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Found 24 results

  1. So I've had the Yubari for a decent amount of time and she is a good ship when played right. Granted most of my matches in it had a CV in it allowing me to use the DFAA quite a bit. The Yubari is the lowest tier ship to have access to DFAA, and considering the CV tiers she faces she will be able to handle herself quite well. Superintendent is mandatory if you want to carry more DFAA charges as the stock DFAA gets only 2 charges (unless you use DFAA II with 2 charges [3 with superintendent]). Even without DFAA active i would expect 1 or 2 planes being shot down, not many mind you but it is one less plane on the CV. The ship itself is essentially like an over-sized destroyer with it's handling and speed. The fishes are a bit underwhelming range-wise in my opinion but they hit hard. The launch angle of your fishes requires you to go full broadside, not good offensively but good for a defensive full-rudder retreat. You turn, drop fishes, and use your speed to outrun your foe. I have yet to see what the concealment expert skill does for the ship with its 10km detect radius. I would recommend BFT and AFT if you are either training an AA captain for the ship, or training a Battleship captain. Torpedo armament expert is a good idea as well if you plan on keeping your captain on the ship (which i plan doing after training a DD and BB captain). Gun range is low and gun power is even lower. You have 2x2 140mm guns that take 6.5 seconds to reload, adrenaline rush is a good idea for DPM gain. The ship has no armor to speak of further reinforcing the "Over-sized Destroyer" play style and another reason why adrenaline rush is a good idea. The HE shells themselves are questionable but have a good fire chance. Further details about the ship here: http://wiki.wargaming.net/en/Ship:Yūbari Upgrades: you should take Aiming Systems Mod. 0 and Damage Control Mod. 1 For details read here: http://wiki.wargaming.net/en/Ship:Yūbari Current stats with the ship: I know the WR may seem bad but that was a result of teams altogether failing Note: These stats may change due to amount of play time I commit to this ship What is your opinion of this oddity of a T4? -Ace6steel
  2. *pictured - Cruiser Division 12 (Cleveland, Columbia, Montpelier, and Denver) in formation in the South Pacific, 1943* When you sail your cruiser into battle, how do you best support your team's efforts? Being the most versatile class of vessel, cruisers can excel at many roles to bring a victory for their team. From hunting destroyers, anti-aircraft protection, and supporting fire, cruisers can bring firepower where it is needed but need to be mindful of their position to avoid incoming fire. When you bring your cruiser with the Fleet, how do you play them to help your team the most and bring home a victory? "If you're not making waves, you're not under weigh." - Chester Nimitz, US Navy #wareffortwednesday #anchorsaweigh
  3. 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!
  4. 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!
  5. I heve been wanting to read about the exploits of the German comerse raiders of the world wars so I would like to take suggestions from you wonderful paople of this forum I am specially interested in firts hand accounts or any indeep descriptions of their trips. I am also mostly interested in warships (Graf Spee, SMS Emden,etc) but if there are any good books on the armed merchants I wont protest those suggestions. Thanks in advance to anyone that responds.
  6. 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!
  7. ThePwnageMachine

