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Found 34 results

  1. Alright, guys, so I'm in a bit of a dilemma (as always). If you check my stats, you can see that I don't have too many games, and I'm afraid I do not have the time to really dedicate myself to WOWS and grind out all of the ship lines to T10. What I've decided is that I want to grind out one cruiser line to T10 and really master that playstyle so I can join a clan and be an asset in T10 battles. You can see that there are certain cruisers that my stats suggest that I am good at, but that is because they are all mid tier and do not have many battles played in them. So, what I'm looking for is a [not TOO squishy] cruiser line that can ambush other ships with devastating AP volleys (and keep in mind that if you are going to suggest IJN cruisers, you should note that I just can't seem to get them to work. I don't like their long-range kite-y playstyle) OR a cruiser line with long range and high-DPM HE spammers that can farm damage and fires off of DDs and BBs (as revenge for all of the times I've been dev-struck by torps/AP shells shot out from >20km away). Right now, I have a Dallas in port with 15k exp to Helena. I have Pensacola, Nurnberg, and Kirov researched, so I would like if your suggestions remain limited to the USN, VMF, KMS, and maybe IJN lines if you strongly suggest it (no Khaba or Harugumo though, they just feel like... odd ducks). You can check my stats if that will help you decide which cruiser line would fit me best, but once again, take all of that information with a large grain of salt. I appreciate all of your guys' help and support, and I thank you for your time in helping me decide which line to grind.
  2. Bfoster19955

    Skills for Chapayev and Dmitri Donskoi

    So i finally obtain the Moskva a few days ago(took me some time to get use to the new ship but manage to get a few matches breaking 100k dmg) so now i'm planning to have designated captains for Chapayev and D.Donskoi because i enjoy taking them to sea. However i am unsure what skills would be relevant for both ships. The image is the skills i have so far for my designated Donskoi captain. Not sure if other skills should be chosen in place of the ones that i have so far. And with the change to the AA, not sure if its possible to add a AA skill to the captain to help with air defence. For my upgrades i have MAM1, Survallence Radar Mod 1, Aiming Systems Mod 1, Steering Gears, Concealment and Gunfire Control Mod 1. Also plan to use the same captain skills for Chapayev captain. Needs some assistance. Would be greatly appreciated.
  3. Totenliste

