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Found 14 results

  1. https://taskandpurpose.com/news/navy-sailor-bonhomme-richard-arson/?fbclid=IwAR3a2clUrhm-Cn3pxG0xZiDKmMLFga1Pt5k6K1owl4C2pRDGHOYmQpSRWgQ
  2. Hey all, One of my clan mates @subcpo suggested that a firefighting feature would be a nice option to have. Give DDs the ability to use a firefighting assist feature to hose down the fires on another ship. The DD could put aside a BB and deploy firefighting hose/water stream to assist with firefighting, maybe a short duration blast that reduces the BBs fire recovery time by 10-20sec ? DD fire assist limited to 2 charges ? Thoughts?
  3. Lord_PrettyBeard

    Kitakaze fire chance

    I unlocked Kita around a moth ago. Since then, it has consistently felt weaker than the Akatsuki. I've noticed before that it doesn't start all that many fires, but kind of shrugged it off as bad luck. But hey I finally survived to the end of a match with it and got a sizable sample set of hits in. So, in this match I got 168 HE shell hits, and ONE fire; this works out to about a 0.6% chance of starting a fire. Given that it is supposed to have a 6% fire chance, is it possible that a decimal point is misplaced in the code?
  4. anonym_bleJN7gXeLqd

    The tiger and the dragon: HMS Surrey

    She is slow....but she is a small little thing...and she bites HARD. I am in love with HMS Surrey!
  5. It would be great to have another German BB line buff along the lines of fire resistance. German BBs are effective when up close but it's hard to push up with confidence when HE spam is setting you ablaze every 5 seconds. Or maybe this could open up the possibility of a German-exclusive consumable which makes you resistant to HE fire for a period of time. Thoughts?
  6. Title explains it all. I remember reading some post somewhere about IJN cruisers having rather high fire starting abilities yet I'm not sure if it is relevant anymore. I'd prefer to not use USN ships, idk why but the ships don't really do it for me. I'm also rather curious on how the German and Russian ships stand in this regard. Opinions and personal experiences are welcome and if you've done the math on this sort of thing even better. Thanks for taking the time to read over my question.
  7. I'm honestly getting genuinely sick of playing World of Warships because of just how insanity fire is at tier ten. If I put forth the time to get to tier ten my reward shouldn't be getting buried in HE. Fix your game, Wargaming.
  8. Khabarovsk Guide by Rannith About Me: I usually play Russian destroyer with the occasional Russian cruiser game from time to time. I have over 350 pvp battles, I average 1160 XP per game, with a destruction ratio of 1.6, and average about 53k damage in my X Khab. I have built this ship and her commander in many different ways and I would like to share with you guys what is working for me and what is not. Intro: Let us first understand that every pvp match is different. It is impossible to build a ship for every scenario you face in game. At some point in a game, you may need to do something that is outside the strength of the ship. Like capturing nodes in a battleship. It doesn't happen often but does happen. With that said, this guide is help the Khabarovsk in many scenarios do what she is designed to do as a destroyer, as well as having the offensive capabilities that is needed. Role: Generally the role of this ship is no different than any other destroyer. Your job is to spot the enemy force, capture nodes, and provide support by lighting fires, and using torps. Obviously she cannot stealth torp with 6km range. So they will need to be used in ambush situations. Her guns on the other hand, are very good. The size of this destroyer is very large and does not have the agility of other destroyers. The speed is there but the agility is not. She is one of the fastest destroyers in the game boasting superior armor for her class. For these reasons, many people ignore that she is a destroyer and build her up like a cruiser. They ignore concealment and go straight for damage and tanking the enemy rain with rudder shift upgrades, survivability perks, repair modules, and so on. From now on, I will refer this in the future as "Speed Tanking". You want to be able to at least compete at capturing nodes. Not neglecting your main role as a destroyer. She is a triangle. Why NOT to use Speed Tank: There are many reason why not to use this role and I will list them here. 1.) It hurts the team as a whole : When you are speed tanking and constantly firing your guns, you are typically not doing this while capturing nodes. If you are doing this while capturing, you will be very close to the enemy team and be an easy target. Most Khabs that speed tank stay outside the nodes neglecting them all together until they feel like they want to move in. This puts the trailing cruisers and battleships in a state of limbo about what to do next. This is when you can expect someone to start complaining. I have had people tear me up in chat without me saying a word all because I did not cap a node. Most people don't care you have bad concealment, they will see you as a destroyer that is not doing their job. On a side note... because of all this, my Karma rating drastically goes up and down. 2.) RNG as a weapon: Yes, your main method of dealing damage "lighting fires" is a random chance(RNG). I have had games where I hit 300 times with HE and only set 4 fires. Combine this with the fact that people use damage control mods, captain skills, repair modules and even signals to