    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
  8. Darkmouse24

    Worcester

    This ships pretty good
  9. 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).
  10. 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
  11. 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
  12. I know smoke screens were use effectively during WW II and they worked quite well....but not as well as they do here. If you set a smoke screen out you mask your position because they can't see through the smoke. On the other hand you shouldn't be able to see the ships your hiding from....If I can't see through it...the destroyer or Cruiser shouldn't be able to see through the smoke screen either. The DD in this game are way over modeled you would think they are armored like a battle ship the way they take hits. They have to do something about the smoke if you can't see through it the enemy shouldn't be able to either...nothing worse than a Cruiser with smoke out peppering the hell out of you with accurate fire sitting in smoke.
  13. I feel like a recent problem is that this High Explosive Cruiser spam meta isn't fun. I feel like it is ruining the enjoyment of the game. So I have been noticing something lately. Have been playing the game since beta, and I have never really felt like this HE cruiser spam has been as powerful as I feel like it is right now. I don't know what it is for sure that caused this to happen. Maybe people have finally become better at aiming than they were for the past 2 years or... maybe there is a new aimbot out or something, but it seems to me that, at this point, cruisers are the most powerful things, and there isn't much that can be done about it other than get a cruiser yourself and play it the way everyone else does, except that if that type of play isn't fun to you then... the game isn't fun. Quit I guess? That doesn't seem good. It seems like we have a cruiser HE spam meta now. I think it probably has a lot to do with the new American cruiser stuff. To be clear, it seems to me that the most powerful thing to do in the game right now is to play a radar cruiser, sit behind an island corner for hard cover and vomit HE, and fire on everything in range. Make micro adjustments to your position, and then when everything is dead or has run away, move up to the next island. Repeat. I don't really see a counter to this. When thinking about it, a lot of cruisers can get their detection radius pretty low. How this Cruiser strategy interacts with Destroyers: If a DD approaches them and spots them, the cruiser can just pop radar, spot the DD and then obliterate them. As soon as the cruiser gets spotted, the game informs the cruiser with that little alert icon that they have been spotted. The DD is already pretty much automatically within radar range because, if the cruiser has the stealth build, the cruiser's radar range is pretty much about the same size as their detection radius, so the DDs can't do their job and spot for fear of getting instantly radar spotted almost the moment they spot the radar cruiser with no time to turn around and get out of the radar zone while keeping the cruiser spotted. Sure the DD can peek around a corner and then if they see a radar cruiser, they can try to pull back and only lose 1/3 their HP to the cruiser, but that isn't really letting them do their job very well. If the DD launches torps, wargaming already designed cruisers to be able to thread the torps, especially if they have hydro. They even made a video showing what their original design intent was: So anyway... the cruiser would be better at spotting than the DD because the cruiser can just drive forward spotting larger ship for their team, and as soon as he gets the little symbol that says he is spotted, he can just pop radar, spot the DD and kill it. Then stop firing, and 20 seconds later go back to spotting bigger ships as his stealth kicks in again. The DDs can't gun down the cruisers. That isn't going to work. If the DD tries to come around a corner and torp the cruiser, the cruiser can notice that he is spotted by the icon, and often times just radar, and gun down the DD, then go back to camping behind the island. The Radio Location Captain skill makes the cruiser know which direction to point to hunt and push into DDs before using radar: wait till the cruiser sees he is spotted. Wait about 10 more seconds while using Radio Location to sail straight at the DD. Pop radar. Kill DD. Thread between the torps that you rightly should have expected. Eat the DDs pathetic damage. Nothing the DD can do. Smoke doesn't work nearly as well in this game anymore because of how many ships have hydro or radar, which ships start having at tier 7, meaning if you want ton ensure there won't be an atlanta or something on the enemy team with radar, you would need to play nothing higher than tier 4 DDs. The cruisers can thread the torps, and the stealth doesn't work for the reasons I said. I don't see DDs as being a very viable class anymore. Why not just play a cruiser? Cruisers have torps too. Some can even stealth launch. How it affects Battleships: The cruiser sits behind an island and vomit HE fire on the battleship until it melts. If the battleship tries to flank, the cruiser just reverses slowly around the island playing Ring-Around-the-Rosie, keeping the island between