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  1. For my first Ranked Replay Breakdown I am going to showcase the Hindenburg and how I use positioning and my knowledge of enemy ships against them.
  2. A suggestion for a temporary radar stealth consumable. This could be used by ships who suffer the most at the effect of radar. Almost exclusively DD's. Would change the parameters of higher tier games. I give credit to the legend of a supposed top secret experiment by the U.S. Navy called "The Philadelphia Experiment". Where the U.S. Navy was trying to develop a radar stealth ability for ships against enemy radar during WW2. Side stepping the rest of the story of physical invisibility, teleportation, and time travel.
  3. I have played for about 2 years. Most of that time with a laptop that could barly run the game. A good night was 20 FPS. I would be firing at stuff that was no longer there. Now I have a new comp and everything runs perfict and looks great. Because of that I had 5 krakens in that 2 year time. I got the Donskio and I had 5 krakens in one night! I have played all t9 except IJN and struggled in all of them but Donskio is a t9 worthy of being there. The guns, torps, and armor are 1st rate. Everyone has always said its the captain and not the ship but I am questioning that now. What was your experance of t9?
  4. Dido-Class Cruiser

    Wikipedia: https://en.wikipedia.org/wiki/Dido-class_cruiser "The Dido class was a class of sixteen (including five within the Bellona sub-class) light cruisers built for the British Royal Navy. The design was influenced by the inter-war Arethusa-class light cruisers. The first group of three ships were commissioned in 1940, the second group (six ships) and third group (two ships) were commissioned between 1941–1942. The Bellona subclass ships were commissioned between 1943 and 1944. Most members of the class were given names drawn from classical history and legend. Post war in the expanded 1951 programme of the Korean War Emergency a broad beam Bellona class armed with 4 twin Mk 6 4.5 guns was considered as a cruiser option along with the 1951 Minotaur class and the Tiger class completed with two Mk 24 6 inch turrets and 4 twin Mk 6 4.5. From the initial trials of the lead ship of the class, Bonaventure the new light cruisers were considered a significant advance, with the 5.25 turrets, far more modern in design than previous light cruiser turrets, and offering efficient loading up to 90 degrees to give some DP capability. While some damage was experienced initially in extreme North Atlantic conditions, modified handling avoided the problem. The fitting of the three turrets forward in A,B and Q position depended on some use of Aluminium in structure and the non availability of aluminium after Dunkirk was one of the reasons for only 4 turrets being fitted to the later ships. The Dido class were designed as small trade protection cruisers and for action in the Mediterranean Sea, where they were surprisingly effective in protecting crucial convoys to Malta and managed to see off far larger ships of the Italian Royal Navy. The 5.25-inch (133 mm) gun was primarily a surface weapon, but it was intended to fire the heaviest shell suitable for anti-aircraft defence and accounted for around 23 aircraft and saw off far more. Four original Dido-class ships were lost during the war: HMS Bonaventure, HMS Charybdis, HMS Hermione, and HMS Naiad. The original ship of the class, HMS Dido, was mothballed in 1947 and decommissioned ten years later. HMS Euryalus was the last remaining in-service ship of the original class, being decommissioned in 1954 and scrapped in 1959. The Bellona class (as well as four rebuilt Dido ships) were mainly intended as picket ships for amphibious warfare operations, in support of aircraft carriers of the Royal Navy and United States Navy in the Pacific. HMS Spartan was the only ship of the sub-class to be sunk, struck by a German Fritz X while supporting the Anzio landings. Post war modernisation proposals were limited by the tight war emergency design which offered inadequate space and weight for the fire control and magazines for four or five 3-inch twin 70 turrets combined with the fact the heavy to handle 5.25-inch shells fitted when the cruisers were built had a large burst shock which made them a more effective high level AA weapon than post war RN 4.5-inch guns. HMS Royalist was somewhat different from the rest of the class, as it was modified to be a command ship of aircraft carrier and cruiser groups