counter fire. It can often become frustrating just dealing damage to cruisers and battleships and leaves you wanting more. Yes, you can have games with 120-150k damage as a speed tank, but you can also have these kind of games without sacrificing your role. 3.) Not tanky enough: Many people believe that this is the hardest ship to hit in the game. While this is true to a certain extent, this is not %100 accurate. Do not forget that this is a very large destroyer and the closer you get to the enemy, becomes vastly easier for them to hit you. I would say the golden range for tanking gunfire is 12.5-13.5Km. At this range, many people will not even target you, giving you time to do your thing. If you find a ship other than a destroyer inside this range, you will be taking massive damage. Speed tanking gives you no room for error. You are constantly lit up on the map. Your position is constantly uploaded to the enemy. Because, you should be firing your guns most of the time. Even within the golden range, this is a Tier X match and many people are very good at the game and aim very well. Don't be surprised if one salvo takes half of your HP from 13km. 4.) Needs Signals: Typically, speed tank gunboats have a constant need for signals like Sierra Mike, Juliet Charlie, India Delta, India X-Ray, Victor Lima and so on. Below I will show you how to build the Khab and not have a dire need for any of these. Onward: Building the Khab: Now that I have told you what I don't recommend, let me share my secrets =] Commander Skills: 18 total (points) - (1) Priority Target: Protecting your HP should be a huge priority. This skill lets you see how many ships are targeting you, giving you a leg up on what to do next. This can mean life and death. - (1) Preventative Maintenance: We talked about roles and jobs a little bit. Think of this skill as a -%30 chance of your job becoming incapacitated. So this is huge. - (2) Last Stand: Humans are not perfect. Crap happens. You need this skill. - (3) Demolition Expert: More fire % means more damage = more stars = more creds etc. Use this skill to enhance what the Khab is good at. - (3) Vigilance: In tier X fights, torps are everywhere. Don't let one lucky torp ruin your match. As a large destroyer, this is a no brainer. - (4) Advanced Firing Training: As a Khab you don't have great torps. But the guns are very good. Help your Demolition Expert and superior guns by getting this skill. - (4) Concealment Expert: The Khab has very bad concealment and any help in this category is greatly needed. Consumables and Upgrades: - Smoke Generator: Use to hide yourself and rain down shells on the enemy team while undetected. Used to capture nodes and provide cover for allies. Used to hide yourself in bad situations like getting out-numbered or bombed from aircraft. - Main Armament Modification 1: You do not want to waste repair unless you are flooding or on fire. This upgrade helps make that happen. - Propulsion Modification 1: Protect your amazing speed by having an ace in your pocket. - Aiming System Modification 1: Take this upgrade for the -7% dispersion to help your shells and torp ambush accuracy. - Steering Gear Modification 2: Helps agility and evade gunfire since we cannot take Steering Mod 3 - Concealment System Modification 1: Absolutely must have upgrade. There is no getting around this. We need more concealment and it is right here. The +5% dispersion is nice and welcome on all destroyers. - Main Battery Modification 3: This is a no brainer. She is a gunboat. Usage: As you can see, what we have here is a very sneaky Khab, that is still able to dish out the pain. Having good concealment is huge. Not only will it protect you from the enemy but it will allow you to "go dark" more efficiently when you decide to stop shooting. This can also mean life and death. She is now much more capable of capturing nodes but still should be used in a support style role, following other destroyers when the opportunity allows. The kind of enjoyment you will get when you melt other destroyers will be awesome. It will almost be paralleled by the excitement you get when you rain down fire on your enemy from 10km away in smoke. She is a very dangerous destroyer now and with better concealment goes pretty much wherever she wants, allowing for a more successful torp ambush. And best of all...your teammates will not flame you. I hope you have enjoyed my guide on this awesome little ship! Take care, thanks for reading!
  9. Commandant_Cousteau

    Let's talk about Dallas

    I got a Dallas 2 days ago after grinding a 10 points skill captain on the Omaha. I'm still getting used to the shell arc of the ship but there's something I'm missing. I'm posting screenshots of my last 4 games. I'm firing HE shells obviously, except when I get a broadsiding cruiser in my sight. So, in those 4 games, I landed 397 HE shells for a whooping 106K damage. That's 267 damage per shell on average and it's quite consistent between games. Now, the question is: is that normal? I took concealment expert as my 4 points skill, the reasoning being CE will help survivability and a floating ship should deal more damage than a sunk one. The obvious answer would be IFHE, but it that all there is? Is my aiming really off? Am I shooting the wrong targets? Another big differentiating factor between games is the fire damage. The range is astounding: 1725 to 34660, for 2 to 9 fires. Actual fire success goes from 2.4% to 8.3% My captain has demolition expert and I'm using the India X-Ray flag. Is RNGeesus to blame or can I make a difference?
  10. Chaos_EN2

