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About SeaKnight_1990

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  1. Logging into Warships

    So I tried to log into the game today, and it had me re-enter my password. Is this going to have me start over from scratch; and has anyone else had this? I'd kinda like to know what I'm doing here. Thanks!
  2. I thought that Midway would have the 2-2-2 as strike, 3-1-1 as AS, and 2-1-2 as "balanced."
  3. Well, being that a USN split is in the cards, I'm sure the question of a split cruiser line for the British (or any nation in the game, for that matter) is not a matter of if, but when and what. We'll just have to wait and see. That said, the CA branch would be: T5: Hawkins. T6: County-class. T7: York-class. T8: A County-class subclass. T9-10: Whatever paper creation we get from WG.
  4. Wait till she's on sale, then get her. I got her when she first came out, and am damn glad I did.
  5. Over the last few days, I've discussed three different types of surface ships--cruisers, destroyers, battleships. Now, let's look at the final, and most powerful of these: The aircraft carrier. Aircraft carriers made battleships obsolete and changed naval warfare; if you are driving a flattop, you can even change a game you're in. Your strike planes can deal more damage than a salvo from a BB's main guns--if you know what you're doing. In the game, there are only two nations with full carrier lines: The United States and Imperial Japan. Let's look at their attributes: USN: Fewer but larger squadrons meaning dealing more damage per strike, better dive bombers that have the option of equipping AP bombs to deal more damage to battleships, some of the best fighters in the game. IJN: Squadrons are smaller but there are more of them, meaning you can spread your power out over the map. Torpedo bombers are some of the best in the game. Loadouts offer more flexibility. Honorable mention: Graf Zeppelin. Comes either with all dive bombers or all torpedo bombers (and some fighters) and has super mean secondaries. I don't know much about it; if someone knows more about it, please explain. Now, time for the ins and outs of the class: Pros: You have the most powerful ship in the game, being able to strike anything anywhere on the map, anytime in the game. Being in top-down view gives you the best view in the battle. If played properly, you can inflict untold amounts of damage in a single battle. In fact, the world damage record was set in a Midway. Cons: Your aircraft are vulnerable to anti-aircraft fire and fighter from enemy ships. That, and you have a limited number of them; make every strike count. You are a vulnerable target subject to attack from other aircraft and from ships, so stay with the pack if you can (unless you're in a Graf Zeppelin, Midway, or Kaga, which have beast secondaries.) In addition, early tier carriers have poor maneuverability and speed characteristics, so plan ahead where you're going to go. If you have no more aircraft, you are a sitting duck. Now, gameplay tips. This is a unique one, as you control not so much the ship, but it's aircraft. However, here are a few things you need to know: Target ships that are alone, low on health, or under fire from your friends. Learn the ships that have good AA, and learn to avoid them early in the game. Set a course with the autopilot before the battle starts by pressing "M" and click in your waypoints. Don't hesitate to change it or use your WASD hacks if need be. Also, stay with the pack whenever possible. If there is another aircraft carrier on your team, try to coordinate actions if possible. And if you are out of aircraft, you are not out of options. Charge forward and hope your secondaries earn their pay. Speaking of secondaries, do not underestimate them. You might not have much, but they're still effective. My first ever kill in an aircraft carrier was a DD with my secondaries. Use co-op a lot to get the hang of manual bomb and torpedo drops, and learn how to strafe. It'll be a long process, but, as Leigh Anne Tuohy said in "The Blind Side," "You can thank me later." Priority targets: Battleships, other aircraft carriers, destroyers, anything that has poor AA. Well, that's it for my new player's guides. If you have anything gameplay-related that I should do something on, please shout it out in the comments below. As always, thank you, and good luck, captains!
  6. I think you mean the carriers that have AP bombs available to them; do IJN CVs have them? I don't think so...
  7. Command Ship Questions

    I think that they have potential; they could have a long range for detecting ships and aircraft, the ability to relay it to their teams, and maybe some limited protection (maybe a 5in deck gun and light AA, and also maybe torpedoes.)
  8. Submarine Questions

    And if you wanna play submarines, there's plenty of games out there for it, Battlestations Midway and Battlestations Pacific among them.
  9. Submarine Questions

    I wrote a poll a long time ago asking if it's time to stop beating a dead horse as far as submarines are concerned. They are not in the game, and, unless the developers suddenly change their minds in the future, never will be. Please, can we just shut the f**k up on this for once? Someone needs to write a post and pin it somewhere where everyone can see it here that that ain't happening. Cool?
  10. Missile Cruiser Questions

    If there were a "World of Warships: Modern Fleets" expansion, yes. Now, no.
  11. Mind if I Turn On Some Music?

