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Found 31 results

  1. Akula971

    How to make Jutland work?

    I just can't get this thing to work. I'm using an IFHE build, tried main guns and torpedo boost, not noticed much. I'm losing to Shima's in gunfights, Fletchers make mince meat of it. The only real success I've had is shooting down aircraft! It has a heal, but what is the point in a gunfight, that will see you reduced to a smoking wreck before you can activate it. Cap contesting is very dangerous, you don't have the speed to escape or get out of radar range. If you are having success and fun in it, please let me know your module choice, captain skills and tactics.
  2. 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 Some casual teamwork, supporting the main fleet in a Tier VII match. Ognevoi (USSR) VI Run and Gun Link Time to keep our opponents guessing as to where we will show up next. Kirov (USSR) V Remember the Objective! Link Today, we are going to learn a fundamental lesson in World of Warships. Umikaze (Japan) II Behind Enemy Lines Link 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 The longer the game goes on, the more valuable your Destroyer can become. Mahan (USA) VII The Hatsu-han Force Link Sailing alone is one thing. Sailing with friends is something special. Atlanta (USA) VII Paving the Way Link A gentle Tier VII match in my Atlanta, hopefully depicting one way of using this Cruiser-Destroyer hybrid. Ognevoi (USSR) VI Off The Beaten Track Link Time to do the unexpected in a Ranked match: playing in the backline with a Destroyer. Kiev (USSR) VII Till Death Do Us Part Link So how can we recover from a terrible opening play exactly? Campbeltown (United Kingdom) III Punching a Hole Link Ignore the negativity surrounding this ship, it can be quite exciting to play! Yubari (Japan) IV Thank You Mr. Jingles Link Time to give our first impressions on our prize from The Mighty Jingles’s 500k Subscriber competition! Orlan (USSR) I The Mighty Orlan (feat. Zouron) Link Today, Zouron is going to demonstrate the importance of positioning as a key principle of teamwork. Mahan (USA) VII Keeping a Low Profile Link Sometimes, taking a slower approach can work to one's advantage in a Destroyer. Benson (USA) VIII Counter-offensive Link Stay cool, calm and collected; regardless of what others stay… Hermelin (Germany) I Wiggle Our Way Out Link 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 (USSR) 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 Today, we take a look at the Tier IV Japanese Light Cruiser class known as the Kuma. Kiev (USSR) 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 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 Today, we're going to use some rather odd tactics in our American Light Cruiser. New Mexico (USA) VI Corner Ship Quartet Link 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 Time for a Christmas special! G-101 (Germany) III Farewell to 2016 Link Time to wrap up what has been an awesome year for this channel. Warspite (UK) VI New Year’s Resolution 2017 Link Let's kick-start 2017 with some action in the Warspite. Colorado (USA) VII Baptism by Fire Link The path to becoming a better Battleship player begins here with a stock Colorado. Kiev (USSR) VII Nothing Left To Give Link Today, we take a look at my best game to date in World of Warships. Colorado (USA) VII Ride it Out Link Today we see how perseverance is a key trait for a Battleship captain. Fubuki (Japan) VI Striking A Balance Link A number of you asked for Japanese Destroyer gameplay; and here you go! Roon (Germany) IX Delaying Action Link 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 Time to step back into Random Battles and give my first impressions of the Akatsuki. Pensacola (USA) VII Being the Bait Link 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 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 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 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 Now that life has settled down again, back to the videos! Budyonny (USSR) VI Always Within Reach Link 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 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 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 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 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 Today we aim to frustrate our foes by continuously kiting their fire. Shchors (USSR) VII First Impressions Link 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 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 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 Today we review the Operation Wargaming graced us with for Halloween 2017. Svyatozar (Halloween 2017) VIII TFZ take on Sunray in the Darkness Link The TFZ squad see if they can 5 Star the Halloween 2017 operation. Nürnberg (Germany) VI The Good Old C Hull Link 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 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 