intended for action against German battlecruisers. It was later ordered to be rebuilt, by Winston Churchill, for potential action alongside HMS Vanguard against the post-war Soviet Sverdlov-class cruisers and Stalingrad-class battlecruisers. In 1956, Royalist was loaned to the Royal New Zealand Navy (RNZN), with whom it served until 1966. Despite being part of the RNZN, Royal Navy officers made up the majority of the senior command. During the Indonesia–Malaysia confrontation, it was regarded not only as the last Dido-class ship but also the last cruiser of the Royal Navy. The ship was decommissioned in 1967. The class were intended to be armed with ten 5.25-inch (133 mm) guns in five twin turrets, which were of the same circular design as the secondary armament in the King George V-class battleships. A shortage of the guns, due to difficulties in manufacturing them, led to the first group being armed with only eight 5.25-inch guns in four twin turrets. The fifth twin turret was added later to Dido only. The first group was also armed with a 4-inch (102 mm) gun for firing star shell and two quadruple QF 2-pounder (40 mm) "pom-poms". The second group had the five twin 5.25-inch guns but did not have the 4 in (102 mm) gun. The third group's armament was changed due to the shortage of 5.25 in guns, being armed with eight 4.5-inch (113 mm) guns in four twin turrets instead. The 4.5-inch gun was better suited to the primary anti-aircraft role of the Dido class. The forward A & B 4.5 turrets were mounted on the top of conjoint deckhouses, extending the superstructure to allow the 2 cruisers to play a flagship role with more accommodation and radar rooms. The high mounting of the 4.5 turrets forshadows the high freeboard and superstructure of the twin 4.5 A & B mounting on the County GMDs, 20 years later. The high rate of fire of the 4.5 turrets and the unique arrangement for a British cruiser of the shell and charge being loaded in a combined case,and simpler DP twin DCT, Red DCT for A 7 B and Blue for X & Y m meant in many senses the Scylla and Charbydis were the only Dido class that were, true AA cruisers The 4.0-inch (102 mm) gun was also fitted and the 2-pounder armament was increased from eight to ten. The Bellona subclass differed in appearance somewhat from their predecessors. They had eight 5.25-inch (133 mm) RP10MkII guns in four twin turrets and had greatly improved anti-aircraft armament, with twelve 2-pounder guns and twelve Oerlikon 20 mm cannons. The bridge of the Bellona class was lowered by one deck compared to the previous three groups, which allowed full radar control to be fitted to the 5.25-inch (133 mm) turrets and 2-pounder guns, due to the decreased topweight. These ships used the HACS high angle fire control system. The two funnels were more upright than the raked ones of the original Dido class. In World War II, the Dido class saw much action, including the Battle of Cape Matapan, the Second Battle of Sirte, Operation Torch, Operation Overlord and the Battle of Okinawa, as well as many other duties in the Mediterranean and Pacific. The class lost five ships during the war (Bonaventure, Charybdis, Hermione, Naiad, and Spartan); in addition Scylla was badly damaged by a naval mine and declared a constructive total loss. The post-war survivors continued in service; all were decommissioned by the 1960s. Bellona, Black Prince and Royalist were lent to the Royal New Zealand Navy post-World War II. In 1956, Diadem was sold to Pakistan and renamed Babur. The Dido's Bonaventure completed with only four twin 5.25 in turrets because of shortages and received a 4-inch starshell gun in "X" position. She had received a radar set before October 1940 but was otherwise unaltered. Naiad completed with five turrets. She received five single 20 mm in September 1941 and had radar Type 279 by this time. Phoebe completed with four turrets and was fitted with a 4-inch gun in "Q" position forward of the bridge. The latter was landed during her refit between November 1941 and April 1942 at New York City, along with the .5-inch machine guns and Type 279 radar, while a quadruple 2 pdr supplanted the 4-inch gun and eleven single 20 mm guns were fitted. Radars were now Type 281, 284 and 285. The "A" turret was temporarily removed at the end of 1942 after torpedo damage. During repairs in the first six months of 1943, all three quadruple 2 pdr mounts were landed, as were seven single 20 mm, to be replaced by three quadruple 40 mm Bofors guns and six twin 20 mm. Radar Type 272 was