    Italian Cruiser Lineup

    We really need to get some Italian ships out there to fight the French Cruisers Cruisers T I: Eritrea https://en.wikipedia.org/wiki/Italian_sloop_Eritrea T II: Nino Bixio https://en.wikipedia.org/wiki/Nino_Bixio-class_cruiser T III: Piemonte (slightly lower armor and less guns (2) than St. Louis but has 3 Torp Tubes and same speed) https://en.wikipedia.org/wiki/Italian_cruiser_Piemonte T IV: Giussano (lighter armor than Mont) / Cadorna about the same https://en.wikipedia.org/wiki/Giussano-class_cruiser T V: Montecuccoli (lighter armor than Duca) https://en.wikipedia.org/wiki/Italian_cruiser_Raimondo_Montecuccoli T VI: Duca d'Aosta (already done) T VII: Duca d'Abruzzi (already done) T VIII: Trento [Premium Bolzano] https://en.wikipedia.org/wiki/Trento-class_cruiser T IX: Zara [Premium Gorizia] https://en.wikipedia.org/wiki/Zara-class_cruiser T X: Ansaldo (Spain) https://stefsap.wordpress.com/2015/11/30/the-1940s-super-washington-ansaldo-cruisers-for-spain-1200-plans-iii/ T X: [Premium Ansaldo (Russia)] https://www.deviantart.com/tzoli/art/Ansaldo-Big-Gun-Cruiser-Design-for-Russia-725546481 Having had the T VI-VII done already doesn't leave a lot of wiggle room. Just killing time. :) *Adjusted it after viewing a few other lists on here and looking further into other ships.
  4. So...why was this ship not the T2 US Premium cruiser instead of the undistinguished and unimpressive USS Albany?
  5. I've been playing Wows since October 2015 and since around November I'm absolutely in love for the german ships (cruisers and battleships). Now that I finally got my Hindenburg the fun in the game is focused in upgrading my Roon captain to the Großadmiral rank (19 point captain). In the mean time I found interesting to share with the community my thoughts on what I consider the best line in the game: The germans. First things you should know before starting your grind the the great Hindenburg is that the germans are very unique in its ship characteristics. Your main strenght relies in your artillery, without a good artillery and aim these cruisers become utterly useless. Your AP rounds are the strongest in the entire game and, even though low tier has better results with HE, you need to know how they work because, starting on tier five, you will probably forget your HE (It's a trap, don't do it). However the main weakness of these ships is in their armor. German armor is among the worst in the game and the basic with german cruisers (along with knowing AP usage) is ship angling, without it you won't be simply useless, you will be demolished from the surface. With that being said I think it's time for me to review the individual ships (yeah, this was the intro, so be ready for some huge texts). The Hermelin, Dresden and Kolberg won't be reviewed by the simple fact that they are all just HE spammers, a lot of guns and are placed in a tier where strategy is often forgotten in battles. If any kind soul wants to write them down below, feel free I refuse to review the Karlsruhe for the simple fact that I consider it, by far, the worst ship in the game. For this reason I believe that I haven't played it correctly and once I have time to start playing it I'll post a good review here in the Forum. Königsberg Nürnberg Yorck Admiral Hipper Roon Hindenburg Special Hints: I hope you all have good games, captains!
  6. Warships; Steel, Paper, or Fiction? Greetings, Earthlings Fellow Forumers! So, as some of you may have noticed, I've started, and completed as far as I could, a little series known as "Steel, Paper, or Fiction?" The purpose of these threads, and the charts that accompany them, is to keep an easily accessible record of all the tech tree ships in World of Warships, and just how 'real' they are. As you're all aware, people tend to throw around the slur (or at least treat it as such) 'paper ships,' usually accompanied by the statement we only want real ships, or something like that. Heck, I'm guilty of it. Well, some ships we have are 'paper' ships, but certainly not fake. We do a few actually fake ships. The vast majority of ships in the game, thankfully, are real, were commissioned, and saw service. That will probably always be the case, looking at what's available. These threads already exist, each in the relevant subforum in "Discussions about Warships," but that'd kind of out of the way, so I decided to make this one as a compilation, where all 4 charts could be seen, and the other 4 threads easily found. So, in these threads, I've catalogued all 4 types of ship, first cruisers, then battleships, next destroyers, and finally