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Found 32 results

  1. I would like to commend Yuzorah for posted the article of the new Soviet VMF light & heavy cruisers recently: https://thedailybounce.net/world-of-warships/world-of-warships-the-russian-cruisers-line-split/ I thank him for sparing me the trouble from making a long article, which I'll save it for my other articles in the future. Still, I would like to help making an introspective to complete the circle. Tier V - Kotovsky appears to be, from my knowledge, is possibly an overhauled light cruiser Admiral Butakov of the Svetlana-class (which was incomplete prior to the Russian Civil War). Largely based on Project 78 training cruiser modernization & refit plan, in addition to the Project MK-4 prior to Project 94 Budyonny development & postwar Project MLK-series design studies, particularly the 4 x 2 -152mm MK-4 twin guns. Данные Проект МК-3 МК-4 МК-5 МК-6 Проект 94 по ОТЗ июня 1940 Проект 94 по ОТЗ декабря 1940 Дата — 2 апреля 1940 — 20 марта 1941 Июнь 1940 Декабрь 1940 Водоизмещение 7760 8000 8130 7800 7500 8200 Главный калибр 3х2 152 мм 3х2 152 мм 3х2 152 мм 5х2 130 мм 3х2 152 мм 3х3 152 мм So instead of the 130mm B-2LM turrets, the 152mm MK-4 turrets are selected in place of them. Alexander Nevsky is indeed the Project 84 air defence cruiser. The namesake is befitting for Tier X, given Alexander Nevsky was made a saint in Russian history & is considered as one of the most respectable men among the Russian people with high esteem. Besides, I like how WG devs opted for two SM-48 twin DP gun turrets on the aft of Borodino in place of the nonexistent single quad DP gun turret as shown in the draft blueprint (sensible choice). Just in case if anyone has yet to know what is Borodino & which project she came from, Borodino is, in actuality, the Project TsNII-45 small battleship - Variant III+III-3 Tallinn is indeed an ex-German Hipper-class heavy cruiser Lutzow, and she was formerly Petropavlovsk before renamed to Tallinn after raised from sinking. This Tallinn was, in actuality, to be officially retrofitted under Project 83-K. But it seems like Tallinn is given Kirov's MK-3-180 main gun turrets instead of the supposedly Chapayev's 152mm MK-5 triple gun turrets as originally planned for Pr. 83-K. 4 x 3 – 152mm/57 MK-5 triple gun turrets 6 x 2 – 100mm/70 SM-5-1 twin DP gun turrets 3 x 4 – 45mm/78 SM-20-ZIF quad heavy AA gun mounts 6 x 4 – 25mm/79 4M-120 quad light AA gun mounts I'm not entirely clear about both Riga & Petropavlovsk. But the one thing is certain to me, is that both Riga & Petropavlovsk are supposedly representing a direct parallel to Project 69 - Kronshtadt & Project 82 - Stalingrad. Whilst Petropavlovsk is possibly the Variant III of the Pr. 82 development before it officially laid down as Stalingrad with more modern 305mm main guns, Riga could likely be Project 22 heavy cruiser/battlecruiser that was later cancelled & carried forward to the development of Pr. 69 - Kronshtadt. Other source suggested that Pr. 22 was later picked up for studies to develop Pr. 66 - Moskva. (I sense a slight discrepancy in regards to the fate of Pr. 22) In addition, with Nevsky announced to be the top tier AACL, I got the feeling that Dimitri Donskoy could as well receive a 152mm BL-118 triple DP gun turrets upgrade to keep in the line with the general trend of Tier IX & X being an AACLs like USN's Seattle & Worcester, as well as RN's Neptune & Minotaur.
  2. This is what to look forward too in 2020... Let me set the stage, In a Flint finding my favorite Wifu rock in the map so that I can rein fire in domination mode... B cap is being rushed by the reds, only 2 ships at A cap so I aim for the middle of my rocky Wifu... I got spotted from B Next thing I know, half my HP is gone... Its not from the reds at B (they have a clear angle to my citadel). It was a BB from behind the rock.... Out of my range but yet easy for him to take half my HP.. As a narrow target as I was (facing north and south bow on at the time), I was shocked but not surprised.. AP from BBs has gotten to easy to citadel light cruisers even from bow on... Due to these circumstances, I dont blame if my follow cruisers dont want to play Domination mode properly... A BB nails 3 shots on a bow on Light cruiser just getting into position and its port... It is what it is, the game is centered on BBs/guns and rockets for 2020. I'll adapt (pics below). I would include the replay but I after 30min of searching in the WOWS drives.. I haven't found it
  3. LcdrSwizzle

