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Found 53 results

  1. (CHAPTER 6) Naval Battle of Guadalcanal part 1 WE will try this on this on the coming Friday on MAY 18th 5/18/18 and 8:30-11:30PM US Eastern standard time , 7:30-10:30 PM US CENTRAL TIME, 6:30-9:30 PM US MOUNTAIN TIME, 5:30-7:30 PM US PACIFIC TIME , 10:30AM -1:30 PM in Sydney Australia 8:30 AM - 11:30 AM in Perth Australia. this will be in the training room labeled naval battle Guadalcanal part 1 chapter 6. search for training rooms by Outwardpanicjoe IJN force addition to the battleships Hiei (Abe's flagship) and Kirishima, light cruiser Nagara (us kuma class or similar.) destroyers (Samidare, Murasame, Asagumo, Teruzuki, Amatsukaze, Yukikaze, Ikazuchi, Inazuma, Akatsuki, Harusame, and Yūdachi).[19] Three more destroyers (Shigure, Shiratsuyu, and Yūgure) would provide a rear guard in the Russell Islands during Abe's foray into the waters of "Savo Sound" around and near Savo Island. For this scenario we will use the 2 Kongo class BBs, any kuma class light cruiser or similar. DDS 3 Shiratsuyu, 2 Kagero, 3 Akatsuki, 1 Akizuki. Objective: push the USN out of Guadalcanal and away from the volcano destroy at least 2 CLs and 4 DDs to claim victory and make way for your transports. USN force His force consisted of two heavy cruisers (San Francisco and Portland), three light cruisers (Helena, Juneau, and Atlanta), and eight destroyers: Cushing, Laffey, Sterett, O'Bannon, Aaron Ward, Barton, Monssen, and Fletcher. Admiral Callaghan commanded from San Francisco. For this scenario we are going to use 1 Indianapolis for the Portland, San Francisco (new Orleans), 2 Atlanta classes, 1 mahan, 1 sims , 2 fletchers, 2 bensons. OBJECTIVE : USN must push the IJN out of the slot and take out, take one BB down to 1/3 HP , destroy 3 DDs at least one must be in the Akatsuki class, and one cruiser to claim victory. This is a closer quarter’s engagement fight all must fight in close to the slot by or behind the volcano. if your team thinks you will lose the ship needed to take a victory you can pull back a map border to try again but it the enemy team takes out the ships before you get there or capture the slot they will claim victory. if anyone is interested in helping to make new events or suggestions feel free to join the workshop discord https://discord.gg/ygjyP2G
  2. Im curious, how many of you know the new york/texas maximum belt armor thickness? post guesses and comments down below. it might be thicker then you think unless you know quite a bit about the armor viewer and new york armor scheme.
  3. (CHAPTER 6) Naval Battle of Guadalcanal part 1 WE will try this on this coming FRIDAY and saturday on APRIL 27th and 28th 4/27/18 and 4/28/18 8:30-11:30PM US Eastern standard time , 7:30-10:30 PM US CENTRAL TIME, 6:30-9:30 PM US MOUNTAIN TIME, 5:30-7:30 PM US PACIFIC TIME , 10:30AM -1:30 PM in Sydney Australia 8:30 AM - 11:30 AM in Perth Australia. this will be in the training room labeled naval battle Guadalcanal part 1 chapter 6. search for training rooms by Outwardpanicjoe IJN force addition to the battleships Hiei (Abe's flagship) and Kirishima, light cruiser Nagara (us kuma class or similar.) destroyers (Samidare, Murasame, Asagumo, Teruzuki, Amatsukaze, Yukikaze, Ikazuchi, Inazuma, Akatsuki, Harusame, and Yūdachi).[19] Three more destroyers (Shigure, Shiratsuyu, and Yūgure) would provide a rear guard in the Russell Islands during Abe's foray into the waters of "Savo Sound" around and near Savo Island. For this scenario we will use the 2 Kongo class BBs, any kuma class light cruiser or similar. DDS 3 Shiratsuyu, 2 Kagero, 3 Akatsuki, 1 Akizuki. Objective: push the USN out of Guadalcanal and away from the volcano destroy at least 2 CLs and 4 DDs to claim victory and make way for your transports. USN force His force consisted of two heavy cruisers (San Francisco and Portland), three light cruisers (Helena, Juneau, and Atlanta), and eight destroyers: Cushing, Laffey, Sterett, O'Bannon, Aaron Ward, Barton, Monssen, and Fletcher. Admiral Callaghan commanded from San Francisco. For this scenario we are going to use 1 Indianapolis for the Portland, San Francisco (new Orleans), 2 Atlanta classes, 1 mahan, 1 sims , 2 fletchers, 2 bensons. OBJECTIVE : USN must push the IJN out of the slot and take out, take one BB down to 1/3 HP , destroy 3 DDs at least one must be in the Akatsuki class, and one cruiser to claim victory. This is a closer quarter’s engagement fight all must fight in close to the slot by or behind the volcano. if your team thinks you will lose the ship needed to take a victory you can pull back a map border to try again but it the enemy team takes out the ships before you get there or capture the slot they will claim victory. if anyone is interested in helping to make new events or suggestions feel free to join the workshop discord https://discord.gg/ygjyP2G
