Jump to content

Search the Community

Showing results for tags 'discussion'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • World of Warships - News and Information
    • News And Announcements
    • Updates and PTS
    • Developer's Corner
    • Player Gatherings and Events
    • Community Programs Corner
  • Feedback and Support
    • Support
  • General WoWs Discussion
    • General Game Discussion
    • Contests and Competitions
    • Clan and Divisions Hub
    • Game Guides and Tutorials
    • Discussions about Warships
    • Player Modifications
  • Off Topic
    • Historical Discussions and Studies
    • Off-Topic
  • International Forums
    • Foro en Español
    • Fórum Brasileiro

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 17 results

  1. Kensikora

    just a rant

    As the title says this is just my personal opinion or a rant if you want to call it that. It seems that alot of streamers i watch, i will not say who but alot of them seem to this day to do nothing but complain about the state of the game. Yes i understand there are issues, people will complain about one thing or another but the one thing that seems to be at the center of it all or can be circled back to are carriers. Yes i can see how people can hate CV's, they stay in the back, attack with planes and can do alot of damage in a short ammount of time BUT what ship cant. I have seem some DD obliterate a BB with torpedos, i have seen battleships delete CVs, DD, and other battle ships quicky. What i find is they always complain about the CV but what about the person playing they CV, i mean there is a person on youtube i check out and he is a a dam good player with cv always doing over 150k damage but that is becuase he is good with cv's. Then there are people who suck at CV but like to play them to get used to them, how they work, strengths and weakness and how best to counter them. Now there are alot of people that will say *well this ship has bad AA or has no AA* well yes that is true BUT there are ways to counter that. I have also seen and read that before cv came to the game DD were consider the op ship cuase there was nothing to counter them, battleship players were complaing and what happens. CV get introduced to the game and since then it has been nothing but complaints about them being OP and unfair. Now that enough ppl have bitched and moan looks whats coming to the game, Subs and guess what, ppl will complain about them, there op, cant counter then, there to strong, there breaking the game. You guys see a pattern here? Something new gets introuduced, ppl complian, it gets patched, nerfed and power crept and yet ppl will still complain. I just find it funny is all and this is my little rant/opinion. What hurts most too is some of these big name streamers that are the ones complaing the most are also insulting ppl who play it but saying one thing or another, one of the streamers i watched that did this i pointed it out to, said that anyone that plays cv or defends then and i quote *have been droped on there head multipul times, only way to explain it* now that is just down right ignorate That is my opinion, people will agree or disagree either way. Thank you for reading.
  2. Hello. I have been doing some looking into premium cruisers and i think i might have found one that i might like. I have watched videos, looked at reviews and other things about the Atago to see what she is like and for my playstyle she might work. I am just wondering if anyone has her and played her and give me some idea of what they think, pros and cons and an idea of how to spec her captin
  3. Kensikora

    dockyard 2.0

    Hello everyone. in this post i will give my thoughts on the new dockyard coming and the 2 ships you can get and then i will watch the coments to see who will do what or what people think. Now the first thing off the bat is the cost. To skip right to the end will cost you 35,000 dablooons which is a hell of alot of dabloons for 2 ships. Now one of the ships if i remeber is the graff spree. Now to get that ship will cost $25 and for that ammount of money you can get 5k dabloons. What that means is the odin will cost 30k which is way to much to spend on one ship or for a ship. How good is the odin to justify that high of a price tag but then again look at the PR ship and how many people spent the 24k or higher to get that ship. Now the PR dockyard was a mess, a very big mess so people are naturaly hesitant and skepitcal of this dockyard coming and they way they have it worked out. If they stick to it then maybe this will not be a bad experiance this time around and the fact you get 2 ships out of it might give some people something to look fowards to getting, espeically ppl who can not afford to buy alot of dabloons or have the extra cash to spend. I myself will be going it with low expectations so no matter what i wont be disapointed and i will try to grind out as much of the 20 as i can, if i can grind out to 18 then 3.5k for a ship wont be a high price to pay, even 5k i wont mind paying what do you guys think of this new dockyard and do you think it will be good or will it be another PR?
  4. Kagenomure

    whats your opinion

    As the title says im curious about your guys opinion. What is your favorite ship to use in the game. I have asked about best cruisers and other things like that so i been branching out and playing each to see what i like and i liked the german ships as i grinded out all the way to the t10 GK which i consider an old school boxer, loves to get up close and shot like crazy. I also been brancing out for each cruiser for each line to check them out. The IJN line and the only downside to the cruisers i find is the torpedo placement which can prove difficult at times to use. Im now playing the french cruisers to see if they fit my play style. IF you guys have to pick one ship from one line exluding promo ships what ship would you chose and why do you like that ship :)
  5. Kagenomure

