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  1. Preface- This is my attempt to give back to the community and maybe help someone else. Special thanks to all those who have taught me whether they know it or they dont. Intro- This guide is a guide not on how to better play a ship or a certain class, it is about becoming a better player. It is not about skill but about the thinking behind. It is an attempt to bracket my experience through stages and explaining each stage. Preperations- These are the ingame preperations you should make. 1)Turn on alternative battle interface which will show you shell flight time and didstance 2) Make the minimap as large as possible. Stage 1: I just downloaded the game:- You have just downloaded the game and are playing your first match. Don't learn to crawl before you learn to breathe. Focus on having fun and you will slowly get a grasp of the mechanics of the game. But please, learn to LOVE THE GAME. Stage 2: I think there is a budding romance:- Watch youtube videos, preferably those more about content and less about humor or entertainment. Players like IChase, Flamu, Jingles are good for beginners. Listen to advice since no matter how much you think you understand the game, your limited experience means that 9/10 any advice given is gonna be beneficial to you, even so called bad advice to the average. This is if you are player with skill level 1 with average player base skill level 5, a skill level 2 advice is still better then a skill level 1 even though it is below average. Remember, at this stage you are still an infant, you should try and experience as many different things as possible and take in as much as you can to grow. Understand that people cussing you out is usually a sign that you are making a mistake. Take out the cuss words and see if you can gain any advice from it. Stage 3: Okay I think I am not a beginner but I am below average:- The stage 2 advice still holds for this stage. Additionally I want you to push in more, even if it seems suicide unless a better player tells you not to. This is because I want you to over-extend rather then under-extend. The thinking behind it is something I learned from golf coaches. In putting, it is preferable for a beginner to overshoot in a putt then undershoot since overshooting will allow you to see your limits and have a better grasp of the field then undershooting. Thus I want you to overextend and get yourself killed. THIS WILL TANK YOUR WR AND WTR HOPEFULLY. I want you to continue to be aggressive for at least 200 games. This would hopefully teach you the limits of your ship and how to survive in unwanted situations. Slowly after 200 games tone down on the aggressiveness, start to try and survive a bit more, slowly and surly pull back on the overextend. Simple advice to give at this stage 1) HE spam in CA and AP spam in BB. Yes there are situations where switching ammo works but for now focus on how to use the bread and butter of each ship. 2) It is never too early to learn about positioning. Start paying attention to the minimap. Make it a habit. 3) having fun is not an excuse to stay in this stage. Usually people in this stage are making obvious mistakes that would be commented on by other players. Learn from it while you keep having fun. Stage 4: YAY IM AVERAGE (and/or close or green wtr):- Now you are an average player. You are at this stage making mistakes less. The mistakes you make are mostly due to over-extension rather then under-extension. This is important, if you are under extending more then you are overextending go back to stage 3. I rather you know your limits of a ship then not now your limits, and the best way to learn is through trial and error. The usual metric to go by is go to warships today, compare the average damage/winrate to average survival rate. I want your average survival rate to be lower or equal to average of the server shown. Now the preface of this part is over lets get to the main part. Start playing the other classes of ship and see how they work. Learn what they like and what they dislike. The difference between many average players and above average players is target selection and positioning. This comes down to mini map awareness, positioning, experience with other classes of ship and overall experience of the game. Analyse on how you can do better. Try not to blame the team. You cannot change the team but you can change yourself. Ask yourself how you could have survived better. Maybe you should have pushed in less, maybe you should have shot another player. Did you use up all your heals in the game? Was there a shot you missed that you could have hit? learn from all these mistakes. Knowing which advice to take is now harder since statistically speaking only 50% of advice is beneficial to you. A good indicator is to take advice, no matter how much it seems to be countering your logic from someone with a significant win rate or wtr above you. This is usually because they have an understanding of mechanics that you do not. Yes some people farm wtr but more often then not they got there with their own skills. You can check their average tier to see if they got there seal clubbing or not. Also experiment with different Ammos. Stage 5: Im now blue, blue bababeedam bamdiumbiamba:- Not all youtube videos are created equal. Learn from the better ones and watch for enjoyment the others. You will naturally know which ones you have risen above and which ones you still need to learn from. Trust yourself. Try and division with other better player and learn from them. Keep improving. You got to blue and thus you should know your stuff. Most purple players I know are usually willing to play with dark blue or light blue players. If you cant find anyone feel free to division with members of the Night Owl, (shameless clan promotion). Remember to keep your chat open and see if you can get advice from others. Usually the advice wont work but once in a while you get a uni-cum player commenting on your play harshly or not and you can improve. Always look and see if you could have contributed more for the team, did you use all heals? did you hit all vital shots? If not improve. Dont blame the team cuz you cant change them, change yourself. MOST IMPORTANTLY HAVE FUN -(but try and be at least average) Special Thanks- Thank you for all players who have criticized me, no matter the language used or harshness, when I made a mistake. Special thanks to YourACTScore, LordBenjamin, NTLR, o_JMack_o, and other memebers of the NO for playing with me and teaching me during ranked and random. Thanks to Flamu, KamiSamurai, Ichase, Phildaily, Noster, and other youtubers for keeping me interested and teaching me the game. A little bit about the Author- BB main with a special emphasis on stealth Missouri and Monty. Played all BBs except the new British line and the GK. have completed both the IJN and USN line for cruisers and is now on the tier 8 for British and Russian while tier 9 on the German. Stat wise Last 430 days solo I have played 1184 cruisers and 2082 BB games with a win rate of 53.72% (1223 WTR) CA and 56.48% (1218 WTR) BB at an average tier of 7.3. Last 90 days solo I have played 244 cruisers and 496 BB games with a win rate of 56.56% (1324WTR)CA and 59.27% (1272WTR) BB at an average tier of 7.4 CA and 8.8 BB. These are used for your convenience to judge how much I know I am talking about. Afterwords:- It is your choice to take the advice (good or bad I do not know, though it is good advice in my opinion) and thus I would not be arguing in the comments but would still pop in time to time to do some clarification.
  2. Feedback please. Feed me your hate.
  3. request

    So Long story short, I saw a somewhat recent thread about modding This SFX into the game for the various AA auras. Can anyone make this or ELI5 how to do so myself? Looking to make as wacky/meme worthy a game through mods as possible to share videos with friends. Thanks in advance
  4. I recently noticed that there are no easy way to get into modding. Tutorials are few and hard to find. I decided to make a little list of different tutorials I could find to help people who want to get into modding! Some notes first : I do NOT take credit for any of these tutorials, unless specified otherwise. All the authors are mentioned and you should thank them, not me. Some of these tutorials might be slightly out of date. However, I listed them because I think they are still relevant enough. If you are a tutorial author and want your tutorial to be included or removed from the list, message me. General Tutorial to unpack WOWS files Version or later Created by BlueManCa Multiple loading screens Created by TheSupremeOne34 How to rename your ships! Created by DarthDoge How to rename commanders! Created by DarthDoge How To Add CustomPorts to your game Created by MasaruKondera How To Create Your Own Video Login Created by MajorRenegade Crosshair Tutorial Created by MajorRenegade How the flag.atlas works together with the file Created by MasaruKondera How to access Training Room Created by NikoPower [WG Staff] Textures and Camouflages Creating Custom Ship Textures and Camouflages Created by Battleship_YamatoKai How to create your own skins Created by prehistoric How to make ship skins ( [Video] Created by Aerroon [EU] Skinning for World of Warships Created by Afinda Camouflage: Decoded Created by dziban303 Como pintar tus Barcos y Camuflajes [SPANISH] Created by Talleyrand Sound How to modify your in game sound effects Created by NikoPower [WG Staff] [NA] How to Create Voice mods ( and onward) Created by MajorRenegade Sound Mod Creation Guide [0.5.2] Created by MrConway [WG Staff] [EU] Converting .wem to .ogg for sound mods Created by DarthDoge ARP Removing ARP images ( Created by Amaruk Getting rid of ARP voices Created by MajorRenegade
  5. I had a quick look in this section and the new arrivals guides section, and did not see anything on this. If it already exists, then I apologise in advance. My decision to create this guide was prompted by this thread by a user unfamiliar with the interface. Divisions are a powerful tool that exists in World of Warships, and functions very much like a platoon in World of Tanks (and squadrons in World of Warplanes). They allow 2-3 players to group up as a team, and enter battle with each other together. Much like platoons in World of Tanks, the play of a division within a team can swing the tide of a battle one way or another. So lets get on with this. First things first - How do I create a division? Unlike World of Tanks, currently you cannot create an empty division (to the best of my knowledge). Creating a division is simple, and 2 options exist both of which establish a division upon the sending of an invite. Option 1 - Contacts list. If you view your contacts list, you have the option to add someone to your division as shown in the image below. All you have to do is click on the circled button and it will send a division invite to your contact. Option 2 - Looking for a division list. This list is populated by anyone on the server who indicates their status as "Looking for a division". This status is set by clicking the Create Division button at the top next to battle and choosing the enlist me in a division option. If you wish to add a member from this list to your division you create, all you need to do is double-click their name. As a warning though, adding yourself to this list by selecting Enlist me in a division can result in getting invites from anyone. What if I want more than 1 other person? Well that's easy to do. You can follow either of the options above to invite someone (they still work so long as you have an empty spot), or you can click the invite player button and invite someone from the Option 2 list aswell. If I'm joining someone else's division, how do I do it? If you receive an invite, you will get a screen similar to the one shown below if you are on the port home screen. All you need to do is click accept to join the division. If you are not on the port screen, you will still get a notification in the bottom right corner of your game window. Do note, you only have 5 minutes to accept the invite What if I invited the wrong person and wish to correct my error, or decided that I didn't like someone who was in my division? As a division leader, and option exists to remove a member from your division. It can be found to the right hand side of the member's name in the division window and is only visible to the leader. The leader can remove anyone at any time by clicking the "X" (Whether it's just sent an invite, or already accepted the invite). Now that I have my division, how does it work? Well simple. You select the ship you want to play and click the ready button. You can toggle this at any time by clicking the obverse to whatever is selected (works like the buttons for auto resupply) as seen in the image below. Divisions, like platoons in World of Tanks, operate matchmaker based off the highest tier/bracket in your division. This means that it is highly recommended that you play the same tier or +-1 at the most, as otherwise you could get into matches you wouldn't normally see and could severely hamper your team's efforts to win. Matchmaker does not compensate your team for an ill-formed division. There is however 1 restriction placed upon divisions - You can only have 1 Aircraft Carrier within a division at any given time. Unfortunately I do not have any CVs yet, so was not able to screenshot the warning message. So how do we join a battle? Once all players are ready, indicated by all players having a ship showing in the left bar and generally confirmed before launching, the division leader can click battle to throw your division into a match. In battle, the first thing you will notice is that your division members all get assigned a random division number (unique to each team) based off how many divisions exist on the team. Those of you who play other Wargaming titles may be familiar with this, but an example of this can be found below. Can I see my division mates easier in game so we can group up? Well yes. In addition to the numbers, on the team list, main view, and minimap your division members will have orange icons and names instead of the default green/grey. This is done so that you can easily see where your division members are and can coordinate more easily. How do I leave a division? Now after a long session of divisioning, you decide you want to leave. Regardless of whether you are the division leader or not, you can leave the division at any time from the port screen - if you are the leader, one of the remaining members will subsequently be assigned leader and the division can continue to operate. To leave the division 2 options exist, and these are clicking the "X" in the top right of the division window shown below or right clicking the division window in the header. Regardless of which method you use, confirmation will be requested to leave the division. Now I know there's a lot of screenshots, but I'm hoping this helps some users not familiar with the ships interface to figure out this valuable part of World of Warships gameplay. Thanks for reading, and if noone looks at this at least it's there for new people if they need it. Dan
  6. Hello fellow captains, I've recently gotten the New Orleans, and I just cannot figure out how to play it. I keep getting citadeled from the bow, made a prime target, while having extremely slow reloading guns. I had absolutely no trouble with the Pensacola, but I am struggling quite a bit with this ship. Any help is appreciated!!