    Graf Spee main gun range

    I do think that the Graf Spee should have greater main battery range, and that it's secondaries have also been "nerfed" from what they could do in real life. However, I do realize that "game balance" is important. So, here's a thought about a change to that ship: Right now, it can only carry a Fighter. What about letting it carry a Spotter as well? Thanks for the upcoming discussion!
  4. panther5001

    Advanced Tactics: Cruisers

    Hello WOWs forums. I'm thinking of contributing to the community given that I've had such a great experience playing and learning this game. In this particular thread, I aim to highlight common mistakes I see cruiser players make, as well as go over some more advanced tactics that every cruiser player should use. I will not go over basics like ammo selection, captain skills, and and upgrades, as those are easy to find through a simple google search. Anyways, let's get into it. Cruisers as a class are by far the most punishing class in terms of positional mistakes. You do not in most cases have the smoke to disengage like a DD, or the sheer survivability of a battleship. Often, getting caught out of position in a cruiser means that you are focused by multiple battleships and deleted very quickly. This is what often loses games, as cruisers are indespensable for escorting DDs and BBs into caps. So with that said, I'll get into some 'dos and don'ts' for basic cruiser positioning. A. Basic positioning: where are you needed in your fleet? DO link up with friendly DDs and BBs. You are a support ship who's potential is maximized when paired up with battleships and destroyers. They also need to to do their job. The reasons for this are very simple. If you go into a cap with friendly DDs, you can easily skew a DD vs DD fight in your favour, and push out enemy DDs from a cap, allowing you to take it. DDs can also assist you by providing smoke for you to disengage easier, as well as provide a deterrence to prevent enemy BBs rushing you. Friendly battleships give you a means to maximize your DPM. Generally, if you stick behind the friendly BB, enemies will more likely focus the BB, meaning that you can take more aggressive positions and make the most out of your DPM. More importantly, however, is that you give friendly BBs a means to push. You will deter enemy DDs from rushing you, provide AA support, and also can give BBs more time to evade torps (due to your plane/hydro) and rush smoke (hydro or radar). DON'T go off and do your own thing. Seriously, you aren't rambo, and this isn't call of duty. If you enjoy getting focused by the entire enemy team, then by all means do this. But if you read this far then you are likely not the type of player to do this so yay. B. When, where, and how to disengage: ALWAYS have a means to disengage -- stop firing to regain stealth, get into cover, or get behind friendly BBs. When and where: You never ever ever ever ever want to be caught with your pants down. Every cruiser needs priority target, so use this to gauge when it's time to go dark. Generally speaking, if 2+ BBs are aiming at you, or 3 enemies of any type, it's time to fall back and go dark. The reason for this is because as a cruiser, you want to have the ability to dodge incoming BB AP. So if you are being engaged by multiple angles, you really can' dodge effectively, meaning that you will be citadelled to crap. How: This is where things can get tricky. In most cases, you have to turn and expose your broadside to disengage. Obviously this brings the problem of instantly being deleted by BBs and other CAs. So how should you time your turn? Angle (I'll get into more detail later about this) towards the biggest AP threat (BB with the highest calibre guns) and bait their shot. After they've fired, you have 20-30 seconds to turn and haul [edited], hopefully regaining stealth. NEVER turn before the battleship(s) has/have fired, you will just get deleted. Now some of you are probably thinking: what if I am caught in a crossfire and cannot angle effectively? Welllll, this brings us back to point A. Do not get caught in this position because you will die very quickly. Stick with your team and do not overextend to a point where you are caught in a potential crossfire. C. Angling, baiting, and dodging: dos and don'ts I briefly touched on baiting enemy BBs to fire at you, but let's get into more detail. If unable to dodge (<10km): Show a slight amount of broadside at an autobounce angle (>60°) and bait enemy BBs to shoot at it.This will mitigate as much damage as possible and allow you to turn to disengage. You will still eat some damage, but doing this prevents you from being citadelled as much as possible. If dodging is possible (generally >10km): Sail at a 20-30° angle and bait them to shoot. Once they fire, cut all speed and shift your rudder as fast as possible to the other direction. In most cases, their salvo will land short and off your port/starboard side. DON'T go bow-in: Most BBs will simply overmatch your bow and hit the citadel behind it. Don't do this. DON'T commit to a turn unless the largest AP threat has fired: I've mentioned this multiple times but it's so important. Bait their shot, tank/dodge, it, THEN turn to disengage and reposition. D. Target Selection: who to prioritize? Keep in mind that the order I am about to present should be used as a reference and nothing more. Battlefield conditions can and will skew this list. However, it is still useful to keep in mind when playing. Any enemy DD <12km. You are most effective at killing them and doing so will give your BBs a means to push and allow DDs to cap more effectively. Also, most DDs have 12km or less or torpedo range, and become significantly more threatening the closer they get. A BB who has recently used damage control. This might seem odd to be placed this high, but HE spamming a vulnerable BB does two things: i) it forces them to disengage and attempt to heal, giving your team more map control, and ii) stacking multiple fires quickly enough can simply kill the vulnerable ship. Broadside cruiser <15km. Generally speaking, AP volleys at this range will consistently score citadel hits. Removing vulnerable cruisers gives friendly DDs more freedom and allows friendly BBs to focus on engaging enemy capital ships. The reason why it is not ranked higher is because it takes time to swap ammo, and most broadside cruisers either die, angle, or disengage by the time you have reloaded AP. DD >12km. Still worth taking shots given that most of them can't heal, and any chip damage is valuable. BBs (especially angled/bow on BBs) with damage control. Helps friendly BBs immensely, as they usually cannot deal significant damage to a well angled battleship. This helps to dislodge them and hopefully gets them to turn for your battleships to punish them. Angled cruisers (or even broadside cruisers at long range). It's not really your job to HE spam angled cruisers to death (just allow your BBs to force them away), and in most cases you do not have the AP pen to punish broadsides at range (aside from the Moskva, Zao, tier 8-10 German cruisers). Anyways those are my more advanced tips for cruisers! I hope this was helpful and let me know if I should make more of these 'guides' in the future! This is the first time I've written this type of thing so feedback and criticism is appreciated!
  5. thatbruinskid

