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Adwaenyth

Ye quick beginners guide to World of Warships

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Weekend Tester
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 The ALT key is your friend here, since it displays additional information like the distance to the enemy ship and the distance and flight time to where you're aiming.

 

Could you explain this with more detail? Please

 

I understand the basics, but how you correlate this with the sniper sight

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Alpha Tester
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Could you explain this with more detail? Please

 

I understand the basics, but how you correlate this with the sniper sight

 

When you're in binocular view and hold down the ALT key (sadly no toggle yet), then below your aiming recticle there will be a display of the distance where you're aiming at and the flight time the shell will need to get there. From that and the speed of the enemy vessel, you can estimate where you need to lead the target to hit it.

 

Especially at long ranges you can misjudge the distance you're aiming at quite a bit. Using the ALT function is rather helpful there.

 

/e.g. when you have a flight time of 20 seconds and the ship is going at 24 knots (about 12 m/s) and is steering away from you at 45°, it will increase the distance by about 9 m/s. Thus with the 20 seconds added, you will have to aim 200-250 meters futher away than he currently is (and 200-250 meters - or roughly his ship length - ahead of him).

Edited by Adwaenyth
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Beta Tester
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Spotting mechanics? How to interpret related stats?

How do smokescreen work in current version?

Edited by daddlar

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Alpha Tester
1,194 posts
4,316 battles
  1. Ship Classes
  2. Nations
  3. Navigation and Maneuvering
  4. Combat: Gunnery
  5. Combat: Torpedoes
  6. Combat: Carrier Air Groups
  7. Combat: Active Skills

 

Navigation and Maneuvering

An essential part of playing WoWS is getting your ship where it can be useful. What you have to bear in mind though is that ships are quite large and sail through water. That has some serious consequences.

 

Stopping your ship

While it seems quite obvious that ships won't stop dead when you stop the engines (attention: in WoWS setting the engines to STOP is effectively the same as putting them to full reverse until your ship stops) it is something you have to bear in mind when you sail around. You can't just stop your ship on the spot like a tank, you will always glide about 4 times your ship's length further, even when you put your engines to full reverse. So when you want to stop behind an island to avoid incoming fire, bear in mind that your ship needs considerable time to stop (and to accelerate after that again) and that you have to do it early.

 

Turning your ship

Even worse than just stopping your ship is turning it. That gets extremely problematic when you're in something big like a BB. The ship do not only require some time until they actually respond to the rudder, the rudder itself takes quite some time to shift from neutral to the side. That means, a BB can't simply alter her turn the other way, when there is something incoming. She will follow that path a little longer until the rudder responds. So don't let DDs get in close, because you can't react to that fast enough in a BB.

Okay since I'm playing Captain Obvious atm, what's also worth noting is, that water reacts differently than solid ground. That has its effects on ships too. While we do have a simplified physics model in game, ships do actually "drift" when turning. When a ship turns its rudder, it basically causes the ship to turn around its center of mass (which is somewhere in the middle of that ship). So if you give left full rudder, your ship will turn left - the bow of the ship at least. The aft of the ship will sadly turn right first. This will cause the ship to drift a little in the direction it was currently traveling. It will also cause the ship to drift a little  when your rudder is back to neutral position.

Also ships do turn the same way if they are fast or slow. A ship turning at high speed will not sail a wider circle than a a slow ship. Slowing down doesn't really change the radius you are turning by much.

So when you're near land, don't cut it too close or you will drift into that land and sit hopelessly on a sandbank. Also you might eat two torpedoes instead of one when you try to evade, because your ship continues to go in a direction for a little time. It takes a little time getting used to, so remember this, when you want to change direction... Which leads us exactly to

 

Collisions

Collisons can and will happen. You cannot always control your course perfectly. There are two types of collisions. Gracing collisions with your teammates or the land, and dead on full speed ramming into enemy ships.

Colliding with team mates is very annoying. You have to spend some time with getting apart from each other. During that time, you both present a very good target for the enemies and also block each others turrets/torpedoes and can't shoot back properly. So avoid collisions with team mates. Watch the minimap and plot your course so that you do not collide. It will take you both out of battle for at least half a minute until you're clear of each other.