  4. Hey everyone, Isaac here and just thought I'd drop a video going through some of the proposed changes currently put up on the supertest that I caught this morning from the WoWS Dev Blog! What do you think about the changes? Do you think it's getting time for WG to address the whole 'battlecruiser' concept in-game with a new class of ships or is it not worth it to do so? What do you think about the potential for Stalingrad to be a Clan Wars reward ship only? Would you mind it potentially being slightly overpowered in that matter or do you have a tin-foil had on as you run around your house screaming 'Russian Bias'? Leave a comment in the comment sections on the video, or add your reply to the forum post. Let's get some ideas and suggestions back to WG!
  5. French BBs - A quick review

    So, not going to do 'full reviews' like I did of the British BBs because lazy, but having played up through Alsace, here'smy quick impressions of the French BB line so far: Standard review disclaimer by me: I am an average to a bit above average player who plays mostly solo, so this is from that perspective. Also, while I did consult numbers and stats, my reviews are primarily based on the feel of the ship and my performance in her. This is of course a limited sample size, and is affected by my playstyle (which is generally fairly aggressive leading to occasional overreaches and a low survival rate.) Your mileage may vary depending on your playstyle and skill level. Tier 7-9 are the good part of this line. But once you get there, wheeee! With low hp and good armor, angling is key with these ships. If you don't know how to effectively angle, learn or you're not going to enjoy them. And from tier 7 up, I recommend a secondary build or hybrid secondary/survival build. They have fairly strong secondaries. From tier 6 up, and especially from tiers 8-10, the speed allows you to reposition quickly and flex where needed. Very mobile. Also, contrary to what I've seen people say, no ffs they're not HE spammers like British BBs were; use AP most of the time like your IJN, USN, and German BBs. The line in a nutshell: Note: I did not play tier 3 or 4 as i got Bretagne from mission. They don't matter anyway, it takes a few games to grind through a tier 3 or 4 and honestly, nothing can ever beat Orion. Tier 5: Bretagne is ok. Her guns are punchy af and very accurate, secondaries put out a lot of fire but suffer from her tier (since manual control of secondaries skill is only 15% improvement at tier t5). She handles like a drunk pig; slow and waddling, and her turrets take all day to turn, but once again, this is not uncommon at tier 5. But if you can stay angled you'll shrug off a lot of potential damage despite her low HP and her guns will decimate same-tier BBs or any cruiser. Tier 6: Normandie was garbage for me, the only ship I disliked. I usually love fast BBs but her turret firing arcs were punitive and I couldn't seem to mitigate damage well enough to compensate for her low hp. I free-XPed out of her after four games, which is very rare for me. Part of that was garbage teams and I got frustrated. She may be workable for you; I admit four games is not enough to get a good feel for a ship. Tier 7: Lyon is definitely not OP, but she's a lot of fun and certainly competitive. Her guns are a bit derpy dispersion-wise and you need to expose a lot of side to fire all of them, so you have to be good at timing and positioning to do so without getting wrecked. But firing SIXTEEN main guns downrange means you're going to get hits even with weird dispersion. Also, firing sixteen guns downrange never ever ever ever gets old. She's a keeper for me, which says a lot since two of my favorite BBs are in tier 7 already (KGV and Gneisenau) and I almost never keep three ships in a tier of the same class except for DDs. Tier 8: Richelieu is VERY fun, but quirky. With a secondary build she is the best ship I've seen at kiting; her secondaries are mounted in back and her firing arcs are very wide for good "over the shoulder" shots. Its tempting to bow-tank with all your main guns mounted on the bow, but I still recommend angling as you have a tendency to lose turrets when bow-on and with two turrets that cripples your DPS. Angling baits opponents to fire at your belt and your belt will shrug off most shots; bow-on means opponents will try and snipe your turrets. I play her as a lancer; move in at an angle, then time a turn when you have opportunity to minimize citadel exposure and pull back out, firing over shoulder while letting your 10+ km secondaries get in on the action. As such, kiting in this ship is a blast, especially since her turrets do have such strong firing arcs to the rear despite being concentrated in bow. Tier 9: Alsace is the jewel of the line and my new favorite tier 9 BB. She's wicked