carriers, into these four categories: Green = Ships that were built and saw service Violet = Ships that were partially constructed, but were destroyed/scrapped before completion Blue = Paper ships in the purest sense, existing only as blueprints, but never constructed. Orange = I dunno. No, really, i don't know. These are the ships I can find nothing on, and as far as I know are pure fiction constructed by WG to fill tree gaps, which, I guess, if it's necessary, it's necessary. I'm not going to blame them for it if they couldn't find anything, so long as the fictional ship doesn't take the place of a real one. Also, any nation with a red box for their name box means the tree, and the placements within it, for that ships type, are purely speculation as to the ship placements. As soon as WG releases the details for what ships are when in those lines, they'll be corrected where needed, of course. As this is the case, if the name box above is in red, take the placements with a grain of salt, and add pepper for flavor. Particularly on the carriers, since that's by far the most paper-intensive of all ship types. Important: This chart is open to edits! If you guys have anything to add or to fix, then do comment, and I'll edit it! For example, I think I've seen someone mention the Orlan as actually being a design, but I can't find anything on it so for now I've put it as fiction, not a blueprint. Additionally, I know there were loads of Soviet ships that got laid down, but were never completed, so if that's any of the classes I have listed as purely blueprints, fire away! Also Important: IF you want to comment on ships placement for the speculative threads, please take a look at the thread for that ship's type, which I will link, as they contained more detailed descriptions of the the thread usually. They will also contain the edit logs. You can mention any edits that need to be made in this thread, but I would appreciate it if you would also suggest it in the relevant thread to that ship type, as that makes it much easier to keep track of and organize. Even if you're from another server, don't be afraid to shoot a message, I've already had one from the EU server, for example. So, without further a-due, and me running my mouth(fingers?) more, here they are; Aircraft Carriers: Thread here NOTE - Pending CV Rework for Further Updates Battleships: Thread here Cruisers: Thread here Destroyers: Thread here Edit log: All Edits will be kept track of in the Edit log for the appropriate thread. This thread is merely a compilation of sorts, where it's easier to find. Exception 21-1-2018: All threads repaired from photobucket shenanigans. Also, for those unfamiliar with the names of various navies; United States Navy = United States Navy (pretty self explanatory) Royal Navy = British Royal Navy Dai-Nippon Teikoku Kaigun = Imperial Japanese Navy Regia Marina = Italian Royal Navy (literally, 'Royal Navy') Marine Nationale = French Navy (literally, 'National Navy') Voyenno-morskoy Flot = Soviet Navy (Literally, Military Maritime Fleet) Kriegsmarine = German Navy (Literally, War Navy?) Keep in mind, some of the countries had multiple iterations of their navies' names across the timeframe of the game. The Russian Navy starts out as the Imperial Russian Navy, and later becomes the VMF after the Soviet Union is formed (tier 4 to 5 is the transition). The German navy was originally the Kaiserliche Marine, or the Imperial Germany Navy up to the end of WWI. Inter-war it was known as the Reichsmarine, aka Navy of the Realm, until 1935 where it became the Kriegsmarine. In game this depends on the line you go down. For German battleships, you go from the IGN to KM at the tier 6 to 7 transition, while for cruisers it's tier 4 to 5. My other "Steel, Paper, or Fiction?" Threads: Aircraft Carriers Battleships Cruisers Destroyers
  7. As the title says above what are the most used/effective USN CL/CA captain builds, and/or which ones are the most recommended? I recently got to T6 Dallas with a 6-point captain with PT, EM, and AR. Then put a 10pt captain i earned from an operation into my T6 Pepsi with PT, EM, BFT, AFT currently looking to redistribute points since i have the doubloons on me. So would i keep building off of what i have? or should i redistribute and get the correct build?
  8. St. Louis and Charleston are probably two of my favorite ships on my new account. Even though they are T3 they can and will tangle with T4s and still come out on top. This isn't a cry for nerf thread, more of a "what do you think?" thread. I'll insert my own opinion here: TRUE GUN-BOTES
  9. LcdrSwizzle