them and the BB while they can hit the BB, but the BB can't hit them back reliably until the BB dies. The BB won't last long enough to catch him. If the BB gets too aggressive, they could get torps in the side depending on the cruiser, so the BB has to swing wide, which gives the cruiser plenty of time to make sure the island is between them and the BB. How it affects other cruisers: Obviously this is a mirror match so it is generally balanced, but it is still irritating gameplay - just a bunch of people camping behind islands. How it affects Carriers: A carrier trying to drop on a cruiser with defensive fire? Good luck with that. You're probably going to lose more than half your planes. The cruiser will cause panic on the planes, and then thread the torps. AP dive bombers don't work that well on cruisers. HE bombers don't work that well on anything, and the cruiser can just put out the fire. Even if you manage to damage the cruiser, it probably won't be worth it. Additionally: On top of all of that, it is unrealistic. Where are these islands in real life that you can hide a 8 story tall building sized cruiser behind that don't have beaches, and don't slope up slowly, but instead go nearly vertical as soon as the island comes out of the water? (Yes I know that does exist in some places in the world, but that is the exception, not the rule. Don't show me pictures and go: "Huh huh! See! Here, and here, and here! Yer wrong! I love proving people wrong with technicalities because what they said is mostly true, but isn't absolutely 100% true all the time because I am autistic!") The point is that isn't how naval combat works. This isn't World of Tanks where we are having this peek-a-boom stuff. They even made a video about it: Except that this actually does work and is pretty much the most powerful thing to do in the game for cruisers. You just don't actually expose your ship around the corner of the island. You shoot over it, or reverse with it in front of you until you can shoot over it. The thing is, I don't know what to do about this. It is super powerful, and I don't see a way to counter it, but it makes the game... not fun... so... I don't know. Nerf radar so DDs can spot and stealth launch torps at cruisers more? Torps would probably become too powerful then. Smoke would be super powerful too. Get rid of smoke too? Realistically, Wargaming isn't going to do either one of those things, and probably shouldn't. The obvious answer seems to be, "If you can't beat them, join them." Get a cruiser with a high rainbow fire arc, and vomit fire on everything. Us the strategy. It is the best. What if you don't like playing that way though? Sorry? That is what this game is about? Quit? Ehh... Doesn't seem like a good answer.
  14. So I recently researched and purchased a T3 Tenryu cruiser and watched a couple of videos by Notser and UrPeaceKeeper. One of them (can't remember who), mentioned how this ship was like a DD with a citadel and that it could almost be played as a DD. So I decided to test this theory and upgraded the ship with the B Hull for 17, 700 HP and the Type 3 Mod 2 Gun Fire Control for a 12.4 km firing range. I added a Type 9 camo (because I had a lot of it) and took a 10 Pt Captain from reserve and placed him at the helm. I redistributed the skills for Priority Target, Expert Marksman, Demolition Expert and Concealment Expert. So my ship specs are: HP-17,700 Speed- 32 knots Firing Range - 12.4 Km Torps - 2x3 533 Mm w/7 Km range & 57 knots speed Turning Radius - 560 M 4 second Rudder Shift Detectability at Sea - 7.1 Km I've been running sea trials in Co-Op just to get the feel for running this ship out of detection range and if it was possible to stealth torp incoming enemy ships. Since most of the games have been with T2-T3 ships I haven't had to worry to much about detectability by air. Occasionally I did run into a T4 game with CVs and just changed my game play for Cruisers. It is possible to stealth torp as a DD, but you have to time the release of your torps at just the right moment to engage ships that will be crossing the torp range just before your fish get there. Most times I came into detectability range, but was already in a position to go back into stealth before fired upon. The style that I found the best was to play this ship as both DD and Cruiser in the same game. The fact that you have to expose much of you side to torp with this ship makes it hard to torp at close range, but I have been able to rush and torp a BB when its guns are pointed away from me and escape with only light damage from it's secondary guns. You will take damage playing DD style, but angling and maneuvering tactics can help mitigate how much. Not having smoke or engine boost makes it harder to play as a DD, but keeping out of range and running between islands can often hide you long enough to isolate that lone BB or CA to take them out. While it may not be expedient or even profitable to run the Tenryu this way, it is possible to do so and can be fun once you get the hang of it. I have played a 19 Random games with the ship and have found that most of the time CA style is more productive, but can shift to a DD style if the opportunity presents itself. Anyway, just thought I post my findings.
  15. 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.
  16. captiantarheel79