  7. This week I realized that I've played a 250th battle in my Saipan. It is probably a large enough number to warrant a forum post which summarizes my experience with this incredibly fun boat. Below are my current stats with the ship. I don't mean to brag (well, maybe just a little bit ). Rather, I want to establish my credibility, and make it clear that what I'm going to describe in the following sections works quite well for me. And yes, my solo win rate/damage/airplane kills are pretty much same. A couple of quick disclaimers before we dive into details: (i) This is the way I play the ship. I happen to have quite a number of strong opinions on how Saipan and carriers in general should be played. However, that doesn't mean that everyone who doesn't do what I do is a n00b that should immediately uninstall; I firmly believe that you should play first and foremost in a way that will make the experience fun for you. If, for example, you find the air superiority loadout to be more fun (be it because you like shutting down enemy CVs, or because you don't have much luck with manual torpedo bomber drops) -- more power to you. However, I must point out that if you want to win more often than not, my methods are probably going to be better than whatever alternative approach you choose. (ii) As the title suggests, this is a guide for Random Battles only. Saipan in Ranked is a whole other beast that I don't really want to get into. Loadout Okay, let's begin. First, any new Saipan player will immediately ask himself/herself: which loadout should I use? One with three fighters and one dive bomber squads (hereafter refered to as 3/1), or one with two fighters and two torpedo bombers squads (2/2)? I, for one, firmly believe that 2/2 is the correct answer here, and in fact I played every single one of my battles save one with that loadout. Let me explain why. In my opinion, these are the main duties of a Saipan (or any carrier) player, from most to least important: (1) Killing enemy ships. Don't ever feel bad about expending a torpedo sortie on a ship with 1K HP, unless he was going to die within 5-10 seconds of your strike anyway. In WoWS, even if the ship has 1 hit point left, the salvos still do full damage and the torpedoes are just as deadly. You see a BB crawling back behind enemy lines at 1K health? Kill him, that way he doesn't heal up and come back to citadel the bejeezus out of your team's ship. You see an RN cruiser at 1K hiding behind terrain? Kill him, so he doesn't smoke up when the consumable is off cooldown, and wreck your teammate with impunity for a minute or two. An absolute majority of games are won by kills, always remember that. (2) Damaging enemy ships. This is a corollary to point #1. If you take off half HP from an enemy battleship, it will become that much easier for your teammates to kill that ship. Remember, absolute damage doesn't matter; the percent damage does. For example, generally cruisers should be prioritized over battleships if you're certain in your ability to hit them with minimal airplane losses, just because losing 20k health is so much more impactful for a cruiser than a battleship (not to mention that cruisers don't have good torpedo buldges and will take full torpedo damage). (3) Protecting your ships from the enemy, i.e. preventing the enemy carrier from killing and damaging your ships. Yep, this is a less important task than killing and damaging the enemy ships. If you have to choose between protecting your strike airplanes that are going to target and protecting your fleet from the enemy air, most of the time the former is a better choice. If you play air superiority game, the best you can hope for is shutting down the enemy carrier (which is not always possible). That means you simply eliminated two carriers out of the match, and now it will come down to a coin toss based on the skill level of the other 22 players. Why would you ever want that? (4) Scouting. That's right, this is the least important carrier duty. Let's not forget, we're talking about Random Battles here. Truth be told, most players won't be able to properly utilize the vision you're giving them. If I have to choose between killing and damaging enemy ships, and trying to enable my teammates to kill and damage enemy ships, I'll almost always chose the first option -- because I know that Saipan in my hands is most likely much better at killing and damaging enemy ships than my teammates. Now, don't for a second think that point 1 is always more important than point 4, for example. Use common sense. You have to call off a strike for a half a minute in order to wreck the enemy bomber clump? Do it. You have an opportunity to shadow an IJN destroyer that's harassing your advancing fleet on the strong flank, even at the cost of less efficient strike? Do it. Always do the thing that will get you closer to victory. Anyways, now that I've listed your main objectives, let's return to the loadout questions. The 2/2 loadout is better at killing and dealing damage, the 3/1 loadout is better at protecting your fleet from the air and scouting. It should be clear by now why I will whole-heartily recommend the 2/2 option. Your realistic alpha damage is much higher (i.e. you're much more likely to hit most of the torpedoes than most of the bombs). Your damage over time from flooding is much higher. You can stack damage over time much more easily. You get more flexibility with strikes, for example being able to kill a badly damaged ship with one TB squad, and going after somebody with another one. The aircraft turnaround time is a bit lower. Besides, having two fighters instead of three won't make you impotent when it comes to defending your fleet from the air or to scouting. I shoot down, on average, more than thirty aircraft every single battle with the 2/2 setup. This isn't the Ranger dilemma, when you have to pick between a fighter-less strike loadout and an air superiority loadout that does little damage; you can have your cake and eat it too. Side-note: for Ranked 3/1 is better, because vision and being able to effectively attack destroyers is a lot more important there. And that's all I'll say about Ranked. Upgrades & Signals These are the upgrades I run on my Saipan: Air Groups Modification 1 (AGM1) -- pretty obvious. You will use your two fighter squads extensively every battle, so +10% to DPS is welcome. The other upgrade is nearly useless anyways. Air Groups Modification 2 (AGM2) -- same thing. Bonus to fighter survivability and especially ammunition is nice (you get an extra strafe and a half out of it). These fighter upgrades mesh well with the air supremacy commander perk. FCM1 won't give you all that much, because you turnaround time is already very low. AAGM2 is nearly useless as well. Damage Control Systems Modification 1 (DCSM1) -- a bit better than useless. This distinguishes it nicely from the other two upgrades that are completely useless. Steering Gears Modification 2 (SGM2) -- I have this on all my boats. Torpedo dodged is HP saved. Helps quite a bit when the enemy carrier is trying to snipe you. Now, signals: Juliet Whiskey Unaone -- Saipan's areal torpedo don't have the best flooding chance, +15% is very nice. As for magazine detonation, carriers in-game don't have magazines, so we're all good Victor Lima -- same. Though the increase in flooding chance is only 4% here, so only run this flag if you have enough of them in stock. You can run whatever you want in the other two slots. I'm running flags that increase commander XP because I use my Saipan to generate free captain XP. Instead, you might run November Echo Setteseven for example, to make yourself slightly more safe against carrier snipes. Up to you. Captain skills The core eleven-point build is as follows:Aircraft Servicing Expert (ASE): bonus to aircraft HP and service time Expert Rear Gunner (ERG): because, apparently, one-seater Skyraiders can shoot backwards in this game. I just imagine a pilot spray-n-praying with a handgun over his shoulder, Annie Oakley-style Torpedo Armament Expert (TAE): better torpedo bomber turnaround time Air Supremacy (AS): increases your fighter squad power by 33%, makes Saipan borderline OP Dogfighting Expert (DE) (+10% ammunition for fighters) Now, Torpedo Acceleration (TA) isn't core, but it's still nice to have, at least in my opinion. Mind you, this won't make your torpedoes reach the aim point faster, despite an increase in speed (from 35kts to 40kts). The torpedo warhead arming distance is time-dependent, so they'll reach the target point at about the same time. However, faster torpedoes will allow you to strike at turning targets with greater ease, and also the distance between torpedoes decreases (albeit very slightly), which could mean the difference between getting three torpedoes on target, and getting two or even one. That now leaves us with six points to spend. I would recommend Concealment Expert (CE) + Adrenaline Rush (AR). CE enables you to stay a bit closer to the fleet, bringing your surface concealment from 11.9 to 10.0km, making you a tad bit harder to find when an enemy carrier is trying top snipe you. AR accelerates the reload of your aircraft by as much as 20% (however, the time for take-off remains the same). The catch to AR is, you'd have to take a large amount of damage and then survive long enough for the higher aircraft cycling rate to matter. So, it is for the most part useful if there was an unsuccessful carrier snipe attempt against you. This is our final captain build: Couple comments on other options. Firstly, you can pick Basic Fire Training (BFT) + Emergency Takeoff (EM) instead of CE+AR. BFT makes you safer against carrier snipes (+20% AA DPS is nothing to sneeze at). EM helps against DDs that have managed to sneak to your ship and are shooting it up -- you'll be set on fire, and damage control won't help because you'll just get light up again (so save it for ~3 fires!), but if you can still cycle torpedo bombers while on fire you have good chances of killing that DD and surviving. Still, I believe that CE+AR is better. Secondly, a side-note about the one-point Evasive Maneuver (EM) skill: not worth it on Saipan. You'll forget to use it properly from time to time (i.e. clicking near carrier for returning aircraft, and only hitting the F key when they're under attack or have gotten to the carrier), thus increasing the bomber cycling time. And your airplanes are fast enough to out-run enemy fighters anyway. However, this is a great skill for tech tree USN carriers, which incidentally means that Saipan requires a dedicated captain.
  8. Internal name often prefaced with CMD_ Key Stroke Description MOVE_LEFT A Hard to Port; Rudder will turn to left as long as you hold the button, until it hits its limit. MOVE_RIGHT D Hard to Starboard; Rudder will turn to right as long as you hold the button, until it hits its limit. Release the A or the D key and the rudder will return to amid ships. CRUISE_SPEED_UP W W and S are your engine telegraph keys. Use to set Full, 3/4, 1/2, 1/4, Stop, Back commands CRUISE_SPEED_DOWN S CMD_MOVE_FORWARD Undefined (formerly R) Advances speed 1 knot, this command is not available through the configuration screen and must be assigned by editing the preferences file manually CMD_MOVE_BACK Undefined (formerly F) [edited]speed 1 knot, this command is not available through the configuration screen and must be assigned by editing the preferences file manually CRUISE_ANGLE_RIGHT E Hold half starboard turn, press twice for hold hard starboard. Releasing the key will not change the setting. CRUISE_ANGLE_LEFT Q Hold half port turn, press twice for hold hard port. Releasing the key will not change the setting. CRUISE_ANGLE_0 Undefined (formerly H) Steady so, aka rudder amid ships. The command is currently unavailable in settings. Tap rudder keys or tap E or Q to restore midships. SHOOT [Left Mouse] Click fire one gun Double Click fire all guns that can bear on target Click and hold fire all guns that can bear on target in ripple fire. [Ctrl][Left Mouse] Sets priority target for secondaries and AA CINEMATIC SHOOT [Middle Mouse] fire one gun/torpedo and shift to shell tracking camera. Useful to establish lead required. SWITCH_ATBA_AIRDEFENSE P Toggles Secondaries and AA on/off. These keys will switch between AP shells, HE shells and torpedoes, when switching to torpedoes you must re-acquire target lock with "X" ARTILLERY_AMMO_0 1 Selects primaries High Explosive (detonates on impact) ARTILLERY_AMMO_1 2 Selects primaries Armored Piercing (penetrates armor and explodes inside hull, maybe, may also over penetrate, or ricochet, or bounce) TORPEDOES_ANGLE 3 Selects torpedoes and Alternates between wide or narrow torpedo spreads Main Battery Num 1 Select main batteries (Primaries) Torpedoes Num 2 Select torpedoes Reload Torpedo Tube F FIXING_TARGET_POSITION X Acquires/Releases guns target lock. Turns on lead assist for torpedoes. Guns will lock automatically if you leave your curson on the target long enough. ABSOLUTE_GUNS_LOCK [Left Shift] X Locks guns on cursor location relative to the map. Guns will turn to keep lock. RELATIVE_GUNS_LOCK [Left Ctrl] X Locks guns on cursor location relative to your ship. Guns will not rotate after they have moved to this position TACTICAL_MAP M Toggle, replaces game screen with screne showing entire map. Set way points, etc. AUTOPILOT FIRST WAY POINT [Left Mouse] AUTOPILOT Subsequent WAY POINT [Left Shift][Left Mouse] Five way points permitted. More may be added as the initial ones are used. Pressing [Left Mouse] clears set points and starts over. Aircraft Carriers CARRIER_SELECT 1 SQUADRON_0 2 Select Squadron 1 (The use of the term flight for a small group of planes that work as a unit has been lost to WG) SQUADRON_1 3 Select Squadron 2 ( I have always thought a flight was the equivalent of a platoon while a squadron was the equivalent of a company) SQUADRON_2 4 Select Squadron 3 SQUADRON_3 5 Select Squadron 4 SQUADRON_4 6 Select Squadron 5 SQUADRON_5 7 Select Squadron 6 SQUADRON_6 8 Select Squadron 7 SQUADRON_7 9 Select Squadron 8 SQUADRON_8 0 Select Squadron 9 LAND_LAUNCH F Land or Launch a flight (squadron) of planes ORDER_AIRPLANES [Left Mouse] DESELECT_AIRPLANES [Right Mouse] MAP_PLANE_ORDER_MOVE [Left Mouse] SELECT_NEXT_AIRPLANE [Left Ctrl] [Tab] Next flight (Squadron) SELECT_ALL_AIRPLANES [Left Ctrl] A All flights (Squadron) MAP_SHOW_PLANES [ MAP_SHOW_DEAD ] MAP_RECT_ATTENTION [Left Mouse] or [Left Ctrl] [Left Mouse] Send signal to allies. Highlights selected map square for mini-map MAP_SCALE_PLUS "= or NUMPAD + Zoom minimap in MAP_SCALE_MINUS "- or NUMPAD - Zoom