also fitted. A turret was replaced in July 1943. Her light anti-aircraft weaponry in April 1944 was twelve 40 mm (3 × 4) and sixteen 20 mm (6 × 2, 4 × l). Dido had four turrets and a 4-inch gun similar to Phoebe. The 4 in and the machine guns were removed in the latter half of 1941 at Brooklyn Navy Yard, when Q 5.25 in turret was shipped and five single 20 mm were fitted. In the early summer of 1943 three single 20 mm were exchanged for four twin 20 mm and the radar outfit was altered by the addition of Types 272, 282, 284 and 285. April 1944 lists show only eight 20 mm. Euryalus completed with her designed armament. In September 1941 the .5 in MGs were landed and five single 20 mm fitted. Two more were added by September 1942. By mid-1943 two single 20mm had been removed and four twin 20 mm shipped. The type 279 radar was replaced by types 272, 281, 282 and 285. In a long refit from October 1943 to July 1944, Q turret was replaced by a quadruple 2 pdr and two twin 20 mm were fitted. Radar 271 and 272 were removed and types 279b, 277 and 293 fitted. Hermione was also completed as a five-turret ship. She had the .5 in MGs removed in October/November 1941 and received five single 20 mm. Sirius was completed with five turrets and five 20 mm. She had received two more 20 mm by mid-1943. One of these was landed at Massawa at the end of 1943 and two 40 mm Bofors Mk III were fitted. She is listed as having only seven 20 mm as light AA in April 1944. By April 1945 she had two Mk III 40 mm fitted and had landed two single 20 mm. Cleopatra was completed with two 2-pounders in 1942 in lieu of the .5 in MGs but these were removed in the middle of the year and replaced by five 20 mm. A sixth 20 mm was added in mid-1943. During repairs between November 1943 and November 1944, Q turret was removed, as were two quadruple 2 pdr and five 20 mm. Three quadruple 40 mm Bofors and six twin 20 mm were fitted and the singles numbered four. In 1951 the US sourced quad bofors and Oerilikon's were replaced by 3 twin MK 5 Bofors and 8 single Mk 7. Argonaut was completed with four single 20 mm in lieu of the .5 in MGs. She had Q turret removed during repairs in 1943/44, and lost the four single 20 mm. She received a quadruple 2 pdr in lieu of the 5.25 in, and had five twin 20 mm fitted. By April 1944 her light AA comprised three quadruple 2 pdr, six twin power-operated 20 mm and five single. By the end of the war with Japan she had received five 40 mm Bofors and three single 40 mm Bofors Mk III. Scylla was completed with four twin 4.5 in Mk III in UD MK III mountings because of a shortage of 5.25 in mountings. The forward superstructure was considerably modified to accommodate these and also to increase crew spaces. Her light AA on completion was eight single 20 mm. Six twin power-operated 20 mm were added at the end of 1943. Charybdis was also completed with four twin 4.5 inch, and had in addition a single 4 in Mk V forward of X mounting. Her light AA at completion was four single 20 mm and two single 2 pdr. The 4 inch starshell gun and two single 2 pdr were removed and replaced by two twin and two single 20 mm, probably in 1943. Bellonas Spartan received no alterations as far as is known. Royalist was converted to an escort carrier squadron flagship immediately on completion, when an extra two twin 20 mm were fitted as well as four single 20 mm. She was the only ship to receive an extensive postwar modernisation ordered for the RN but was later sold to New Zealand. Plans were drawn up to fully modernise the four improved Didos with either four twin 3 inch L70 guns or Mk 6 4.5 inch guns. However, that would have required building new broad beamed Didos (as was seriously considered in 1950-54). This was because the magazines of the Royalist type could hold only enough 3 inch ammunition for 3 minutes and 20 seconds of continuous firing. The refit of Royalist was shortened and that of Diadem abandoned because new steam turbines were regarded as both necessary and unaffordable. Royalist′s reconstruction, like that of Newfoundland, incorporated much of the RN's late 1940s and early 1950s view of a desirable cruiser. Royalist′s 5.25 inch armament was given some of the improvements of the final 5.25 inch mounts built for Vanguard, but not the extra space or power ramming. Also added was a secondary armament of 3 STAAG auto twin 40mm, new 293, 960M radar and Type 275(2 sets) DP fire control for the 5.25 guns, and a lattice mast. (Royalist was loaned to the RNZN in 1956, in exchange for Bellona). Bellona