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Found 24 results

  1. Pretty straight forward: Had to yank my NC Captain to move to USN CL line. I don't drive NC enough to want to grind another Captain for her. I have 19 point DM and Monty Captains ready, which T8 USN premium BB should I get to replace NC? What sucks is that NC is the better ship, right?
  2. Does anybody know what I should do to play this thing right? It is super promising, as is the rest of France’s BB tree, but I can’t seem to get my head around it. Thanks in advance!
  3. I picked up the Alsace a week or so and I'm sincerely asking for help. 27 battles with it so far and I cannot get any spark going. Every fight feels like an ordeal. Does that ever happen to you guys with new ships? I'm not the best player. nor the most experienced (this is my first IX), but I'm not totally inept. I bought Alsace the moment I hung up 201k with the Richelieu, and have been 100% confounded, humbled and frustrated by it ever since. I rush in... I get torched. I hang back... I can't hit a goddamned thing. I try to be strategic, and eat 20k salvo after salvo. I've got the B hull, the longer range arty, and have tried two different setups for my 18-pt captain (survival, then secondary build). I know they recently nerfed the Alsace, but I had such an amazing time with the rest of the French BB line that I couldn't resist... 23 million credits later and I'm cursing myself. Alsace, so far, is my lowest K/D out of 15 battleships I've tried. It's abysmal. It's even worse than the Tier IIIs that I first fumbled around with: Any pointers? What am I missing? Am I washed up? I would greatly appreciate any advice, tactics, recommendations, etc. that you have. -Jake
  4. Every now and again, I line up a broadside shot.....nothing in the way, open sea. Pull the trigger and it is like only one turret fired....and the other two didn't because I only see three shells going down range and it shows all three turrets reloading. Anyone else have that happen to them...
  5. As a someone who primarily plays BBs, I've always kept an eye on the development and eventual introduction of new BB lines to the game. As of right now, off the top of my head, there seem to be actual ships available to fill several yet to be introduced lines, including: a British 2nd BB or battlecruiser line, a German battlecruiser line that might have no actual ships to fill in at above tier 8, a Japanese 2nd BB line featuring ships cancelled by the treaties and/or those that couldn't be built (like the replacement for the Kongos), an Italian BB line, and maybe just maybe a Russian/Soviet BB line. Out of all of those lines, I find the Russian/Soviet line to be the most elusive and potentially tricky to implement obviously due to historical facts and circumstances. But considering WG's background, I doubt a Russian/Soviet BB line is something they would be willing to give up on easily. (Unless they wanna go down the free xp or pay to win route ) As player, I think having such tech tree line might add good and welcomed content to the game, as BBs are relatively rare in comparison to smaller ships in history. It seems that some of the previous discussions on the forums and online on this topic point to a tree that roughly works out like this: Tier 3 - some variant of a prototype dreadnought or semi-dreadnought (as the Nikolai and ships similar to it might be too strong for tier 3, while Andrei Pervozvanny class pre-dreadnoughts might be too weak?) Tier 4 & 5 - variants or versions of the Gangut and/or Imperatritsa Mariya classes of dreadnoughts in different stages of modernization both historical or speculative Tier 6 - Borodino class battlecruisers: 4x3 356mm main battery and capable of 26.5 knots before modernization Tier 7 - Kronshtadt class battlecruiser, or a version of it: a configuration of the ship that uses 3x2 380mm German guns was mentioned? (it kind of becomes a Russian Gneisenau in game?) Tier 8 - Stalingrad class battlecruiser, or a version of it: it seems that the plan is to make them stand out as fast and having higher DPM than typical BBs in exchange for their marginal armor and smaller gun caliber? Tier 9 - Sovetsky Soyuz class battleship: it'll be the highest HP (60K ston displacement) and tankiest BB at tier 9, although probably also the slowest (28 knots) and a big target for HE spam? Tier 10 - Project 24 battleship (super Sovetsky Soyuz): this could get tricky in regards to the game's meta depending on how the ship's implemented. I've read that the ship is to be the tier 9 ship upgunned with 9x457mm guns, others mention 430mm guns, while others spoke of a design influenced by the Italians? As far as premium ships are concerned: The Novorossiysk (ex Italian battleship Giulio Cesare rearmed with Soviet 305mm guns and AA guns) should be a suitable tier 5 and fairly similar to Italian version of it (maybe with less gun alpha but higher dpm and better aa?) Meanwhile the Arkhangelsk (ex HMS Royal Sovereign) could make a decent tier 6 premium BB as a slower but better armored QE class BB? At tier 8, the Italian (Ansaldo) designed U.P. 41 battleship could also make a decent premium ship. It should be a Littorio class style BB uparmed with 3x3 406mm guns and an inferior torpedo defense system? To me, this rough idea on the line seem to work and I would love to eventually grind this line should it ever become available. But then as you all know, recently the Kronshtadt and Stalingrad have both been introduced into the game as high tier cruisers with some BB traits. That fact alone might signal the scuttling of a full tech tree BB line for the Soviets/Russians in the future. So how do you feel about this? What you think should be WG's proper plan moving forward regarding this? Can a proper Russian/Soviet BB line still work without the Kronshtadt and the Stalingrad? What have you heard about this recently? I'd love to hear from you all but would regret to miss out on this line in game...