    Which T8 Premium cruiser should I get??

    Been debating between Prinz Eugen and Atago. No idea which to go with, I really enjoy German ships (especially battleships) but the Hipper isn't my favorite, haven't played Japanese cruisers but the artillery and torpedo armaments of the Atago seem very fun at first glance. Any thoughts would be appreciated. Thanks!
  6. MajorDoozy

    Is the Boise good?

    Hello all, it's me again. I've went and bought the Boise, to have an American cruiser to train my Cleveland captain in. I feel like the $40ish dollars I spent was kinda hefty, but I didn't really grumble, because I was told the Boise was a good ship. So, I bought it, and played a few games, and oh boy, was I disappointed. I thought I'd give the ship the benefit of the doubt, because I probably didn't know how to play it correctly. So I played more games, this time trying different play-styles, including the big DD play-style, the "HE spammer behind the island" style, the DD hunter style, the BB support style, and more, and I was still finding that the ship felt weak, and that I was losing quite a few more games in it than any other ship I had in my port. Everyone always says "it's not the ship, it's the driver/captain", but I don't believe that is the case here. Granted, I am by no means a good player, but I don't feel like I suck either. I could be best described as an average player. When I was playing the Boise in these games I noticed so many different things about the ship that just felt like they were causing me to lose fights that a cruiser shouldn't be losing. I'll list below what I feel like the ship struggles with. - The amount of damage that the guns do. The HE feels underwhelming, especially when I am firing at other cruisers and battleships. It does fine against DD's. The AP on american 152's is naturally not that great, and I accept that; however, in my experience, they just feel worse than the standard 152's. I would get into close range knife-fights with other cruisers at about 5km and less, and even with a full-broadside, I get shatters, overpens, and the occasional pen, usually causing about 1-2k damage with a salvo. Against another cruiser, broadside on, at less than 5km. And yes, I do know where to aim on cruisers to score max damage. I don't know if RNG is screwing me over, or if I'm doing it wrong, or what, but at 5km or less, I'd think that 15 guns would be doing more than that. - The gun range. Granted, it does have 15 guns, but 13.6km for a max range, it just isn't good, and it causes you to have to play a bit too aggressively. I'll touch on this in a second with the ships' overall survivability. - The maneuverability of the ship. Granted, it isn't a destroyer and it isn't meant to have a destroyer's maneuverability, but it feels a bit sluggish to turn, and it feels like it takes a huge distance for the ship to turn 360 degrees. This isn't as much of a gripe as the others, as this one may just be me not turning and changing speed like I should be doing regularly. - The survivability. Oh lord, this is the part of the ship that feels ridiculous to me. Because of the limited range on the ship, you have to get dangerous;y close to the enemy ships in order to do damage, and when you do that, you have to expose some part of your ship, unless you're behind an island. This ship, simply cannot take any hits, whatsoever. HE? it hurts, and this thing burns like dried driftwood. AP? it hurts even worse, no matter the angle it strikes at. Even DD's can shoot this ship with HE, and this thing simply melts when it eats those incoming shells. With 33k health, this thing vaporizes quicker than other cruisers at tier 7, and last time I checked, cruisers aren't meant to sit behind islands and spam HE the entire game. They're supposed to get involved, at some point. This ship, when it gets involved, in my experience, it just melts, bow-on or broadside to the enemy. Now that all that is out of the way, I need some help from the rest of y'all in the community. I need y'all to tell me if I'm just being stupid, not playing it right, and I need to git gud n00b, or if my gripes about the ship are at least, somewhat understandable? Because I don't want to say this ship is a waste of money, but I just can't seem to have a single fun game in it, much less have a good game in it, and every time I see that losing screen or my ship sinking, I can't help but to think about the $40ish dollars I spent on it. PLEASE HELP! Tell me if I am crazy, or if I'm not crazy and I have good points!! -ThePwnageMachine