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 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 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 Today we review the Tier VII Premium Soviet Destroyer known as the Leningrad. Vampire (Commonwealth) III On The Prowl Link 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 Better late than never to start learning how to play Aircraft Carriers. Prinz Eugen (Germany) VIII Sweet Spot Link 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 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 (USSR) 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 Today we review the first of Japanese Heavy Cruisers currently available in game. Nelson (UK) VII A Spot of Island Hopping Link 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 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 Today we practice cross-dropping Torpedoes on enemy Destroyers. Murmansk (USSR) V Melting Point Link 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 Today I outline my first impressions of the Tier VII American Carrier known as the Ranger. North Carolina (USA) VIII Weather the Storm Link 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 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 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 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 Time for TFZ to take on a much simpler Operation. Fiji (UK) VII Back And Forth Link 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 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 Today I discuss the concept of "carrier sniping" in World of Warships. Ryujo (Japan) VI Killjoy Link 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 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 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 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 Today I aim to overcome +2 match-making by simply doing what I can in the ship I am sailing. Shchors (USSR) VII Background Bully Link 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 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 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 Today I discuss how sailing a stock ship is more of an exercise in map and game awareness than it is a painful chore. Khabarovsk (USSR) X Gunboat First, Destroyer Second Link Today I review the Tier X Soviet Destroyer which is more of Gunboat with some Destroyer-type properties. Ishizuchi (Japan) IV In Hot Water Link Today I review the Tier IV Japanese Premium Battleship that normally leaves a trail of fire in her wake! Tirpitz (Germany) VIII Planned Aggression Link Today I give my first impressions of sailing the Tirpitz, a ship I have waited a long time to get my hands on. Minotaur (UK) X B is for Ben Link Today I analyse a Minotaur gameplay which showcases the value of both objective control and restrained aggression in equal measure. Nelson (UK) VII Torpedoes on the Brain Link Today I discuss how I try to anticipate incoming torpedoes when pushing an objective in a Battleship. Clemson (USA) IV Proud Puncher Link Today I review the Tier IV American Destroyer that loves to knock-out enemy destroyers! Nelson (UK) VII Danger at Delta Link Today I have to react to an unexpected enemy fleet appearing right in front of me whilst sailing in a rather slow Battleship. Will I sink or swim? Des Moines (USA) X Catch The Enemy Sleeping Link Today I analyse the first of a series of gameplays featuring the Tier X American Heavy Cruiser known as the Des Moines; outlining my preferred build and playstyle in the process. Des Moines (USA) X A Push Too Far Link Today I analyse the second of a series of gameplays featuring the Tier X American Heavy Cruiser known as the Des Moines; this time explaining some of the main disadvantages with my Damage Per Minute (DPM) orientated build. Shchors (USSR) VII Fine Tuning With IFHE Link Today I finish off from where I left off in my original informal review of the Shchors by discussing how she benefits from the Tier IV captain skill known as IFHE. Nelson (UK) VII Storm in a Tea-cup Link Today we take our fine British battleship right through the middle of the map directly towards the enemy base. Nelson (UK) VII A Matter of Survival Link Today we push the Nelson's super-heal variant of the Repair Party consumable to the limit. Ognevoi (USSR) VIII Pick the Right Fight Link Today I seek to fight the enemy's Destroyers on my terms. Latest video: Ognevoi - Picking the Right Fight 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 :)
  3. 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: )
  4. After 15K games of WoT, I had come to understand the errors that I had made at the lower tiers. Example: (1) getting the intuition perk as one of the first perks. (That was very dumb.); (2) not knowing which skills my crew/commander should have depending on the type of tank. I just came over from WoT and have not begun play on WoW. What mistakes did you make in Wow that you would avoid if you were starting over?
  5. sillybunny123