fast, has 12 undersized but accurate main guns (dispersion gets wonky near max range but from 11-13 km in they're deadly), her secondaries will merrily light fires and add damage, and her secondaries have more 360-degree coverage than Richelieu. She isn't very stealthy (although better than some BBs) but she has great speed to flex around the map, and she has low hp but if angled correctly can be very survivable. I don't straight up brawl with her as much as I do German BBs, but I do play her as a lancer much like Richelieu; charge in, then use speed to whip around and kite, staying near max range of secondaries and angled away from the enemy while lighting them up with 12-gun salvoes every 25 seconds or so. She is a BEAST. I'm honestly expecting a nerf to her; Alsace makes me look like a much better BB player than I am. Tier 10: I haven't played Republique but from everything I've seen in-game, plus heard from a couple friends who have her, I'm in no rush. She looks potentially fun but has a very high skill floor and will likely require a very good player with the right playstyle to consistently do well in her. I rushed to Alsace as I played her on test server and loved her, but I'm in no rush to get Republique. (Edit as of 4/3: I bought Republique about a week ago after trying her on test server and I was wrong. She's absolutely amazeballs. Still has a high skill floor but I clicked with her very well and she's as much fun as Alsace.) For players who like speed and ability to move around map, appreciate a ship that can brawl or mid-range fight with equal aplomb, and can maximize their armor angles and stay alive to kick [edited], this is a fantastic line. Cruiser players will love them; they play like oversized cruisers. Bon appetit!
  6. Friday night beer and BBs...

    I guess everybody had the same idea?
  7. The following is a PREVIEW of some of the upcoming French Battleships which Wargaming very kindly provided me. The statistics discussed here are still being evaluated by Wargaming's developers and do not necessarily represent how the ship will appear when released. I was given access to the French Battleships a couple of days ago and played a handful of games on each. I took a moment to jot down my initial impressions and then cross-referenced them with port stats. Don't let the evaluations here fool you -- as the battleship meta becomes more and more fleshed out with offerings from different nations (and a glut of premiums besides), it's harder and harder for a ship to really stand out above the rest. Some of these ships were a lot of fun. A couple were awful, but they were still relatively competitive and dodged a worse rating. GARBAGE- The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. This reminded me a lot of playing Kawachi more than Nassau. She's got range problems and isn't terribly inspiring. Definitely not a keeper. I liked this ship a lot. She's a solid ship -- not one you'll feel the need to free-xp past at all. Her ten 305mm gun broadsides can't compete with Orion's monster 343mm, or the twelve 305mm off of Wyoming, Arkansas or Imperator Nikolai I, but she can hold her own. This is definitely a tier where the competition for "Gudbote" is fierce. It's no secret that I loooove ♥ World War One era Dreadnoughts. The ships look amazing and she plays alright too. She just didn't do anything to stand out from all of the other tier 5 dreadnoughts I've played. For looks alone, I am totally keeping this one. Lemme tell you a story of the first game I played in this. It was a tier 7 match. I found myself facing a Kaga and a Ryujo and our two CVs (and Independence and Hiryu) got outplayed in the first four minutes of the match. Things went quickly downhill from there. Normandie suffers from terrible firing arcs and one of the weirdest gun layouts you're ever going to see. Her AA power is also terrible. However, she's not without redeeming qualities. She's fast (28 knots), handles great (640m turning circle) and she's punching hard with twelve 340mm guns. This was enough to redeem her from a "GARBAGE" rating. Sixteen main battery guns of battleship caliber solve a lot of problems, lemme tell you. This thing is a beast and she looks as monstrous as she plays. This ship is fun to play. As she stands currently, a 30s reload on eight 380mm guns isn't terribly competitive at tier 8. The all-bow gun design is wonderful, though, and she's got some solid AA defense going for her too. Couple that with great speed and good handling, and she certainly could be upgraded to a "Gudbote" with just a tiny nudge to her rate of fire. A very special thank you goes out to Chobittsu for the fun artwork! Chobittsu put a lot of time into Alsace on the Public Test Server and I think it's safe to say it was love at first sight. Alsace is THE destination ship of the tech-tree line. The only thing holding