  7. Although (because I use a Mac) I cannot view my own replays, I have noticed that apparently I have a general problem with proper positioning while sailing cruisers. Namely, I seem to have trouble finding a perfect middle between (IMO) ineffectually tossing HE from near max-range or getting too close and thus getting destroyed by the whole enemy team (even when angled). Separating my problems into 2 categories: In cruisers not dependent on firing from concealment (like Japanese cruisers, French cruisers, or sometimes American heavy cruisers), I find that I tend to stay at close to maximum range. However, I believe (not sure if I'm correct or not) that this is overall bad for my damage capabilities, as I feel that the further away I am, the less effective I am. In addition, I find that my first instinct when being targeted by any enemy ship is to turn away, even if I don't know if it's just a destroyer lobbing a few potshots at me or a battleship getting ready to bring the pain. This may increase my survivability, but I dislike having to constantly be retreating. In cruisers more dependent on firing from concealment (like British and especially American CLs), I find that my results in a battle are essentially dependent on a) setting up in a place with concealment so that I can shoot at the enemy without getting shot at in return and b) said place having a firing line on a good portion of the enemy team. More often than not I find that either a) I set up in a position with great concealment but effectively zero targets, forcing me to relocate or b) I set up in a target-rich environment but also end up exposing myself too much and becoming the latest snack on a BB's menu. I also use destroyers and battleships, but both of those classes have advantages which allow more leeway in positioning. Cruisers have neither the concealment to do damage without making themselves vulnerable nor the armor/hp to tank anything thrown their way. I'm aware that I will never be able to control entirely what targets the enemy team chooses to shoot at, but I would like to know how to best balance my own survival/aggro-ing the enemy team and my damage output. This, I feel, is critical to my success in both categories of cruisers. All tips/advice are appreciated.
  8. Now, I know what most will think; probably a prank to get a quick laugh. But sometimes crazy events actually happen in real life. Coca Cola and Pepsi in general were big competitors in the Soviet Union as well, with Pepsi having an almost complete monopoly at that time. Their competition is even nicknamed "Cola wars" This is how Pepsi in 1989 found itself being a significant naval power (17 submarines, 1 frigate, 1 destroyer, 1 cruiser). Granted, they were obsolete; the subs were of the diesel electric variety, not nuclear ones, but Pepsi got the whole package for the bargain price of 3 billion dollars. Sadly I was unable to find the exact types. However, based on timing, a Sverdlov class cruiser, Aleksandr Nevsky and Whiskey Class submarines could fit the bill. Of course, this fleet was never really used, it was merely a valuable source of scrap with which a by then failing USSR closed a big deal with Pepsi. Still, found out literally out of nowhere, thought it's a pretty interesting and funny story. The head of Pepsi at the time, Donald M. Kendall even said to President Bush (Senior) that Anyway, with the introduction done, here's the original digitised article: https://www.nytimes.com/1989/05/10/opinion/foreign-affairs-soviets-buy-american.html And a meme pic I found: SS "Fizzy", flagship of the glorious Pepsian fleet .
  9. BladedPheonix