    Hiding behind rocks!!

    Why do people feel the need to hide behind a bloody rock?! Why cant people learn to use the islands to out flank the enemy team and push and support the objective of the game type? Am I the only one who sees this issue?
  17. TheGreatBlasto

    I'm in love! Madly in love!

    Is it Dasha? \ That was last year, bro. \ Is it Alena? \ That was last month, bro. \ THEN WHO IS IT, BLASTO?!? \ Not who, but what! It's the USN cruisers, broseph. Post-split, I returned to them after having avoided them for almost two years. Dallas, New Orleans, Helena, Cleveland, Baltimore, Atlanta. I love them all. Can't wait to unlock the T9s and 10s. I am now going to give my IJN cruisers a long break. \
  18. I'm posing a question here, "Are guided missile cruisers on the distant horizon in World of Warships?" I see more ships being introduced that are post WWII. The Worcester being launched in 1947, and the Des Moines in 1946. Apparently they will be launching a Large Cruiser class with The U.S.S Alaska (1944). I suppose they could add U.S.S. Newport News, but I don't see that as nothing more than another version of the Des Moines. The Worcester class was the last of the U.S. gun ships. Even the Moskva was a Stalingrad class battle cruiser that was started in 1952, but never completed and the HMS Minotaur was the last of the WWII cruisers for England before moving to the Tiger class in the late 50's early 60's. It would make sense that at some point WOW might have to branch off into the Nuclear Age with missile class cruisers and Destroyers and BBs. Not to mention jet technology for CVs. What's your opinion?
  19. 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.
  20. one-two punch. noun. A combination of two blows delivered in rapid succession in boxing, especially a left lead followed by a right cross.
  21. TheUrticantUrge

