Superiority Flight Controls for the Japanese aircraft carriers. Prinz Eugen (Germany) VIII Post-buff First Impressions Link 0.7.4.1 Today I give my first impressions of the Prinz Eugen following her buff in Update 0.7.4. Prinz Eugen (Germany) VIII Contest With Confidence Link 0.7.4.1 Today I show how the Prinz Eugen's buff gives her the ability to more closely support her team in contesting objectives. Prinz Eugen (Germany) VIII For The Long Haul Link 0.7.5.0 Today I wrap up my analysis of the Prinz Eugen's buff by aiming to get the most out of her newly added heal. New York (USA) V Bottom Tier, Not Bottom Feeder Link 0.7.5.0 Today I aim to overcome +2 match-making by simply doing what I can in the ship I am sailing. Shchors (Russia) VII Background Bully Link 0.7.5.0 Today I review the Tier VII Soviet Light Cruiser which, at a distance, makes some Battleships look tiny by comparison. Friant (France) III Cruiser 101 Link 0.7.5.1 Today I explain why I think the Friant is one of the best low-Tier ships for learning the basics of Cruiser gameplay. Ranger (USA) VII Counting The Cost Link 0.7.4.1 Today I discuss how making mistakes as a Carrier player can have a considerable impact on your team's chances of winning a match. Aoba (Japan) VI Stock But Significant Link 0.7.6.0 Today I discuss how sailing a stock ship is more of an exercise in map and game awareness than it is a painful chore. Latest video: Aoba - Stock But Significant Thank you for taking the time to check me out, and I hope my work has been of use to you! See you on the fair seas. Paul :)
  18. Hello all, I made this topic to suggest and discuss about a new (or upgrade) of the turret bearing locking mechanism in game. For now we can only lock ALL TURRETS or not at all. However, in real life (especially in the game) we have to engage multiple enemies, in multiple directions. Imagine if we can use CTRL+1 to lock bearing for turret 1, CTRL+2 for turret 2 and forth...it would be awesome and add a lot of tactics to the game. If you feel it's too much to worry about, don't use it. But if you can handle it, like in a FUSO, then you can make enemy think twice about getting close and try to surround you. I believe this is what Warships in real life would do too..For ships with gun configuration like the St.Louis or Omaha, I think we (or WG) can group guns into groups, front and aft group for example. So, how do you guys think? Edit 1: when you fire, only the NOT LOCKED turrets will fire, and you can unlock any turrets or group of turrets by pressing X Ps: if this is a repeated topic please excuse me, I just had fantastic game in Montana and this is what came up in my mind. I attach the replay too. I got High Caliber, Confederate,...12 citadel hit (4 alone on another Montana, 3 on an Izumo), 214K damage. Montana-1945_28_naval_mission.rar Montana-1945_28_naval_mission.rar
  19. Tactics in world of torpedoes

    Okey... ever since the 0.5.5 update battleships feel more obselete than ever to me. When I give it some more thought I pretty much come to the conclusion that this is the case for a while now. Battleships have been nerfed or were left behind in buffs to other classes ever since the game went public. While I feel that this is unfair and should be turned back to about five updates back I can pretty much see wargaming do the opposite. Luckely this isn't even the biggest problem. The basic problem lies in the overpowered weapon called torpedoes. Basicly a destroyer launches her torpedoes runs away and hopes something hits them. If you turn, slow down or zig zag you can avoid this most of the time. Makes sense and is fair. Buuut when the torpedo pops up about a ships lengt infront of you there isn't much turning anymore. Still fair though. Destroyer tactics and all that. So what is the problem you ask? Well tactics are, or better said, the tactics of most cruiser players. Players basicly demand battleships to take the front and tank damage. Fair enough it is what they are made for. But for the love of god cruisers do your job too then! Hunt those destroyers. They are litterly around the corners. Pretty much every game I see cruisers spam there high explosive rounds on the battleships up ahead to gain easy experience. Works fine but when the allied battleships are sunk by the destroyers it is a hard win against a team whom only lost two battleships. By simply putting the killing of enemy destroyers as top priority for the fast firing and manoeuvrable ships, otherwise known as cruisers a team can gain a huge advantage and make it a experience feast for all players. It even makes the games for the high explosive spammers more profitable considering a win means more experience than a loose. I hope this brings some sense to fast firing and manoeuvrable ships so that wargaming can focus on creating new ship lines instead of balancing back to twenty updates back so that they don't have to rename the game to world of torpedoes. Kind regards Lolbroek101
  20. When you are in map view - the alt-battle interface removes the ship-names from the overlay - why!? In game view with alt-battle interface: http://imgur.com/dQhomYs Player names & Ship names In game map view with alt-battle interface: Self-ship name & Player names. I'd argue its far more important to see ship names than player names in that view if the choice is one or the other. The only reason to use M view is to get an over-view of fleet composition / layout and you remove the information from the player when they try to use it.