minimap out HELP F1 You must hold the F1 key and use your mouse to select one of the other three help screens. GAME_STATS [Tab] Gives you a list of players and shows if they are sunk or afloat and kills in current battle STATS [Left Ctrl] [Tab] ICONS [Left Alt] or [Left Alt][NumPad Enter] Alternative Battle Interface Mode. Shows player Name, Hit points, Range, Shell Travel Time as an icon above ships. [Alt]Appears while Alt is held down. [Alt][NumPad Enter] Toggle, press enter again to cancel chat message. Can be permanently turned on in Settings Controls. Consumables Consumable 1 R Damage Control Party, puts out fires, stops flooding, repairs damaged modules (but not destroyed modules) Consumable 2 T Destroyer > Smoke | Battle Ship > Repair Party (restores some lost hit points ~20%) | Cruiser > Protective Barrage if equipped with two or more multipurpose guns Consumable 3 Y Battle Ship, Cruiser > Scout Plane if equipped. Players have no control of the scout, although we used to. Grrrrr. Destroyer > Speed Boost Consumable 4 U Fourth consumable slot Consumable 5 I Fifth Consumable slot HIDE INTERFACE [Left Ctrl] G Hides the Hud. Good for fancy screen shots. Camera ART_CAMERA Artillery Camera [shift] Toggles between camera from current ready turret and zoomed level (binocular view) ACTION Overview [Right Mouse] Overview mode. Third person view zoomed out behind ship. Moving mouse rotates camera heading. Return to previous zoomed ziew upon release. Guns and torpedoes do not change their orientation in this mode. Can be disorienting upon return if held too long. AHEAD_CAMERA V Does not seem to function TRACK_OBJECT_CAMERA Z Camera follows currently selected flight of planes, shells on the way, torpedoes on the way; an amusing distraction. Camera position switch C Manually switch camera between main battery groups. CENTERCAMERA [space] Bring Camera Back to Ship, Centers the camera on the carrier, when in carrier plan view. Zoom level [scroll Mouse Wheel] FREE_CURSOR [Left Ctrl] enable free cursor MAP_CAMERA_MOVE [Right Mouse][Left Ctrl] Alternative Battle Interface [Alt] Provides information (remaining hit points etc.) on ships under the icon. Can be locked on in settings screen. Display Game Statistics [Tab] Player names, ships, ship status, kills Help F1 Brings up in game help screens Show Ship Status H Accept Invitation to Join Division K Decline Invitation to Join Division L Next Track . Tracking Camera Object? Previous Track , Communications Functions Audible CMD_QUICK_TACTIC F3 Highlight Target for Allies, found in weapons section of controls settings. This marks the enemy under your cursor with an inverted caret icon and sends the "priority target" message. CMD_QUICK_THANK_YOU F4 Thanks. You've been swell. CMD_QUICK_AYE_AYE F5 I understand and will comply. CMD_QUICK_NO_WAY F6 I ain't doing that! You're being silly. CMD_QUICK_NEED_SUPPORT F7 It would be great if you would work with me here. CMD_QUICK_SOS F8 Help, or tell my mom I love her. CMD_QUICK_GOOD_GAME F9 We done good. CMD_QUICK_GOOD_LUCK F10 May the seven mad gods that rule the sea look favorably on our endeavors. CMD_QUICK_CARAMBA F11 I am annoyed and my computer is going to attempt caustic banter. Voice Chat V For microphone message to division mates. Requires microphone and division mates. For when you've entered spectator mode Next Ally [Left Mouse] Changes point of view to a team mate, limited zoom is still available. Previous Ally [Right Mouse] Track Friendly Object under cursor [space] This is fun to watch airplanes attack the enemy. Enter Free Look Mode [Left Shift] Camera is free to wander where you tell it. Up [up Arrow] or W Down [Down Arrow] or S Left [Left Arrow] or A Right [Right Arrow] or D Change Angle Mouse I hope you find this useful. Updated to 6.3 commands You may also enjoy: View Basics Navigation Basics Gunnery Basics Torpedo Basics Turret Focus Weapon Bearing (Shift-X) (Ctrl-X) (X) Help Screens So you want to buy a new shipCurrent Maps
  9. Here, I will outline the basics of effective gameplay, by learning off of what others are doing. This guide assumes you already have a basic understanding of each ship type. Steps Enable Replays Play WoWs Identifying effective tactics Incorporating said tactics into your own game-play Perfecting and Learning even more tactics 1. Enable Replays. It's very simple. Just follow the guide in the official link: If you don't have replays enabled, at the very least, record your game using OBS, or other similar game capture software. 2. Play WoWs Probably the most difficult part of this. I highly recommend playing a variety of ships at a multitude of tiers. The basics of gameplay are the same at any tier, but there will be minor differences between differing tiers, due to the way the armor, weapons and abilities improve in the ships. I will stress the point of playing multiple ships types, because this is the easiest way to encounter a variety of tactics employed by a variety of ships. You are likely to suffer from many deaths, because you are your own lab rat. Mistakes were made... but this is just a game, so you can learn from them 3. Identifying effective Tactics This is actually very easy to identify, but you may get annoyed. The very simple matter of the fact is, if you are getting annoyed at what someone is doing to your ship, it's very likely to be an effective game tactic. Such tactics may not be immediately obvious from the perspective of a unicum replay or video footage, because such players can make it look easy by cherry picking the best examples. Rest assured, a majority of these tactics have their counter-play, but you may not always see it. Every time you become annoyed at what the reds are doing, make a note of it and watch what is happening in the replay. If you are unsure what went wrong, don't be afraid to ask the forums for knowledgeable advice, as there might be more than one tactic, a compounded tactic, at work. Replays or footage are a must. For Example: Atlanta firing from behind an island Focus fire from different angles {aka: Crossfire} Kiting reds across the map, especially with HE Blindsided by torps Blindsided by many Battleship AP shells Radar caps from behind islands etc. Some crazy Ultra Unicum tactics being employed, but I can't make heads or tails of how or why this works 4. Incorporating effective tactics into your own game-play Now that you have identified some highly annoying tactics, try it out yourself. You may be surprised at the results. The thing to realize here, is that a majority of these annoying tactics are only effective in certain situations. In other situations, they become completely useless. Other tactics might even have a perfect counter-play. Wait, are you saying I can experiment on other people now? :evil laugh: For example Atlanta firing from behind an island is only effective when it squats in front of an advancing fleet, while also having the ideal island to shoot over Focus fire and Crossfire can be avoided entirely by merely kiting Kiting with HE only works when the reds give pursuit Torps can be WASD most of the time Make a note of your ship's concealment range and mind the islands and your ship angle if you are spotted Radaring caps from behind islands doesn't allow you to join in with your guns, or be all that effective with your guns for the entire time you are setup etc. This will make a fine... wait, it's already captioned! 5. Perfecting and Learning even more tactics Perfecting some tactics might not be that easy. Some are more difficult to perfect than others, but don't worry too much about perfecting them. The important bit is to identify when the tactic would be effective and attempting to use it. As highlighted in (4), there are even perfect counter-plays to the tactics you have just learned. Here, the game-play becomes a bit more advanced, so this may not seem immediately obvious, but this can be identified by your newly learned tactics being ineffective. The reds are not playing into your well crafted and well thought out plans. Again, make a note of it, watch what is happening in the replay and try to copy what the reds were doing to outplay your hand. Again, if you are unsure of what happened, don't be afraid to ask the forums, but do provide a replay. Emotional roller-coaster ride when your newly learned tactics work and don't work. All in all, I think "Unicum" game play in WoWs is about how well various tactics and counter-plays the player is able to memorize and utilize to maximize the performance of their ships. Not playing into the hands of the reds is also very important, but I think this is more related to staying alive for longer in a match, rather than maximizing the effectiveness of the ship. Good aim and prediction are also highly important to doing well, but I think good tactics plays a larger role in improving win rate and stats. Realistically, if your hit rate is equal to your opponent, the person in the better tactical position is going to win almost all the time. This image really does surmise most Unicum level gameplay in randoms. Reds get distracted by your team and then you blind side the reds with a devastating strike from stealth.
  10. Hello everyone. Odds are, you've seen the term 'Git Gud' before. Maybe you've used it yourself (Or a variation thereof), or had something similar parroted at you in the past when making a post on the forums, or saying something in-game. So, what does it mean? What should you take away from it? The (kinda) start of it all: Once, there was a game. It was called Dark Souls. Okay, so the term 'Git Gud' did not originate from Dark Souls, as is commonly assumed. It is, however, very much a part of that particular game's mentality, and as such the community of Dark Souls adopted 'Git Gud' for themselves. It stars in numerous memes and stories involving Dark Souls, and has become somewhat infamous among their circles. I guess before explaining 'Git Gud', I should talk a bit about Dark Souls itself, as a game. You know, since I'm sure there are some who haven't heard of it, nor know of it's reputation. So then, Dark Souls. It's a bloody difficult game where you almost spend more time dying than playing. Someone going through the game gets very used to those crimson words scrawled across the screen's middle, in a mockery of your pathetic attempt to 'beat' Dark Souls. It's a genuinely and unapologetically hard game to play through. The mobs are difficult. The plants will kill you. The bosses will crush your ego. Hell, even the chests full of loot will occasionally try and murder you viciously. Lots of people who play Dark Souls do it for the challenge, and the fulfillment of processing in a difficult game. It requires a lot from you, in dedication and patience. There is no 'easy' way to the finish line, and no ways to artificially lower the difficulty. (It actually get's harder the more you play through it.) To beat the game, you have to 'Git Gud', as the players would say. So then, that brings us back the the original question. What is 'Git Gud'? What does it mean!?: Speaking simply, it's just a bad way of spelling 'Get Good', meant somewhat as a mockery towards whomever the phrase might be directed. Typically, it's used in response to specific types of people and/or comments.'re rather well aquatinted with the types of comments that might inspire the 'Git Gud' retort. How about an example or two? (Or seven...) "____ class is OP, and needs nerfing!" "____ class is UP, and needs buffing!" "____ class needs to be added!" "____ mechanic sucks, and needs to be removed!" "____ mechanic need to be added!" "MM is broken, and sucks!" "The game hates me in particular!" By no means am I limiting the 'Git Gud' inducing comments to only these—no, there are far, far more that have been passed around these forums, and dismissed. So then, what does it mean when you write a thread about one of the above issues (or anything else) and someone responds with a 'Git Gud' like comment? What should you take it as? Well, simply—it normally means that you should probably look at your own performance in game, and see if perhaps there might be something that you can improve on. At least, that's what it's meant as towards those who complain of game balance and fairness in things like Dark Souls, and Call of Duty (*shivers*). However, my own interpretation of getting good is somewhat different. My own opinion: Okay, so look—I don't like the term 'Git Gud', at all. It's just not a very helpful answer to someone asking or suggesting something. I do agree with the sentiment behind getting good, though. A player should always strive to better themselves and their gameplay. Even if they're just playing for fun. And especially if they have an complaint which is based upon game balance. Someone should know full well the consequences of their suggestions, and how it might effect the game as a whole. And the only way to do that, is to have experience of the whole game. I firmly believe that someone should play the game as it exists now, instead of trying to get the game balance to change. If you want to get better at the game, use what's available to your ownadvantage, instead of letting the red team use it. That's the very first thing you need to do in order to win more. Accept the game as it is. Use what you have to gain an upper hand, and win. Abuse the mechanics to sink as many ships as you can. Learn to counter things, with whatever means are needed. Be ruthlessly cold-blooded, and don't care about fairness and 'game balance'. In fact, tell fairness where it can shove off to. Because, you want to be stacking the odds in your favor. That's how you win—by making sure the enemy will lose an engagement. And if game mechanics are patched, or otherwise change? Adapt. It's not the end of the world. The developers were just doing their job—which is making sure their game remains playable, and has a modicum of balance. 'Cause, that's what they do. They make the changes. (Not us here on the forums) I prefer to trust them, and I like to think that they know what they're doing. Maybe they do, maybe they don't. Doesn't really matter, in the end. Oh, and everyone else? If you see a player struggling with the game, or making...questionable tactical decisions, be nice. Give them good, solid advice, and try to at least help them. Be mindful of your tone while doing it, as well. There's a fine line between helpfulness and snobbery. And if the player doesn't want your help, drop it there. No use in arguing with them past that point. TL;DR Don't hate the game for 'unfairness'. Instead, try using it to your advantage. Maybe that's why the developers put it in?