  6. Hey Captains! I have a Discord Server dedicated to gaming. Our main game is World Of Warships, but we do play multiple other games, along with trying new games. We are looking for others to join our Discord, and if there is enough interest, we will be creating a clan. Our main goal is to enjoy the game, and not take life too seriously. We are a very small group of gamers who enjoy playing together. I will provide a link to the Discord server. ( https://discord.gg/GseFfQ You may also contact me through the Discord, or reply this thread with any questions. Thank you all!
  7. Hello everyone! ADOPT hosted a Battleship training stream recently. I wanted to share it with everyone on the forums. This stream includes Gruzky, MSQUAR3D, Klainn, and LobsterCan from ADOPT, and we are joined by experienced battleship players WilliamTheDank from 07, and StatikTheWarmonger from ZR. A special thank you to these two for providing their expertise. Topics for the stream. Positioning - Start of video Overmatch - 22 Minutes Holding shots vs firing when reloaded - 33 minutes Captain Builds - 34 minutes Tanking - 1 hour 4 minutes and 30 seconds Secondary spec - 1 hour 8 minutes and 40 seconds Competitive play - 1 hour 20 minutes and 10 seconds Join the ADOPT Discord for future streams and to ask questions! https://discord.gg/JFfx8j6 YouTube playlist for our other streams!
  8. This was a refreshing change. Tough battle, a pleasure to be in.
  9. Today's Replay Breakdown is brought to you by the letter "C", for the huge Carry you are about to watch. Enjoy!
  10. I'm working my way up the French BB line and am in the stretch of 3 ships with the 340mm guns. They have been infuriating. When I use AP against BB's half my hits will over-penetrate and the other half will either not penetrate or ricochet. This doesn't make any sense to me. These things are both extreme's of the possible outcomes. How can all my rounds be too strong, or not strong enough. When I shoot CA's with AP they seem to do fine. You think if they don't overpen a CA then they should definitely not overpen a BB. The idea of an over-penetration against a BB seems kind of ridiculous to me, actually an over-penetration pretty ridiculous on any ship. If the round goes right through the ship without hitting anything critical it will put holes through it. Holes are not a good thing to have in a ship. Holes below the water line should cause flooding, and holes in bulkheads should cause flooding to spread from one compartment to the next. Especially 340mm holes. I understand the need to balance gameplay, but it's pretty frustrating when you are in a BB shooting at another BB, using HE has very little penetration, and AP does either not enough or too much at the same time result being very little damage. Anyone else notice this? I haven't noticed the problem with any other BB gun.
  11. Other ships dodge your salvos easily and continue pelting you with HE while you spend time reloading. When you do hit, you get a bunch of crap excuses on why you did no damage. Overpen, nopen, pen but no citadel, etc. I literally hit just above the waterline on a cruiser my tier and I don't get citadels? I remember back in the day if you actually hit a good salvo you could easily get devastating strike and wipe out a cruiser. Now, I never see BBs get it, only DDs with torpedoes. Secondary guns are a JOKE too and you get demolished by torps if you get that close to anything. They should have up to ~12km base range with reduced accuracy depending on caliber, not 5 km for all guns. Either that or let us manually shoot secondaries at normal cruiser range the same way cruisers/DDs can switch to torpedoes. So basically: 1. Never get cidatel hits anymore. (exaggeration, but I hit a full salvo where the citadel is and only SOMETIMES I get a citadel, and mostly its crapdamage when I should be getting 2-3 citadels with those hits) 2. Secondaries useless. If you don't want primary guns doing a lot of damage at least give us secondaries. Right now BBs are damage sponges. This isn't an RPG where you have tanks, dps, and support. BBs are meant to be powerful but slow and are meant to be super strong versus cruisers but weak versus dds or extremely weak vs carries depending on secondaries/AA. Now with the CV rework, I heard you guys saying you don't like when players have high impact. wth? You should want EVERYONE to have more impact on the game, not nerf the only class that has the correct level of impact! I know a lot of people are going to instantly defend WG and tell me how great BBs can be in the right hands. Yes, I get it I'm sure it's not as bad as I made it out to be here, but the power fantasy is gone and thus the game isn't worth playing for me. Anyways, you're all mostly replying how I expected. Valid points, but like I said, I am complaining about HITTING cruisers my tier WHERE THE CITADEL is and not scoring citadels for no legitimate reason. I had a game recently with a cruiser at half hp around 5 km away showing his broadside. I thought "this guy is toast", I shoot a full salvo aimed at his citadel and visibly hit the ship correctly, but zero citadels and he keeps pelting the HE and starting fires. Back in 2012 he would have been destroyed right there. Too much RNG against citadels now.
  12. I knew I shouldn't have...but, I glanced at my stats. Generally, I've been absolutely crapthe last few weeks...largely because I've been playing battleships. Simply put, I don't "get it." If I ever did, I've lost it. I'm passably not horrible in North Carolina...everything else at Tier 8 or higher is a horror show. My self assessment is as follows: 1. I have NO idea where my initial position should be on a lot of maps. I miss out on dealing damage by taking too much early game and either a.) sinking or b.) spending critical moments out of the fight 2. I don't read the flow of the game correctly and don't push at the right times - that loops me back into problem #1. Generally, my accuracy is OK...but, I'm not happy with target selection or impact, either. Anyhow, are there any mindset/philosophical type things I can focus on? Just going out there and sucking won't make me stop sucking, I figure this esteemed group probably has two or three things I can focus in on or cue to that might help.
  13. Redletter