    Seattle B Hull

    I've played the Seattle for a few matches now and really enjoy it. However I just researched the B Hull, and I;m left confused as to why you lose .9 km gun range when upgrading the HULL. Your guns gain a slight buff to maximum dispersion in exchange for the nearly kilometer range difference. By slight I mean 7 meters, that's it. Still enjoying the ship, just wondering if there is a reason to a range decrease. Good luck and fair seas! -TheUrticantUrge o7
  22. Hello all, When I started playing this game in earnest about two years ago I started with the RN cruiser line. I was attracted to this line partly for the smoke and historical value (loved the ROF too). RN cruisers even before the smoke nerf were probably the most unforgiving to new players. I got tired of being squishy, stopped at the Neptune and migrated to other lines that did not depend on smoke so heavily for survival. But while playing up to the Neptune over several months I began to notice how much more effective players became at countering my smoke. And it didn’t seem to matter much if I smoked in open water or behind an island. Standard smoke play for RN cruisers means you smoke up while undetected, deploy hydro and then fire on enemy ships and reap profits. Lately, even in my destroyers players are hitting my ship reliably in smoke while angled or moving back and forth. Combine that with the inevitable torpedoes players send to smoke, Hydro, RADAR, spotter plane and the smoke firing detection nerf and what exactly is the point anymore? Smoke has kind of become a liability. On DDs and CA/CLs that can take anything else in the smoke slot (TRB/RADAR) I take that instead. I have exhausted all mitigation efforts to not get hit in smoke. Smoke screens just don’t seem to matter most times. My theory is that smoke was nerfed right around the time the player base skill had become good enough to overcome the advantages of smoke anyway. Ranked season at T7 with the Belfast fiasco had taught everyone how to deal with smoke ships. Nerfing smoke when WG did only served to further weaken ships that depended on it for survival. Players that experienced Ranked that season came away with new tactics, techniques and procedures to successfully prosecute ships in smoke while players that did not participate were in for a rude surprise if they deployed smoke without factoring in lessons learned. At this point in the game veteran player retention seems to be at an all-time high so this knowledge has been retained. Combine those experiences with the natural progression of player skill at high tier and we start looking at the final nail in the coffin for smoke play. Even I can reliably hit ships in smoke now and I am an average player. I think the solution is that WG should look at evolving the smoke mechanic to reflect the new realities of player skill if they want it to be a useful consumable. Creeping smoke on the Haida and Cossack is a good start but a smoke refresh is overdue. The legendary smoke upgrade for the Minotaur hasn’t been deployed in battle in enough numbers yet for me to form an opinion on that. For clarification, I am not advocating we go back to the days where people could smoke right in front of you and farm you to death but I think we need a change. I know my experiences may be subjective but lately I have seen many players eschew smoke for anything else. Do you think smoke should evolve to match current player skill/meta? Do you think smoke was nerfed too much? Please let me know your observations. Thanks.
  23. (Place tongue firmly in cheek before proceeding. And remember: Irony is Truth) Invisible ships that whine about radar and battleship AP Big fat clumsy ships that whine about invisible ships, fires and walls of torps Floating citadels that win by hiding behind cover and lobbing lameness onto hapless targets that can’t fire back at them Smoke, smoke, smoke and some more smoke Fire-spitting smoke clouds featured prominently in the naval battles of the early to mid-20th Century Overpenetrations: 16” shells go right through a canoe, you know, for only 10% damage The Dispersion Slot Machine---feeling lucky? Well, are you, punk? Hair-pulling and rage incumbent upon the attempt to get a few digital stars next to one’s name through “competitive play” (mark you: there is no monetary compensation for this) Wailing, frustration and rage about the matchmaker Wailing, frustration and rage about “having a bad team” Wailing, frustration and rage about “losing 10 games in a row and it’s not my fault” Cyclones: “Well, Yuri Ivanovich, you have to encourage people to close the distance somehow.” “Great idea, Igor Semyonovich, let’s implement it!” (leaked conversation from WG St. Petersburg office, circa 2016). Angling: Because 2700 lb shells aren’t that dangerous if they hit you at 65 degrees. To borrow a phrase from WoT: "Bounced off!" Overmatch: The number 14.3 is extremely important in naval combat (who knew? I’ll tell you: The designers of 460mm Japanese naval guns. Smart!) One of the greatest innovations in naval strategy in this period involved pointing the bow of the ship toward the enemy and slowly reversing. Don’t you dare cross the T, noob. What do you think this is, a historical game? British battleships: Because to heck with your angling Great Naval Battles in bodies of water full of large masses of strangely-shaped land An aircraft carrier? Never seen one of those. Deep Water torps: Because battleship players are stupid and there are too many of them Radar: Because if your own DDs die, how will you ever see the little buggers? Egos and Tempers the size of the USS Midway Who knew the Soviet Navy boasted such a formidable surface fleet with artillery more accurate than anything any capitalist pig-navy could ever devise? “Destroyers in World War II primarily performed fleet and convoy escort, as well as antisubmarine warfare duties” Oh wait…. Detonations: “We at Wargaming.net believe in fun and engaging gameplay!” Detonations: “Buy this piece of striped cloth and hoist it up the mainmast. It will prevent the unlimited supply of torpedoes in your hull from going off when hit.” Fires: Because how else can a 127mm gun sink a 60,000 ton ship? 33% Skill, 67% Luck. Want to change that? Carry harder and git gud, scrub. “I play World of Warships because it helps me relax.” “I play World of Warships because of the friendly, welcoming and helpful community.” Losing credits? “May I interest you in a premium account, dear sir?” Armor penetration mechanics more Byzantine than organic chemistry Soviet Battleships: The End of the World is Coming
  24. It's funny how things pan out. When I first started out in WOWS I thought cruisers would be my goto ships. After doing terribly with them, I switched to the much safer BBs. Cruisers just weren't my bag, mang. I hardly play DDs at all. Maybe one evening every two or three months, I'll be in a DD mood and play my mid-tier IJN torp boats. My 20 odd CAs and CLs sat in port collecting dust for more than a year until a few weeks ago. That's when out of sheer boredom with BBs, I started playing my mid-tier IJN cruisers. Something finally *clicked* and my game improved. In a nutshell, I really like the much faster reload times and the ability to dodge and weave from under long range fire. I may not rack up as much damage as I did with BBs, but it's just a lot more fun and exciting to play them. So my initial hunch was correct. Everyone sing it!
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