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Found 47 results

  1. 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.
  2. Yamato Over match mechanics

    Please watch the video and leave your comments down below with your opinion on what happens. https://youtu.be/vKgyyAOmc2Q
  3. Time the hear the plea of Battleship Captains. This is the follow up to “I am a Destroyer”.
  4. 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.
  5. 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?
  6. 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.
  7. 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.
  8. 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?
  9. 100% Accurate

    Saw this, and as a BB palyer laughed my [edited]off when i saw this. 100% correct! Same goes for the Yamato!
  10. 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!
  11. 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.
  12. 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)
  13. 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.
  14. 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*
  15. 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).
  16. 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.
  17. 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?
  18. 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.
  19. I play all ship classes (except carriers, I cannot handle all that info at one time). I love bbs and dds, and am getting better at cruisers. I have a lot of fun playing bbs, and am typically very aggressive with them. I love leading the charge, absorbing damage, citadeling enemies, supporting the team. This makes sense as I play a lot of German bbs (Bayern is awesome). Sadly often times the team doesn't support me back. I'll push a flank, get stuck in, and at first I have support. But soon the cruisers just run away, dds either die or scatter, and the other bbs just snipe at the back. So I'm left alone, to be focus fired to death. I hate bb sniping. It isn't fun and it isn't effective. Even in Japanese bbs I like to get closer. I've had awesome games in my fuso brawling. But other times the team just leaves me to die. People are just too scared of taking damage. Cruisers especially. You take a citadel hit. You lose a big chunk of hp. Big deal. You fight on, support the bbs. I play wot too, and this is also a big problem. Camping in both games ruins gameplay. The fear is justified. No one wants to be citadeled or one shot by arty. But that prevents good aggressive play. People I think need to toughen up and learn to take a hit or two. If they did that, then we wouldn't have stupid camping situations like we have now. That's my perspective at least.
  20. Does anyone else think it is funny that over 90% over american shell-destinations in WW2 were land installations? And they missed almost every shot. I love USN and I've been studying USN BBs in WW2; I just think it is funny that nearly every shell landed randomly in the sand.
  21. So just and observation of something I've noticed more and more recently since I decided to slap a secondary build on pretty much every ship I have. I've noticed that DD's Freak out when they see a rampaging BB's coming in there direction at a relatively good pace and is applying just a minor amount of WASD. this finally caught my attention in a recent game in which my team was being fairly passive because of a couple of DD's holding the cap...... I decided to take my MO and push in with all I have, to my dismay I had no support (so you can infer my ultimate fate from that) but to my incredible enjoyment saw the DD's move out of there safe concealment and start running, using basic logic I reasoned torps were in bound from 2 different locations at different times and applied basic rudder shift and avoided them with ease, with that outta the way my secondaries lit them up resulting in a double strike fairly quickly... I only bring this up because I didn't start doing my builds this way until recently and have noticed since I changed my play style to as such its been one of my favorite tactics to deal with DD's with fairly moderate success at all tiers. SO what does the community think? has it been luck of the Draw, or maybe I've come across some hidden psychological war tactic. I shall continue to test this theory for quite a while.
  22. DO NOT smoke the BBs! At the beginning of battle smoking a BB encourages spawn camping and back sniping. In addition with just 7 ships to a side the BB HP pool is a much larger team asset than in a random battle. Removing the largest pool of HP that can be regenerated from the target choice list causes focus fire on the DDs and CAs and BBs that are still visible and spotting for the hidden BBs. In the uncommon but not rare occasion that the entire team is in smoke, no one has any targets to shoot and someone will receive damage from the randomly fires shell and torpedo, all the while the enemy is still maneuvering while you are all idle in smoke. For you more advanced players that just can’t help yourself and MUST smoke a BB, consider these conditions. Smoke a BB that is at half health and being focus fired or smoke the lead BB that is closest to the enemy. As a BB main, thank you DDs for your teamwork and effort to keep us alive, but please don’t just go giving up your smoke to anybody. By smoking, you are doing your job, make sure you give it up only to someone who is doing theirs.
  23. How to Gneisenau

    Hey all, So i recently unlocked the tier 7 German Battleship the Gneisenau (for those that aren't familiar with names its the other scharnhorst) and i just can't seem to get it working like i did with the Bayern (the ship before it tier 6). Now I never had spectacular games in the Bayern with my best being just a tick under 75k damage but i would average 999xp per battle. I dont find play the upgrade nearly as enjoy able. So i decided you guys would know a way that allows for the big G to be both rewarding for myself and my team. Current Modifications: Main Armament mod 1 Secondary Battery Mod 2 Steering Gears Mod 2 Captain Skills: BFT, Expert Marksmen, Vigilance, AFT Any help is appreciated as I want to improve for the teams I'm part of many thanks Sorys
  24. The Flavor of Ranked

    The Flavor off Ranked Been playing ranked for a few seasons now and what I have noticed is that the game play morphs as you move through the ranks and over the course of the season as others move progress through as well. This post is for your thoughts and observations as in this regard. Please provide a little more thought than “players play better the further you go. Just as Son Zoo said “ know thyself, and the meta of your enemies and allies and you will have a great WIN Rate!” I started at Rank 15 this season a few hours after ranked opened. I was doing horrible. I think I needed to make some mental adjustments from Random game play. I was not the only one, but probably one of the worse since I had like a 5 game losing streak. When I played later that evening and the next day, I think things had settled down, I play a Bismarck primary with a NO on occasion the BB I play aggressively and it seemed like the matches were aggressive but smart, DDs would on occasion smoke a battered BB on the front and I seen BBs try to cycle damage. If a BB was making an aggressive move into the enemy front or flank the rest of the team 8/10 times would maneuver to take advantage of the push. And then I got to Rank 10 by Sunday. Que times were really long and the game play was VERY different. More communication at the beginning, but more camping and sniping. Either one team would actually move to dominate a cap and the other team hangs back or both teams hang back and take pot shots at each other while watching DDs skirmish for caps. DDs are on the ball with helping BBs with smoke but that has encouraged BBs to stop and sit and not force movement by the enemy. Maybe in a few days we will get the rest of the aggressive guys from 11-15 and things may be different. Those are my observations. Please share more about your experiences than critiquing or criticizing someone else’s.
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