Jump to content

Search the Community

Showing results for tags 'cl'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Update Notes
    • Public Test
    • Contests and Competitions
    • Events
  • General WoWs Discussion
    • General Game Discussion
    • Developer's Corner
    • Community Contributor Corner
    • Support
  • Off Topic
    • Off-Topic
  • Historical Discussion
    • Discussions about Warships
    • Historical Discussions and Studies
  • Player's Section
    • Team Play
    • Player Modifications
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • Contest Entries
  • Contest Entries
  • New Captains
  • Guías y Estrategias
  • Árboles Tecnológicos
  • Fan Art and Community Creations
  • Community Created Events and Contests

Calendars

  • World of Warships Event Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 7 results

  1. I've got a question about the general mechanics of carriers. The battleships, cruisers and destroyers are more or less obvious (hull with few turrets each with at least one gun), though I still don't know how the carriers and airplanes will be implemented. Some carriers had quite significant armament (e.g. Kaga - 10x 200mm guns, Soryu 12x 127mm) which should be in the game making them at least an equivalent of the light cruiser's firepower. I can imagine something similar the the drone mechanics from Eve Online. Planes form groups of 10-12 machines, which player can select to the loadout before the battle (on the way ammo is selected in the WoT), let say 4 squadrons on fighters, 2 of dive bombers, 2 of torpedo bombers. Then during the battle eneym ship is targeted ( the "lock target" mechanics is currently used for autoaiming in WoT), and appropriate order is selected from the filght group submenu. Dive bombers and torpedo bombers should have number of strikes equal to number of ordnance carried (1 for torpedoes, various for dive bombers depending on te number and type of used bombs). Are there any official informations released on that topic? What do you think about it?
  2. Hello everyone. I occasionally write some ship proposals of ships i'd love to see in the game, and today i'm going to do over HSMS Tre Kronor, a late-war Swedish Light Cruiser. HP: 27,300 Armor: 20-25mm belt+70mm vitals (citadel) Turrets 125/30/80/50 F/S/B/R 130mm total deck (30mm outer) 127mm conning tower 16mm plating 13mm superstructure Source: Conway's fighting ships 1922-1948 27,300 is very low for T7 cruisers and isn’t great even against T6 cruisers either. The citadel does stick a fair bit above the waterline, according to this blueprint (7819x2906, had to photoshop 2 pages together), so you’ll have to use your rudder shift and to try and avoid incoming fire. The turrets themselves are quite well protected as well. Length 182m Beam 16.45m SHP 90,000 Speed 33kts Rudder Shift: 4.9s Turning Circle: est 670m With a maneuverable rudder, you should be able to bob and weave between enemy shells pretty well, considering you have a high effective range. Still, be wary of overmatch. WEAPONRY 1x3 152mm/53 Bofors model 1942 2x2 152mm/53 Bofors model 1942 10 rpm (70rpm from all guns) MV: 900mps TT: 20 deg/s IN GAME RANGE: 16.3 km (~10.5s shell travel) Firing Angles: 30 degrees front and rear, 360 degree traverse These guns are comfy. 360 degree traverse, and a very fast traverse speed, AND gun angles that allow you to stay in autobounce range should make a very comfortable experience. The 6s reload is also quite nice at this tier. AP 3200 AP Alpha Shell weight: 45.8kg AP Krupp: 2280 Drag: .348 224,000 (336,000) AP DPM Fuzes: Standard AP flight time and pen would be comparable to Duca Delgi Abruzzi (pen difference <15mm at nearly all distances, time to target within ~.7s to max range *note: couldn’t find an AP shell for this gun, so I played create-a-shell with supercontroller9 using the noted HE and AA muzzle velocities, and the similar characteristics to Italian cruisers, but Krupp and drag are values that are often used for balancing, rather than for historical performance. As you can see, the performance is very similar to the Italian 152mm guns currently in game. HE 2200 HE Alpha HE: 45.8kg *Similar weight to USN 152/47 HE shell* Fire Chance: 11% HE flight time would be better than USN at all ranges (11.3s to 16km compared to 14.1 for USN 152mm/47) 154,000 (231,000) HE DPM Krupp: 1100 Drag: .348 154,000 is on the low side for T7 cruisers- this is, after all, the tier with Boise and Helena. However, this is workable for one reason……. Well, I won’t spoil the surprise just yet. It’s coming though. This is the parabolic table for this gun (in Swedish). While these arcs aren't exactly what will be seen in game, they give a pretty good idea of the performance. 