    Fire, Fire, Fire - Work Related

    Well if has been a Fun Filled morning, just as I logged out of the Game; 0432AM EST. My Security Officer on duty calls me, and we have smoke filling up the two Lecture Rooms, so I tell him to pull the Fire Alarm and contact all the key contacts, and I would be on my way soon as I get in uniform. Get there at 0501AM, and take charge. Turns out one of the Roof Top AC Units have a belt locked up and was smoking. So after Maintenance cuts the power to it, I get the Pull Station and the Alarm System reset. Well how has everyone else Morning been going?
  11. Seriously WG needs to nerf chance of fire. Leave it on Dive Bombers but all other ships it needs to be reduced. When you have better results in a lone BB battle with no one else firing at either ship and HE spam dominates AP user, something is wrong. In this case I was chasing another BB and he was showing much more broadside than me and most shots for both were misses or non damage hits but his HE won easily over my AP due to his 5 fires set over maybe 3 minutes of one on one battle. We prob hit each other close to the same number of times but he set 5 fires on me after I had hit him with a few good AP volleys and had clear advantage in hit points. HE damage is fine, especially when a ship is angled like you're supposed to do but it is so frustrating getting burned to death in almost every battle I play at low levels up to tier 8, I have nothing higher. Multiple fires should be the exception, a fun bonus; not the rule. This is even more true when you take into account that cruisers and destroyers have WAY better accuracy at all ranges than battleships. Yes the potential for damage is higher but lets be honest, it's not really that often that battleships do significant damage when you take into account their horrible accuracy, RNG and smaller ships maneuvering. If you don't want to reduce chance of fire, than give BB the same accuracy cruisers get at the same distances. I'm not talking about max range accuracy. So many times I've shot at smaller ships moving in a straight line within 10km and they hit me with most of their shots while my BB hits with maybe 10 percent a lot of the time. Yes there is RNG and proper aim and I do miss often because I aimed bad or shot when they already started a turn or something but I'm referencing when they don't move and shots fall short or go long from fairly short ranges. Maybe I'm wrong but I feel a battle against a battleship vs a lone cruiser at shorter ranges should be kinda scary for cruisers. A battle where the better skilled player wins, not just who spams more HE because so many fires are guaranteed that you can run and maneuver like mad to not get hit and just occasionally fire HE and let your multiple fires burn em down while they continue to flee. I'm trying to like this game and I like battleship play but unless you have a game where RNG is your friend, you are at a huge disadvantage in any one on one battles with smaller ships. Nerf chance of fire or increase BB accuracy a little bit in mid to short ranges. Max range should be harder to hit, I have no complaints with that.
  12. Seriously WG needs to nerf chance of fire. Leave it on Dive Bombers but all other ships it needs to be reduced. When you have better results in a lone BB battle with no one else firing at either ship and HE spam dominates AP user, something is wrong. In this case I was chasing another BB and he was showing much more broadside than me and most shots for both were misses or non damage hits but his HE won easily over my AP due to his 5 fires set over maybe 3 minutes of one on one battle. We prob hit each other close to the same number of times but he set 5 fires on me after I had hit him with a few good AP volleys and had clear advantage in hit points. HE damage is fine, especially when a ship is angled like you're supposed to do but it is so frustrating getting burned to death in almost every battle I play at low levels up to tier 8, I have nothing higher. Multiple fires should be the exception, a fun bonus; not the rule. This is even more true when you take into account that cruisers and destroyers have WAY better accuracy at all ranges than battleships. Yes the potential for damage is higher but lets be honest, it's not really that often that battleships do significant damage when you take into account their horrible accuracy, RNG and smaller ships maneuvering. If you don't want to reduce chance of fire, than give BB the same accuracy cruisers get at the same distances. I'm not talking about max range accuracy. So many times I've shot at smaller ships moving in a straight line within 10km and they hit me with most of their shots while my BB hits with maybe 10 percent a lot of the time. Yes there is RNG and proper aim and I do miss often because I aimed bad or shot when they already started a turn or something but I'm referencing when they don't move and shots fall short or go long from fairly short ranges. Maybe I'm wrong but I feel a battle against a battleship vs a lone cruiser at shorter ranges should be kinda scary for cruisers. A battle where the better skilled player wins, not just who spams more HE because so many fires are guaranteed that you can run and maneuver like mad to not get hit and just occasionally fire HE and let your multiple fires burn em down while they continue to flee. I'm trying to like this game and I like battleship play but unless you have a game where RNG is your friend, you are at a huge disadvantage in any one on one battles with smaller ships. Nerf chance of fire or increase BB accuracy a little bit in mid to short ranges. Max range should be harder to hit, I have no complaints with that.