    Just My opinion

    Hello and thank you for visiting my post. Lately i have been experamenting on my new account i made with cruisers and destroyers trying to learn them and figure out which i am best with and will have the most sucess with and so far im liking the US line. I have looked at most of the cruisers as i wish to see which have range, torpedo range and other key things aswell as health, armor and mobility. I have noticed that some have a range of around 14k default and with upgrades around 16.5k at t7, my example i the t7 ijn cruiser. By default the ijn has a range of 14.5k and with the upgrade for range it goes to around 16k, maybe 16.5 which tbh for me seems kinda low as with my french t7 cruiser with the upgrade i have a little over 17k range Now i have a feeling that is becuase there based of real life specs of each ships but that seems kinda low. Now for battleships i find that the germans have the better armor especially for my playstyle as im an agressive player, i prefer to push into the enemy and deal as much damage as i can before i die. I use ap shells as that is what i am traing myself on and my dps is average(around 50k per match) which i know is kinda low but im still learning how to angel, hit angeled ships and hit citadels I have noticed since the changes most ppl even BB are useing HE. I do understand that there are missions/campaigns that require HE shell use but without those missions most ships seem to be Heavy armor HE spammers which seems to be the new norm but i find that more people are complaing about it now I do know that most ppl playing cruisers and dd will spam HE cuase there ap damage is low or under-powered so i can understand them relying on the HE spamm to even do any form of damage The only question i have now which i hope people who play the UK cruisers can help with is how would i go about learning to play them as from what i saw and read they only have AP shells which makes them a different animal all together on how to play them. I know the UK BB are good for HE damage but when i start to grind them out should i stick with HE and should i got mid range or long range with them. As for there cruisers should i play them like DD but with more armor? I have looked up all the videos i can on youtube but most are over 2 years old or are the world of warships legends videos
  6. Kagenomure

    cruisers opinions

    This is a question for cruiser players or any one with cruiser knowledge. Which cruiser line do you guys like to play and why?I am curious cuase atm im working down french and UK BB and gonna start IJN CVs and been testing some cruisers From what i gather some cruisers have better range, some have better armor, speed or just walking the line as a jack of all trades I hope to get some opinions on them to see which would be the best line to go wtih and stick with as i wish to have one full line of each ship tier, BB,Cruisers,DD and CVs so no matter what i feel like playing i will have a ship for each Just adjusting to each of them as a playstyle is a bit complicated for me as im kind of an agressive all in type of player
  7. Kagenomure

    World of Spam???

    as the title says, when did this game go from being world of warships were AP was use to world of spam were even battleships are spamming HE, make a guy glad there are CV in the game i do know ppl did spam HE before the recent changes but the majority were dd and cruisers with low AP, but even now Battleships are spaming HE, in 6 matches i have played thats all that is used is HE, kinda make me want to stick with CV and live with being called sky cancer
  8. So I just wanted to discuss some of this, not just another "balans" post. I just watched Flamu's video on it, and it does generally raise some alarms for me. Especially after being so invested in this game. If they thought the USN cruisers would have no counter play with stealth radar, then there's no way they could follow through with it right? I mean I'm sure subs might come out this year or the following as well, which would leave DDs to all be but forgotten. The ships are already pretty OP even without the ability to stealth radar, so I mean wouldn't that be enough as is? I just don't want to see a game I love so much, get torn to pieces like it has for many of you already. I've only been playing the last year, but I play for about 6-8 hours a day. I came in after the CV rework, so the CVs don't get me that heated, because I'm used to it. I'm not saying it's right but that's just how it is for me. But I would hate to continue to see more out of balance ships regardless of which nation they belonged too. I play pretty much all of the nation's with no bias, I like the corks and gimmicks of each one. Well anyways, that about wraps it up. Just a concerned player who loves this game.
  9. Sinsokira