    Graf Spee main gun range

    I do think that the Graf Spee should have greater main battery range, and that it's secondaries have also been "nerfed" from what they could do in real life. However, I do realize that "game balance" is important. So, here's a thought about a change to that ship: Right now, it can only carry a Fighter. What about letting it carry a Spotter as well? Thanks for the upcoming discussion!
  10. BladedPheonix

    Cruiser tone coming after CV update?

    Howdy sailors! So although I'm not partaking in the testing for CV reworks (no room for it on the PC, please don't judge) I have been following a few players on youtube for information and observation. during 1 match i noticed that a Yamato had what looked like a squad of at least 3-4 float plane fighters protecting it from a CV's torpedo strike. This got me thinking. If this current change to float fighters stays as is, will this change finally be enough for WG to add the very wanted Tone and Chikuma? Maybe even the IJN BBs Ise and Hyuga as well? Video for players who don't know what the ship is about. what are you thoughts on the matter? please comment below! Until next time, I'll C'ya on the Seas!
  11. So I've had the Yubari for a decent amount of time and she is a good ship when played right. Granted most of my matches in it had a CV in it allowing me to use the DFAA quite a bit. The Yubari is the lowest tier ship to have access to DFAA, and considering the CV tiers she faces she will be able to handle herself quite well. Superintendent is mandatory if you want to carry more DFAA charges as the stock DFAA gets only 2 charges (unless you use DFAA II with 2 charges [3 with superintendent]). Even without DFAA active i would expect 1 or 2 planes being shot down, not many mind you but it is one less plane on the CV. The ship itself is essentially like an over-sized destroyer with it's handling and speed. The fishes are a bit underwhelming range-wise in my opinion but they hit hard. The launch angle of your fishes requires you to go full broadside, not good offensively but good for a defensive full-rudder retreat. You turn, drop fishes, and use your speed to outrun your foe. I have yet to see what the concealment expert skill does for the ship with its 10km detect radius. I would recommend BFT and AFT if you are either training an AA captain for the ship, or training a Battleship captain. Torpedo armament expert is a good idea as well if you plan on keeping your captain on the ship (which i plan doing after training a DD and BB captain). Gun range is low and gun power is even lower. You have 2x2 140mm guns that take 6.5 seconds to reload, adrenaline rush is a good idea for DPM gain. The ship has no armor to speak of further reinforcing the "Over-sized Destroyer" play style and another reason why adrenaline rush is a good idea. The HE shells themselves are questionable but have a good fire chance. Further details about the ship here: http://wiki.wargaming.net/en/Ship:Yūbari Upgrades: you should take Aiming Systems Mod. 0 and Damage Control Mod. 1 For details read here: http://wiki.wargaming.net/en/Ship:Yūbari Current stats with the ship: I know the WR may seem bad but that was a result of teams altogether failing Note: These stats may change due to amount of play time I commit to this ship What is your opinion of this oddity of a T4? -Ace6steel
  12. *pictured - Cruiser Division 12 (Cleveland, Columbia, Montpelier, and Denver) in formation in the South Pacific, 1943* When you sail your cruiser into battle, how do you best support your team's efforts? Being the most versatile class of vessel, cruisers can excel at many roles to bring a victory for their team. From hunting destroyers, anti-aircraft protection, and supporting fire, cruisers can bring firepower where it is needed but need to be mindful of their position to avoid incoming fire. When you bring your cruiser with the Fleet, how do you play them to help your team the most and bring home a victory? "If you're not making waves, you're not under weigh." - Chester Nimitz, US Navy #wareffortwednesday #anchorsaweigh
  13. BladedPheonix

    Seattle/ Worcester MCAA question

    Howdy captains! So I'm almost finished on my Seattle grind and I'm trying to figure out the best perk set up. I've basically narrowed it down to MCAA or stealth. Though seeing I already have both my Desmoin with full DPM build and my Salem with stealth/radar build, I kind of want to shake the box up a bit with "Wooshster" and make it a complete AA cruiser. My only worry is the perk doesn't work on the 152mm guns. can anyone vouch for picking MCAA for Seattle/Worcester? or should i pick something else? I want to be able to help my team climb higher, not drag them down! hence why I'm asking for advice. anyways, until next time, I'll C'ya on the Sea!
  14. I heve been wanting to read about the exploits of the German comerse raiders of the world wars so I would like to take suggestions from you wonderful paople of this forum I am specially interested in firts hand accounts or any indeep descriptions of their trips. I am also mostly interested in warships (Graf Spee, SMS Emden,etc) but if there are any good books on the armed merchants I wont protest those suggestions. Thanks in advance to anyone that responds.
  15. A_Horde_of_Sharks

    What was your favorite cruiser line to grind?