2x3 Torpedo Launchers Torped 14 12km range 62 knots 12,800 alpha Detect: 1.4km Flood Chance: 215% Reload: 69s Sweden really only used one torpedo throughout WWII, the Torped 14. The torpedo itself was quite nice, though it did have a small charge (248kg), which is similar to the Mahan’s Mk 15 mod 0 torpedo, which has a 224kg charge. Therefore, the torpedo would have just under 13k alpha, which is make up for by the competitive speed and quick reload. While I’m not certain of the exact angles the tubes would have, they should be quite good forward, but a bit lacking to the rear, due to the design having cranes on it. AA Weaponry 1x3 152mm/53 Bofors model 1942 30.9 dps @6km 2x2 152mm/53 Bofors model 1942 50.4 dps @6km 10x2 40mm/70 Bofors Model 1948 270 dps @4.2km 7x1 25 mm L/64 Bofors Model 1932 ~29.9 dps@2.0km I almost considered not doing this section considering it will be pointless before this ship will ever be in game, but i figured that I should add it in just so you could get an idea of how insane the AA is. The Bofors that litter most ships above tier 6 are the 40mm/60 caliber bofors, but the mounts on the Tre Kronor are the 40mm/70 cal model 1948. Well, so what? They’re a few years newer, sure, but that doesn’t explain the insane range and DPS boost compared to the standard. Well, the rate of fire of the 40mm/70 was double that of the standard 40mm/60 Bofors gun currently found in game (240 as opposed to 120rpm)-AND the range was also better than the predecessor. I estimated a bit for the 25mm gun, as the gun was said to be more effective than the 20mm oerlikon, so i estimated about 1.2x the dps of a single mount of that, but info about this specific gun is hard to find-not that it realistically matters, considering the insanity of the 40mms. Just be glad I’m not proposing the refitted version which saw those 25mm guns replaced with 7 more 40mm Bofors. Either way, you’re going to BULLY T6 Carriers, and you should be able to at least hurt the T8s. CONSUMABLES Slot 1: Damage Control (standard Slot 2: Hydro (standard Slot 3: Radar (25s, 8.49km) OR MBRB (-33% to reload speed, 45s duration, 180/120s cooldown, 1/2 charges) No DFAA. CVs are going to suffer enough trying to touch this thing. I’m not that evil. >T7 Premium CL >Late War I-think-we-all-know-where-this-is-going.jpg I know, I know, another T7 premium CL with Radar. But realistically, if Tre Kronor is going to survive at T7, she certainly needs the radar…..or does she? I’m also proposing that Tre Kronor have the option to fit a unique MBRB. Now, the 152mm gun that Tre Kronor has could fire 10 RPM at surface targets and 15 RPM in an AA function. What this unique MBRB does is allow Tre Kronor to have a 45 second period in which she has a 4 second reload against surface ships. In case you’re wondering why I had a second DPM number in parenthesis when discussing those numbers earlier, that’s why. Why does Tre Kronor need these powerful consumables? Well, you’ve probably noticed that I drew a lot of comparisons to Duca Delgi Abruzzi, another T7 cruiser. The issue with that is that the Duca is pretty underwhelming at T7, and is generally regarded as one of the worst T7 cruisers. However, Tre Kronor fixes major issues that the Duca has (mainly, range). The problem is that Tre Kronor is a perfect T6.5- it would need nerfs to fit into T6, and needs some help fitting into T7. I chose the latter option. The door is always open to giving it a heal. I didn’t want to make it more gimmicky than it already is, though. Thanks for reading. I look forward to and appreciate your feedback! ccccccc https://imgur.com/a/ZMN54AR https://cdn.discordapp.com/attachments/424389257818275843/534135447136239641/Tre_Kronor_Blueprint.jpg
  3. Admiral_Bingo

