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Found 7 results

  1. 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!
  2. So, after 5400 ∼ games played I realized long ago this game is not about having fun but for WG to make money selling (yeah I have premium) a faulty-crashing game that does not only affect the player suffering it, but the entire team having to pay for that AFG player till is able to be back only and lucky if he was not under fire at the moment. I would not even remark anymore the huge and unintelligible decision of mixing Carriers with cannon-armed ships, or the gross mistakes about historical things or the clownish camos(after all, this game is an arcade one, but it intends in a great degree, to submerge us into a naval battle) that breaks away the fun of knowledgeable people. Instead rewarding those knowing how to aim, how does it make sense just to spam HC, getting only one hit and still making plenty of dmg due to a fire fantasy that gets people(from what I suffer and see about other players) frustrated in this game. Frustrated=boring game= people stopping playing it. Please do not get lazy and work that out. It does not seem fair to have laser accuracy spit from 15 Kms while your replies just straddle the CL or BB or gets magic bounces...and even the enemy sets you on fire 2 or 3 times.... Do have into account that not always teamplay exist here( someone could say: "you dont have to go alone",etc) and you have to remember that as well, while adding characteristics to this game and its ships. Im sick of seeing BBs spitting HC only. Make fires less damaging, far less. Or make HC shells screwing the aim, detection range, etc. Or make BBs with a limited number of HC shells in their magazines. WOTs at least years ago was quite fair in that, you had to really aim at the engine chamber of the tank or transmission and really be lucky to set enemies afire. Now that is a game and a fair one! Another thing I would like to recommend: Considering the great amount of mediocre players just bow-facing camping, sniping from behind the whole game, how about taking into account some physics. A shell penetrating upfront would pass through more structure and therefore should cause more damage . I think that would be enough to deter those adding boredom to this game. Even another thing is how OP US BBs are, having the chance to create more dmg with them than with germans. Never bouncing shells(funny, US and German shells were the ones with great chances at penetrating even at 60 degrees) and great dmg vs awful dispersion. But that is in progress and so far is confirming my theory, having the chance to make 35% more dmg with US BBs than other ones. My 2 cents....out of plenty of bucks spent in you WG. Get to work please. Sebastian.
  3. 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?
  4. 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.
  5. 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.
  6. With the prevalence of cruisers, fires and radars follow. Fire at its current state is very much uninteractive and has little value outside annoying the hell out of the target and pads damage for the shooter. To increase fire's interactive value and make the mechanic more friendly towards "team work". Fire should apply certain debuffs to different types of ships. 1. Ongoing fire should interfere with aiming accuracy on cruisers: While fire is burning on a cruiser, cruiser's main battery and AA efficiency should decrease. Main battery should suffer +% to dispersion, while AA should have a reduction on dps. The increase in dispersion will strongly encourage burning cruisers to fire on easier targets, such as a BB or a stationary ship. This change will allow ships even in the back line to have a way of helping forward DDs, by setting spotted cruisers on fire. With the prevalence of radar and more and more cruisers in MM, the debuff will increase DD's survivability as well as encourage a more aggressive meta. Decreasing AA damage output by ongoing fire also makes CV's lives easier in higher tier, and judging by the direct WG's taking CV remake this change is probably required. Any ship can set other ships on fire, so even a small DD can help CVs by shooting at an AA cruiser. 2. Radar should be a hittable module Radar needs a counter, there's no better counter than making the radar dish hittable thus allowing skilled players to counter radar users with good shot placements. Radar should never be completely destroyed, rather with enough damage hitting the module radar should cease function till repair is conducted. Radar may be damaged to a state to reduce its functional range permanently in that match. This change will raise the skill ceiling of pretty much all ships. A DD that's aggressive can, with great skill, target the specific module (just like how DDs and cruisers can choose to target torpedo tubes on their target in close quarter fighting). Team mates can also help their radared ships by destroying the radar user's module. As a whole, this change will strongly encourage team orientated plays, rein in the power of too many radars, and make the game more interactive over all.
  7. 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?
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