    First game in the Mass.

    First game in the Massachusetts. I did my home state proud. Riiiiiiip.
  14. Last night, breaking the 50% win rate in the Misery. Up from 30%. Key lesson is patience, with 30 sec between reloads and engine acceleration of glaciers BBs really need to be in the hands of the zen masters.
  15. With the prevalence of cruisers, fires and radars follow. Fire at its current state is very much uninteractive and has little value outside annoying the hell out of the target and pads damage for the shooter. To increase fire's interactive value and make the mechanic more friendly towards "team work". Fire should apply certain debuffs to different types of ships. 1. Ongoing fire should interfere with aiming accuracy on cruisers: While fire is burning on a cruiser, cruiser's main battery and AA efficiency should decrease. Main battery should suffer +% to dispersion, while AA should have a reduction on dps. The increase in dispersion will strongly encourage burning cruisers to fire on easier targets, such as a BB or a stationary ship. This change will allow ships even in the back line to have a way of helping forward DDs, by setting spotted cruisers on fire. With the prevalence of radar and more and more cruisers in MM, the debuff will increase DD's survivability as well as encourage a more aggressive meta. Decreasing AA damage output by ongoing fire also makes CV's lives easier in higher tier, and judging by the direct WG's taking CV remake this change is probably required. Any ship can set other ships on fire, so even a small DD can help CVs by shooting at an AA cruiser. 2. Radar should be a hittable module Radar needs a counter, there's no better counter than making the radar dish hittable thus allowing skilled players to counter radar users with good shot placements. Radar should never be completely destroyed, rather with enough damage hitting the module radar should cease function till repair is conducted. Radar may be damaged to a state to reduce its functional range permanently in that match. This change will raise the skill ceiling of pretty much all ships. A DD that's aggressive can, with great skill, target the specific module (just like how DDs and cruisers can choose to target torpedo tubes on their target in close quarter fighting). Team mates can also help their radared ships by destroying the radar user's module. As a whole, this change will strongly encourage team orientated plays, rein in the power of too many radars, and make the game more interactive over all.
  16. FrumpyFurling