    Shortly after my year-long hiatus due to computer problems, I finally managed to acquire my first tier 10 warship: Moskva. Despite playing numerous games in her and extensively using it in ranked, I find her surprisingly ineffective and a chore to play. After my disappointment, I realized, "how many russian cruisers did I actually keep?" It was then I realized I only kept Budyonny and Shchors, the only two ships out of the entire line I seemed to enjoy. The reasons I did not enjoy Moskva was her lack of flexibility. The turning rate and concealment were so bad, it essentially forced me into combat as a spamming bow tanker, unable to leave or formulate a new strategy once the engagement reaches a certain distance. Since I lacked the brain to quit a line while I was ahead, I will ask the community two questions instead. 1) What was your favorite cruiser line to grind? (Yes, even the Russians count...) 2) What line do you think I should grind in its entirety? (No not the Russians this time. Anything but them... Please have mercy... I would rather eat a pine-cone.....) Any advice is welcome!
  16. ThePwnageMachine

    Is the Boise good?

    Hello all, it's me again. I've went and bought the Boise, to have an American cruiser to train my Cleveland captain in. I feel like the $40ish dollars I spent was kinda hefty, but I didn't really grumble, because I was told the Boise was a good ship. So, I bought it, and played a few games, and oh boy, was I disappointed. I thought I'd give the ship the benefit of the doubt, because I probably didn't know how to play it correctly. So I played more games, this time trying different play-styles, including the big DD play-style, the "HE spammer behind the island" style, the DD hunter style, the BB support style, and more, and I was still finding that the ship felt weak, and that I was losing quite a few more games in it than any other ship I had in my port. Everyone always says "it's not the ship, it's the driver/captain", but I don't believe that is the case here. Granted, I am by no means a good player, but I don't feel like I suck either. I could be best described as an average player. When I was playing the Boise in these games I noticed so many different things about the ship that just felt like they were causing me to lose fights that a cruiser shouldn't be losing. I'll list below what I feel like the ship struggles with. - The amount of damage that the guns do. The HE feels underwhelming, especially when I am firing at other cruisers and battleships. It does fine against DD's. The AP on american 152's is naturally not that great, and I accept that; however, in my experience, they just feel worse than the standard 152's. I would get into close range knife-fights with other cruisers at about 5km and less, and even with a full-broadside, I get shatters, overpens, and the occasional pen, usually causing about 1-2k damage with a salvo. Against another cruiser, broadside on, at less than 5km. And yes, I do know where to aim on cruisers to score max damage. I don't know if RNG is screwing me over, or if I'm doing it wrong, or what, but at 5km or less, I'd think that 15 guns would be doing more than that. - The gun range. Granted, it does have 15 guns, but 13.6km for a max range, it just isn't good, and it causes you to have to play a bit too aggressively. I'll touch on this in a second with the ships' overall survivability. - The maneuverability of the ship. Granted, it isn't a destroyer and it isn't meant to have a destroyer's maneuverability, but it feels a bit sluggish to turn, and it feels like it takes a huge distance for the ship to turn 360 degrees. This isn't as much of a gripe as the others, as this one may just be me not turning and changing speed like I should be doing regularly. - The survivability. Oh lord, this is the part of the ship that feels ridiculous to me. Because of the limited range on the ship, you have to get dangerous;y close to the enemy ships in order to do damage, and when you do that, you have to expose some part of your ship, unless you're behind an island. This ship, simply cannot take any hits, whatsoever. HE? it hurts, and this thing burns like dried driftwood. AP? it hurts even worse, no matter the angle it strikes at. Even DD's can shoot this ship with HE, and this thing simply melts when it eats those incoming shells. With 33k health, this thing vaporizes quicker than other cruisers at tier 7, and last time I checked, cruisers aren't meant to sit behind islands and spam HE the entire game. They're supposed to get involved, at some point. This ship, when it gets involved, in my experience, it just melts, bow-on or broadside to the enemy. Now that all that is out of the way, I need some help from the rest of y'all in the community. I need y'all to tell me if I'm just being stupid, not playing it right, and I need to git gud n00b, or if my gripes about the ship are at least, somewhat understandable? Because I don't want to say this ship is a waste of money, but I just can't seem to have a single fun game in it, much less have a good game in it, and every time I see that losing screen or my ship sinking, I can't help but to think about the $40ish dollars I spent on it. PLEASE HELP! Tell me if I am crazy, or if I'm not crazy and I have good points!! -ThePwnageMachine
  17. Darkmouse24