    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 ?
  6. 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.
  7. Baylor98

    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. Procrastes

    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.
  9. Schmidt_zxc

    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.
  10. Redcap375

    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
  11. 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 :)
  12. _AbleArcher83_

    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"?
  13. Shepbur

    Meanings of Slang & Basic Pointers

    The following is a guide which i first posted up on the Alpha forums back in August 2014 to help newcomers to the test. It gives a basic overview of some of the tactics which are often used in World of Warships battles, as well as some basic terms and agreements which they may wish to know to help them on their way with becoming a great captain of the seas! This guide has also been tied up along with a few others written by fellow alpha testers (Schultz, JeeWeeJ, Hanszeehock and Kr4zy) to allow newcomers to the test to find their feet quickly and allow them to get testing and playing competitively as quickly as possible! The Basics Hit boxes and where to aim There are 8 different types of hit boxes currently present in the game which can become critically damaged. These hit boxes are: The Magazine, The Engine Room, The Rudder mechanism, The Main Turrets, The Secondary turrets, AA Guns, Torpedo Tubes, The Citadel and Aircraft Storage Areas. Below you can find descriptions for each of the hit boxes, what they do, and what damaging them results in. The Magazine The Magazine is the storage area for all the ammunition used by the ships main calibre guns. Most ships have more than 1 magazine on-board. They are normally located directly beneath the Main Calibre Turrets in the hull of the ship. Destroying a ships magazine will often cause critical damage, destroying the ship instantly. Dealing a minimum of 30-40k damage. The Engine Room The Engine Room is where the engines of the ships are located. Each ship has a different number of engine rooms, in different locations, however are normally located in the hull directly below the ships chimneys. Be aware, as some Japanese ships have off-set chimneys, so the engine rooms may be further forward than you expect! Destroying the engine room will cause critical damage, while it may not cause large amounts of health to be lost, the ship will lose power and be un-able to control it's speed, slowing down to an eventual stop. The Rudder mechanism The Rudder is located at the stern of all ships, often between the rear turret of the ship and the stern. Destroying the rudder will cause critical damage, while it may not cause large amounts of health to be lost, the ship will be unable to control it's steering,with the rudder being locked in the last position it was turned to. The Main Turrets The Main turrets are the turrets on your ship with the largest calibre and longest range. These are the turrets which players can control on their ships manually, and are located in different areas on every ship, however are noticeable by the large and long barrels of the cannons in each of the turrets. Destroying these turrets can cause large amounts of damage, as well as disabling the turret for a short period of time, or until the player uses a repair kit. Torpedo Tubes All Destroyers, and some Cruisers have torpedo tubes. They are generally on-top of the deck of the ship and clearly visible as large tubes which can rotate, controlled by the player. Destroying the Torpedo tubes renders them un-usable for a period of time, or until a repair crew is used (depending on the damage dealt). The Secondary Turrets Most Cruisers, Battleships and Aircraft Carriers have secondary armaments. They are AI controlled, however priority targets can be assigned. They generally have a very short range of <3km. And are generally used as a last defence against ships in close combat. The turrets and guns are located all around ships in various places. While destroying them nets essentially no critical damage, it will destroy the armament hit, causing it to stop working until a repair crew is used. AA guns AA guns are on ships above the early tiers, located around the deck of the ship, they are controlled by AI with priority targets being assigned by the player by choice. They generally have a range of <2km and fire only at enemy aircraft flying above the ship. Destroying the AA guns causes the AA defence of the ship to lower, however does no noticeable extra damage to the enemy ship when destroyed. Citadel The citadel of ships is located in the hull of the ship, and spans the length of the ship between the main calibre turrets It is very well armoured and often requires AP shells to damage. When hitting and damaging the citadel of an enemy ship, critical hits can occur. These hits can cause massive amounts of damage of 15k or more. While these hits can be extremely effective, they are rather rare and cannot be relied upon. Aircraft Storage Aircraft storage areas are present on all ships which carry aircraft on-board. This includes some cruisers and battleships, as well as all aircraft carriers. These storage areas can normally be seen by catapult launch ramps on ships, often near the stern of the ship, or in an aircraft carrier, in the centre section of the ship. Damaging and destroying these modules will result in the ship losing a number of it's aircraft. These aircraft lost are un-recoverable and cannot be used by the player, or repaired. International Regulations for Preventing Collisions at Sea These rules were brought about first in 1840, and have been edited and updated many times since. They are still used world-wide by both navies and commercial shipping lanes. The more players who are aware and follow these rules, the fewer collisions will occur, with special attention to be taken for allied teams, while it is advisable to maintain the rules with enemy ships, it is less necessary. 1. Port gives way toStarboard - If you are heading in similar directions, but you are port of the other ship, you must give way and avoid it. 2. An overtaking vessel must give way to the vessel being overtaken - "Overtaking" means approaching a vessel at more than 22.5º abaft. 3. When two vessels are meeting head-on, both must alter course to starboard to pass on the port side of each other 4. When two vessels are crossing, the vessel which has the other vessel on the starboard side must give way and avoid crossing ahead of her - "If to starboard red appear, 'tis your duty to keep clear". 