had four single 20 mm added by April 1944, and received an extra eight single 20 mm by April 1945. (She was loaned to the RNZN after the war and operational 1946-52, the twin Oerlikons had been replaced by 6 single MK3P 40mm in the RNZN unique kiwi electric powered mount, but Bellona was never actually fitted with 6 standard tacymetric directors, requested by the RNZN for controlling the Bofors. The RNZN mothballed the quad pom pom mounts for manning reasons, but maintained the single oerlikons on HMNZS Bellona.). Black Prince and Diadem also received eight single 20 mm, and had a further two twin 20 mm by early 1945. (Black Prince was loaned to the RNZN after the war and was operational briefly in 1947 before part of her crew mutinied and were discharged, and after a 1952 refit with 8 single Mk3P 40mm which were electric powered, like the RN Mk 9 and 6 single Oerlikon and operated till 1955, which included a visit to the 1953 Fleet Review at Spithead. Diadem was sold to Pakistan in 1956, after a modest refit with 293 and 281 radar and standardised 40mm twin and single light AA guns. Her 5.25" guns were fired in Pakistan's brief war with India in 1961. Diadem became a cadet training ship in 1962 and was renamed Babur)." They were basically RN versions of the USN Atlanta, and in-game could possibly work the same; instead of radar getting a British heal? I honestly don't know for this one, tell me what you think they could do for this series of ships.
  5. I was checked out the Salem sister ship of the Des Moines and does not have any Special Upgrade. reviewing the special upgrade of des moines: Enhanced Propulsion 2,500,000 –50% to time taken to reach full power when accelerating (improved acceleration[1]). –20% to rudder shift time. –10% to duration of Surveillance Radar (). Available only via in-game missions. Des Moines only. When combined with Propulsion Modification 2 (), the ship will accelerate from 0-27 knots in approximately 8 seconds. we can create a new different one for the salem not necessarily they must be identical, but if one upgrade special for salem he is T10.
  6. What do you do when you make a huge mistake early in the game? You dont give up, you fight and do everything in your power to make an impact on the game. In this Indianapolis replay I show how to recover from a major mistake and how to use your ship's strengths to still contribute to your teams chances of winning.
  7. Hello! I thought this would be the appropriate place to show off my personal collection of relics and knick-knacks related to WW2 warships. I actually started this collection after getting into World of Warships, though I always loved naval combat from shows like Battle 360 or Dogfights. As we are all naval fans, I hope you guys enjoy some of these treasured mementos for ships long gone. If others have other naval treasures they would like to share, they can post it here as well. I'll update this thread with my own collection for the time being. If this topic is not appropriate, please contact me privately and I can work on shutting down this thread. Thanks!
  8. 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.
  9. Pensacola or Dallas line

    Pensacola or Dallas line? Why?
  10. Deplorable Potatoes

    Hello possible member! Thank you for showing interest in Deplorable Potatoes. We are a still relatively new clan that is about more than Warships. We are about family, an online family. We play all sorts of games together not just Warships, this is just the primary one. We don't look at stats, we don't require a tier 10...There are almost no requirements to join! What we do require is: Have a Microphone Be Social Be Respectful Be Active Having a microphone and being social is what makes clan play fun and enjoyable. What's the point of playing with people if you can't talk to each other? Being respectful is just a part of being a human being. To be in any clan you have to be active, however, life happens. Just let people know if you have to take a break. We currently have 25 members. If you're interested join our discord and talk to us!
  11. What do you advise me?

    Hello! I'm not very experienced about this... but I have a question for all of you! With all the radar meta going on, playing a gunboat DD is kinda hard! but with cruisers, I might have a chance :) What T10 cruiser do you think has the most aggressive playstyle?? Could you please justify or give me a reason for that?? Thanks a lot WoWs players...
  12. 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.