    DD CV interaction

    Hello and welcome to my post, as the title says this is about DD and CV. I have recently seen some people talking and youtube videos going up about how some ppl still think CV need to be nerfed or the interaction Between dd and cv need to be fixed. For those that play either DD or CV do you think there is an issue on the state of things? i play both and i find it to be good. The biggest complaint i see is that cv matching making is the issue at low tiers and i can see that being a problem as in some matches you can have 3 cv per side but those games that happened to be there was no DD in the game. do you guys think it needs to be fixed?
  10. Recently in a clan battle with a bwn. I had been given a very good gift with a British Battleship of tea or number 10. And now since the time I've been in the games to spend this group of people or one person. Their ships are at least a little too overpowered. Just from one strike they've literally destroyed a ship with double armor in line or on the computer screen. I don't know if it's someone who is got into game or if it's someone who is done something in a cheating way. Or anything that is made it look like it is not supposed to happen. But they made it happen. Or one person made it happen. Just to discussion for a concern.
  11. So... After watching Flamu's commentary and have been closely following Azuma's development history I am largely unimpressed. Poor turning combined with a citadel that makes Yamato blush are of course the primary concerns. The reality is simple: Her strengths in my opinion do not offset her weaknesses anywhere near enough. Sure, the Torp angles are nice (think Atago for those who don't know) but in reality, I have yet another issue with this setup: The 20km torps with its 2.5km concealment pretty much means they won't catch any good players, and BECAUSE they are 20km we're gonna see these ships sit at 19km the whole game, spamming HE and torping from rear lines... see the problem yet? Well if not, this is what they are: 1. Being so far back means she'll have little influence and people are scared enough at risking themselves at high tier, this will breed some awful gameplay to say the least 2. Gotta get in close more times than not to make plays, and this ship is definitely not good for that 3. The most important of them all: This ship is gonna torp its own team like its going out of style or at the very least, screw teammate positioning As a design, sure she works. But I gotta say... let's be real here: She's nowhere *close* to Stalingrad. To those typing after reading that part she's a steel ship and therefore gets to be stronger: Oh, so having an elite 1% ship better than its peers is just okay because it was hard to get? Its not healthy for the game, and they definitely fall into the same family. Unless I see Stalingrad being designated T11, this argument does not hold up in my eyes.They're both T10 and that's that. To those who own the Stalingrad who say it isn't OP: Well then another supercruiser type at T10 as well you'll have no problems it being about as powerful, no? That aside, her AP looks horrendous, and while her penetration is technically better than Alaska, those improved angles Alaska gets to enjoy just simply flat out make it better in practice. She gets the following over Azuma: 30mm plating over 25mm on upper plating on the midsection and main deck, better AA, and the torps. Not enough to me. I would go as far as to say that Yoshino should have been Azuma, and Yoshino should be a step above that with current Yoshino iteration maybe should only get worse torps if it were the Azuma. I'd like to see that buffed, the option for Zao's 12 km torps, 27mm bow/stern, possibly QoL improvements to its turret traverse, rudder, or turning circle, some form of utility, better AP characteristics, the accuracy from Azuma's testing, something. Not necessarily all of those things, just simply throwing some ideas out there. Of course, she's WIP. And that's why I'm making this thread now, to discuss her and perhaps convince someone upstairs to add a bit more to what is going to be a huge coal investment, one that I WANT to be excited for. Naturally, these are merely just my opinions and to some, I'm sure she's fine. So, let's all discuss it. Go! Oh and one last thing: Why would I want Yoshino in her current form when Zao can do pretty much everything she can, but better, and much less risky? The only thing she offers is the HE pen for 50mm decks... and that i'm sorry, is all she really has over Zao. To put in clarification as to what I want to see for Yoshino (which I know will never happen): For her to be competitive with Stalingrad in balance... OR, A ship that is better than Zao in a number of ways but makes a tradeoff, while also letting this ship's existence be a light onto why Stalingrad is OP and needs to be toned down. What I expect us to get? For it to be released in its current test form and be middling overall, just like her T9 counterpart while the imbalance of Stalingrad be ignored some more.