    RN CL Dido Premium Proposal

    Hello everyone, This is my first post. :) I would like to suggest this ship as a new premium and like to discuss what would it be like if it was actually added to the game. HMS Dido The reason why I chose this ship is because I would like to entertain the thought of having a RN Atlanta. Having similar armament, it would have a reload time around 5 seconds and just like the Atlanta, have unlimited charges of the DFAA consumable because of its AA build. Some difference would be the shell type. Being a RN cruiser, it can only fire AP shells with the special RN ballistics while Atlanta could fire both types. While the Atlanta has HE and Radar, Dido trades these off for heal and smoke, making it different in terms of handling from Atlanta and Flint. However, because of its armament, it would have similar range like the Atlanta requiring the player to adapt to a similar game play of Atlanta. So what specs, consumables, or other stuff should the ship have while keeping it relatively balanced?
  4. The need to hump islands always irks me as a requirement to play USN light cruisers. So while I was grinding down the cruiser lines an experiment was conducted on a different play style. The result shows that the alternative play style is viable. The alternative play style suggest is simply, not hump islands. Using the great concealment of USN cruisers to its fullest advantage. Using Seattle as an example, at full concealment the detection range of the ship is a mere 9.37 km. Not only the detection range is lower than any ship that can pose serious threats to Seattle. The range is also lower than the radar rage (9.45 km). This means that Seattle can always spot any ship that can kill her with artillery first and also can react to unspotted underage botes with proper radar usage. This is a powerful combination open to exploitation, especially open to exploitation in OPEN WATER (scary I know). In comparison, cruisers such as Zao or Hindenburg have at least 1 km more in detection range and thus can be easily avoided by the stealthy USN Cruisers if required. The low detection range allows the ships to closely support friendly DDs fighting for objective at the start the match. It also allows the ships not to be restricted to map features and be very unpredictable during the match and can surprise opponents. This alternative play style requires constant vigilance in regard to all the enemies's LoS and track any potential spotter at all time. It is not as easy as just sit behind a rock bow on and holding down the mouse button, but it sure is hella more fun. The Build for Seattle is here (ship and cpt): http://bit.ly/2K1r1y4 The flow of the battle is generally the following: 1. match starts, move with your friendly DD into key areas (obj or choke), stay close with the forward DD but not so close that you are the one being spotted first by red DDs. To achieve this, it is important to know the camo values of your own DD as well as any potential red DDs coming your way. You also should keep in mind enemy fast ship's camo ratings, such as cruisers, so you can deduce if the enemy DDs are being supported or is alone. 2. Once friendly DD spots enemy DDs, turn, mid turn, open fire on enemy DDs, do as much damage as you can while the turn is on going, then once the 180's complete, stop firing and go back to stealth. If you are a good marks man, you should have completely surprise against red DDs, 2 or 3 salvos is enough to cripple any DDs within 9.5 km of you and your friendly DDs and other ships can do the rest. - if the enemy DD is unsupported or supported by light ships, press on with your friendly DD even closer, use your radar and hydro to kill the enemy DDs outright. - you will take damage doing this, but your HP really doesn't matter in fact lower HP helps to boost your DPM with AR, find out why below. 3. if enemy capital ships are spotted, re-stealth, and move back to a position that's at least 15km away, with plotting room module the ship can achieve 18.22km firing range. A very comfortable range to harrass all BBs and camping cruisers with very little risk to yourself. At more than 15 km range, incoming shell travel time will be > than your rudder turn and with engine module equipped > your acceleration time. It means that you can comfortably dodge incoming AP shells, even if you are broadside on. The chance to get hit in the citadel, one shotted or even hitting you at all is EXTREMELY low, if you are vigilant enough to keep track of incoming shells and potential capital ships with LoS. Tried using both engine module and rudder shift, the better acceleration provided by engine module is far better than decrease in rudder shift time in this context. 