  13. Kronshtadt Fix

    Hello everyone, I have this Soviet cruiser, it's not that bad, but if you need some improvements. 1- HYDRO: all cruiser URSS has Hydro is very essential to hunt destroyers, or detect torpedoes in time.... 2- the AA are Garbagein T9 vs the CV T8,9,10 the Kron is easy prey! the kron has a useless frames of 12MM that are adornment, and if it can be replaced by other more decent .. actually AA 12,7mm 6x2 useless improvements for 37mm singles. OR ITS is maybe help a little to kron vs planes 6x1 of 37mm ( REMBEMBER IS CHANGE MOUNTS 6X2 12.7MM FOR THE 6X1 37MM OR 6X2 37MM. SECUNDARIES VERY WEAK: has module 100% suviver AA&secondaries BUT.... practically all my defenses destroyed, talk secondaies guns 100mm & 150mm should have better shielding.
  14. 1. You do NOT charge caps at the beginning of a game. That is when you start your engines do not charge in and get womp womp by the entire enemy team. 2. You do NOT cruise, shoot, and show broadside to all the enemy ships. you sail at an angle and kite the enemy team. 3. If you are an American cruiser you do NOT sit in the open like a carrot. You huge and use islands. You are a weak as hell ship. 4. You stay a medium range to support your dds. If you are being changed then kite away. 5. Don't rush in just so you can use your torps. If you are one of the last ships alive and a bb is coming around the island. Then that is applicable. 6. If you potato any of these things it may be time to go to daycare in coop where you can learn to not be a potato. 7. Then you reap good karma for good plays and less bad karma from upset players when you die within 1 minute of the match beginning.
  15. Indianapolis Need Buff

    I have the Indianapolis , the cruiser need some buff becuase he is very fragile/weak is a omaha in T7, maybe Add Heath consumable.
  16. Roles in the Game?

    So I am doing some reading at World of Warships wiki just to understand how this game works. And to improve my game plays. Recently, I am mostly playing battleships (Kongo and Fuso) and destroyers (Isokaze and Phra Ruang). I temporarily shelved Zuiho. I already got advised on playing with battleship Kongo. I am still figuring out battleship Fuso; whether I should upgarde the propulsion module first or get the module upgrade for the hull and firing system. However, for destroyers like Isokaze and Phra Ruang; do those ships take the role of a scout? I got the Monaghan from a mission but it seems to be too slow and sluggish for a destroyer. I got the following from World of Warships wiki. I tried to play lower tier cruisers, USN and IJN. But cruisers seems to be too slow compared to destroyers but faster than a battleship. By that, for cruisers, do I need to take those ships for scouting? So are destroyers, for its role, basically considered as canon fodders in this game with it's role as scout and distract enemy ships? If I take a cruiser, preferably IJN or USN, do I partner her with a destroyer tailing behind her? Basically, I am confused about the roles. EDIT: For destroyers, I am going to the Akizuki line and the only Pan-Asia line, Yue Yang. For cruisers, to the Zao.
  17. The Worcester's seconds turret has weird firing angles, and you have to show significant broadside to use it. The problem with this, is you lose most of your DPM while bow on. While alternately showing a 45-60 degree angle just to fire all your turrets. So what range is needed to fire all of your bow guns while bow on. The range needed to fire all 3 bow turrets while facing bow-on is 14.5 km Sub 14.5km< you will only be able to fire 2 turrets bow on, thus losing 66.6% of your dpm. A cool little tip for Woosta players struggling with showing broadside.
  18. Worcester

    This ships pretty good
  19. 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.
  20. As the subject says, is it fun to play with that boat? Usually I do not usually do these topics. But, now I will tell you about my experience and maybe some people agree with me and some do not. let's start The boat has an excellent maneuverability, its turrets rotate very well, can hold very well the impacts of light and some heavy cruisers. aesthetically the ship is beautiful. Very fast recharge time 18.5 s 16 s with the improvements But! Let's talk about the most important thing. It has a pessimism secondary weapons, bad AA, a shield that in theory should withstand large impacts oh at least 330 mm front and 275mm back. in theory it works against lighter cruisers, but against 406 it is excellent for you to make a penetration and make citadel very easily, Even the 380mm of the bismark, at least some cruisers do them on penetration. in this case the armor works against this ship, of course I do not say it's wrong. Something bad must always have the boat. And as we know it is a hunter of cruseros, but if I tell you that your dispersion is bad but very bad that you can even fail to 8km? And not just once, many times in different games. They will apologize but I do not fail 8km with a republic. which has a 322m dispersion compared to the Kronshtadt ... 252mm. If you have bad AA bad secondary weapons, at least I ask WG to leave a good dispersion, the same story is repeated with the rome, to roma personally tell him not to buy it It has everything wrong even their guns dispersion malisima the NC to otherwise it is an excellent boat with one, I will not enjoy playing with it, personally, I have it with 19 points I have spent doubloons investigating what would be my best way of playing with the two boats, and I say NO FUN. of course I do not say that they are bad boats, but you will use more a boat if you have fun with it. I only ask that Kront's dispersion ... has improved the rest, it does not matter if he has good cannons, I do not want the same story to be repeated with Rome. For the time being I will tell you to get off the boat if you want, but 750,000 Exp ... It's not worth it. You will not enjoy playing with the boat, it is better to play with tirpitz than your disperception in theory is bad but really you will hurt the other boat. Shot that you make there, you will hit .. If you want to do a lot of damage, you will have to go through bad times and try harder than you should do with Zao or Des Moinds. Here I leave some where I put more effort than normal.