Colliding with islands can have simliar effects, although there are two ways which you can crash into land. The collision alarm is a bad sign, so you turn right away, right?

Not entirely, no. It is not always a good idea to turn when you hear or see the collision alarm. When you can safely clear the land, of course do it. When you can't avoid a collision, it is usually better to ram the rock head on. That way, you will stop dead in the water, yes, but you can actually reverse and plot a new course once you've reversed far enough away. The worst way of colliding with land is when you "drift" onto land (see turning your ship). If you manage to collide with land sideways, you can manage to lodge yourself onto a shallow. Now that your keel is sitting on that shallow, your propulsion has almost no effect whatsoever. If you're not outright stuck to that island, it will take you at least several minutes to come clear.

In short, either avoid a collision totally or ram it dead on. Anything else might end very badly for you.

 

Colliding with enemy ships is a totally different matter. The collision model currently favours the heavier ship - but not by much. Colliding with an enemy destroyer even as a battleship can cause serious damage - to both ships. A low HP BB can still be killed, even by a DD ramming it at full speed. Ramming enemy ships will result in very high damage to both ships - outright sinking BOTH ships often enough.

 

to be continued with Combat: Gunnery

Edited by Adwaenyth
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Beta Tester
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 ...(attention: in WoWS setting the engines to STOP is effectively the same as putting them to full reverse until your ship stops)

 

Does it mean that it doesn't matter whether you reverse or that the effect of reverse is so small that it's not worth mentioning (but still some)?

 

Btw thanks for the post, very nice summary info. Can you explain also difference and suggested usage of AP vs HE ammo?

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Alpha Tester
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Does it mean that it doesn't matter whether you reverse or that the effect of reverse is so small that it's not worth mentioning (but still some)?

 

Btw thanks for the post, very nice summary info. Can you explain also difference and suggested usage of AP vs HE ammo?

 

The only difference between STOP and FULL REVERSE is that full reverse will not stop once your ship has reached 0 knots.
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Beta Tester
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The only difference between STOP and FULL REVERSE is that full reverse will not stop once your ship has reached 0 knots.

 

Ok so it doesn't help "braking", understood thx :)

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Beta Tester
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Good post Adwaenyth "welsh?" 

 

you should add more to this as the game gets bigger with more ships, nations, ect added.:honoring:

 

 

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Alpha Tester
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Good post Adwaenyth "welsh?" 

 

you should add more to this as the game gets bigger with more ships, nations, ect added.:honoring:

 

 

 

The name is, I myself am not. Will try to keep up if people find the guide useful. :)
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Beta Tester
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Great job and thank you for your effort on these manuals Adwaenyth, you got my pluses ;)

I think after some time your manuals should be brought together into a one article, closed to keep it from spam and pinned so every newcomer not afraid of some reading can get to know some things. People who struggle to read will have to wait for WG made videos of game mechanics, tactics and manual.

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Beta Tester
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The name is, I myself am not. Will try to keep up if people find the guide useful. :)

 

Well, I certainly learned quite a few things in a little time with reading your guide. :)
Edited by GhostRiderLSOV
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Alpha Tester
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  1. Ship Classes
  2. Nations
  3. Navigation and Maneuvering
  4. Combat: Gunnery
  5. Combat: Torpedoes
  6. Combat: Carrier Air Groups
  7. Combat: Active Skills

 

Combat: Torpedoes

Now we've got the guns covered, let's go on to the cigars. They can be devastating both good and bad, so you better use them with care.

 

Range and Speed

Most torpedoes are rather short range weapons. While some japanese torpedoes (Type 93 Long Lance) can attain ranges of 20km, most torpedoes can't go much further than 5-7km. So torpedoes are rather a short range weapon.

Another thing - even with the long lance torpedoes - is that torpedoes are rather slow compared to other weapons. While a projectile fired from a gun can reach speeds of 1000 m/s, a torpedo can only attain speeds of 50-76 knots (40 m/s or 25 times slower). That means fast ships can outrun or outmaneuver torpedoes and friendly ships can run right into torpedoes because you didn't calculate them in. So always watch where you shoot those things - I've even seen carriers sink themselves with their own torpedo bombers.