    Dido class? and a cool story to go with it

    Howdy sailors! So I was taking a break from WOWs today and thought I'd play Silent hunter 3 instead. Story: About an hour ago while patrolling just north of Gibralter, I intercepted a convoy that was heading north and proceeded to attack and sink 4 of the 6 ships. (date was June 14th 1943 in case you were wondering) suddenly While I was trying to chase down the last 2 on the surface and finish them off with my deck gun, a cruiser and 5 DD showed up to ruin the party. but the strange thing is the cruiser that showed up was a dido class and I had never seen one of these before outside scenario missions. anyways quickly went to periscope depth and I launched from my rear tube my rare and brand new prototype fawlk 4 homing torpedo and snapped the dido in half like a match stick. This apparently ed off the remaining DDs and they proceeded to drop every-thing but the kitchen sink searching for me. the rats managed to get 3 lucky hits on my sub and forced me to crash dive and play hide and go seek and after about an hour they gave up and decided to RTB. anyways, having suffered engine failure, broken hydrophones and with no torpedoes left I just auto ended and returned to base. (got a knights cross so I guess it was a win) I then looked up the Dido class on wiki and turns out these things are pretty awesome! https://en.wikipedia.org/wiki/Dido-class_cruiser So I was wondering. when can we expect the Dido class light cruiser to be added to WOWS? because I want one! comment below if you know or want one as well! that's all for now, hope you enjoyed the story and have a great memorial day weekend! and until next time, I'll C'ya on the Seas!
  10. I haven't reached any Tier 10 ships, yet, so my wisdom is pure; not tainted by the bias of experience or the illusion of knowledge. 😇 The "Swiss army knife" description of the Hindy only brings to mind the sage admonishment, "never bring a knife to a gun fight." (Swiss or otherwise.) So, I'm heading to the "Motherland" of Russia rather than the "Fatherland" of the Reich. Methinks, after many many seconds of dedicated research, that the Moskva has been modified, for the better and is, as the kids today say, better... than the Hindenbubble. The "yuge" hit point value, rate of fire down to 9.1, range of up to 22km, giving her an 8 km spread over detection, powerful guns, good secondary range, and improved dispersion, make her a [edited]. The gigantic turning radius can be mitigated by not turning so much. (See the stunning elegance of pure, Platonic wisdom?) Angling in, like promiscuity, is its own reward anyway. And, within a certain margin of error, one pretty much just needs to beware battleships. (Who shouldn't?) All this against the Hindenburg, which as best I could research, has 12 guys with shotguns standing at her rails. Hmmph! So, you can see I have fairly described both vessels with scientific precision and peer-review awareness. So, have at it boys. Proves me rong. Critique me at will. (Before I make a dreadful mistake.)
  11. *pictured - HMS Belfast engaging shore targets on the Korean coastline in March 1951* Which Town Class cruiser gets the call when you leave port with the Fleet for battle? There are two Town Class cruisers currently in World of Warships - HMS Edinburgh and HMS Belfast. Edinburgh features an improved repair consumable and unique armor piercing ammunition effective against different classes of ships. Belfast has access to radar as well as hydro for detecting stealthy ships and incoming torpedoes. When deciding between the 2 Town class cruisers, which one gets the call to head into battle with the Fleet? "If you're going through hell, keep going!" - Winston Churchill, British Prime Minister #townclasstuesday #anchorsaweigh
  12. Are there any unique non premium cruisers that are noticibly different from the rest? I am looking for a new country to try out but i dont know which one to really choose. Ive played ijn cruisers and a little of germany. I also prefer ships around teir 6-7 but im fine with trying and learn the higher tiers.
  13. Alright, guys, so I'm in a bit of a dilemma (as always). If you check my stats, you can see that I don't have too many games, and I'm afraid I do not have the time to really dedicate myself to WOWS and grind out all of the ship lines to T10. What I've decided is that I want to grind out one cruiser line to T10 and really master that playstyle so I can join a clan and be an asset in T10 battles. You can see that there are certain cruisers that my stats suggest that I am good at, but that is because they are all mid tier and do not have many battles played in them. So, what I'm looking for is a [not TOO squishy] cruiser line that can ambush other ships with devastating AP volleys (and keep in mind that if you are going to suggest IJN cruisers, you should note that I just can't seem to get them to work. I don't like their long-range kite-y playstyle) OR a cruiser line with long range and high-DPM HE spammers that can farm damage and fires off of DDs and BBs (as revenge for all of the times I've been dev-struck by torps/AP shells shot out from >20km away). Right now, I have a Dallas in port with 15k exp to Helena. I have Pensacola, Nurnberg, and Kirov researched, so I would like if your suggestions remain limited to the USN, VMF, KMS, and maybe IJN lines if you strongly suggest it (no Khaba or Harugumo though, they just feel like... odd ducks). You can check my stats if that will help you decide which cruiser line would fit me best, but once again, take all of that information with a large grain of salt. I appreciate all of your guys' help and support, and I thank you for your time in helping me decide which line to grind.
  14. Bfoster19955