  13. The golden rule of ships with a repair party is to never ever repair a single fire (unless you're about to die from that one fire). Personally, I never repair a single fire in battleships unless I know that I'm going to die otherwise (although at that point, it's probably only a matter of time until I die). However, I do notice that sometimes, I just get constantly lit on fire only once (so I don't repair), and it occasionally causes me to die in situations where I might have otherwise managed to come out on top. For instance, a single fire might cause me to ultimately lose a bow-on fight with another battleship due to the health difference the fire caused. Is there ever a time when I should, apart from immediate threat of sinking, repair a single fire?
  14. In this link I posed the question to the developers regarding rate of fire per tier level, which KGB replied with "We are planning to use close to historical digits." Now, many here are expecting to grind to and end-tier battleship of our choosing. Personally, with the IJN and USN trees being offered during testing, I am not too concerned with lower tiers. However, when you consider the ramifications to what Wargaming.net has indicated, one may need only review WWI and WWII data to see how the higher tiers will be limited in their ability to deliver its ordnance. Ordnance is something that everyone in any game should be concerned with, that which is the tip of the sword, that spells disaster for those drawing fire. For this discussion, we'll start with what many consider to be an end-tier gun, the 16 inch. Consider for the moment that the Montana will sport 12 x 16 inch main guns, with each gun firing every 30 seconds. Considering one match is 20 minutes, that equates to 40 possible firings-per gun. This translates into a maximum ordnance delivered of 480 rounds. Sounds like a lot? Let's consider that each gun will be loading at the beginning of the game, and the warship plots a route. Let's assume that aerial scouts are airborne and also plotting a patrol route. The mean time between start and contact could be counted in seconds, maybe even minutes, depending on how effective forward screens make initial contact. For the sake of this discussion, 2 minutes have passed. Aerial scouts make contact with forward enemy groups, destroyers, cruisers, and aircraft aloft. Battle groups in the rear take up tracks on these spots, and begin firing. However, fast moving destroyers and cruisers are essentially stripping the sky of your scouts, perhaps giving the 16" batteries a minute, maybe two, to engage. Now we're 4 minutes into the engagement. Surface contacts begin to light up, lower tiers are engaging, cruisers are dumping torpedoes, and more aerial aircraft are entering the fray. Now, the mix is so coagulated that battle groups are pouring 16" ordnance into what is essentially the bane of surface battles, battleships frantically targeting anything worthy of a shelling. It's now 7 to 8 minutes into the match, and both sides have yet to effectively detect, let alone fire on opposing battleship groups. Sure, an occasional scout gets through, and in the few seconds that carrier or battleship is spotted, a river of AA flows into the sky, disseminating that scout element. Rear ships dispatch 16" ordnance to the other support group, until the fog of war returns. 10 minute mark comes and goes. Battleships are no closer to engaging enemy opponent battleships, remaining in the rear to support forward scouting operations, focusing on sightings, damaging targets of opportunity, and combating the occasional scout. Depending on many factors, from communications, coordination, team work, and the ability to focus fire, one team pulls ahead in assets, pushing through forward line. The lesser carrier group, turns, steaming to the edge of the map, while surviving battle groups begin to screen its retreat. Its 15 minutes into the match. One begins to appreciate the value of marksmanship, insofar as the 16 inch gun, since at this point in the battle, maybe 30 rounds have been fired-per gun--a total of 360 rounds. Of course, this assumes the captain firing has his finger firmly pushed down on the firing mechanism when each round is ready. That will not be the case, so this ordnance down range will be less, and since accuracy over range diminishes, less than that will find a target. We have some confidence in knowing that shell travel will be x3 to x4 normal travel time, and give captains some idea of how they fair at long range engagements. Even so, this will not impact reloading times, and every battle group will have to maximize coordinate fire to increase attrition at the target point (MPI). With all this talk of time and rate of fire, how will this equate to player enjoyment once they reach this lofty status of piloting a Tier X battleship that will effectively sit in the rear of virtually every match. Sounds like fun? We'll find out soon enough. Let's compare notes and look at the data supplied, ships, tiers, and the associated rate of fire, effective ranges, and so forth. I'm interested in seeing what all this looks like and how this creates awareness among those that will eventually pilot these ships.
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