5. A vessel proceeding down a narrow channel must keep to starboard 5. The give-way vessel must take early and substantial action to keep well clear 6. The stand-on vessel shall maintain course and speed - but may take action if it becomes clear that the give-way vessel is not taking the appropriate action to avoid collision. Exceptions 1. All vessels must give way to those with a restricted ability to manoeuvre - This includes vessels launching and recovering aircraft, as well as vessels whos draft restricts them to a specific defined course due to shallow waters. 2. All vessels must give way to those which are "not under command" - This includes all vessels which are unable to manoeuvre to these rules and is therefore unable to keep out of the way of another vessel. Crossing the "T" Probably one of the best known naval tactics, and for good reason. It's continued to allow ships to maximise their firepower against the enemy, while minimising damage to their own ships. By turning broadside to the enemy vessel you're able to use all gun batteries on your own ship to fire upon the enemy. While the enemy vessel is heading directly towards (or away) from you, they are unable to fire a number of batteries due to the ships superstructure obscuring the firing line. This tactic can be used in both 1-on-1 engagements, as well as in groups. Performing this manoeuvre also allows raking fire on the enemy ship, firing your guns through the fore&aft of the ship where there is minimal armour, however allowing the shells to pass through the most modules for much greater damage. Avoiding Torpedoes There are a few do's and don't's for this... so we'll start off with the obvious ones... Firstly, if you see a torpedo coming your way, make sure the side of your hull isn't facing towards it. This will minimise the area the torpedo could hit you, and so reduce the chance that any damage is caused! Secondly, you'll want to keep your speed up, don't slam to a full-stop as this won't making avoiding the torpedoes any easier, and will just make you an easy target for enemy shells. Keep your speed up, and instead turn in-line with the torpedoes direction to avoid it. There are two ways of doing this, either turn into the direction of the torpedo. This means the torpedo will be slightly harder to avoid due to the closing speed increasing, however it will keep you on-target and save too many further manoeuvres. This is rather aggressive but can often pay off well. The second way of avoiding the torpedoes is to turn away from them while remaining in-line. This will reduce the closing speed and make the torpedoes much easier to avoid, however it will greatly delay any attacks on enemy ships in the area as it will take longer for the torpedoes to pass, as well as requiring a longer manoeuvre to return to your original firing position. This is the more defensive strategy and should be used most often when trying to escape the enemy. Description of Ship Classes Ingame Aircraft Carriers (CV) Carriers are an important tool of any team. Their ability to launch various types of aircraft allows them to not only scout for enemy ships, but also deal a deathblow to any unwary vessels who are leaving the cover of the rest of their team. Carriers are the only ships able to launch Fighter Aircraft, Dive-Bombers, and Torpedo bombers in the game. The latter two are the only aircraft ingame which are able to attack enemy ships. Despite their ability to deal massive amounts of damage to the enemy team, Carriers are also easy prey if left in the open without support. They are extremely large ships, and difficult to manoeuvre. This allows enemy ships within range to quickly sink them. With their thin armour even High-Explosive ammunition is able to deal significant damage quickly to these ships from great distances. Battleships (BB) Battleships are the heaviest class of ship in World of Warships. Their major traits are their thick armour and powerful guns. A Battleship is a force to be reckoned with, and will often require at least two smaller craft to be able to bring it down safely. Meanwhile, the Battleships guns will be able to easily destroy the lightly armoured opponents with its large alpha damage of its salvo. The weak points of the Battleships however are a serious flaw. With their thick armour and powerful guns, they are very slow and sluggish in the water, and are easy prey for enemy Carriers and Destroyers. Their guns also take much longer to reload than any other class of ship, with a similar tiered cruiser often being able to give off 2-3 salvoes for each of the battleships, and a destroyer reaching maybe even 8-9 salvoes per battleship salvo. As a result, a Battleship will often require the support and defence of other ship classes to allow it to work to its best ability. Cruisers (CA/CL) Cruisers are a jack-of-all-trades in World of Warships. Not only can they move quickly with reasonable armour, they have fast-reloading main calibre (MC) guns and a strong array of AA-guns and secondary armaments. Some Cruisers are even capable of carrying torpedoes which they can launch at enemy ships, as well as spotting aircraft to increase their view range. Cruisers as a result are an extremely versatile class of ship, and can normally cope well in almost any situation. Despite this however, they often require support of other Cruisers or even Battleships to be able to hold off enemy forces without being over-run. Destroyers (DD) Destroyers are the smallest class of ship in World of Warships. They are also the fastest, and most lightly armed ships. This makes them difficult to hit at any distance apart from point-blank range, and difficult to detect. However due to their paper-thin armour (even thinner than the decks of aircraft carriers!) they can often be destroyed by a single salvo of any other another class of ship. This makes the class difficult to master, however extremely rewarding when things go to plan! The destroyers main weapons are it's stealth, as well as it's torpedoes. With 1 salvo hitting on-target often being enough to destroy any other ship in the game. However they are difficult to aim, and simple to avoid if spotted. For the times when a Destroyer is in trouble, or wishes to cover an escape for it's team it is able to release a smoke-screen. Something which is unique to the Destroyer class in World of Warships, and can often be extremely useful in a number of situations. Want to know more? Well there's a group of great guides written by other experienced alpha testers coming soon! Keep an eye out for the time being and i will link to them once they're up in the public section!
  14. 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.
  15. gekkehenkie50