  21. Hello, I kinda get annoyed when I am in my super duper super trooper special stealth and fast destroyer. I try to be sneaky... and sneak up on enemies... or I try to sneak passed them... and then very sometimes there is this player which also drives a destroyer... and he drives right next to me... and starts firing at the enemies... This immediately attracts their attention... and they start firing back at him... Now different things can happen. One of them could be that he drives back or dies... and the enemies go towards his position and then they discover me as well.. or think it was me... And then I could be in serious trouble. For now this behaviour pisses me off... I see this "given-away-of-stealthed-teammate-positions" as treason and a reason for termination/teamkill ?! However I have also seen a play style of destroyer players where they purposely attraction the attention of enemy ships... with their own cannon fire/bullits... to then later fire torpedoes at them.. or before... in the hopes that the enemy will drive into their torpedoes. So it's either a noob thing... a grieving thing... a dumb thing... or it could be a strategy/tactical play. I'd like to hear from other destroyer players what they consider of this teammate behaviour ?! Is it treason ? Is it noob ? Is it dumb ? Is it tactic ? Bye, Skybuck.
  22. In Another thread I started, we discussed the issue of a lack of teamplay in every game mode that exists so far including ranked battles The main issue within the game is the number of casual players who simply aren't interested in it and the scoring system which deters team play This is absolutely fine if you are that type of player however there are a lot of players who want more from the game and are mature enough to realise the benefits of good structured, organised team play. They need a different environment away from the casual gamers to be able to play in this way. So, it was mentioned that WoW is screaming out for a Division/Clan mode and according to the feedback i get in game and the forum thread it would appear its most defintely wanted It is in this thread that I would like to discuss and develop that idea until we have a solid foundation that we can take to the devs and plead with them for it's integration. Here are some of the questions that I can think of, please give me feedback and help me to develop this idea. (This may be a long slog, but if enough folks show interest we may be able to get something done here. To give you some idea of my experience in the game I am currently playing tier 5/6 so am not as experienced as some other players. However my youth ism long past and i am very experienced (13 years +) running a milsim gaming community. So I have a fair grasp on what a "Mission Commander" needs to accomplish organised structured and controlled gameplay I have tried all game modes and have tried very hard to get team work in every match i have played apart from playing as a destroyer, you simply dont have the time then to type in chat. So here are some idea and questions. (I'm not quite sure how the poll system works in these forums, eg Can i create one, then after getting some feedback, create another one ? DIVISION GAME MODE (Feedback or input from the Dev team would also be appreciated) AIM To filter out players who are not willing to coordinate and play as a team To have a scoring system that encourages team work Some questions to get us started How many slots should each side have. What percentage of those slots should be allowed per division How should game balancing be achieved if there is a mismatch with division sizes for either side How should ship balance be done What range of tiers should be allowed How should the reward/score be split/shared What Ingame tools need to be added to improve a commander players ability to control or administer the fleet What polls do we need to get feedback What else, that I havent though of ? To make this easier for you to give feedback, copy n paste the following section into your thread and then it makes it easier to answer the queries or give your Slots per side: Max division Size: Blancing Mismatched Divisions: Ship Balance: Tier range: Scoring: Ingame tools: Polls needed: What else? Here are my thoughts at the moment on the questions I have raised, which are likely to change as this thread develops Slots per side: Not sure, either 2 different sizes, same as ranked and random or somewhere inbetween like 12 per side Max division Size: 100%, will get the best teamplay but logistically should also allow more than one division with a minimum division size of 4 players Mismatched Division Sizes: Not sure, Maybe: 1 x 12 versus 2 x 6 or 1 x 12 2 x 6 versus 3 x 4 All of these mismatch division sizes could lead to some decent varying tactical play Ship Balance: Don't have any thoughts on this yet (Allowing any mixture could create some very interesting gameplay Tier range:Max range of 3 tiers maybe or if that is too much, 2 tiers (Not sure not as experienced as some who are on tier 10, they may know best) Scoring: Team score shared evenly between every player (providing the individuals contribution has achieved a minimal personal score In other words, if the players has stayed at the back and not got stuck in enough, he doesn't take a share of the team score The team score should give you the highest points in the game and the personal score not the main aim of the battle Ingame tools: ​For the "Commander" ability to administer the fleet, for example Ability to define targets per fleet/sub