 

Aiming and firing a torpedo

So, now that you are close enough to see the white in the enemy captain's eyes, how do you shoot these darn cigars? Well, the basic aiming works just like guns - you even get a white outline in torpedo view, showing you where to shoot the torpedoes - when the enemy ship doesn't change course, which they often do. So you have to lead the target again by yourself.

Unless you're in a point blank fight with a ship (then shooting torpedoes is basically a no-brainer), the enemy will usually try to avoid your torpedoes.

If your target is far away (near max torp range), you might want to chose a narrow spread (chose spread by pressing 3 while in torpedo mode). That might sound paradox at first, however don't forget one thing. Torps will be fired in an arc, meaning that once they reach the maximum distance, they will be far apart. If you shoot your torps in a wide spread, most ships will not have any problem passing in between your torpedoes. A wide arc only makes sense when you shoot at multiple targets (where not all enemies will be able to escape) or you're sailing something like a Kitakami (which can fire 20 torps per side).

Also when you fire your torpedoes and have more than one set of tubes, stagger your torpedoes. Try to anticipate in which direction the enemy will try to evade and then fire the second set so that they will hit there. If you do it in quick succession, you will force the enemy to take at least one or two hits. If you've got enough tubes to fire a wide arc (about 8-10 tubes minimum for that) you can overlap the arcs to have a wide arc with little gaps in between and thus rob him the possibility of evading your torps.

 

How to launch torpedoes unnoticed

Well you want your enemies to avoid as little of your torpedoes as possible. While you can still force them to take some hits with a good aimed staggered spread of torps, it is of course better to hit all torpedoes. To do that, you have to either approach very close to the target (risking being sunk by enemy secondary batteries) or the enemy mustn't know you are there and just shot torps.

The later you can achieve with either your smoke (although a good captain will notice smoke and evade the area) or islands. If you see CAs or BBs engaged around islands and you're on the other side, pay close attention when some of the enemies will likely come out behind the island. Launch your torpedoes before they notice you're there and they have little time to evade. If they fight in a battle line, it is likely they will hold the approximate course for some time. - And always keep an eye out for what your allies are doing. You don't want to torpedo them!

 

Save your shots

Last but not least, torpedoes got a long reload time. Don't waste a full spread of torpedoes on a cruiser with 2k health when you will likely run into other targets. Either finish it off with your guns (if it is safe to do so) or let your allies kill him and save your torpedoes. At first they have reload times of 30-40 seconds, but with rising tiers that can go up to more than 2 minutes. If you've just shot your torps, hide (unless you're in a japanese cruiser) and wait for the reload to almost finish before engaging again.

 

to be continued with Carrier Air Groups

Edited by Adwaenyth
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[WJDE]
Beta Tester
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The name is, I myself am not. Will try to keep up if people find the guide useful. :)

 

And even if it takes bold letters, your thread is most useful. Your help is great and much appreciated, thank you mate. :honoring:
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Alpha Tester
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i saw a youtube video where somebody manually released his torpedos on torpedo bombers.

How can i do that?

 

Will come with carrier air groups. Basically, once you gave the attack order with the bomber group still selected, you can drag the attack marker around the ship and thus tell how the bombers should drop their load.

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Weekend Tester
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Will come with carrier air groups. Basically, once you gave the attack order with the bomber group still selected, you can drag the attack marker around the ship and thus tell how the bombers should drop their load.

 

okay gonna try that!

 

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Weekend Tester
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Will come with carrier air groups. Basically, once you gave the attack order with the bomber group still selected, you can drag the attack marker around the ship and thus tell how the bombers should drop their load.

 

oh got it now, can you also change the angle? or only the approach
Edited by Gamehackerzz

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Beta Tester
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Played for the first time last night, the game is fairly intuative but one thing I couldn't get my head around is how the repairs work, could you do a mini guide for repairs please :)

 

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