  11. As a DD main, I have come to play my DDs very, very well, and have picked up lots of several tibbits of info and tricks to improve my performance in-game, with help from my fellow, forumers, from just playing the game in training rooms, and best of all just playing the game in general. While I'm no unicum or anything (although I am close to the purple), I do tend to find a lot of people who don't really know how to play their DDs well, even at higher tiers. People who do things that should never EVER be done if you can possibly help it. people who tried to rush the center of Two Brothers in their DDs and get rekt because of it. Then there's me, racking up points, damage, and sometimes carrying(I don't find myself carrying very often, but when I do, its amazing). Anyways, these people look at my gameplay and ask me "How do you do so well? Im ini a DD just like you and I'm dead?" Well for starters, don't rush the center of Two Brothers. To all of those people, and to anyone here who may not be quite up to par in their DDs, the rest of this is my guide on how to not suck while playing a destroyer. There are currently 4 nation's tech trees that have a DD branch. They are the United States, Japan, Germany, and the Soviets. Each nation's destroyers all have unique characteristics, and their play styles can't be more different even if they tried. IMO, the "best DD line" goes as follows, Soviets, USN, KM, and lastly the poor ol' IJN DDs. But the same with not just Dds but ALL lines in WoWS, there really is no "best line." At the end of the day, it all comes down to personal preference. I love the Soviet DDs best because they fit my play style well. I love going around shooting things, but not being in much of harm's way myself. I also love being annoying. I love being a fly in the soup. I love generating large amounts of salt. I feed on the salty tears of BB captains after I burn them down for 50k fire damage and an Arsonist medal. Anyhoo, where was I? Oh yes, DD play style preferences. In this guide I will cover all existing lines of DDs in WoWS. First off, some general DD tips and tricks -Don't sit still in smoke. While at tiers VI and below you can generally get away with this, at higher tiers, more often then not, if you sit still in smoke you're gonna end up eating a faceful of torps -Use your smoke to cover allies when they need it -Use your smoke conservatively most of the time. Don't pop at the first sighted enemy unless you're a USN DD covering the rest of your team from multiple threats. Pop it when you need it, not when you want it (Execption being adressed later; Also, this one was suggested by another forumer, not myself) -Always use your WASD hax -Don't attempt to engage a larger enemy such as a CA at close/point blank range, not even if you have torps ready. IT WILL USUALLY NOT END WELL (Generally speaking, Exception being the USN) -However, don't be afraid to take risks. Sometimes the cost of winning is your ship. -KNOW THE RANGE OF YOUR TORPEDOES -Captain skills and upgrades really have no set "best build." Experiment around and see what fits your play style -"Stagger the Launch with your torpedoes (See IJN section on how to do this) - And of course finally comes the number one rule with destroyers, Lets start off with the Soviets (VMF). (Not just WG. I also have Russian Bias ). Anyhoo, the most prominent characteristics of the Soviet Navy's destroyers are -Very good guns, with fantastic shell arcs, speeds, aire drag, flight times, and range -Rather poor Krupp values; These DDs generally rely on fire and DoT for their damage (but not all the time) -Fantastic AP shell performance against broadside targets such as BBs or CAs -Show-ish rudder shift time for a DD, and very large turning circles, especially at the higher tiers (*cough* *Khabarovsk* *cough*) -Very poor concealment. Don't expect to be very sneaky -Very situational torpedoes from tier VII and below, most of which only having a range of 4km. Don't expect to use these much, if at all. -Meh AA at tiers VII-VIII and below. AA becomes rather decent for a DD at tiers IX and X -Your ship travels at ludicrous speeds, often exceeding 40 knots So for do you play these destroyers well? I got an answer for you. First, think of these DDs as more of light cruisers with no citadel and ludicrous speed. Its already been established that these DDs don't really hide well. These DDs are rather unique in that regard, as they don't rely upon stealth for their survival. They instead rely on their high speeds to dodge incoming fire. They operate best at long range for this reason. Also as such, DON'T expect to contest caps directly early on. You are more of a ranges support operative then a front-line fighter. Only cap early if and only if enemy force/opposition is minimal. When sailing a VMF DD, stay near the maximum range of her guns if you can possibly help it. Shoot AP at broadsides of BBs and CAs, you may be surprised by the results. Burn anyone you shouldn't be around. Stay near your team's CAs and even BBs so the enemy team has something to focus on that isn't you. Use your engine boost and WASD keys to make yourself a very frustrating target to hit, while at the same time lighting them up with your guns and burning them to death (Or AP'ing them to death. Whichever comes first). When playing a VMF DD, place your priorities on larger surface ships such as BBs and CAs; just keep at range and harassing them with HE and AP gunfire. Don't tunnel-vision. Always maintain your situational awareness. Never EVER stop shooting (Unless you find yourself getting focused down and you HAVE to use stealth to get away), and you will do very well with this line of DDs. Next up is the United States Navy (USN). Characteristics of these DDs are -Good guns for knife fighting, very ineffective at long range due to their terrible shell arcs, speed, air drag, and flight times -Ok krupp values. Don't expect to be firing much AP, though. -Very tight turning circles and extremely quick rudder shift time -Ok concealment at lower tiers. At high tiers (VIII and up), concealment is fantastic -Situational torpedoes at lower tiers (VI and below), at higher tiers the torps are usable but not amazing until tier IX and X -Very strong AA defense at tiers IX and X -Only average speed and maneuverability So how to play these DDs? First off, don't expect to be shooting up things from range. Instead, take the really aggressive approach and contest caps early with your good guns and great maneuverability. Unlike the Soviets, your ship works best at closer ranges <8km. This way, your shell arcs and speeds aren't as big an issue. As a USN DD, your job is to contest caps early and spot targets for your team. DDs of the US tech tree have the best smoke generators of any branch, and as such, their smoke is widely recommended to be used to cover your teammates then yourself. The basic jist of a USN DD is to live fast, die young, and leave a really good-lookin' corpse. Go down swinging. get used to it. You'll find yourself doing it alot. Also, use your torpedoes (From tier VII and up) for zoning rather then damage. Is there a channel where there's likely to be an enemy force pushing? Torp it. Deny the area. Flank collapsed and is exposed? Torp the area, and fight a delaying action, similar to an IJN DD's role, only much more aggressive. Don't be afraid to get in close and ram your torpedoes down people's throats (Don't get to suicidal ranges though. Stay about 4km away at least is the general rule of thumb). Next up comes the Germans (KM). These DDs tend to -Better guns the the USN, still inferior to the Russians -Nice shell arcs and speeds. A bit faster then the Americans, on par with the Japanese, but still quite a ways away from the Russians -Increased AP damage in exchange for lower HE -Wide hulls make these DDs very vulnerable to AP hits from CAs, and even BBs and other DDs -Meh AA all around, but is above average by DD standards -Meh maneuverability all around -Respectable torpedo armaments all around -Tolerable base concealment, but the gun bloom penalty is absurd -Smoke? Never heard of it. These DDs have the worst smoke duration of all DDs, and don't expect to use it much for support as much as a temporary hiding place for when you need it -Speed is alright. Much faster then the Japanese, on par (for the most part) with the USN, but still quite a bit slower then the Russians Best way to play these DDs? These DDs have characteristics that stand out. Most radically in their A.) Increased vulnerability to AP shells, B.) Their HE/AP damage tradeoff, and C.) The radical variations in playstyle as you climb higher up the tiers. Lets start with C. These DDs from tier II-IV are mainly torpedo boats. Their torps are effective all around, but are predominantly torpedo boats at lower tiers. These tier KM DDs have the unique ability to fire torpedoes more or less directly ahead of the ship, meaning you only have to expose a little bit of your ship to get your torpedoes off. The downside, however, is that you can only fire at maximum two from this position. If you wish to get more off, you'll have to expose more of the ship then you may want to. But from tier V-X, these DDs become more and more like gunboats. While their torpedo armament is very viable, these tier KM DD rely on their guns more and more (More power to you if you make it past tier V). Anyways, my best advice for the tier V and VI DDs is to play them as a mix between the Soviet and American DDs. Get in close and be aggressive, but only stay at about the maximum range of your torpedoes. Generally, this will be about 8-9km. Fire off torp walls, then go back to guns. At tier VII-X, these DDs are more on par with the Russians, but require a range of about 10km to effectively land hits due to the poorer shell ballistics. The tier VI and VIII KM DDs are best known for their option to mount 150mm guns. AKA, cruiser guns. At tier VI, just stick to the 128mm guns is all I have to say. But at tier VIII, the 150mm guns are definitely viable. These DDs rely on AP more then HE, as the HE damage is lowered in exchange for higher AP performance. Always switch to AP against ANY broadside target (Except another DD, but DO fire AP at other German DDs). When no targets are showing a good angle to shoot at, just spam them with the HE, and hope for fires. Also, don't forget your torpedoes. While at higher tiers, these ships are mainly gunboats, their torpedoes are VERY viable weapons. These ships are best used at about 10km range, where you do have time to dodge incoming fire, much in the same ways the VMF DDs do, except only now, you have little room for error, as A.) You have less HP, and B.) The punishment you can take for making a mistake can hurt your chances very, VERY hard. As for the gun bloom issue, expect to spend most of the game spotted and employing your elite status WASD hax. All in all, these are a solid line of DDs. Be prepared for the transitions in play style as you climb the tiers, and adjust accordingly, and you will perform great with this line of destroyers. Last up but certainly not least is the Imperial Japanese Navy (IJN). These DDs all have -Poor gun handling with poor range and turret traverse speed, with a questionable RoF -Reasonably good shell arcs/speed. Better then the Americans but still far worse off then the Russians -Fantastic torpedoes (Once you get past tier VI, anyways) -Generally speaking, the best concealment of all DDs, but not by much -AA? What's that, a type of vodka? -Very slow speeds, but with ok rudder shift time and turning circles. Most IJN DDs only travel at a speed of 33-35 knots. So how do you play these destroyers? If you ask me, these are the hardest nation to play, as they don't really have many characteristics that stand out from the rest of the crowd. Whatever you can do, another DD can usually do it better. While statistically, they are the worst line of destroyers currently in the game, that doesn't mean they're bad. Because believe me, they are not. Japanese Destroyers require a very strict balance between passiveness and aggressiveness. You want to find the "magic range" where you are close enough to the enemy to be able to effectively launch great walls of skill, but still be far enough away to avoid the risk of detection. IJN DDs do not react well with gunfights with any vessel (unless it is another IJN DD). Their poor gun handling coupled with their meh-ish RoF makes them not helpless, but close to it. The hardest part of playing these DDs is retaining your stealth. Prominently at higher tiers, American gunboat DDs will have detection ratings that significantly rival your own, which makes close quarters encounters with an "undesirable" adversary. Your guns and RoF will not be enough to out DPM an American, Soviet, or German destroyer. Your only chance here is if the enemy Dd is low HP. Should you be spotted, the usual best course of action is to simply pop smoke, and haul @#$ in the other direction. Pop some torpedoes behind you at where the enemy was last seen or where you think he may be headed to slow him down. Even if you miss or he takes a different course of action then what you had originally thought, better to be safe then sorry. The main role of an IJN destroyer is mainly spotting enemies and stealth torping enemy targets such as BBs to damage, flood, or at very least slow them down. Speaking of slowing down, if there's one thing these DDs excel at, its fighting delaying actions. When a flank is weak or collapsed, you can buy a significant amount of time for your team to respond by launching the occasional wall of skill in their direction. But at higher tiers, torp reloads get very long, generally about 2 minutes. This makes it hard to launch enough walls of skill to effectively slow them down, right? WRONG! A very easy remedy to this is a tactic known as "staggering the launch." Doing this is simple; all it requires is a little bit of patience. To do this, simply fire one spread of torpedoes, keeping at least 1 tube in reserve. Now you wait. Wait for the first torpedo tube ro reach about its halfway point in reload, then fire the reserve tube. This way, you can put out just as many torpedoes in the water, but in half the time. IJN DDs revolve around balance. Be close to the frontlines and to the action, but still far enough away to not be at risk yourself. Smoke your team if the need it. Slow down and delay pushed. Spot enemy torps in the water early for the rest of your team behind you. Doing this may not be the most rewarding way to play these DDs, but IMHO this is certainly the most effective. Or you can do what this good fellow says: But do remember that detonations exist. If you find an enemy DD, Pray 2 RNGesus real hard and he may just come through for you. Any ship can sink any other, and as such, even though you're usually at a massive disadvantage against any DD of any other nation, doesn't mean you can't stand and fight. usually it won't end well, but reread what I said about detonations. Or you can rek them with torps. or you die. Whichever comes first. Just remember this: Remember the general tips area? It said "Use your smoke conservatively. Save it for when you NEED it?" There are exceptions to this one. 1.) If you're in a DD div or there's another DD on your team that's nearby, the other DD can also pop smoke and extend the smoke wall you laid further. This gives the rest of the ships behind you free reign at shoot at things with impunity save for the blind torp spam, and as long as someone is spotting the targets 2.) This builds on my interest in playing mind games. Say that you, one DD, one CA, and one BB are all that's guarding a flank from half the enemy team. If you and the other DD both pop smoke, and have the BB and CA and one of the DDs sit in it and spam guns, it can create the illusion of a massive force just waiting to be revealed. This can effect the confidence of the enemy team on that flank, and they may stumble around for a minute or two trying to come to a consensus on what they want to do next, meanwhile, on the other flank the lemming train is well, lemming right into their cap. This can act as a good delaying action on a weak flank, but Radar CAs will likely prove troublesome at the very least with this 3.) Draw in enemy DDs. Only do this if you have unspotted support, BTW. When you pop smoke, position yourself in a way that would be hard to hit with torpedoes (preferably nose/stern forward, facing the enemy directly). If the enemy DD is confident in themselves, or believe themselves to have the advantage (USN vs IJN, etc), then they may try to bumrush the smoke and kill you off, then you proxy spot them and they get rekt. Should he kill you and he falls of detection, chances are he took a fair ol' amount of damage in the ordeal and will likely try to retreat, thus putting him out of the battle directly for a while. if he doesnt show signs of retreating, just pop Radar or Hydro and rush the smoke and finish him off is he decided to stay put, or wait for the smoke to dissipate (Reply #52 copied/pasted) If you find yourself having trouble, don't be afraid to hop into a training room (There is a pinned thread on how to enable these) and experiment around until you get the hang of it. Practice does make perfect eventually, ya know. If you need to, feel free to message me ingame and division with me. If I have time, I'll happily throw more tips, tricks, and strategies your way. So that's my guide on how to not suck while playing destroyers. hope you learned something. If you did, the more you know. If not, then there goes about 5 minutes of your time. Sorry. Good luck, and see you on the high seas!