    Worcester

    This ships pretty good
  18. Are you a DD player who is constantly frustrated for being radared by cruisers camping behind islands? Do you want to learn where these cruisers hide so that you can adjust your gameplay with them in consideration? Then this handy guide is for you! Featuring the places in high-tier maps where these cruisers will camp 90% of the time! (Note that this guide was made back in July, so some maps may have been redesigned from what is illustrated, but the points still will be roughly the same).
  19. Submarines in WOWS--It is an interesting concept. A few points to consider: 1. NEW Game engine--Macwrapper from Code Weavers will have to do a new wrapper for subs. They already are probably working on one for the new CV play. I wonder if the WOWs Halloween game will even play in October 2018 ? 2. Subs of WW2 vintage did around 25 knots on the surface. WW1 did 18 knots on the surface. Speed will drop to 8 knots or so submerged (this may not be an issue with the Oxygen meter). Depending on how long you are underwater, a sub may have to fire quickly before surfacing. There will be no Irwin Allen Seaviews or 1990s vintage SeaQuest DSV subs in the game doing 30 or more knots underwater. The vessels will be SLOW 3. DDs are getting overtaxed as the main sub hunter. CAs had provisions for subs. You can see the equipment on the Tier 3 Aurora. So does (yes) the Tier 1 sloops. Note that they have depth charge deployment devices on them. While any of these ships have a role in sub chasing ? 4. CV aircraft did a fair amount of sub chasing (as well as the Zeppelins of WW2 US Navy). What role would they have ? 5. While the German U-Boats fired fore and aft torpedoes, the American "O" and "S" classes, if memory serves correct, fired only from the BOW in WW1 and later. I will give WOWS credit for thinking of all the Gamers who have asked for submarines. It will be the hardest ship class to put in if they proceed. It would be a programmer's nightmare given all the changes needed to get submarines to work right. Astrosaint
  20. Your cruiser has a new commanding officer with 3 points, how do you use them? Pictured above are the recommended skills for cruiser captains. You can choose a level 1 skill + a level 2 skill while some may choose multiple level 1 skills until they earn another point. There are many combinations possible depending on how you play and which ship you are assigning the new skipper to. When you have a green captain, which skills do you want them to have before sailing out with the fleet? "Any commander who fails to exceed his authority is not of much use to his subordinates." - Arleigh Burke, US Navy #threepointthursday #anchorsaweigh
  21. I know smoke screens were use effectively during WW II and they worked quite well....but not as well as they do here. If you set a smoke screen out you mask your position because they can't see through the smoke. On the other hand you shouldn't be able to see the ships your hiding from....If I can't see through it...the destroyer or Cruiser shouldn't be able to see through the smoke screen either. The DD in this game are way over modeled you would think they are armored like a battle ship the way they take hits. They have to do something about the smoke if you can't see through it the enemy shouldn't be able to either...nothing worse than a Cruiser with smoke out peppering the hell out of you with accurate fire sitting in smoke.
  22. I feel like a recent problem is that this High Explosive Cruiser spam meta isn't fun. I feel like it is ruining the enjoyment of the game. So I have been noticing something lately. Have been playing the game since beta, and I have never really felt like this HE cruiser spam has been as powerful as I feel like it is right now. I don't know what it is for sure that caused this to happen. Maybe people have finally become better at aiming than they were for the past 2 years or... maybe there is a new aimbot out or something, but it seems to me that, at this point, cruisers are the most powerful things, and there isn't much that can be done about it other than get a cruiser yourself and play it the way everyone else does, except that if that type of play isn't fun to you then... the game isn't fun. Quit I guess? That doesn't seem good. It seems like we have a cruiser HE spam meta now. I think it probably has a lot to do with the new American cruiser stuff. To be clear, it seems to me that the most powerful thing to do in the game right now is to play a radar cruiser, sit behind an island corner for