her back is the smaller caliber of her main battery. Right, I know I'm going to eat some flak for this one, but hear me out. France is a versatile ship -- probably the best clean-up hitter you could want at tier 10. It's possible to get her reload time down to less than 20 seconds per volley after she's taken a bit of damage if you have the Adrenaline Rush skill on your commander. As good as she is, though, she's not going to topple Conqueror as a flame throwing nuisance, Yamato as queen of alpha strikes, Monatana for reliable damage to cruisers or Großer Kurfürst for raw tankiness. About the only place she really excels is AA power, which tops even Montana's. She's kinda relegated to the same role as Conqueror with 457mm guns. So she's a good ship, just not good enough in any one area to carve herself out a niche. Conclusions Overall, the French battleships are very comfortable and add some welcome variety to the battleship meta. Unlike the German and British battleships before them, this isn't a tech tree line that's going to shake things up. I personally feel we're going to see people gravitating to tiers 7, 8, 9 and 10 as the ships on offer here are fun and competitive, with Alsace being the overall winner when it comes to optimization. I'm personally hoping to see Richelieu get a little bit of love before release. She's not in a bad spot, but for such a famed ship, I do want to see her being one of the front runners at tier 8, especially given her unique design. Once again, I would like to thank Chobittsu for the paper-doll artwork. I had almost as much fun playing with them as I did the French battleships. If you enjoy my work, please consider supporting me by becoming my patron on Patreon.
  8. Yamato Over match mechanics

    Please watch the video and leave your comments down below with your opinion on what happens. https://youtu.be/vKgyyAOmc2Q
  9. Time the hear the plea of Battleship Captains. This is the follow up to “I am a Destroyer”.
  10. Fixing CV's - give and take

    Well, it's been a popular theme the last few days, and I've been wanting to throw this up the last few days and now is as good a time as any to just throw it in a thread of it's own where I can tweak as I need to as I recall anything I missed. But all these ideas, some good, some bad, some down right insane, they've been mostly one sided. "Buff this thing I use", "Nerf this thing I don't use" "Nerf this for them and buff this for me". And that is all it has really been the last 2-3 years with CV's. At any given time, only one side is being listened to by Wargaming, if at all. AA buff after AA buff from non-CV players complaint's, Changes to USN fighters when IJN really was dominating the game for a time, etc. But aside from Wargaming usually fixing the wrong thing (USN needed strike power, so they buff fighters, AS OP o they just remove it and leave us with one set up that has issues that give other CV's the same advantage they complained about, Manual drop they just keep buffing AA), it's seemingly only looked at from one side, and it hasn't worked. The problem is that we need sweeping changes in both directions, to both CV lines, to the other ships because of AA, to fix this issue. And this is not something you can really just "phase in", this needs to be handled like Arty was in tanks, one patch, change it all, tweaks thereafter. The current list I have, copied from a different post I posted it in - Strafing needs to be reworked so it's not all about micromanaging and close the gap between the super skilled/experienced players and the not so much and newer ones. A debuff to DPS that gives you some control over the aerial fight with fighters and a temporary debuff to bomber accuracy but without being as brutally punishing as it is now for players. Manual drop needs to be removed from TB's or reworked that it's arming range is more similar to autodrops because we should not be dropping torps 1km or less from a ship. USN needs HP buffs to fighters and bombers while taking a DPS nerf, while IJN maybe gains a little DPS but loses some ammo to try and equal out fighters while keeping them different. USN needs, after fixing it's fighters, the return of it's AS set ups, IJN needs in most cases (where it would have more fighters) it's AS setup's removed and replaced with it's own "strike" set ups that match USN's in fighters and maintains it's group numbers just in additional strike groups. USN HE DB's need an accuracy buff plain and simple. CV's may need to have their damaged nerfed slightly on torps and HE DB's, and definitely on the AP. AA on all ships (with manual drop TB's removed from the equation or fixed that they have to drop at range) save maybe DD's other than for weapon consistency, needs a pretty hefty nerf. Re-integrate AA mod 2 and Secondary mod 2 into 1 mod again that buffs both AA and secondary