  12. Hello all, Let me preface the following thoughts with an assurance that I want CVs to be enjoyable for those playing them. I spent some time playing CVs, once upon a time. And would like to do so again, should they reach a point of relative balance within the game. I have seen a lot of complaint threads, and only a relative handful of thoughtful discussion threads where ideas are being discussed on their merits. Not wanting to add another to the long line of complaint threads, I thought I would make an effort at being constructive. In my admittedly myopic view, the current system leaves many players, CV captains and otherwise, feeling as though things are in need of further and perhaps significant tweaking. The ideas below are not all going to be gold, of course. But if they contain even a kernel of something that can help us all to reach a place where CV captains feel they can contribute without being called “cancer” and where surface ship captains feel they have some ways to better defend themselves versus air attack, I will consider any conversation worthwhile. I am not married to these ideas and will take no offense should anyone here poke holes in one or all of them, or point out a glaring lack of awareness on my part to even have considered them. I do not claim to have any special awareness or genius. My only claim is that I would like to see things improved for all of us. So without further ado, some things I would love to see tested: - AA damage versus one plane at a time (potentially allows some planes in an attack run to be shot down before ordinance is dropped). - 4 to 6 planes in an attack run (depending on nation), 10-12 planes in a wing (depending on nation). An attack still happens despite heavy AA but may be reduced by the number of planes destroyed in the attack run. - Ships detected by airplanes show on the mini-map of team mates, but are not targetable (Air detection ranges will likely need to be adjusted upward. CV players are still identifying enemy locations and able to contribute damage without negating detection and/or the need for spotting from surface ships.) - Increased air attack alpha damage. (If planes can be lost on approach more often, what gets through should still be significant.) - Fighter consumable twice as effective when supported by surface ship AA. - Small chance for aircraft damage when using speed boost, chance increasing the longer it is used (Captain perk and/or module to mitigate this.) - Direct control of CV, perhaps at the expense of whatever attack run was in progress, those planes returning to the CV at full speed. Player responsible for dam-con and maneuvers. Fires and floods work the same as BBs. - 5-10 second delay before the next attack wing can be launched after another is ended with “F” key. (Captain perk and/or module with ability to cut this time in half. Both together could reduce time to ¼ normal.) - 15 second delay before first attack wing can be launched from the CV - Return of range upgrades (modules/captain perks) to surface ship AA systems - Captain perk that adds planes to a strike wing and another that adds a plane or planes to an attack run. Thank you very much for taking the time to read through these ideas. Your constructive criticism is welcome and encouraged. Respects, Am
  13. Alright so the flooding mechanic is now very similar to the fire mechanic. To apply fire you must shoot the enemy, each and every of your HE shell can start a fire. With some ships, you can toss literally hundreds of shell and start many, many fires, let them repair, and then start MORE fires. With a good fire starter ship (worcester, haru, zao, etc.) you can expect to start anywhere from 10 to 20 fires or more depending on how many different targets are available to you, with anywhere between 100 to 600 shells hit. To apply flood, you must successfully hit the enemy with a torp to have a chance to trigger the flooding effect. To make significant damage, you must first make sure your target used his repair, before you trigger that flooding effect, or it's all lost. With a good torp boat (shima), you can expect to start anywhere from 1 to 4 floods, depending on your abilities, predictability of enemy ships, lack of radar or radio location, high number of BBs and unawareness of the enemy's captains. You'll hit from 2 to 8 torps, so the floodings are going to be rare, very. These very low numbers (compared to the fire ones) were once balanced by the fact that floods lasted way longer and did way more damage than fires. It was still quite rare to get the sought-after "perma flood", the one flood that you successfully triggered right after someone used his repair. In which case can you actually apply multiple floods to someone? When you surprise attack under the cover of an island/mountain? But that's usually an insta kill. So, in which case then? So, have the DDs been buffed? Can they apply more floods than before so as to justify this change? Can they hit more torps than before? I'd argue that it's in fact the opposite now, with pretty much every ship in the game having some form of radar or radio location consumable. No, DDs are hitting just as much torps as they used to, but with weaker result now thanks to this change. So, this new mechanics sounds to me to be yet another nerf to the DD class of warships. ... Nerfing DDs is an indirect buff to BBs...again. *sigh* Am I the only one tired of all this?
  14. If we limited amount of shells per battle per ship, we could make this game a bit more skill based. Make you have to think about your shots, rather than just firing as soon as it timer is up. It would make for more tactical and decided shooting. It would move away from just holding down the fire button "Hur De Dur" game design. Instead we have these machine gun Cruisers and DDs which are just absolutely stupid. They can keep their finger on the trigger the whole match and never run out of ammo. While I am not opposed to that type of play style, because it adds something different, there is absolutely no down side to it. APM = DPS. Wonder why the Haru is out performing just about everything atm? It is because it has unlimited ammo and a 1 second firing rate. So my question to my other players. How do you feel about this HE fire spam meta? Do you think it is a good thing? If so, why? If you think it is trash can game design like I do, give me reasons why. I want to see both sides of the story. So tell me what YOU think! Optionally: Make every salvo increase repair costs. Make people have to do a cost/benefit analysis. This would also make people more cautious with their shots.
  15. Seniorious