  12. Training Rooms Why? Have you ever purchased a ships and wondered how it would do in battle before actually joining a full on battle? Or perhaps you wish to hone your skills in certain ships like the CVs (air carriers) or the DDs (destroyers) Look no further, the answer is here! What is it? To summarize Training Rooms is another option in the game (like PvE battles or Co-Op battles) that allows you to fight against bots alone. You are able to choose from a number of different presets, such as: 1. Number of ships on each team. 2. Type of ships on each team. 3. Chose if the bot ships are going to be armed/disarmed. 4. Chose if the bot ships are going to be moving/stationary. This allows you to test various things, such as detection ranges, torpedo launches on moving targets and much more. How to Enable It? Normally Training Rooms are disabled, but you can enable them by downloading a Mod-Pack by Aslain. Aslain has been creating Mod-Packs for World of Tanks and World of Warships for a few years now, and his work is always high quality. Here is the link to his downloads page: From there open the World of Warships Modpack (WoWS Modpack) link. It will bring you to the page with the Mod-Pack pictures as well as the download link. Scroll slightly down and you will find the link. Download it, install it in your World of Warships directory, re-start the game and enjoy! The training rooms will be available as another type of battles in the top right (where you chose Co-Op battles or PvE battles). Enjoy! P.S. Here is a great short video tutorial.
  13. Greetings fellow Skippers! Just got back from deployment, and now that I have access to the interwebs again, eager to start creating videos again. Please feel free to look at some of the other videos I have on my channel, which includes Game-Mechanics guides/Tutorials, Ship Reviews, and Montages like the one below. Feedback is always welcome, and I hope you enjoy!
  14. I've made it to T8 in the USN DD line by scouting and surprise torping ships around islands. At T8 however I just couldn't play anymore as the ROF, DAM, and mostly planes spotting me(CV and Cat launched) would kill me inside of 5 minutes every match. As I main CVs, I know that I can loose my whole squad instantly by flying into a smoke-hidden group so I decided to try playing escort DD just ahead my team just for the AA support and WOW IS IT BETTER! I know I'm not scouting as well, but I'm not being nuked and burned to death either. The Team AA cover keeps the planes off me, which are often targeting me anyway so they don't get bombed in the first wave and with fewer planes I don't get hit RNG'd so much. Mostly though I have support less than 2K behind me to shoo away the cruisers and DDs so I can keep pushing the front in the early/midgame In summery, I've never lived so long and done so well with a just a change in mindset that I always want to be near jump distance to at least 1 other ship on my team. I'm sailing at half speed until I reach a cap point/make first contact then it's circles all match around my teammates shooting the whole time and torping when I get the chance. Is this strategy viable for you experienced DD capts, am I doing something new or unusual? Is this annoying and ineffective? I've always watched the DDs rush forward then fall back or seek cover, never actually playing escort. What do you think?
  15. So, I'll admit I'm writing this for entirely selfish reasons. Lately, there have been quite a few posts being made that upset my sensibilities as an author, and as a reasonable human being. I want to go over how to make a good post that quickly conveys a message in a way people will take seriously, and how not to say stupid stuff in said post. (Bonus points for fancy alliteration.) Formatting Firstly, one of the most important parts of a good post is formatting—and there are some that falter on this most basic and humble of skills. You know them—the ones who post a wall of text, or do odd things to the layout of said text. Such things often turn people away from whatever you wish to convey in the post, or immediately have them dismiss you. After all, if the OP can't even spare the effort to make their post look good, why should anyone pay attention? Trust me when I say there's an easy fix to such a problem. On your keyboard, there should be a key. That key should say "enter" on it. Amazingly, when you press that key, whatever you're writing drops down a line. This can be useful for separating different points into an easy to read way, giving them clear boundaries while also introducing an artificial pause in the reading. Now, that pause can be very useful in some instances, where you want people to stop for a short second or two, or if you simply want things to look and sound pretty when people are reading the post over. Like now. I had finished the points I wanted to make in the last paragraph, so I hit the enter key twice and dropped down to start a new one. It prevents the post from taking on a 'wall-of-text' feel, while also making it easier to understand and read. And when you're done with an entire section of points which are related to each other, and need to move on to the next big idea, either drop down a bit further, or introduce a divider element to the post. For shorter posts, I'd recommend just dropping down two lines, but for something like this, it's helpful to visually divide one section from another. I accomplish that like this: Now, onto my next topic! Grammar I won't wax lyrical on why proper grammar is important, because I'm pretty sure everyone understands or at least has heard that speech before. Instead, I'll tell you what grammar can do for you! First off, proper usage of grammar makes you sound good, and has people taking you seriously from the get-go. When I see a post missing capitalization, punctuation and such; I cringe a little. It immediately tells me that this person must have not put much thought, time, or effort into their post. Proper grammar will have people reading your post, and thinking about the points you make instead of "oh, there should be a comma there, oh, that's hideously misspelled, oh, that should be I, not i...." and so on, so on. Really, proper grammar is proper etiquette. Just as poor manners at a black-tie event will get you called a bumpkin and lessen other's opinion of you, poor grammar will have your readers think lesser of you. Now, how do you improve grammar? Well, there's no easy way about it. You have to read. *Gasps of horror* No, really. Just read a book every now and then, and take note of how things are written. Then, whenever you find yourself writing something, take a step back and think about how it could be improved. Authors call this process editing, and pretty much all of them do it. I know that once I finish writing this helpful little guide, I'll go back over it—combing for grammatical errors, awkward turns of phrase, and the ever present spelling mistake. And it's even more likely that there will still be something wrong that I missed. Word Choice Word choice is an oft discounted, but extremely important part of writing. And there's only one thing I can say about it. As long as the words are not overtly inflammatory, nor vitriolic in nature, stick with what you know. Too many times I've seen someone misuse a word pulled from a thesaurus in an attempt to sound smart. Hint: It doesn't work. If you can't think of a fitting word off the top of your head, use another. There's nothing saying that the vocabulary you have right now is inadequate. As long as you can articulate your message in an understandable way, everything is fine. But for those who want to add that little extra something special, and brutalize others with a massive vocabulary, well. Read more. That's how you grow your vocabulary list. I'm sure you've noticed how many big and not-so-well-known words I've used while writing this. That's just down to years of devouring every book thrown my way. So, in other words, don't use a thesaurus. Don't try to insert smart sounding words to sound smart. Instead, actually get smarter and learn while reading. Writing Style This is what I like to call "The Product". It's what comes from the other three points discussed thus far. Formatting, grammar and word choice come together to form a writing style that distinguishes you in some way or another. A lot of writers are vaunted for their unique and different writing styles. However, that doesn't mean that you have to develop something which separates you from the crowd. No, writing style is just the natural off-spring of everything else. It does have an impact on whatever you write though, in the same way your speech patterns change how you interact with people. Sometimes it can be antagonistic in nature, or humorous in other cases. My own writing style is a fine blend of pointed sarcasm, humor, and what I hope is intelligence. If for any reason you find that people are responding badly to something you've written, ask yourself if it might be the writing style. If you write very aggressively, then people might respond by getting defensive. If you write poorly, people might not take you seriously. Just stuff like that. Now, you can change your writing style. It's sometimes employed as a literary technique by authors to portray the different personalities of various characters, or changes in environment and setting. Unfortunately, changing your writing style requires you to be as objective as possible, to not be biased towards your words. It might be helpful to get a second opinion on the initial style, and some advice as to how it might be changed in a different direction. As I'm not an expert in such things, I'll refrain from outlining exact ways of accomplishing it. How to not be stupid. Congratulations. You can now write a somewhat cohesive and good looking post. However, there might still be a problem. The contents. It doesn't matter how good of a post you write, someone will think otherwise. To be human is to have opinions, and someone is certainly going to have one different from your own. I have my own opinions on right and wrong, and I occasionally blast someone I perceive for being a dummkopf. Now, there are some rules to writing a post which will not end in a typed screaming match. At least, these are the rule I try to use. Generally, they've worked out well. 1. Think before posting— "Is this really a good idea?" "What's the popular response going to be?" "Have there been other threads like this?" "How did they end?" Just stuff like this. Consider deeply whether it's a good idea to hit that Post New Topic button. 2. Be understanding— If people are demonstrating an opinion different from your own, wonder why they have they opinion. Don't automatically think that you are in the right. 3. Be humble— Otherwise, be ready for others to take a dump all over your post. Nobody likes a braggart. 4. Research— If you aren't sure something's true, then it might not be. Make sure that you've researched all your content for consistency's sake. 5. Never assume— The snakes will come out of the woodworks to prove just how wrong you are. 6. Be patient— Really. Like, really really. Nothing is accomplished by going off the rails at someone, even if it feels good. 7. Be helpful— Ask yourself, "what does this post add to the community?" If you don't have an answer, don't post it. These rules can also be applied to replies or comments after the initial post. In fact, they should be. You've all probably seen a thread that starts out well, then just implodes due to the things being said in the comments. Exercise these rules in that case. And whatever else you do, at least try to be nice, okay? Otherwise, I will become cross, and annoyed River is not a happy River. If you're reading this in order to better your writing skills, then I hope you've found this guide even the slightest bit helpful. If you're still struggling, I highly recommend checking out some of LittleWhiteMouse's ships reviews. Those are all great examples of a fantastic post, and demonstrates most of what I mentioned in the above post. If you're reading this because it looked interesting and there was no other new topics, then I have an idea. Post a link to this thread when you think someone else can benefit from it. I would like to see this community become better writers, one and all. TL;DR—Really? Put in a bit of effort man. Or watch this. It's what happens when you don't english right. Credit to Macabe for suggesting it, and Weird Al for the OC.