hard cover and vomit HE, and fire on everything in range. Make micro adjustments to your position, and then when everything is dead or has run away, move up to the next island. Repeat. I don't really see a counter to this. When thinking about it, a lot of cruisers can get their detection radius pretty low. How this Cruiser strategy interacts with Destroyers: If a DD approaches them and spots them, the cruiser can just pop radar, spot the DD and then obliterate them. As soon as the cruiser gets spotted, the game informs the cruiser with that little alert icon that they have been spotted. The DD is already pretty much automatically within radar range because, if the cruiser has the stealth build, the cruiser's radar range is pretty much about the same size as their detection radius, so the DDs can't do their job and spot for fear of getting instantly radar spotted almost the moment they spot the radar cruiser with no time to turn around and get out of the radar zone while keeping the cruiser spotted. Sure the DD can peek around a corner and then if they see a radar cruiser, they can try to pull back and only lose 1/3 their HP to the cruiser, but that isn't really letting them do their job very well. If the DD launches torps, wargaming already designed cruisers to be able to thread the torps, especially if they have hydro. They even made a video showing what their original design intent was: So anyway... the cruiser would be better at spotting than the DD because the cruiser can just drive forward spotting larger ship for their team, and as soon as he gets the little symbol that says he is spotted, he can just pop radar, spot the DD and kill it. Then stop firing, and 20 seconds later go back to spotting bigger ships as his stealth kicks in again. The DDs can't gun down the cruisers. That isn't going to work. If the DD tries to come around a corner and torp the cruiser, the cruiser can notice that he is spotted by the icon, and often times just radar, and gun down the DD, then go back to camping behind the island. The Radio Location Captain skill makes the cruiser know which direction to point to hunt and push into DDs before using radar: wait till the cruiser sees he is spotted. Wait about 10 more seconds while using Radio Location to sail straight at the DD. Pop radar. Kill DD. Thread between the torps that you rightly should have expected. Eat the DDs pathetic damage. Nothing the DD can do. Smoke doesn't work nearly as well in this game anymore because of how many ships have hydro or radar, which ships start having at tier 7, meaning if you want ton ensure there won't be an atlanta or something on the enemy team with radar, you would need to play nothing higher than tier 4 DDs. The cruisers can thread the torps, and the stealth doesn't work for the reasons I said. I don't see DDs as being a very viable class anymore. Why not just play a cruiser? Cruisers have torps too. Some can even stealth launch. How it affects Battleships: The cruiser sits behind an island and vomit HE fire on the battleship until it melts. If the battleship tries to flank, the cruiser just reverses slowly around the island playing Ring-Around-the-Rosie, keeping the island between them and the BB while they can hit the BB, but the BB can't hit them back reliably until the BB dies. The BB won't last long enough to catch him. If the BB gets too aggressive, they could get torps in the side depending on the cruiser, so the BB has to swing wide, which gives the cruiser plenty of time to make sure the island is between them and the BB. How it affects other cruisers: Obviously this is a mirror match so it is generally balanced, but it is still irritating gameplay - just a bunch of people camping behind islands. How it affects Carriers: A carrier trying to drop on a cruiser with defensive fire? Good luck with that. You're probably going to lose more than half your planes. The cruiser will cause panic on the planes, and then thread the torps. AP dive bombers don't work that well on cruisers. HE bombers don't work that well on anything, and the cruiser can just put out the fire. Even if you manage to damage the cruiser, it probably won't be worth it. Additionally: On top of all of that, it is unrealistic. Where are these islands in real life that you can hide a 8 story tall building sized cruiser behind that don't have beaches, and don't slope up slowly, but instead go nearly vertical as soon as the island comes out of the water? (Yes I know that does exist in some places in the world, but that is the exception, not the rule. Don't show me