range. Especially with fighters no longer stomping and deleting one another or groups of attack planes, consideration of giving all BB's their own DF AA that has a 1.x or 1.1x multiplier that really just causes the bombers to be less accurate and easier to try and dodge some of the incoming attack. Cruisers or ships like DoY will still have the one that not only debuffs but is far more threatening to CV's planes. Make "Emergency Takeoff" a built in mechanic, not a skill, and change the skill to maybe lessen the penalty we get from it. As it currently stands the skill is effectively useless and do just as well, arguably better, just investing in DCP II, maybe the flags/skills that cost less to hasten it's cooldown. Overall fighter DPS rework to lessen the power gap between tiers One of the big issues is in simpler terms "good vs bad" CV players, and a big factor in that is strafing. And I get there should be some skill and player influence in it, but the current auto delete, no matter how you dice it, is a problem and "git gud", the usual answer, is not the solution. It needs a rework and if for fighters caught in it it becomes a DPS debuff that's reasonable, it can give the player using strafe an edge, and makes it worth using, while still leaving the other player, should luck be on their side, a chance, while also meaning if it isn't, they can still maybe hold up the fighters for a time. And make it debuff bombers like DF AA does but maybe sticks for a few seconds after and/or slowly recovers as the groups "get back in formation". Manual drops by TB's are a big reason AA has been buffed so much, and why at one or two points ship agility was buffed (though agility was also partially torps in general). And look, I get for as things work now, drops on targets in smoke and taking longer range shots, rare as that last one seems, are a thing it's used for. But as it currently stands, the ability to drop torps under 1km where they can't really dodge is a problem. And let's be honest for a second, those o us that have played long enough and/or are good at it already know how to compensate for the only way to counter it - turn into them before they arm, so that even though they turn in, they still arm. The mechanic does more harm than good and despite what some people say about "auto drop being useless", it's not and if for some reason CV's are that hampered without it, I doubt they will be unless they fully remove it so we can't torp ships in smoke, they can make changes to auto like they did at tier 4 and 5 to compensate. USN vs IJN needs a ton of work as does tier vs tier. USN fighters need to be brought down to a level that IJN is actually competitive in a one on one fight. Which also means we can also balance other nations fighters better. And IJN fighters need some slight tweaks as well. The backbone of USN striking power has been DB's since day one, and the HE DB's need to be a bit more accurate to actually be truly effective. And where as IJN has numbers, USN needs a bit more raw survivablity than IJN's attack planes. With fighters balanced we need the fighter group count of set ups to match, so, as an example, Lex get's 2,0, 2 back for AS and keeps the 1,1,2 for strike while Shokaku AS is the 2,2,2 and it's strike is 2,3,2. All lines should have an AS option and strike option, not one way to play. And a lower tier CV needs to be able to stand a chance against a higher tier one unless the plan is CV's only see CV's of the same tier. It's needs to be a flavour where IJN fighter planes hit a little harder, but run out of ammo faster and don't do as well in AA with faster DPS drop off as they lose planes, where as USN fighters don't hit quite as hard, but DPS doesn't drop off as fast, they better withstand AA and have ammo to spare. Not terribly different from now, but evened up a bit. On the attack side, IJN has sheer numbers to overwhelm defense and get planes through AA, but is a little more likely to be taking losses where USN has those fewer groups, but higher HP means they aren't losing as much with less to be shot at. IJN basically having that good feeling alpha punch people like, where as USN is really more for DoT and smaller ships, or people that just want to watch the world burn. With manual drop properly tweaked or gone, AA needs to change. It needs to be lowered so that ships that run off on there own, even if they build AA, are not completely immune to air attack. CV's should lose some planes attacking lone ships, but not necessarily entire groups, and definitely not whole strike forces. Unless of course they attack a huge group that is a couple BB's and cruisers popping DF AA, then heavy/total losses should almost be expected. But they should be able to attach 1-2 ships without catastrophic loss of aircraft on the way in. Go back to needing some actual teamwork when a CV is present