  16. Hello all, I spent some time figuring out how to improve the visual quality of the game. Mostly this was by digging through reddit and a posts on the EU forums, which were in german. This required a little effort to get working, because the settings offered up wouldn't work for me. Through some trial and error, and further reading from other sources I managed to fine a good balance between performance and visual quality while greatly improving the anti-aliasing over the in game options. Finally, the wires and ropes on the ship look good! I also spent some time installing SweetFX + Reshade, creating a profile that I think looks better than the vanilla Warships experience. So after all of that, I thought I'd share how to do it, in one easy place and include the things I modified. Below are my system specs, it's fairly high end but no longer top dog. I'm posting so you can compare performance if necessary and help with any troubleshooting. Please note this setup is Nvidia only, I have no clue how to fix AA (Anti-Aliasing) with AMD cards, but there's probably something similar. I'm getting a fairly solid >60fps with occasional dips to 55fps @ 2560x1600. Update 07/20/16 Modified Texture filtering to fix skybox issues on certain maps. This was reported on reddit, and by using the new values it seems to have fixed it. Added an explanation how to revert setting back to the default, to un-install the AA settings. My system: Windows 10 64bit i5-4690k @ 4.2Ghz 16Gb Ram Nvidia 980ti Nvidia driver at time of writing: 368.81 Initial Steps: Make sure you have the latest Nvidia drivers installed Download and install NVIDIA Inspector [274.83 KB]​​- Original German link Open World of Warships. Go to Settings and make sure you set Antialiasing: FXAA -> OFF Optional, but recommended - press ALT-Enter to put your game into windowed mode. You can put it back into fullscreen mode after you have confirmed that the Antialiasing is improved and working. I found that the options suggested on the German forums crashed my game, and sometimes my system, but when in windowed mode I was able to close the application. Close World of Warships After you have done the initial steps above, it's time to configure things. Setting up Anti-aliasing to fix jaggies Nvidia Inspector will have two applications, The nvidiaInspector (allows you to monitor your GPU and overclock if you'd like) and nvidiaProfileInspector (allows you to customize graphics options per game, with more control than the nvidia tools in the control panel allow). Open nvidiaProfileInspector There is a drop down/search box called Profiles:, click and type World of Warships and select. Now follow these next steps to the T, you will need to type in the following, you should copy paste. Compatibility Antialiasing compatibility: 0x404012C1​ Don't worry if the above code doesn't show up in the list, you can just type it in Antialiasing compatibility (DX1x): 0x404012C1 Don't worry if the above code doesn't show up in the list, you can just type it in SLI compatibilty bits: 0x42480005 (World of Tanks, World of Warships) - After you paste the numbers, I went ahead and selected it from the menu, just to be sure. Sync and Refresh Vertical Sync: Force on Vertical Sync Tear Control: Adaptive ​Antialiasing ​Antialiasing - Behavior Flags: None Antialiasing - Mode: Override any application setting Antialiasing - Setting: 4x [4x Multisampling] Antialiasing - Transparency Supersampling: 4x Sparse Grid Supersampling Texture Filtering Anisotropic filtering mode: User-defined / Off Anisotropic filtering setting: 4x Texture filtering - LOD Bias (DX): -0.1250​​ Texture filtering - LOD Bias (OGL): -0.1250 Click Apply Changes on the upper right corner To revert AA settings back to default do the following open nvidiaProfileInspector There is a drop down/search box called Profiles:, click and type World of Warships and select. click "restore defaults" button click apply you have now "uninstalled" the AA settings. Now this should give you a MUCH improved look to the game, the horrible ship jaggies on wires and ropes should now look awesome. Start Wows and check your ships out in port, to make sure it looks better, while giving you an acceptable frame rate. If things are running, and you went into windowed mode you can go back to fullscreen, with ALT-Enter. If your performance is noticeably slower, you can try lowering the Antialiasing settings from 4x to 2x for most or all of the options and try again. For me, these were the settings that worked best. After you are happy, close Wows. Setting up SweetFX to improve the visual quality of the game Download and install SweetFX 2.0 (Preview 8 | ReShade 1.1.0) Run ReShade Setup.exe When installing, select the WorldOfWarships.exe executable from wherever you've installed Warships. It will autodetect the proper directX type, your warships install directory will now have a SweetFX directory in there Download the attached zip file, 9.32K and extract the two txt files to the SweetFX directory in your Wows installation from step 4. I have bound the key "Pause/Break" to turn SweetFX on/off. You can reconfigure keybindings in the Global_settings.txt file Launch World of Warships. You will know that SweetFX is running by seeing a splash screen on the upper Left of the game as it loads. Enjoy a more beautiful game! FYI, I've added my SweetFX preset to the SweetFX DB. This means that those of you that use Overwolf can switch to different SweetFX presets while in game, which is handy. I hope you've enjoyed this tutorial. Let me know how it works for you guys. It made a huge visual difference to my game, and without much of a performance hit for my setup. I'm just happy that it looks so much nicer. I hope you all get the same results. I'm probably going to be working on a more cinematic version of the SweetFX profile. I'll share it with you here if it is something I think works better than this, I personally prefer a more natural, realistic look over a hyper saturated one, so I don't punch up color too much. Some not-so-great-but-better-than-nothing before and after Yamato Atlanta References:
  17. Disclaimer: Wall of text incoming... Greetings! As some of you know, I'm Kelorn of the Warships Podcast. If you've listened to the show, you know that I consider myself to be something of a battleship specialist. In the last 286 days, my top two played ships are the Yamato and the Grosser Kurfurst, and had the following stats: With bona fides established, I would like to talk about the strengths and weaknesses of the Yamato, how to use her most effectively, and what are the dangers of her armor scheme. In short, How to Make the Most of the Yamato. Armor and the Yamato The Yamato's armor belt is 410mm thick and is unified with the hull of the ship. This means that unlike the German battleships, which use a turtleback armor scheme, the Yamato's Citadel has only a single thick "layer" of armor for AP shells to penetrate. The armor is inclined inwards at approximately 15 degrees, increasing the effective armor against direct fire, in a minor way, and against higher angle fire, in a greater way. According to the design specifications in Target of Opportunity & Other War Stories by Robert Mckellar, the Yamato was designed to be immune to its own guns between 20,000 and 35,000 meters. The concept of an "Immunity Zone" in the form of "X to Y meters" is such that the belt armor can be penetrated below X meters, and the deck and citadel deck armor can be penetrated by a high angle plunging shell above Y meters. Below you can see the armor profile of the Yamato at amidships: In our case, the Yamato deck armor can be penetrated at 35,000 meters by 460mm guns. This isn't a terribly useful piece of information for us in World of Warships as the only guns with that kind of range are Yamato's own guns, with the Range extension module and the spotter plane active. Additionally, the chances of hitting a ship at that kind of range are minimal, even if the ship is sailing in a straight line. More useful is the fact that the Yamato can penetrate the belt armor of another Yamato at under 20,000 meters with a zero angle of incidence. This number is approximate, but it's safe to assume that you're vulnerable to another Yamato when broadside on at under 20 km. At about 18km you're vulnerable to the 406, 410, and 420mm guns of the other battleships in your matchmaking tier. Lesson learned? Don't show broadside. Armor Angling So, we're not showing broadside to our enemies, that's step one. The next step is to learn about armor angling. For the purposes of this section, we will ignore the possibility of the bow armor and transverse citadel bulkheads being penetrated. This is something we'll cover in the next section. So what is the effect of armor angling and how do we understand the concept of auto-bounce mechanics in World of Warships? Note in the upcoming Paragraphs, I will refer to the angle of incidence. Please see the following diagram, which uses the terms Laser light and image sensor, but the concept is the same: The first formula we need to understand is that of effective thickness in the case of inclined or sloped armor: Effective Armor Thickness = Actual Armor Thickness / Cosine of the Angle of Incidence As any World of tanks player will tell you, never park your tank pointed straight at the enemy, give him an angled side to shoot instead. The concept for World of Warships is exactly the same. In the case of Yamato, the 410mm belt armor, (ignoring for a moment the inclined inwards plate), when angled at 50 degrees to the front has an effective thickness of 637mm. Therefore, shooting at the angled belt armor of a Yamato angled at 50 degrees of the angle of incidence to your guns is nearly impossible to penetrate, even at extremely close ranges. The second formula we need to understand is that of the Auto bounce mechanic. 0-30 degrees -> auto ricochet (0-22.5 for USN 8" shells) 30-45 degrees -> chance to ricochet (22.5-30 for USN 8" shells) 45-90 degrees -> ricochet doesn't occur (30-90 for USN 8" shells) Simply put, if the shell impacts armor and does not overmatch, then if the angle is between 60 and 90 degrees of the angle of incidence (aka 0-30 degrees in the table above), then the shell will automatically bounce. Between 45 degrees and 60 degrees of the angle of incidence, then you may bounce. Under 45 degrees of the angle of incidence and ricochet cannot occur. So now we're not showing broadside, and we're angling to at least 45 degrees of the angle of incidence, preferably at least 60 degrees. So we're done, right? Sort of. If you've done this correctly, with your armor angled to 60 degrees of the angle of incidence you are functionally immune from being citadeled by guns of any caliber less than 457.6mm. Therefore, against Montana, Kurfurst, Izumo, Iowa, Fredrich de Grosse, North Carolina, Amagi, Bismarck, and Tirpitz you are completely safe if their fire comes at you from any angle over 60 degrees angle of incidence. Overmatch So why did I specify against guns of under 457.6mm in the previous section? The last mechanic a Yamato captain must be aware of is the concept of overmatch. It too is a simple concept, as is one that is crucial to understanding how and why you take damage when facing enemy Yamatos. Overmatch: If Armor Thickness < Shell Diameter / 14.3, then shells cannot ricochet This last section applies only when facing enemy Yamatos, as only the Yamato (as of this writing) has guns with a diameter greater than the 457.6mm necessary to penetrate the 32mm of bow armor on a Yamato. Incidentally, if you were curious why you have a hard time shooting bow on Moskva's, its because they have 50mm belt armor that extends to the bow of the ship and you'd need 715mm guns to overmatch it. Now we get into the peculiarities of the armor scheme of the Yamato. Instead of having flat transverse bulkheads, set at 90 degrees to the belt armor, the Yamato's forward transverse bulkhead is set in three pieces, like a chopped off Pyramid, which you can see in the screenshot below: Because this piece of armor is protected by the 32mm bow armor and is only 350mm thick, it can be penetrated when the 32mm of bow armor is overmatched by the Yamato’s guns. Thus we all know the famous advice when shooting at Yamatos: Shoot under the #2 Turret. This advice takes advantage of this weakness in the armor. So what can we do to prevent taking frontal citadel damage from an enemy Yamato? The truth is that there is no 100% effective way to prevent taking this damage. There are, however, things we can do to mitigate the problem: Don’t be afraid to open your broadside enough to use your #3 Turret. Normally, exposing your broadside is a risk and many Yamato players don’t use the #3 turret at all. However, in a close range duel against another Yamato, your bow armor won’t protect you anyway. Get that turret into play and you’ll not only increase your damage output by 50%, but you’ll also increase the likelihood that his shots will hit your angled belt armor, instead of overmatching your bow and frontal citadeling you. Use your rudder and engine. This seems pointless in a ship as slow and unwieldy as a Yamato, but even small changes in angle and speed can throw off the aim of your enemy. Especially at close range, Yamato on Yamato duels are often orgies of mutual destruction, even small reductions in incoming damage can allow you to win the duel and limp away to heal. Ask for help. This is admittedly easier to do when you’re in a division with a destroyer, but even if you’re not, ask for help. Be polite, but ask if there’s a DD close enough to smoke you up. If they don’t, you haven’t lost anything. If they do, you have a chance to hide and make it harder for enemies to hit you. Conclusion The point of writing this article was to help the community understand what the strengths and weakness of the Yamato really are. She’s one of my favorite ships in the game and I like to see her being played well. Take Care and I’ll see you guys next week. =) Kelorn
  18. This guide is more intended for those who are relatively unfamiliar with forums, and do not know how to put fancy images and other media into a post. If this sounds like you, then read on. If it doesn't, then go read a salty thread or something. Images The first thing you need to know about images is that you can't put them into a post directly. At least, not in a way which looks good. Instead, you need an online link or URL in order to place a full-sized image into your post. Now, you may be wondering how one might get this online link, and how it can turn into a full-sized image. For the purposes of this demonstration, I will be using a website called Imgur. This site allows you to upload images, and copy a URL from that. Let's go ahead and go through the process of using Imgur. First thing, you'll want to sign up. It's completely free, and only requires you to create a username, give an email, and make up a password. Now, after having set up an account, you should be viewing the Imgur home page. Ignore the pictures there, and move your mouse up to the top right-hand corner. There should be a drop-down menu like this: You want to click on images. That'll bring you to an empty page where you can add images to your account via a green button that says 'Add Images'. This will prompt you to either drag an image to the screen, or browse your computer to find your image. Click on the spoiler below to learn what to do with those images, once they've been added to your account. Videos To place a video into a post requires only two distinct steps. First, you need a video from a website like Youtube. Like with the images, the URL is required to place the videos into your post. So, say I want to share with everyone the wonders of classical music. I'll look up an appropriate video on Youtube, and copy the URL of said video from the web address bar. The video I wish to share has an URL at Like with the images, I need to go up into the icon menu above the post being edited, and click the icon that has the Youtube logo in it. Yes, this one. Good job past River, for highlighting that. I knew it would come in handy sooner or later. Clicking that icon will bring up a window to place the URL in. Again, fantastic highlight job. Just place the URL in the blatantly obvious URL section, and you'll be ready to post the video. You can also mess around with the Start at option to begin the video at a specific point, by following the notation. It's as easy as that. I hope you've found this guide to be the least bit helpful. Please, if you see someone struggling with their images, direct them here so that they can learn how to do it.
  19. This weeks edition of World of Warships (for plebs) features the Yamato! (and no spinning this time!) And a short guide/suggestions on how to actually use the ship unlike last week's montage. All feedback is more than appreciated!
