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Found 9 results

  1. There's been a rather alarming influx of players in the game who get from noob to high tier and learn absolutely nothing along the way. It's to the point that winning a game is becoming more of a prize for beating your head against a wall enough times than the norm for many players. I myself am so frustrated that I've got more chat bans than a conservative on twitter. I'm hoping there are still enough players left who give a crapabout their game and want to see it be fun and enjoyable again. I'd like to offer to help new players who are just learning and old players who need to learn new game mechanics. I primarily play battleships, and will be happy to help anyone who feels stuck or who wants to improve. I have a bit of experience in cruisers and destroyers as well, but I'm hoping there will be more qualified players to assist in those areas, along with the new carrier gameplay when it hits the live servers. Ideally I'd like to do this in-game, because i feel hands on experience is the best way to learn, but if you've been playing for a bit and just need a few tips or general help, I'm happy to answer. To be clear, i don't want this to be just another passive help thread with outdated videos being posted. I really want this to help people, to answer their specific questions and to provide real, hands on help. Also, please don't shoot down each others answers. What works for someone may not necessarily work for someone else, and I'd like everyone to share what they've learned that makes them successful in-game.
  2. As the title says above what are the most used/effective USN CL/CA captain builds, and/or which ones are the most recommended? I recently got to T6 Dallas with a 6-point captain with PT, EM, and AR. Then put a 10pt captain i earned from an operation into my T6 Pepsi with PT, EM, BFT, AFT currently looking to redistribute points since i have the doubloons on me. So would i keep building off of what i have? or should i redistribute and get the correct build? Edit: this is on my alt account
  3. CylonRed

    Perth any good?

    Got a Santa crate from the PEF directive and got the Perth. Really know nothing about the ship as I just got it a minute ago... :)
  4. So I got to the USS Buffalo recently. I'm not impressed. Everything about this ship is just slow. It turns like a cow, it accelerates like a turtle high on weed, the guns reload painfully slow and they turn horribly slow. Nothing about this ship I'm really liking so far. It's like Baltimore, if you made literally everything about it worse. Anything I should try to keep in mind to do any better in it?
  5. Darkmouse24

    Worcester

    This ships pretty good
  6. Falls_USMC

    USS Alaska is coming!

    Facebook Dev Blog post Text from post for those on mobile. ST, American cruiser Alaska, Tier IX Hit points – 60 800. Plating - 27 mm. Armor belt – 229 mm. Torpedo damage reduction – 13%. Main battery - 3x3 305 mm. Firing range – 20 km. Maximum HE shell damage – 4300. Chance to cause fire – 27%. Maximum AP shell damage - 8900. Reload time - 20 s. 180 degree turn time - 36 s. Maximum dispersion - 216 m. HE initial velocity - 762 m/s. AP initial velocity - 808 m/s. Sigma value – 2.05. The parameters of the dispersion ellipse are equal to the values of the Graf Spee cruiser (better than battleships, but worse than common cruisers). The parameters of the ricochet angles of AP shells are equal to the values of the American cruiser Des Moines. Secondaries - 6х2 127 mm, range - 5,0 km, Maximum HE Shell Damage - 1800, Reload Time - 6.0 seсonds. AA defense - 34х1 20 mm, range - 2,0 km, damage per second - 122. 14х4 40 mm, range - 3,5 km, damage per second - 223. 6х2 127 mm, range - 5.0 km, damage per second - 91. Maximum speed - 33 kt. Turning circle radius - 850 m. Rudder shift time – 13,8 s. Surface detectability – 16,2 km. Air detectability – 12,1 km. Detectability after firing main guns in smoke – 12,8 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Defensive AA Fire / Hydroacoustic Search Slot 3 - Spotting Aircraft / Catapult Fighter / Surveillance Radar Slot 4 - Repair party All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary. USS Alaska Wiki page This thing is going to be a monster. 305mm AP with Des Moines autobounce and penetration angles is going to be disgusting. Free XP or we riot!! I'm stoked for this ship. It doesn't have as colorful a history as some ships, given how late in the war it was commissioned, but I couldn't be more excited for it.
  7. So I recently researched and purchased a T3 Tenryu cruiser and watched a couple of videos by Notser and UrPeaceKeeper. One of them (can't remember who), mentioned how this ship was like a DD with a citadel and that it could almost be played as a DD. So I decided to test this theory and upgraded the ship with the B Hull for 17, 700 HP and the Type 3 Mod 2 Gun Fire Control for a 12.4 km firing range. I added a Type 9 camo (because I had a lot of it) and took a 10 Pt Captain from reserve and placed him at the helm. I redistributed the skills for Priority Target, Expert Marksman, Demolition Expert and Concealment Expert. So my ship specs are: HP-17,700 Speed- 32 knots Firing Range - 12.4 Km Torps - 2x3 533 Mm w/7 Km range & 57 knots speed Turning Radius - 560 M 4 second Rudder Shift Detectability at Sea - 7.1 Km I've been running sea trials in Co-Op just to get the feel for running this ship out of detection range and if it was possible to stealth torp incoming enemy ships. Since most of the games have been with T2-T3 ships I haven't had to worry to much about detectability by air. Occasionally I did run into a T4 game with CVs and just changed my game play for Cruisers. It is possible to stealth torp as a DD, but you have to time the release of your torps at just the right moment to engage ships that will be crossing the torp range just before your fish get there. Most times I came into detectability range, but was already in a position to go back into stealth before fired upon. The style that I found the best was to play this ship as both DD and Cruiser in the same game. The fact that you have to expose much of you side to torp with this ship makes it hard to torp at close range, but I have been able to rush and torp a BB when its guns are pointed away from me and escape with only light damage from it's secondary guns. You will take damage playing DD style, but angling and maneuvering tactics can help mitigate how much. Not having smoke or engine boost makes it harder to play as a DD, but keeping out of range and running between islands can often hide you long enough to isolate that lone BB or CA to take them out. While it may not be expedient or even profitable to run the Tenryu this way, it is possible to do so and can be fun once you get the hang of it. I have played a 19 Random games with the ship and have found that most of the time CA style is more productive, but can shift to a DD style if the opportunity presents itself. Anyway, just thought I post my findings.
  8. 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.
  9. ThePwnageMachine

    Are there ANY alternatives?

    I'm normally not one to complain, but I've found over the past week or two in my tier 7+ games, there are at least 3 radar cruisers in each game I've played. I've seen as many as 6 in one game, (which is extremely painful to deal with, in my opinion), and yours truly would like to make a suggestion that could be an alternative to having so many radar cruisers in the game, or in a battle, but yours truly is also not the greatest with suggestions. With that being said, are there any solutions, or compromises at all that we could consider to handle this issue, if you consider it one? Leave your thoughts below, I wanna know what everyone else thinks about the whole radar cruiser thing. Thanks, ThePwnageMachine
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