in case it's bombers get past your CV's fighters. But, while the actual damage is nerfed, Secondary and AA mod 2 should be recombined into a single mod that buffs the range of both once again so those that take it aren't just upping AA or secondary range. Also, perhaps consideration that as said above, BB's get a DF AA consumable, other than ships like DoY and Hood that would have unique versions, that offers little or no buff to AA damage, but scatters the incoming planes to lower their accuracy to try and make it some more of the damage can be dodged. Especially if for IJN strike, as the IJN line has always had torps as it's thing, expands on TB groups at lower tiers than it used to. To hell with realism, as that was some's argument for it to be this way in the first place, but CV's, that have the longest time between strikes (30 second rearm for IJN, 40 for USN, 10 seconds for 1 group to take off, travel time, variable time to land planes based on ship speed, angle to planes, etc, wash, rinse, repeat), need to not be totally shut down by fires. Yes, in an ideal scenario they should never be on fire, but happens. What we currently pay 3 points for, "Emergency Takeoff", should just be a built in mechanic and the skill takes time off the penalty. Because as it stands it is better time wise to actually have DCP II, and if you want to make it even better, equip flags and skills to lower it's cooldown, that cost less than Emergency Takeoff. And if, after we've lowered AA to a reasonable level, maybe given BB's a way to debuff attack plane accuracy if they have no cover once or twice, maybe upped some ships AA ranges with the modification change, and moving torp attacks far enough back there is in fact time to maneuver, CV's have somehow come out over-performing and doing too much like the days of old, well, maybe at that point we need to eat a bit of a damage nerf to ordnance to even things out a bit. Maybe there are other changes in general CV's are going to need that, as of this moment, I haven't recalled or thought of. But we need tweaks that lower the gap between "pro and Joe" CV players, we need to fix the performance gaps between IJN and USN, we need to balance out AA while not allowing CV's to come in with point blank alpha strikes that can deal 40k+ damage. Maybe I have the right ideas, maybe my ideas are off, but there is one thing that isn't going to change - CV balance can not be dictated by just 1 group or community of players, or by any 1 group/community at any given time. The Pro's at 60%, the Joe's around 50%, the IJN players, the USN players, The CV, BB, CA/L and DD players, we all need to hash it out and be willing to compromise on changes that may not fully satisfy all parties because it's not exactly the thing they want, but at the same time is acceptable to all parties as a decent enough middle ground of what everyone want's. It can't just be the BB/CA/CL/DD players shouting "Nerf CV's", the CV players saying "Nerf AA" or "Buff CV's", the Pro player's saying "Git Gud" and the Joe players going "remove X that the Pro's abuse on us", The IJN CV players saying "Nerf USN or "Buff our CV's" and USN CV players the same thing about IJN CV's and theirs. This hasn't worked for basically 3 years now, 1 of Alpha/Beta and 2 of release, we all need to compromise if we want this issue finally fixed, and fixed right. Or at least right enough for everyone to be content.
  11. Lets talk about a few things

    Hello everyone. I'd like to see some debate on some topics that I feel are in need of discussion, hence this thread. The questions are. 1. Will Pan-Asian dds phase out Japanese dds in terms of torpedo effectiveness? (The exception being the Akizuki) 2. Should radar/hydro go through islands or not? (I feel this is a big no but i've seen lots of debate over this one elsewhere) 3. Are the smoke changes that were implemented really that debilitating to cruisers? 4. Should the US's CV loadouts really be reduced to one single loadout? (This is huge no for me and I don't even play American CV) 5. Should the HE pen on the British bb's be lowered to 1/6 pen? What do you guys think of these?
  12. I keep hearing from people, whenever I ask how to effeticly utilize secondary guns on any ship, that secondaries only become useful in tiers 8 and above. So on ships that aren't tier 8 and above, what is the point of secondary guns? Thier range is piss poor, meaning that the only time they ever fire is if someone is ramming you, or if a DD/CL has already been given the chance to nuke you with a Torp salvo, so in any instance they are going to fire, you're alreday screwed. And even when they do start firing, their accuracy is such that you'll be lucky to hit anything before that inevidible Torpedo nuke. Please let me know what the point of having secondaries exist on low tier ships is. I'm legit curious.