  20. A How-to on Custom Camouflages and Ship Textures I thought I'd make this guide for anyone interested in creating their own skins or camouflages for ships but had trouble doing so or thought the process was too complicated. The process isn't very difficult at all, though it is a bit time consuming. The first half of this guide will talk solely on ship textures and the second half will focus on ship camouflages. This guide will not be featuring how-to's on photo editing; only topics relating to the camo or texture files. If you have any questions, feedback, or comments about the guide, please post them here. Thank you . Requirements The first program you will need is the World of Warships Unpacker Tool which is used to obtain the textures (thank you MajorRenegade for re-uploading this). All of the texture and camouflage files are in .dds format. To open and edit these files, I recommend either Photoshop or, though some versions of Photoshop seem to not be able to open .dds files. In that case, you will have to convert the files to .bmp format using a program like ReaConverter. If you chose to convert the files, keep in mind that you will have to convert the .bmp back to .dds format before you can install it into your res_mods folder. For Camouflages, you're going to need Notepad++ to be able to edit camouflages.xml. Unpacking the Files Once you downloaded and installed the unpacker tool, open Wow_Unpacker_Gui.exe. On the upper left hand side, select your res_packages directory. It should look something like this: Next, click "Load Contents" at the bottom left and wait for the files to load. Once they do, you should be able to navigate through the directory and find the files you need. For this guide, I will be using Bogue as a demonstration. Bogue's ship textures can be found by navigating to res\content\gameplay\usa\ship\aircarrier\textures. Some ships like Bogue have two texture files: hull and deckhouse (Usually for the superstructure of the ship), while others only have hull textures. All other nations have their texture locations organized identically so finding them should be easy once you know how to do it the first time. The two files that we will need are the ones that end in "a": and (The same rule applies for all ships and weapon textures. Look for the files that end in "a", not "ao", just "a". For ships that have multiple hulls in game with different texture files for each, the later hulls will almost always have a later year on them then the original hull. In Bogue's case, we don't have to worry about this.) Select the two files and click the small ">>" button at the bottom. This will move the two files to the right side of the program. On the upper right hand side is another directory selection; this is where your files will be exported to. Once you have all the files you need, click "Unpack". Finding Weapon Textures Weapon textures can be found much the same way as ship textures. Using the in game details about your ship on the right side, you can find the names of the weapons your ship has. Using the unpacker tool, navigate to the weapon texture location (It's the same as finding the ship textures but instead of going to "ship" go to "gun", example: res\content\gameplay\japan\gun). To find the main armament of this ship, go into "main" folder in the "gun" folder. From there, go into the textures folder and search for a file that matches the gun described above: 356mm/45 41st Year Type. Once you find the files with this name, again select only the one that ends with "a". Finding secondaries and torpedoes works the exact same way, simply go into their respective folders within the gun folder instead of the main battery folder. (Note: some guns like the 120mm guns on Mutsuki's final hull may be listed under secondaries due to the fact that they are used as secondaries on other ships.) Editing the Textures I'm not going to show the full process on editing textures for a ship but I'm going to show a useful trick that makes editing them much easier. First, find the two files you just unpacked. (They will be exported to a file called "content" because the unpacker tool includes the file directory that the two files were originally in) Place the content folder these two files came in into your res_mods folder. The textures should be located here once you do so: Once you have located the textures, start up your game but leave the file browser open. You can edit the texture files with the game open, allowing for a much easier editing process.. Just make the edits you want, save the file, then go back to your game and select a ship other than Bogue, let it load fully then return to Bogue. You will have to do this selection of another ship in game every time you make a new edit and save the texture so that the ship textures can update. When you first open the .dds file you'll see textures for every part of the ship located all around the file. Most of the objects on the file are easy to identify on the ship, but some may take a bit of work to find. The aforementioned editing while in game trick helps with this. I have pointed out the location of some of the parts of the Bogue texture below as an example. The port side of the hulls on ships will always be mirrored. This shouldn't be a problem if you plan on just editing colours but if you plan on writing text or placing an image, you will have to reverse the text or image. Once you've made all the edits to the file, save and you're done! The process is the same with all textures of ships, weapons,etc. Just be sure to put everything in the right folders. Camouflages Editing camouflages is a little different and arguably more difficult than editing ship textures. The first thing you're going to need to do is unpack the camouflages.xml file and the camouflage from the ship of your choice using the same unpacker tool. I will be using Atago for this example. Camouflages.xml should be located in res folder in the unpacker tool's left window so you won't have to dig for this one. Atago's camouflage will be located in res\content\gameplay\common\camouflage\textures and is called The first thing you will notice about Atago's and every other ships' camouflage file is that they are all black, red, green, and blue. These colours are obviously not the ones shown on the Atago in game, instead if we want to find the actual colours, we need to open camouflages.xml with notepad++. Once you do so, press ctrl and f to bring up the search menu and search for "Atago". Keep hitting "Find Next" until you locate this specific set of code: This section is for Atago's permanent camouflage. It tells us the file location of each part of her camouflage and the colours assigned to the four we saw earlier on Atago's camouflage file. The four numbers after "<color0>" are organized in RGBA format and tell us what the colour is and its opacity. The first three values refer to the colour's red, blue, and green values respectively and the last value is the colour's opacity. For example, <Color0> has a red value of 26.3%, a blue value of 27.5%, a green value of 13.3%, and an opacity value of 78.4%. <Color0> itself refers to the black seen on the actual camo file. <Color1> is to red, <Color2> is blue, and <Color3> is green. This rule applies to every single camouflage file, 0 will always be the black on the file and so on and so forth. Recolouring and Editting the Camouflage File Recolouring the camouflage on a ship is quite easy. Using a website like this one you can find the RGB value of any colour you like but before you can add it to the .xml, you have to convert it to a percentage value. If you wanted a colour with a red value of 200, you would divide that value by 255 and put that value in the proper location in the .xml file. As for editing the camouflage file itself, it can be done using the same programs used for editing ship textures. The only difference here would be that you are working with 4 predetermined colours rather than any colour of your choice. Editing the camouflage file itself can also be done while in game. Just be sure to place the file in res_mods\content\gameplay\common\camouflage\textures. However, editing the camouflage.xml file requires a restart of the game (Be sure to put camouflage.xml in Games\WorldofWarships\res_mods) Removing Camouflage from a Ship Removing the permanent camouflage from a premium ship or ship that has "permaflage" is very simple: However, removing temporary camouflages is different because the same camouflage file is applied to multiple ships. Deleting the temporary camouflage's code in the .xml will remove it from every ship it applies to. And that's pretty much all I have for this. The rest relies on your ability to use Photoshop/ etc. and edit the textures. Sorry about the wall of text and sorry if it gets a little hard to follow in some areas. Feel free to leave any questions/comments here .
  21. I've moved this thread to a more appropriate place. Access it here
  22. The Admiral Graf Spee is one quirky heavy cruiser. Many people find the ship unsettling due to its slower speed, gun characteristics, and sub optimal match making bracket. The Graf Spee in reality is a miniature Scharnhorst equipped with Hydro-acoustic Search that can spot enemy ships under 5.28 km and torpedoes to a maximum range (with Vigilance) of 4.57 km. Guns are 11 inches and in a 3 x 2 configuration. A single salvo from an individual turret has the damage potential to instantly killing a cruiser of the same tier. The excellent ship handling, though slow in acceleration, allows the Graf Spee to evade torpedoes with ease. Combining the long range Hydro, powerful armament, as well as powerful secondaries. The Graf Spee can clear a smoked area infested with DDs and British cruisers with impunity. The thick 100 mm belt armor can bounce battleship shells if angled property, and the 19 mm bow armor cannot be overmatched by any cruisers except another Graf Spee. High survivability together with powerful torpedoes allow the Graf Spee to play aggressively, closing the distance with an enemy ship and engage the target with point blank torpedo salvos while peppering it with 11 inch AP shells. The small cross section of the ship also helps the ship survive through concentrated enemy shelling. The Graf Spee is, as historically designed, a Cruiser killer. In order to maximize the fire power of the Graf Spee, a captain must have excellent gunnery skills. One of the disadvantages of the Spee is its limited turrets as well as long reload. Each missed salvo per turret reduces the Graf Spee's damage output immediately by 50%. But if aimed properly, no cruisers of the same match making tier can survive an encounter with the Spee. The gun range for the ship is 16 km and a fairly flat trajectory can be achieved under 14 km - making citadelling enemy cruisers much easier. At the start of any match, the Spee should immediately pick a flank, steam towards it at full speed. When arriving at the destination, the Spee should either steal smokes from friendlies or more likely, find an area that is close to cover. If time permits, turn the ship towards the direction of escape before engaging. Priority targets are enemy's forward DDs and cruisers. The 11 inches AP shells can do great damage to enemy DDs, potentially can cut their HP by 2/3 if all 6 shells land. A clean over pen, however, will only do 840 damage per shell, so aim slightly lower. The dispersion of the shells are 170 m, maximum, meaning if aimed property majority of the shells would land even on a small DD. Switching to HE is not necessary, because there's a good chance an enemy cruisers would be in range showing its broadside. Due to the long reload of the guns, switching ammunition types is disadvantageous. After destroying all enemy DDs and cruisers in the Spee's flank, the Spee can choose to close in with remaining enemy BBs head on and do torpedo runs. If that is not possible, then simply move with the friendlies while offering supporting fire. Each salvo of 11 inch AP shells, if not bounced or over penetrated, can easily do more than 10k in damage (but on average 3 - 5k are expected). Though the Spee's top speed is not as fast as other cruisers, at 28.5 knots, it can still relocate to a position that can help the other flank without trouble. Make sure always attack towards the objectives and never chase other ships, all but the slowest of the BBs can outrun the Spee. The high survivability of the Graf Spee allows the ship to be more daring mid game. Finding battleships without escorts for close quarter combat with torpedoes. A daring Graf Spee can turn the tide of a match. Priority Target is a great skill to allow the Graf Spee to maximize damage output. The Graf Spee can be matched with tier 8 ships. In such unfavorable match ups, engaging cruisers is still the top priority, but take extra caution due to the dangers of higher tier battleships. Any shells from BBs will over match the Graf Spee's bow armor, so angling towards BBs can only reduce the numbers of shells hit, but when the shells do hit they will do tremendous amount of damage. It's best, when against tier 8 ships, stay with the team and play as a support around 13 - 15 km range. Keeping an eye on Priority Target warning at all times. Stay with the friendly offering them hydro support as well as extra spotting from on board float plane. To squeeze extra torpedo spotting out of both hydro and spotter plane, try rotating between them. Spotter plane is also useful in spotting ships (especially ships with long range AA capacity) on the other side of obstacles. Combining with RDF, popping spotter plane to spot cruisers some distance beyond an obstacle and beyond hydro range is possible and allows the Spee to be ready to engage the cruiser immediately upon clearing the obstacle. Be aware, cruisers, even with 5 inch guns, can penetrate a broadsiding Spee when they are firing at a flat trajectory. So angle the ship against cruisers firing AP at all time if engaging them close up. Due to the Spee having high HP pool and repairs consumables, it fears no fires, don't be discouraged by HE spams. Captain skill recommendations as follows: The build is revolving around Adrenaline Rush. Taking skills that allows the Spee to survive longer so the ship can stay at low HP more safely to maximize the damage boost from Adrenaline Rush. The build is for a play style that is balanced on a knife's edge. Knowing when to retreat and when to use the ship's great HP pool as well as the repair capacity as buffers to take risks and reap the rewards. Radio Location is chosen because it works in conjunction with Hydroacoustics (Vigilance also extends hydro's torpedo spotting range), allows the Spee to charge smokes and preemptively launching torpedoes as well as orient the ship to minimize torpedo damage. It also helps the Spee to re orientate its guns before going around obstacles. The ship most likely will never fire HE shells, so picking skills that boost HE capacity is a waste. The ship's natural camo rating is enough and need not be boosted, the Graf Spee's guns can comfortably engage enemies beyond 13 km range with high accuracy. It is highly recommended to equip the India Delta (Dreadnought) Battleship captains love this set. It gives you a 20% bonus to HP recovered when using the "Repair Party" consumable. so to maximize repair consumable. Worry not, if played correctly, the Spee will earn the player many Dreadnought achievements. With the above captain's build, and with India Yankee (Fireproof) Losing your ship to untamed fire says a lot about how unprepared your crew is. "India Yankee" decreases the time of fire extinguishing by 20%. Repair consumable can easily counter damages even from two consecutive fires. Saving Damage Control for more pressing matters. Recommended Upgrades: Slot 1 Slot 2 Slot 4 Slot 5 Replay of a Favorable and Typical Graf Spee Game. All points of this write up can be seen in this replay. Video of the match, for those who do not want to watch it in replay form (when the music lines up with game play just right, later third of the match). (For players that is having difficulty with the ship, skip through the 4 hour footage to get a general idea of the ship's handling.) Aggressively Clearing Smoke video. Due to the deadly cruiser killing ability of the ship, match outcome can easily influenced and good results can easily be achieved. PS: special thanks for WG, unlocked a supercontainer for 500k Credit at the end of 100 games in Graf Spee. Also special thanks for Notser for some inspirations in play style.