pictures and go: "Huh huh! See! Here, and here, and here! Yer wrong! I love proving people wrong with technicalities because what they said is mostly true, but isn't absolutely 100% true all the time because I am autistic!") The point is that isn't how naval combat works. This isn't World of Tanks where we are having this peek-a-boom stuff. They even made a video about it: Except that this actually does work and is pretty much the most powerful thing to do in the game for cruisers. You just don't actually expose your ship around the corner of the island. You shoot over it, or reverse with it in front of you until you can shoot over it. The thing is, I don't know what to do about this. It is super powerful, and I don't see a way to counter it, but it makes the game... not fun... so... I don't know. Nerf radar so DDs can spot and stealth launch torps at cruisers more? Torps would probably become too powerful then. Smoke would be super powerful too. Get rid of smoke too? Realistically, Wargaming isn't going to do either one of those things, and probably shouldn't. The obvious answer seems to be, "If you can't beat them, join them." Get a cruiser with a high rainbow fire arc, and vomit fire on everything. Us the strategy. It is the best. What if you don't like playing that way though? Sorry? That is what this game is about? Quit? Ehh... Doesn't seem like a good answer.
  23. So I recently researched and purchased a T3 Tenryu cruiser and watched a couple of videos by Notser and UrPeaceKeeper. One of them (can't remember who), mentioned how this ship was like a DD with a citadel and that it could almost be played as a DD. So I decided to test this theory and upgraded the ship with the B Hull for 17, 700 HP and the Type 3 Mod 2 Gun Fire Control for a 12.4 km firing range. I added a Type 9 camo (because I had a lot of it) and took a 10 Pt Captain from reserve and placed him at the helm. I redistributed the skills for Priority Target, Expert Marksman, Demolition Expert and Concealment Expert. So my ship specs are: HP-17,700 Speed- 32 knots Firing Range - 12.4 Km Torps - 2x3 533 Mm w/7 Km range & 57 knots speed Turning Radius - 560 M 4 second Rudder Shift Detectability at Sea - 7.1 Km I've been running sea trials in Co-Op just to get the feel for running this ship out of detection range and if it was possible to stealth torp incoming enemy ships. Since most of the games have been with T2-T3 ships I haven't had to worry to much about detectability by air. Occasionally I did run into a T4 game with CVs and just changed my game play for Cruisers. It is possible to stealth torp as a DD, but you have to time the release of your torps at just the right moment to engage ships that will be crossing the torp range just before your fish get there. Most times I came into detectability range, but was already in a position to go back into stealth before fired upon. The style that I found the best was to play this ship as both DD and Cruiser in the same game. The fact that you have to expose much of you side to torp with this ship makes it hard to torp at close range, but I have been able to rush and torp a BB when its guns are pointed away from me and escape with only light damage from it's secondary guns. You will take damage playing DD style, but angling and maneuvering tactics can help mitigate how much. Not having smoke or engine boost makes it harder to play as a DD, but keeping out of range and running between islands can often hide you long enough to isolate that lone BB or CA to take them out. While it may not be expedient or even profitable to run the Tenryu this way, it is possible to do so and can be fun once you get the hang of it. I have played a 19 Random games with the ship and have found that most of the time CA style is more productive, but can shift to a DD style if the opportunity presents itself. Anyway, just thought I post my findings.
  24. Jumarka

    Tired of this.

    So I was in my Cesare in a T5/6/7 battle. And this happens, notice were are the BBs are heading and were the DD is. WERE ARE THE CRUISERS GOING? To hide behind some islands and do NOTHING. We lost a DD that had to face 2 enemy DDs without cruiser support. The smoke that you see in this picture hides 2 red DDs and I am going reverse, waiting for the torpedo wall that its to come. HAD those 3 guys move just a little forward we could have moped up the side. Instead we lost the match. This is the Cruiser gameplay that makes me want to sit in the back and snipe like a moron. Rant over.
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