    Skills for Chapayev and Dmitri Donskoi

    So i finally obtain the Moskva a few days ago(took me some time to get use to the new ship but manage to get a few matches breaking 100k dmg) so now i'm planning to have designated captains for Chapayev and D.Donskoi because i enjoy taking them to sea. However i am unsure what skills would be relevant for both ships. The image is the skills i have so far for my designated Donskoi captain. Not sure if other skills should be chosen in place of the ones that i have so far. And with the change to the AA, not sure if its possible to add a AA skill to the captain to help with air defence. For my upgrades i have MAM1, Survallence Radar Mod 1, Aiming Systems Mod 1, Steering Gears, Concealment and Gunfire Control Mod 1. Also plan to use the same captain skills for Chapayev captain. Needs some assistance. Would be greatly appreciated.
  15. So...why was this ship not the T2 US Premium cruiser instead of the undistinguished and unimpressive USS Albany?
  16. 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?
  17. BladedPheonix

    Cruiser tone coming after CV update?

    Howdy sailors! So although I'm not partaking in the testing for CV reworks (no room for it on the PC, please don't judge) I have been following a few players on youtube for information and observation. during 1 match i noticed that a Yamato had what looked like a squad of at least 3-4 float plane fighters protecting it from a CV's torpedo strike. This got me thinking. If this current change to float fighters stays as is, will this change finally be enough for WG to add the very wanted Tone and Chikuma? Maybe even the IJN BBs Ise and Hyuga as well? Video for players who don't know what the ship is about. what are you thoughts on the matter? please comment below! Until next time, I'll C'ya on the Seas!
  18. BladedPheonix

    Seattle/ Worcester MCAA question

    Howdy captains! So I'm almost finished on my Seattle grind and I'm trying to figure out the best perk set up. I've basically narrowed it down to MCAA or stealth. Though seeing I already have both my Desmoin with full DPM build and my Salem with stealth/radar build, I kind of want to shake the box up a bit with "Wooshster" and make it a complete AA cruiser. My only worry is the perk doesn't work on the 152mm guns. can anyone vouch for picking MCAA for Seattle/Worcester? or should i pick something else? I want to be able to help my team climb higher, not drag them down! hence why I'm asking for advice. anyways, until next time, I'll C'ya on the Sea!
  19. A_Horde_of_Sharks

    What was your favorite cruiser line to grind?