  13. We all know there are too many BBs in the game and they have a great presence. What is, truly, the ultimate destroyer of worlds for BBs? Aircraft Carriers. How was the Yamato sunk? Aircraft carrier. How was the USS Alabama (BB-8) sunk? Aircraft carrier. How was the USS Arizona sunk? Aircraft carrier. How was the Tirpitz sunk? Aircraft carrier. The list goes on. We wouldn't have the 'BB problem' we have now if CVs were a viable-class (especially the USN line, which the ranger/lexington are absolutely garbage). However, Wargaming has shown they are either entirely incompetent when it comes to aircraft carriers; or they simply don't want them in the game.
  14. My plan for Tuesday is to load up the Bond Playlist on my iPad and play it while I am in RN BBs. What are you listening too?
  15. 100% Accurate

    Saw this, and as a BB palyer laughed my [edited]off when i saw this. 100% correct! Same goes for the Yamato!
  16. Holy mother of brawl, but Ranked is fun this time around,so far. I played several different ships yesterday and went 2-14, today playing only Fuso. What a difference a day makes! I just want to give heartfelt thanks to WG for making the battles T6. So far 6-3 in Fuso today, and first in team score in every loss, so I haven't lost any stars. In four of those nine battles I managed High Caliber, which is usually between 60-80K damage. Too bad you only get the flags once! With that battleship-heavy meta it's a brawler's dream, with plenty of damage to harvest. It's like a buffet out there. A slice of Arizona? A piece of Fuso? A side of Warspite? Almost every game has 4 BBs. So many battleships at under 10 km ranges, and few of them know how to brawl in the ship they are in. People wonder why so many players play so much coop -- because bots will brawl with you, letting you practice brawling in a BB, and teach you how to kill a BB at short ranges with manageable damage to yourself. See ya on the battlefield!
  17. Under the current paradigm of warships, BBs are the only threat to enemy BBs. Torps have long since stopped being a threat to pretty much anyone who isn't afk or sitting in smoke. BBs can effectively kill DDs, cruisers, and other BBs, and many BBs have enough AA that even CVs search for easier prey. BB AP does tremendous damage to DDs, ever since the 0.5.6 change, so they don't even need be troubled with switching ammo type. They effectively citadel cruisers that are sitting in smoke or hiding behind an island, and if they nose in many BBs can effectively tank other BBs for quite a while. About the only real remaining threat to BBs (other than enemy BBs) is an fast firing enemy CA sitting in smoke. Am I missing something here? When I play my Iowa, I fear nothing other than enemy T10 BBs. Same for my Bismark, although I also somewhat fear enemy T9 BBs. But even in those cases, as long as I don't over commit, I know I can turn out and buy myself a reprieve if necessary.
  18. How to German?

    So, I want to start getting the Mighty German BB line, some tips I should know? I'm a Japanese BB main actually in Tier VIII with my Amagi <3 (Blush Nagamon is best Nagamon)
  19. Thoughts on BB Overpens

    Let me preface by saying. Yes, I play Battleships quite a lot. Yes I recognize that battleships are currently very powerful and, arguably, too powerful. This isn't a post about trying to buff BBs, I just want to try to find a balanced way to eliminate some of the frustration in BB play. Now that that's out of the way, let's get to what I wanted to address which would be BB overpens, especially on cruisers, but it applies to pretty much any class. It's just really frustrating, your enemy makes a mistake, they're out of position and give you a broadside, the run aground, yada yada, etc. You take your time, you aim carefully around the water line (a bit above or below depending on exact angle and relative motion) and you fire. These are the mistakes BBs are meant to punish. They [edited] up, and as Jingles says, that's a paddlin. So, what happens? Depends. If its a BB, it'll take a bunch of regular pens and maybe a few citadels depending on the type (Iowa, Montana, Yamato looking at you) So situation normal. If it's a Destroyer, it' take, 2-4 overpens for a respectable amount of damage considering it's health, again situation normal. If it's a cruiser though...First of all only around 40-60 percent of your shots will hit(somewhere between 3 on the low end and 7 on the high end depending on the number of guns the BB has), and of those that do the majority, if not all (especially at ranges of 12k or less) will over penetrate. Hell, you can over penetrate Cruiser citadels at close enough range (unless they've changed citadel overpens since I've last looked) As I've said, it's frustrating. They've blatantly made a mistake, and your only hope of giving them more than a slap on the wrist is to pray to RNGesus. My original thoughts on how resolve this was to reduce standard pen damage on BBs and tweak the shells so they'l overpen less frequently, but I fairly quickly realized that this would be an indirect yet massive buff to German BBs, and likewise, and indirect nerf to DDs which will take more penetrating hits So, population of WOWs forums. Can you think of a way to make Shooting at cruisers more consistent without making BBs blatantly overpowered? Cause I haven't been able to so far.