4. Set everything on fire. This is where the fun begins. You should have longer range than almost all other island humpers, and at long range your shells will drop straight down, and enemy campers will have no where to hide, no rock can protect them from your sky shells. Even the ones that can match your range (like Worcester), since they are humping islands and thus stationary, you will land more hits on them than they do to you. That is if they can see you in the first place, because you've routed or killed their DD in step 1 & 2. If there are enemy BBs in key positions, such as a Yamato bow on holding down a flank, harass them and force them to move. If there are cruisers holding down a position behind an island, force them to move with your sky shells. The beauty with 18.22 km range is that you can support other key areas on the map more easily. - keep an eye out on random smokes around the map, you can put them between you and potential enemy spotters and you can remain stealthed while still firing in open water. This is easier said than done, and really requires eyes to be fixated on the minimap. But once if you master it, WoWS in its entirety is your oyster. My DD experience helps greatly in this regard. - also calculate where you can sail and put potential map features to their fullest LoS blocking potential. It doesn't mean hump an island, but simply put it between you and any potential spotters. - keep scanning all enemy ships, especially capital ships. The reason is to find opportunities to fire without getting any retaliation. For example, a Yamato needs almost a min to turn their turrets, so if you surprise one from opposite direction of their guns, you can just sit there for a min and do whatever without any risk of retaliation. 18 in guns can't do nothing if they are not aiming at you. - the general idea in this phase is to force enemies out of favorable positions. If they choose to stay, with IFHE and great rate of fire and fire chance. You can easily help to destroy even a Yamato or Kurfurst. - you are NOT kiting. Kiting is firing while running away, if you do that in light cruisers you will have a bad time, because you'll still be constantly detected and even from your stern BBs can punch clean through into your citadel. It is "hit and run", once you scanned enemies with LoS to you and determined the chance of being focused is low, let it rip. Once enemies start to target you, re-stealth and relocate. While relocation move to a direction opposite of where the enemies are pointing their guns. Then fire again. If no one bothers you, just keep firing. If you are firing from 15-18 km range, chances are you will be ignored because no one likes to miss their salvos on a dodging cruisers that far away. So you weave in and out of enemy LoS as well as weaving between several positions. 5. Mop up, all remaining enemies near the end of a match should all have vastly inferior camo values. You can pick your targets at will, hit and run, or sneak up and open with a broadside of AP at 9 km against other cruisers. The few, if at all, surviving DDs can only spot you if they enter your radar range. So if you are stealthed, but they suddenly spotted and can't see anything, that means a DD is within your radar range. Your hydro will also make torpedo attacks pointless and is a great alternative to detect enemies doing going around the rosy near islands. This means by yourself alone you can zone out and pick apart any surviving enemy ships. People should try some alternative ways to play light cruisers, especially the more experienced among you. Since this strategy really requires the player to have good knowledge of potential enemies as well as maps. As the pictures above suggest, this play style is tried on Baltimore, Seattle, and the new Cleveland.
  5. When you initial plan no longer works what do you do? You reposition and find another location to win the game. Those of you struggling with the Seattle may find this useful. Or you can Free Exp past it, but at least watch this video first.
  6. 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.
  7. anonym_34uRlJniL1Mg

    Clan Found - no further replies needed

    Evening all, I've been off/on since the Closed Beta, and looking to join a fleet that could use another CA/CL/DD commander. A laid back group to division up with regularly would be great now with clans finally coming into the game. Right now, I am playing a lot of German and Russian cruisers up to tier 9, and trying to get back into the US line. Gunboat/hybrid destroyers are more of my style, and am looking forward to the new IJN branch. Eventually want to give Battleships another try as well (damn Scharnhorst and their sales). I live on the East Coast, generally playing weekday evenings and random times on weekends. I have a headset and can download TeamSpeak, Discord, etc. Stats below, send me a message here or in game. Thanks!
×