  23. Do not's: A) Do not fire torpedoes immediately after spawning. B) Do not fire torpedoes when the enemy is more than 5km away from you, they only have a 5km range. 3) Do not fire torpedoes immediately after spawning while the entire friendly team is between you and the enemy. D) Do not fire torpedoes if there is any chance at all that a friendly could possibly get between the torpedo and the enemy. E) Do not fire torpedoes immediately after spawning. 6) Do not Do's: A) Do fire torpedoes when enemy is less than 5km from you. If you have cojones, wait until you're 1km from the enemy. B) Do fire torpedoes after zooming out with RMB and seeing if a friendly might get hit. Just had a guy bring in a new player (platooned) who did this, then proceeded to defend him in comments after he sunk a friendly in spawn. If you platoon with someone new, don't defend them when they make mistakes or else they'll never improve. Take them aside after the game and explain that while it may be fun to do it, that fun comes at the expense of friendly team members who get sunk and can't play. This is really bad multiplayer etiquette.
  24. Introduction: Kagero is a strong destroyer stuck in an unfortunate match making bracket. The ship's main strength is the combination of its top of the line camouflage and situational but exceptional torpedoes. The author wishes this article to be of help for other players that are having difficulties with this particular destroyer. The article will explore the reasons behind the drastic below average performance of the ship on average and offer some of the author's personal experience to tackle the problems. Ship Characteristics Key Notes: Please visit Wargaming's wiki site for more details, this section covers some ship characteristics that are not listed in the wiki. Camo - 5.4 km with Concealment Expert (CE) and Concealment System Modification 1. Torpedoes - Both stock and upgraded torpedoes have a maximum range of 10 km, the upgraded torpedoes have a velocity of 67 knots while the stock is 62. The configuration of the torpedoes are mid ship and thus the firing angle is severely limited. Reload speed is almost two minutes together with only 8 torpedoes per salvo is very punishing if Kagero misses a torpedo salvo. With the captain's skill Torpedo Acceleration, the top configuration Kagero can have "the poor man's F3", 72 knots torpedoes at 8 km range. The limitation of the firing angle means that engaging enemy ships with torpedoes requires the DD to turn almost full broadside. It is recommended to pre empt turning the ship in order to orient it for a full torpedo salvo. The limited firing angle also means that at close range (sub 3.5 km), engaging fast enemy ships is difficult if not impossible due to inadequate lead on the firing solution. The 2 x 4 configuration of the tubes, when firing with tight spread, it is easy to land all torpedoes against a single enemy ship - enough damage to sink a Großer Kurfürst in a single salvo. The tube's configuration also allows a over lapping double spread from both tubes to tightly cover an area, virtually living no room for an enemy destroyer hiding in smoke to dodge the salvo. Guns - Great shell velocity but limited damage output due to reload time. Extremely limited range as well as battleship like turret traverse. Two out of three turrets are in the aft of the ship and due to the configuration firing angle to use all three turrets are limited. Limits to fire all turrets fore. Limits to fire all turrets aft. As the pictures above demonstrated keeping all three guns firing requires the Kagero to turn perpendicular to the target. The slow traverse speed also means engaging fast enemy ships with all three turrets close range is difficult. Sub 3 km range, a fast moving enemy target can out run turret's turning speed even if Kagero attempts to turn the entire ship to compensate. This together with the limited torpedo firing angles means in theory a fast moving destroyer can fire on the Kagero at extreme close range without suffering any retaliation. Ship Size - though the ship is narrow but the length of the ship is very long. This together with the turret firing angle limitations make the Kagero vulnerable to torpedoes firing into her smoke cloud. Highly recommend Kagero to orientate such that limited area of the ship are facing potential torpedo attacks. Handling - Rudder shift is exceptional, the ship can easily using the turn rate to dodge a torpedo traveling at 60 knots at max detection range. Quick turns also makes it very likely to dodge CV cross drops as well as dense torpedo soups, if Kagero's original orientation is favorable. The ship bleeds speed quickly when turning, a U - turn can reduce the ship's speed to 25 knots. The ship can go reverse to a max of 12.5 knots. Kagero's acceleration from standing is poor together with bleeding speed while turning makes the ship vulnerable when sitting in smoke or poking corners. Overall handling also makes dodging successive dive bomber squads difficult. The ship's top speed is low compare to other DDs in the match making bracket. It is recommended to use engine boost as a way to escape enemy DDs that are nearing your camo value's limits. Engine boost together or without Propulsion Modification 2 can also greatly help Kagero's corner poking abilities. Captain Skill Recommendations: Kagero is a torpedo boat, gun characteristics are too horrible to shoe horning it into a gunboat. Recommended Captain Skills: Preventive Maintenance 1 Point Reduces the risk of ship modules becoming incapacitated -30% to the risk of incapacitation of modules Torpedo Acceleration 2 Points Increase the speed of torpedoes launched from both ships and aircraft by reducing torpedo range +5 knots to torpedo speed -20% to torpedo range Last Stand 2 Points When the engine or steering gears are incapacitated, they continue to operate but with a penalty Torpedo Armament Expertise 3 Points Reduces reload time of torpedo tubes and servicing time of torpedo bombers -10% to reload time of torpedo tubes -20% to reload time of torpedo bombers Superintendent 3 Points Increases capacity of consumables +1 additional charge to all consumables mounted on a ship Radio Location 4 Points Shows the direction to the nearest enemy ship. The enemy player will be alerted that a bearing was taken on their ship. This skill will not work if a player is playing with an aircraft carrier. Concealment Expert 4 Points Reduces ship detectabilty range -10% to detectability of destroyers -12% to detectability of cruisers -14% to detectability of battleships -16% to detectability of aircraft carriers Radio Location is used to dodge enemy DDs, due to the camo value at the high match making bracket, even though Kagero may spot an enemy DDs first it may not have enough time to turn away from it (low speed, bleeds speed when turning, also fast enemy DDs). So it is important to pre orientate or slow down the ship to anticipate a potential encounter with enemy DD. The skill also allows the Kagero to charge smoke and lay down a salvo to kill an invisible enemy DD hiding in the smoke. Superintendent is questionable. The skill can be substitute with Vigilance due to the current meta of DDs liking to spread their torps into smokes. Survivability Expert is also a good alternative due to Kagero's comparatively low HP, only 15600. Play Style: Mentality - Be patient. Exceptional camo value might lure the player to be overly aggressive thus exposing the ship to dangers that are preventable. Be aggressive, patience does not mean cowardice. Combining a good map sense, the Kagero can be an exceptional scout for the team and can easily employed in Smoke + Spot combos. Execution - As all main line IJN destroyers, the Kagero is a torpedo boat with self defense canons. Other DDs (except IJN DDs) in the same match making tier will have at least 25% more damage per minute output than the Kagero. Kagero's rate of fire of 8.5 rounds per min in 2 x 3 configuration also means missing even a single shot can be very punishing. Together with almost none existent turret turning speed means a gun duel with enemy DDs is highly not recommended. Guns should be used in situations where the Kagero is in a situation that cannot be spotted (in a smoke or behind cover) or to finish off enemy DDs (when they can be killed in 2 or 3 salvos). DO NOT hope the enemy DD's some how incompetent and tries to "out shoot" it. At this match making tier, even an enemy may not have overall good game sense, by sheer numbers of games played they will not miss their shots. Practice to use her greatest strength, 5.4 km camo and 73 knots torpedoes in tight spreads. Highly recommend to enlarge the minimap and install mods that allows the display of ship names on the minimap. Keep track of every ship on the enemy team, if some enemy DDs have not been spotted be extra careful and together with RDF try to judge if the unspotted enemy DD may cross path with you during a torpedo attack run. Try to find holes in the enemy battle line and approach as close as possible without being detected and unleash a full salvo to your intended target. The goal is to kill a ship outright, not to main it but to sink it in one salvo. This is not difficult considering your torpedoes will be traveling at 73 knots in a very tight spread. In order for a successful torpedo attack to occur, the Kagero captain should keep track of the following factors: 1. Enemy DD location - any DD other than another Kagero will destroy you. Kagero cannot out run any other DD due to her 35 knots top speed. During a torpedo run the Kagero also has to turn almost full broadside thus drastically bleeds speed and making her a huge target. Also keep in mind Kagero cannot out gun any other DDs in the same match making bracket either. Thus, if spotted by an enemy DD in sub 7 km range, Kagero's pretty much doomed or at best escape severely crippled. 2. Knows which ships have Radar (list below). Due to the match making bracket, encountering radar is virtually guaranteed. If the enemy turns on their radar during your torpedo run, Kagero will be destroyed. Knowing which ships have radar is not enough. Kagero has to keep track of the cool downs as well. One way to trick the enemy to waste their radar is to skirt the edge of the radar limits and pop smoke, but don't stay in the smoke. Once detected by radar icon appears, run out of radar range, count the activation time, then go for a torpedo attack when radar's off. ALL radars have at least 120 seconds cool down. If an enemy cohesively pushes a point or flank with radar capable ships, just get out that entire area. It's impossible for Kagero to do anything against rotating radar activation and a giant ball of angry cruisers. Keep that list open while playing for quick reference. 3. Air planes, including float planes. Be extra vigilant when enemy has CVs. A competent CV player can make Kagero useless. Not only a high tier CV's dive bombers can kill the Kagero in a single sortie. A hovering squad of planes will also perma spot Kagero. Kagero's AA capacity is virtually zero against high tier CVs, just keep the AA off at all time. A tier 9 - 10's torpedo squadron (singular) is enough to kill the Kagero outright due to the tight spread and the damage. Highly recommend, when a game with CV present, not to even go near the objectives or key choke areas until enemy CV's planes have been spotted. Float planes are another bane in Kagero's existence. Due to the sheer area float plane covers and their persistence after launch ship's death. A single float plane can deny an entire area for Kagero to set up any attacks. Zombie float planes - the ones persistent after launching ship's sunk - are the most annoying. If a cruiser launches their floats near an objective before death, just leave the area the plane will be in the air for several minutes. Be aware, Kagero may not spot planes if it is hugging obstacles. But planes can still spot the Kagero even behind a mountain. To minimize dive bomber damage, turn your camera looking at the dive bomber squad approaching, before the bombs are release the squad (around 1.5 km out) will do a shuffle in the air, turn the ship immediate at the first hint of the shuffle. CV player would not be able to change orders pass that point and bombs will be released and hopefully missing the Kagero. To dodge torpedo squads... just don't go near them at all. 4. Sonars. Sonars cannot be checked like radars because due to the range when Kagero knows sonar's on it's already too late. Just don't let sonar capable ship get close. List of sonar capable ships below: Keep the list open for reference when playing. In top tier MM, there will often be charges led by Grosser Kurfurst. When that happens, sling torpes into the midst of enemy push ball and just run the other direction. Being a ninja is difficult, the list of things that directly counters the Kagero is long. But with some patience and daring, Kagero can and will find holes in the enemy defenses with its 5.4 km camo and do great damages. Keep in mind, general DD ambushing tactics as well as general torpedo firing guidelines apply. Torpedo firing guide lines such as a) fire a salvo perpendicular to the target and b) do not make your torpedoes chase a target is particularly important. Not only Kagero's torp reload is long and torp numbers limited, the limited range of the torps also makes chasing a target futile. Additional Thoughts: Kagero with its exceptional camo is a great addition to any three men tier 8 division. Kagero can be the spotter and disruptor while the other two in the division deal damage behind smoke or cover. Kagero's vulnerabilities against DD hunters/gunboats can also be supplemented by division together with its own DD gunboats. It is also possible to replace Smoke Generator with Torpedo Reload Booster. A skilled player can potentially stay outside detection in perpetuity and would have no need of hiding in smoke but uses the extra salvoes of torpedoes to deal decisive damage. Due to the extremely low win rate and average damage done. Kagero is a great WTR rating farmer. A masochistic player may want to play the ship to only maximizing damage done to farm unicum level ratings. The author performed (solo)... adequately in the ship - the rating would put the performing in the top 10 NA. But the author is often too aggressive as well as easily enraged, many games were lost due to unable to view the situation calmly. Let that be a caveat to other Kagero captains. Best case scenario for Kagero replay (170651 damage, Kraken, etc.) Hopefully, your experience in the Kagero is not chasing the mirage of victories but be the mirage that punishes the enemy with unseen and undodgeable torpedo salvos. ps: Yugumo, not looking forward to it at all. Just too many things that limits torpedo boats. Planes perma spot torps, radars, much faster enemy DDs............................................
  25. Hello everyone, after a long time, I decided to get back into Warships. And with coming back to the game also comes the videos and live streams. Youtube - Whenever I have new footage Twitch - Monday - Friday 8 PM CET Twitter - Facebook - Reddit - Latest video before updates is Now I'm curious about whether people would like me to get back into the history/how to or just continue by making random gameplay videos. Latest video's online are hope you enjoy this and I'll keep them coming