    Tier IX-X BB Curve and over all balance

    So, firstly I play majority BBs, I enjoy the play but a few things that stand out to me now after playing several games in the Montana, and that is the Balance is skewed WAY off in favor of every ship class except the Battleship and (Yamato is the exception AND the rule to this issue) I say the Yamato is the Exception because it feels as though the balance at tier X is set so every ship can destroy Battleships specifically the Yamato, with exception of other battleships....based on Montana's performance. Im not saying that I have trouble killing other ships, I am saying that other ships have an easier time killing BBs and are provided the tools to do so. As a Montana, If not in a division, I will have no way of reliably avoiding torps, and with Shimakaze able to throw torps at 20k, I will NEVER find that ship...unless I am EXTREMELY lucky and catch it with Catapult Fighter...(aka will never happen) and that's if its not on cool down. The New American Cruisers...sigh...yes while squishy on the sides they are also almost always hidden behind an Island able to see me with all the fancy gadgets and if I get a shot off (not a broadside shot) its almost 100% guaranteed to Over pen...now I do not have an issue with Over pen, but it should have a negative status effect, (my suggestion would be a 3-5 second flood if shell exited on the water side...(I understand for DDs...but come on...4 x 16" shells go in one side and out the other and nothing? dd just laughs and throws all his torps and strolls out FU BB....I might be salty...) Tier IX - X change curve Most ships (Not BBs) have SIGNIFICANT improvements when transitioning from Tier IX to Tier X for example the Des Moines (Base) goes from 4.6 shots per minute with the Buffalo, to 10.9 Shots per Minute, as well, increased range, health, turning radius, but there are negatives...like +2 meters dispersion... Now, lets upgrade to the Montana! I get +2.42km to my Range, and 17,300 HP, but now my Dispersion is worse, speed is worse, turning radius is worse, and Im not firing any faster or doing more damage...over all its a fat slower Iowa...No extra widgets to help offset 20km torps or deal with the American & Soviet invisible fire throwers...just a fighter. American BBs are not great at Max range and need to be in that mid-short range to get in and brawl, yet somewhere along the road WG forgot that and we got a generic big Iowa. and the Yamato is the same way, with exception that the Yamato can obliterate almost everything regardless of angle.... I kind of feel like we had balance at Tier IX and then it was lost at Tier X which makes a lot of the Tier X games feel very frustrating, especially so if youre not Tier X in a Tier X game then the unbalance is even more apparent (Tier X almost needs to be its own queue) . The BBs could use a rework at Tier X a few ideas: 1. -3 - 7 second reload, If not then increase the Accuracy 2. Increased Rate of fire and accuracy against destroyers ONLY within 10K (to put a stop to the suicide torp charge) or Make this a BB only Defensive Fire ability for secondaries. 3. OLD style BBs (i.e. American and Japanese) need toys (Hydro etc...) added to match their counterparts (actually hydro all around would be great...with as much torp spam as there is at Tier X this really needs to be there...) 4. This may be related to #2 but, Secondaries unless German are almost useless...since they are such short range, increase accuracy to 85-90% (all BBs except German or Secondary Build BBs) as a deterrent to getting to close to BBs and a encouragement to BBs to get close... These are just a few thoughts, like I said I enjoy them right now but just seems like (Montana in particular) BBs got left behind on the jump to Tier X.
  17. Nice ending to the night.
  18. Simple question, which one should i go down and why please, thank you. also they should add the USS PENNSYLVANIA (BB-38) cause its my home state and it was a cool battle ship constructed in 1913 and she was a class of United States Navy super-dreadnought battleships... i feel like she would be a cool tier 5 or 6 US premium... Fun fact about the BB-38: she was sunk kwajalein Atoll because of a nuclear bomb testing in 1948
  19. Tier 10, in my Kurfurst, without being able to hit the cruiser that is spamming me with HE rounds I drop 109k in HP before I can reach the cap while he hides behind an island. That's why BB's sit at the back and refuse to engage. No boat should be able to send a steady stream of HE rounds while not being able to be hit. @Radar_X @Gneisenau013
  20. So, in a nutshell, whis is better...the "Boosted" or "Modded" Massachusetts? I wanted to get another premium to boost my credits (I know the Modded comes with 4M), so I chose the Massachusetts over the Indianapolis. I know the Modded comes with MAIN ARMAMENTS MODIFICATION 1; DAMAGE CONTROL SYSTEM MODIFICATION 1; SECONDARY BATTERY MODIFICATION 2; DAMAGE CONTROL SYSTEM MODIFICATION 2; CONCEALMENT SYSTEM MODIFICATION 1. Does that mean you have to buy those for the Boosted? I'm confused as to the better deal! Can someone help me make the right decision? Thank you!
  21. Usedcarjock

    This Ship is Perfection

    This ship is just fun. Pure, innocent fun. So much pew pew
  22. For those of you new to the game and want to figure out battleships and how they should be played I have two videos showing the basics of positioning and how the BB role is played. I hope you enjoy them and that you find them useful.
  23. The DD and cruiser legendary upgrades are all beyond god like. In comparison, BB's upgrades are just suck. No BB in their right mind would take the new rudder shift and fire control buff to get in closer. Because that's not the main reason BBs die quickly. The improvements in rudder shift time is pointless, just... in what situation currently people playing BBs think to themselves "geeeez 1 sec faster rudder shift would've so carry the game there" - almost never. WG should stop inflating T10 performances with "upgrade" modules. People don't like to play T8 or above because the economy suck, not because they don't like powerful ships.
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