    It's about a battle in WWII that was fought between the type of ship that I'll be doing a beginner's guide on tomorrow.
  12. New Player's Guide to Battleships

    In fact, for American BBs (and I think any American line in the game,) anyone can play them. I can't speak for WoWp or WoT, but it sounds like the same thing goes for them. In real life, anything the Americans made might not have had much in the way of quality, but we were able to build more of them (like 29 Cleveland-class cruisers, 20+ Essex-class aircraft carriers, 16,000 P-47 Thunderbolts, or 55,000 Sherman tanks) which is why we helped so much in winning the war.
  13. New Player's Guide to Battleships

    Yesterday, we covered the light, fast scouts of the fleet--destroyers. Now, we look at the kingpin of the fleet: The battleships. Battleships are heavily armored and armed. They are meant to be at the front of the line, taking (and dealing)damage and leading the charge for their team, or staying at a distance to take shots, depending on the nation and tier of the ship. Their repair party consumable helps them take damage and stay alive, while most mid-tier-on-up BBs have a catapult floatplane; either a scout to extend their main gun's reach, or a fighter, to f**k up potential air attacks. Again, each nation has it's own unique attributes: IJN: Fast, with decent (if thin) armor; very excellent long-range guns, as well as having the biggest guns at each tier. That helps a lot, regardless of their situation in the game (especially with the T10 BB in this branch.) USN: Nothing really special here; they're well-armored with good guns but slow speed until T7; after T8 they keep their good guns and have a higher top speed (T9 is the fastest BB in the game) but have thinner side armor. AA firepower is best in the game throughout. KM: True brawlers throughout the branch. Their turtleback armor protection and secondary guns are excellent, bar none. Main guns are the smallest at the tier most of the way, but are not half bad. Some mid-higher tier ships even carry torpedoes. RN: This is an interesting one here. T3-6 have amazing armor protection and HE, making them great for brawling. T7 on up have less armor but better concealment, making good for quick attacks. That said, here are the pros and cons of the ship type. Pros: Best armor protection in game Biggest guns in game Secondaries can help deal more damage and set fires (depending on caliber) Repair party consumable increases survivability Cons: Their size means they have the handling characteristics of a brick Their size also gives them less concealment, making them some of the first ships to be spotted in a game, and with that the easiest and most-prioritized targets. For early tier American BBs, slow speed means having to think through where you want to go on a map. Next, gameplay. You want to either lead the charge or stay at the back, depending on nation and tier. Sometimes, it's best to take potshots at targets early in the game, then push in when the time is right. Even if you're driving a faster battleship, your speed might not get you out of sticky situations. Remember to watch out for your allies, and especially for allied aircraft carriers. Priority targets: Cruisers, and other battleships. If DDs are getting close, then use HE (or just fire whatever's loaded) and trust that your DSGs (drunk secondary gunners) will earn their pay. Target aircraft carriers last of all. Speaking of aircraft carriers, the ship that made the kind of ship I just talked about obsolete, they are going to be the subject of tomorrow's newbie's guide. See you then, and good luck, captains!
  14. My Ideal British BB Crew

    I know that right now, there aren't any "crew positions" in the game other than the captain, but if there were, here's who I'd have for British BBs: Captain: Jeremy Clarkson. Technical (or fire control) officer: Richard Hammond. Navigational officer: James May. Helmsman: The Stig. Who would you pick?
  15. USN Carriers and Loadouts, etc.

    So everyone here is throwing their thoughts about on USN CVs and their new loadouts (whether they love or hate them) while I'm still sitting here waiting for USN fighters to get some changes, in the form of using the strafe function on ships, or rockets, or something.