group as is already the case via the F3 key but a more developed version Ability to split the fleet into sub groups (visualised by coloured ship tags on screen) Ability to set waypoints for the entire fleet , sub groups or individual ships Ability to define a sub group commander who can then do all of the above but for his group members only Some way for players in different divisions to interact before they get into battle so they can all join the same comms server (Teamspeak etc) Something like the "Wanting to join a Division meny but with the ability to copy n paste links for teamspeak servers etc Maybe even the devs offering their own temaspeak servers where all Division Mode players can meet up centrally and create these larger all in one divisions Polls needed: No idea yet What else? Nothing yet So please take this seriously and help me try and get something better for those who want it
  23. This is a thread about collective battle tactics mainly, and I thought it could help the community if the best team tactics and strategies were discussed. My primary concern are lemming trains, especially in domination where some guy says right, or left and the the entire team proceeds in capping one base, A or C, while the enemy is free to cap the other two without a fight, or can easily brush aside the few ships that tray to hold the flank. This also spells disaster for any CVs that don't fallow the team. I get that there is safety in numbers and that inexperienced or bad players will fallow the crowd to avoid being focused. Some are traversing the hole map from one flank to the other from the start because they see that the team starts in that direction. My hope is that we can raise awareness and improve tactical knowledge of the playerbase and stop the damn lemmings. Feel free to comment or add other tactical issues.
  24. Side Scraping in a Battleship

    Ahoy! Not sure about all of you, but I've seen a lot of side scraping happening in this game at lower tiers. Typically BB's sitting behind an island, poke their bows out, take a shot and then full reverse back behind the island. I've seen this tactic work in the amount of.... never times, because inevitably this happens In this case the BB got some early warning and managed to get going around the island to dodge (while destroying the DD in question ), but in soooo many other cases people doing this are just giving kills away. By all means, use cover as and when you can, but a stationary target is an easy target and an easy target is a dead one. Thoughts?
  25. Minekaze - Torps & Tactics?

    Question: IJN Minekaze DD - are the Type 94 (68 knots/7 kilometer) better to keep than the Type 89 (57 knots/10 kilometer) torpedoes? Speed vs Range? I've been playing the Minekaze for a bit and I simply love it! I started the game with the US Sims and played the US Sampson (Tier II) and Wickes (Tier III) before moving to Cruisers and working up through Omaha and Cleveland. In fact I had a thread moaning about the loss of torpedoes on the Cleveland. I learned to enjoy the ship but I seriously missed the torps even though it had some great buffs in other areas. And I whined about the US destroyers being destroyed so easy. By the time I could get into the 4.5 kilometer range, I was usually toast. More experienced players suggested the IJN tree destroyers, but I wanted to work with the US and try to hone my skills. Well, I don't think my skills improved but once I moved to the IJN and got passed the first Type 42 (no mod) torpedoes things improved. Even just a bit more range on my torpedoes made a world of difference in game play. Oh, I still get killed a lot. But going from 4.5 kilometers to 7 kilometers but now I often get to hurt my opponents in the process. The Question - stated above - should I mount the Type 89 torpedoes in place of the Type 94? The Type 89 has a 10 kilometers range but a slower speed of 57 knots. The Type 94 has the lower 7 kilometer range but a great 68 knot speed. With the turn buff the BB's have, it seems to me that a faster torpedo is a better torpedo! At 10 kilometers - You can fire an hope, but with the faster turn speeds now, mored distance covered slowly really just gives your opponent lots of time to react. I don't expect to survive battles. I like to get in and mix it up. At least at this point. Disrupting enemies, pulling their fire from my allies as I dodge and let lose torpedo barrages until someone nails me is my normal tactic. Sometimes I get whacked quick - either a destroyer gets me or a Cruiser/Battleship gets lucky with their fire. But occasionally I get the rush of holding 3 or 4 ships off, dodging repeated hailstorms of artillery and putting big dents into BB's and CA's if not actually sinking them. When I get into one of those fights, it is fantastic - all adrenaline and reactions - not much time to plan. I see other DD drivers that like to hang out, hide and ambush. Good tactics to be sure, but I like to try and sneak up on an enemy BB that is slugging out with one our big boys and make life miserable for him. And for that the Type 94 torpedo seems ideal. I have the Type 89 researched but not bought and mounted. I kind of doubt it I will bother with them. Tactics & Strategy, I don't see a lot of team play in the game at this point. No squadron or division alliances that pick duties and exploit enemy weaknesses. Do you think that will develop in the game in the future? Or will it be mostly single players with limited cooperation?
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