  20. Alabama being changed (buffs)

    So I don't know how many of you have heard about this so I am going to repost Sub_Octavian's post here: "Hello good folks! Thank you so much for LOTS of feedback here. As you may have noticed, we are also conducting additional production test of Alabama over weekend with our ST team. We plan to introduce a couple of tweaks based on all data and feedback we receive and make sure that the ship is absolutely enjoyable and worthy upon her release. As I already said, your input is greatly valued, and we're working to make the best of it. Please keep an eye for the news, and see you soon. Cheers " Source: http://forum.worldofwarships.com/index.php?/topic/118632-alabamas-armor-model-is-already-massively-in-error/page__st__540 So I am very excited about this because I wanted the Alabama but now I am really looking forward to it. Please tell me what you think below as I would love to heard what people think of it. *jumps of joy*
  21. The guns: slow traverse rate, smallest caliber of all other T10 BBs, worse range and dispersion then Yamato AND G. Kurfurst(lucky to hit ANYTHING within 10km), AP either over pens or ricochets against any angle (even broadside ships less then 10 km away), HE doesn't provide enough consistent damage to be even viable over AP The hull: slow rudder shift, huge turning circle, terrible acceleration, armor that doesn't work(anything firing AP at any angle can penetrate, all other t9-10 BBs can citadel at any angle), unrealistically raised citadel, fairly weak torpedo protection for what you give up from other nations' BBs The AA: the only good thing about this ship, will do significant damage to squads heading for her, however she won't kill enough same-tier planes before they get close enough to cause significant damage. Also I play on the NA server, where you rarely see CVs past tier 8, so AA has become pretty irrelevant. Yes occasionally you might have a really good game where amazing RNG is sitting on every shell and behind every awkward torpedo spread, but this ship is not consistently successful enough gun and armor wise nor is there any place in the current meta for an AA battleship. Overall she gives up too much in terms of armor/ health, gun accuracy, gun strength, and citadel protection to justify her very slightly more then average AA as a balance point. On a scale from 10 (research buy and get the premium camo and make bank) to 0(only reason to research would be to get elite status on the Iowa, DO NOT BUY EVER), this boat gets about a 3(research, buy if you REALLY want a T10 and have nothing else close, but otherwise wait for it to be either removed, fixed, or down-tiered).
  22. Russian BBs

    When will Russian BBs be added to the game? I'd like to propose that a tier 10 Russian BB would be the equivalent of taking a Moskva and duct-taping a Khab to each side of it.
  23. Ranked BB Strategies

    So i've been playing Ranked, and i've been using my Atlanta since i feel Very comfortable in it, and i feel like i've been doing Fairly well And despite my Performance, I've noticed that BBs who hide behind islands and distance themselves from the battle (while i'm forced to close the distance to at least 12km to reliably shoot the enemy) End up surviving(because they're hiding in the back not taking damage) and that ends up getting them more XP even if they're not doing anywhere close to what i do in terms of helping the team as a whole. And in the end when we inevitable lose, they'll get top spot while i almost always get 2nd because They Survived Longer due to their camping in the back. Am I just seeing things through the Salt lens, or is there actually something going on here?
  24. I'm not meant to play today. Lol. I apparently didn't sacrifice the right kind of goat to RNGesus last night, or something. My ranked battle, I was the last one left, and only then did any of my torps hit anything, and I only had 500hp left against 3 ships. In co-op, the teams are all BB's and DD's, and I'm the only cruiser, and I'm immediately focus fired by the bots. Honestly, a choice I made in the ranked battle may have been what screwed us, but I had no way of knowing it would. I saw that the cap was full of reds, so I told the team to go with the other dd to the other cap. The problem is that only one did, and that Myoko apparently thought that meant going completely around the edge of the map to get there. Maybe if I'd just stayed the course, things would have been different, I just don't know. I made a call I thought was right. Co-op...the bots are just straight hatin on me today. I guess it's payback for the sheer unadulterated murder I've subjected them to for 7 months. It could just be that I'm simply off today. I think I'll play something else for a while. I only have 300 other games.
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