  21. Here I furnish the actual misery on why high tier DD game play is in the ruin due to recent changes and preexisting nonsensical radar deployment combined with BBAP (which is being fixed OFC but problem still exists). I do not have a problem with radar in general or its realism [edited](This game is arcade and i know it). I consider Russian Radars to be balanced, and US T8 radar to be relatively bearable. The problem is when DPM scales super quick as Tiers Progress whereas HP doesnt but this doesn't bode well when you have a class that primarily functions on not getting spotted in the first place. I have linked a picture on why i think this is not good especially for dds. I do not suggest that we need more HP for dds, I am basically saying that a 330% increase in efficiency at killing dds is not balanced because while Battleships and Cruisers get proportionally more Armour Heal etc to balance the negative effects of increased dpm at high tiers DD's get none . Also there are quite a lot of factors missing in my comparison that are listed below. Also of considerable importance is that the number of radar cruisers in the game with scale up by 20% as well due to the pending release of the US Light cruiser line. Assumptions 1.This assumes that only 1 ship with higher DPM is shooting at you in higher tiers when in reality multiple enemy ships with relatively improved dpm will be shooting. 2.This also negates the fact that the Benson is much harder to hit compared to the gearing due its agility and size. 3.This situation assumes that you face T10 Cruisers with a T10 DD which is not the case you can be in battle with T8 dd. In that case this problem becomes much more EDIT : If you down vote my post or others here, please have the courtesy to explain why you think this is wrong with a factual and rational thought process which will be highly appreciated EDIT 2 : This has more to do with whats wrong, I am not really looking for advice ( i can play thats not the problem here and i follow a guy who knows what he is doing) its a discussion on why the game lacks balanced lets keep the discussion focussed on that.
  22. Hey everyone, Isaac here! Back with another video on the current iteration of the World of Warships PTR (Or PTS, whatever. lol) and in this one I've got 2 consecutive games showing off the new night battle for Operation Cherry Blossom (and also some feedback for the devs if any of them are watching). CAUTION: I am a salty one, and sometimes in this video my language does slip a little. So if minorly adult words offend you, then you may want to tune out now. Don't worry we will wait.......okay, now that it's just me and the one sole remaining person left watching the vid, we can get right into it! BLINDED BY THE NIGHT! COOKED UP LIKE A GOOSE, THE CRUISERS BURNING IN THE NIGHT!!! Okay I'm really done with the bad Manfred Mann references now....no seriously..... Sooooo......night battles. Interesting concept. Still not sure if they've just altered the desktop gamma settings during the match or whether the WG devs managed to find some other way to do it, but so far they look alright. Could be done a little darker imho and really give that feeling of being in the near pitch black of night. On the other hand though, in the second match you do see me looking up at the skybox they've coded for the night part of the operation and it *does* show a full moon, so I'll digress. As I do mention, it does seem like they have ratcheted up the difficulty in the scenario since Jingles made his video (link to his in the video description of mine if you haven't seen it yet). There seem to be a few more ships, and also it seems like they tweaked the AI to almost always ignore players until they're within like 3.5 km to 5 km and only then do they start shooting at you. The Marine regiments on the island get chewed to pieces really fast if you don't all go FULL AHEAD and go straight for E9 to intercept incoming ships. However I did stray into the area of one of the star shells and got lit up, but it didn't seem like the enemy AI were overly concerned with me.....at all. They seem to flat out ignore any player ships in the effects of the illumination rounds and just focus on killing the troops on the beach. Pros: Night battles: This is something the player base has been wanting for a while, especially in Random battles. Testing