    Shortly after my year-long hiatus due to computer problems, I finally managed to acquire my first tier 10 warship: Moskva. Despite playing numerous games in her and extensively using it in ranked, I find her surprisingly ineffective and a chore to play. After my disappointment, I realized, "how many russian cruisers did I actually keep?" It was then I realized I only kept Budyonny and Shchors, the only two ships out of the entire line I seemed to enjoy. The reasons I did not enjoy Moskva was her lack of flexibility. The turning rate and concealment were so bad, it essentially forced me into combat as a spamming bow tanker, unable to leave or formulate a new strategy once the engagement reaches a certain distance. Since I lacked the brain to quit a line while I was ahead, I will ask the community two questions instead. 1) What was your favorite cruiser line to grind? (Yes, even the Russians count...) 2) What line do you think I should grind in its entirety? (No not the Russians this time. Anything but them... Please have mercy... I would rather eat a pine-cone.....) Any advice is welcome!
  20. Darkmouse24

    Worcester

    This ships pretty good
  21. Are you a DD player who is constantly frustrated for being radared by cruisers camping behind islands? Do you want to learn where these cruisers hide so that you can adjust your gameplay with them in consideration? Then this handy guide is for you! Featuring the places in high-tier maps where these cruisers will camp 90% of the time! (Note that this guide was made back in July, so some maps may have been redesigned from what is illustrated, but the points still will be roughly the same).
  22. Submarines in WOWS--It is an interesting concept. A few points to consider: 1. NEW Game engine--Macwrapper from Code Weavers will have to do a new wrapper for subs. They already are probably working on one for the new CV play. I wonder if the WOWs Halloween game will even play in October 2018 ? 2. Subs of WW2 vintage did around 25 knots on the surface. WW1 did 18 knots on the surface. Speed will drop to 8 knots or so submerged (this may not be an issue with the Oxygen meter). Depending on how long you are underwater, a sub may have to fire quickly before surfacing. There will be no Irwin Allen Seaviews or 1990s vintage SeaQuest DSV subs in the game doing 30 or more knots underwater. The vessels will be SLOW 3. DDs are getting overtaxed as the main sub hunter. CAs had provisions for subs. You can see the equipment on the Tier 3 Aurora. So does (yes) the Tier 1 sloops. Note that they have depth charge deployment devices on them. While any of these ships have a role in sub chasing ? 4. CV aircraft did a fair amount of sub chasing (as well as the Zeppelins of WW2 US Navy). What role would they have ? 5. While the German U-Boats fired fore and aft torpedoes, the American "O" and "S" classes, if memory serves correct, fired only from the BOW in WW1 and later. I will give WOWS credit for thinking of all the Gamers who have asked for submarines. It will be the hardest ship class to put in if they proceed. It would be a programmer's nightmare given all the changes needed to get submarines to work right. Astrosaint
  23. Your cruiser has a new commanding officer with 3 points, how do you use them? Pictured above are the recommended skills for cruiser captains. You can choose a level 1 skill + a level 2 skill while some may choose multiple level 1 skills until they earn another point. There are many combinations possible depending on how you play and which ship you are assigning the new skipper to. When you have a green captain, which skills do you want them to have before sailing out with the fleet? "Any commander who fails to exceed his authority is not of much use to his subordinates." - Arleigh Burke, US Navy #threepointthursday #anchorsaweigh
  24. Jumarka

    Tired of this.

    So I was in my Cesare in a T5/6/7 battle. And this happens, notice were are the BBs are heading and were the DD is. WERE ARE THE CRUISERS GOING? To hide behind some islands and do NOTHING. We lost a DD that had to face 2 enemy DDs without cruiser support. The smoke that you see in this picture hides 2 red DDs and I am going reverse, waiting for the torpedo wall that its to come. HAD those 3 guys move just a little forward we could have moped up the side. Instead we lost the match. This is the Cruiser gameplay that makes me want to sit in the back and snipe like a moron. Rant over.
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