    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?
  16. 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?
  17. 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.
  18. 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!
  19. Hey everybody, During the month of September - October I'll be pretty much revamping every Captain's Academy episode I've ever made along with as much new information that applies to the game we love today. I will be updating this thread with all the latest videos as I'm done with them. So without much hesitating, here we go! Episode 37 - Skill Builds for BB and CV Episode 37 - Skill Builds for DD and CA Episode 36 - How to Carrier Episode 35 - How to Battleship Episode 34 - How to Cruiser Episode 33 - How to Torpedo Episode 32 - Captains and Captain Skills Episode 31 - How to Destroyer Episode 30 - AP or HE? Episode 29 - Damage Saturation or Why Did I Do 0 Damage Episode 28 - Overpenetration Mechanics & Penetration Mechanics II [Corrected] Episode 27 - Citadels, Armour and Penetration Mechanics Episode 26 - The Armour Viewer Episode 25 - Aiming & The Reticule Episode 23 - Fighter Strafing/Barrage Episode 21 - Manual Torpedo/Dive Bombing Episode 20 - Invisi-Fire/Stealth Fire Episode 19 - How to Aim??? Episode 18 - Training Rooms Episode 17 - Which Consumables? Episode 10 - Essential Controls
  20. dasCKD

    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?
  21. Dirty_Filthy_Scrublord

    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.
  22. 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
  23. lolbroek101

    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
  24. 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.
  25. Tatoosh

    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?