it out in an operation is definitely the way to go first. Tier 8 operations: The first of their kind, and opens up the opportunity for some serious credit making potential above what even the tier 7 operations offer. USN Cruiser Split PART 2: Looking forward to getting my hands on the *FOUR* new ships of the line and testing them out in some matches. Videos to come on those as soon as I'm able! IJN Gun(loli)boats for Tier 9 and 10: Finally, after having the tier 8 Akizuki capping out the IJN DD split for quite some time, that branch will be seeing its completion SOON (TM). Cons: Enemy Bot AI: Holy mother of god. If you do not do exactly what you are supposed to do at exactly the right time in exactly the right way while dressed in drag, doing the Hula, during a rainstorm in Africa, all while sacrificing a small goat on an altar made up of the bones of 1000 virgins......Good luck. And it's not just a problem with this new scenario. Since introducing the missions for all the other scenarios, hundreds of players have noticed the same thing in those as well. Focus fire by bots is stupidly prevalent, their guns almost never seem to miss, AI high explosive seems to have well above an 80% fire chance, their torpedobeat volume is cranked up WAY past 11, and AI torpedo launches, despite WASD hacks, are like radar-guided AIM-120 AMRAAM missiles unless you've got hydro up and running. Seriously, it's ridiculous. Player starting distance to the intercept point (approx E9): +20 km distance you have to travel. If everyone goes in a straight line at full speed without maneuvering too much (if at all), it's BARELY doable. But by then, the 2 Marine divisions on the beachhead are STILL gonna be down to about 3/4 to 2/3 health remaining. If your teams' focus fire isn't on point, and people aren't stacking their radars properly, well tough luck. You'll fail before the sun even comes up. If even 1 of your team fiddles around or changes course too much, well tough luck. You'll fail before the sun even comes up. Tier 8 Cruisers ONLY: This is the part that really sucks. There aren't many tier 8 cruisers available that are in the game under the Allied Powers. USN, RN, VMF, and France. That's it. 4 countries and 6 cruisers in total (Baltimore, Cleveland, Chapayev, Kutuzov, Charles Martel, and Edinburgh). The only one of which that is premium being the Kutuzov, and that ship is no longer on sale and is (possibly) only available from Santa Crates during Christmas time. Gotta stick to tier 7 ops for that if you wanna grind credits and free EXP in PvE to have a larger selection of premium ships that are readily available (at least for now). Overall: I'm looking forward to 0.7.6, if not necessarily for the scenario, but for the 4 new USN cruisers being released. Time will tell on the Operation, and I really hope they tune it down a little because as it stands, the margin of error on it (as of the recording of this video) is quite literally non-existent. Most scenarios give you a little bit of wiggle room. This one really doesn't. Definitely looking forward to the finishing of the IJN gunboats too. And realized that at the time of this posting, I've only got like 10k exp left to get to unlock the Akizuki. Buuuuuut since they nerfed the Shiratsuyu to the bottom of the ocean, I'm just gonna burn free EXP to unlock the Akizuki with the stored XP i have on the Shira. I ain't playing that tier 7 anymore. If you get a chance, hop onto the test server and try to complete some of the missions for those Live-server awards. Especially the dragon flags! As always, take care and stay safe captains!
  23. Tanky Cruiser?

    Let's say Tier 5 and above: What is the most tanky Cruiser out there (if there is one)? How have you built into its tankiness? I want to build one, I have a lot of Cruisers but not the one I expect to hear...
  24. Today we are going to take a look at he Des Moines in a ranked game where what we need to do to win isn't so obvious. As usual I will be pausing at various points in the replay to describe positioning and my personal decision making during the course of this game. I hope you all enjoy it, and let me know what you think in the comments down below!
  25. Just got demolished by a Stalingrad. Tier X cruiser. Where does one get this monster? Not showing on tech tree.
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