    Duke of York rebalancing

    So on the launch kick with premium time and grinding for my Fiji, I've been swapping between Emerald/Leander and DoY on the downtime, and did research on it too. It can definitely be said, the ship is kind of a hotmess, though not to the degree of other premium ships. Rather, it has a case of strange identity. During testing it was tried as a no-heal battleship with DF and Hydro, but was changed. Aswell, she pays for her AA-suite and Hydro with increased reload from 25s to 29.5s and a slower rudder shift, and even has one heal less. This might not sound that big a deal, but with a ship that can be overmatched relatively easily and can't use all her artillery without showing total broadside, it's an important aspect. Oddly enough, neither Texas or Kii pay such heavy prices, and both of them represent incredible AA for the tier. Duke of York for whatever reason also received improved bounce angles on her AP, so the reasoning behind how she was designed after the original concept failed is beyond me. However, I have an idea for rebalancing the Duke of York and making more significant in her uniqueness, while still retaining some identity in common with other Royal Navy premiums. I bring the Belfast and Perth to the floor. Both are premium versions of their tech tree leadships, but they pay prices for certain advantages over them. Namely, these ships have access to HE, at the cost of the special RN AP that the TT versions have; Belfast also paying with her torpedoes (though she gains a consumable in return, like DoY). While they lost a special aspect given to the RN, they gained a far more utilitarian tool that is worth having. I would suggest the reverse for DoY however.....strip the ship of her Royal Navy HE. No 1/4-Pen rule. Bring her fire chance back in line with the other 14" guns (which ranges from around 25%-30%). Let her retain the special AP bounce angles over her sister KGV. In return for this aspect removal, grant the DoY her 25s reload, the extra heal charge and switch out the Hydro Acoustic Search with Defensive Fire to lean on her AA-Suite gimmick. Nothing else would really need to be changed. With these changes, DoY loses out on HE performance and ruddershift to the KGV. What she gains is more effective AP artillery, Impressive AA suite, and gain the Defensive Fire consumable that makes Hood capable of protecting itself from carriers. Major downsides? DoY would no longer be capable of punching uptiers with her HE, and her AP would only serve highly on cruisers and broadside battleships. The Royal Navy HE is a major part of what permits the design to function. This would majorly impact her performance. Major upsides? DoY's effective, not theoretical AP DPM will be much higher as the bounce angle change appears to have significant effect in my experience. She'll gain superior self-defense capability, making her more survivable against carriers. This itself isn't an outright buff, as carriers are not that present of a threat. In itself, it functions as the gimmick for what it is. Sometimes worthwhile, sometimes not. Anticipated argument: Some people like having the Hydrosearch, which is indentical to Fiji's. I can understand this to a degree....but it doesn't particularly fit the ship either. Bismarck's is a self-defense tool that works into her brawling strengths that is a self-encompassing ball of secondaries, hydro, turtleback, and fast reloading 380mm guns. DoY has a glacial ruddershift on top of bad turret angles that makes her terrible at fighting anywhere near ships where it might be useful. People have mentioned using it to push smokes and while I have done this, it's frankly insane. it'll surprise some DDs, but many will simply dump on the DoY quickly and the ruddershift will stall you from dodging, even if the hydro spots it from launch. As a defense tool to push into swamped areas, it functions for 1:30 and then you're free to be torped. No option for extended hydro either as far as I understand, but I could be wrong. It's of questionable use in my opinion, functioning mainly in questionable scenarios by way of questionable decisions. In this case, it can be made that one can choose and swap between Hydro and Defensive Fire on the same slot. Frankly though, it just makes the most sense to have a consumable that buffs your gimmick. So this is what it leads to. What would you prefer? A: DoY w/o RN HE shells, w/KGV reload, KGV Heal, DefensiveFire/Hydro consumable slot + AA-Suite (Don't forget the bounce angles) B: The DoY we have right now. Posted in this specific forum section for discussion. It is not a suggestion, yet.