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Found 21 results

  1. Just streaming some worl of warships watch me succeed or fail at your own pleasure enjoy
  2. So. As I've been told by so many here, CVs are balanced. Now, let's hold that thought in our heads, shall we? Since they are no more powerful than the rest, like losing your CV that should have as much impact on your team as a single DD, right? Well ladies and gentlemen, boys and girls... I present to you a very balanced and ethical experience using your Haku: After all, no need for a full div and imbalance things right? Let's make the game fair and square! Have fun and fair seas!
  3. It has been less than a week since the Commander Skill Rework went live, and I'm already missing battleship duels and brawls. This one here was my last before Update 0.10.0 arrived. When this ended, a lot of questions lingered on my mind. Will this rework permanently remove the fun? Will this allow me to get a Kraken once more? Only a dead eye can tell.
  4. 2020 has been a difficult year for many of us and the run up to Christmas can be a stressful time. Fear not though! BOBS and Friends are back again for a 3rd year of Christmas festivities and we will do our best to make sure that the run up to Christmas is full of laughs, smiles and festive cheer and derps. Starting at 17.00 GMT on Saturday 19th December over 30 BOBS & Friends Warships streamers from around the world will bring you over 77 continuous hours of Warship madness!!! Games, Giveaways, Laughter, Fun and of course Festive Cheer!! There will be some names you know, and some names you won’t yet – but all of them have one goal in mind. To make the run up to Christmas and the end of 2020 the best we can for everyone. Each Streamer has a 2.5 hour slot, after which you’ll be raided through Twitch to the next Streamer – All you have to do is sit back, relax and enjoy the fun and laughter. We will be also auctioning off some very unique prizes, including the opportunity to get some 1-on-1 division time with some of our Community Contributors. All proceeds will be going to Save the Children!!! The full schedule is available at the following link - https://docs.google.com/spreadsheets/d/16C4Si4CLWxubXKA2FR1oQir7mLfdSH0BKKB6V2Ay6o0/edit?usp=sharing
  5. Allow me to get this out of the way as the title may not be the clearest - this is actually not a rant against the event to get Oklahoma, other than there should have been enough crates in missions to ensure getting it if RNG gave you the finger and not require daily login cause sometimes things go wrong and you cant or don't. More that events like this, the Dockyard events, etc - THIS is how they should be. That if you play a ship around the same tier as the reward one (in this case 4-6, in the case of PR 9-10) for a couple hours a days during the course of the event - you get the ship. Not 12 hours a day for a month+, not 8 hours a day and 30+ dollars, not 6 hours a day in tier 9 and 10 with your absolute A-game basically setting personal records in the ships you do best in for a tier 4-6 ship - A couple hours every day if your already at that tier, if you have something under that tier that the missions apply to then yeah - maybe you have to put in closer to 5+ hours a day, every day of the event, and your fine. Because this is the first event in years that I can remember - I could use ships of the same tier, and still just knock it out as I go, in fact while knocking it out - I knocked out some of the Epoch missions which included ships I needed to grind XP on, I was able to do grinding on Colorado (seeing as the issues that prevented me from getting daily containers just barely cost me Kansas before that - which was also a fairly good set considering but maybe a bit much for a tech tree ship). I didn't have to play specific ships, I didn't have to play the best ones I have, I didn't have to play the boring as hell meta - I could just play with a focus on the missions objectives when they weren't overly general (like do damage). For the first time in a long time doing one of these mission chains for a ship or the like - I actually had fun and don't feel burned out trying to do it. For a tier 5 ship - the challenges were FAIR, which is more than I can say for a lot of these types of things you've done. Because I don't have a problem with a challenge - I just want a fair one, preferably without me having to treat the game like a full time job. But that's me - I like my events that even if they can be a bit of a grind at times cause MM won't give you games where capturing or getting base defense is easy let alone normally happens - they don't FEEL like a grind.
  6. Been in some fun talks with friends and clan mates....after submarines get up and running in the game, what class of "ship" might be next? Not talking new destroyer or cruiser lines, but what "class" of battle vehicle might be thought of? I'm gonna say blimps/dirigibles
  7. My reaction: Yay! Another British 10 point captain! (But what to put him on?) My daughter's reaction: *sees Cap holding Fishy in her bowl; makes excited little-girl noises.* My son's reaction: "He's in command?" *beat* "You're dead."
  8. Sovereigndawg

    A Team of ME

    Yup just bots and I. this shi(p) is fun. This is PVE and never have I had more fun in PVP, You can't just make this up. 20200222_224302_PRSB109-Sovetsky-Soyuz_42_Neighbors.wowsreplay
  9. Kesh_Lives

    Low health survival

    We won, and I was 4th on the list
  10. dEsTurbed1

    A magic milestone

    Just replied to a post and noticed that I had 15,500 battles... I can still remember the fun me and 2 friends had on our very first match in closed beta. The joy of sailing a ship for the first time.... .... That new annoying citadel ringing.... TG it changed... ...... And that new alluring, addictive sound you hear when you sink a ship... ..... The very first panic attack when your notified your last alive.. My first Kraken. My 3rd clan wars match in a shimmy, last alive vs 5 ships...and killing them all... Chasing the last 2 torpedo hits I needed for a free premium ship. In my Kamikaze R. Mostly tier 4 battle. Trying to warn the enemy team to turn and run as I torp 1 ship after another, after another. Only to find myself last alive 6 kills and 2 enemies capping my base... i set my all time 8 kill record just trying to get 2 torpedoes to hit a ship... Taking the Eddie out for the first time. Stock consumables in a tier 10 match with radar. 95k 4 kill win.... My stock Gearing maiden voyage. 4 kills and setting my all time high damage score over 206k.... being chased down by 4 ships as I'm last alive to be gunned down. ..... Sure this game isn't perfect. Sure I'm a 48% potato. But dam I love this game. Thank you to all I have had the pleasure to sail with and against. o7 dEsTurbed1. P.S. walk the plank....
  11. Guys_Actually

    Crossing the Rubicon

    I was going to write a post about “How to Play Fubuki" (Tier VI Tech Tree Destroyer). When I tried writing, all I could come up with was, this ship is not going to provide a player an experience that is challenging or enjoyable. In fact, as a unicum, all I could come up with was this is draining, daunting, and tiresome. I realized almost immediately, that I was looking at the problem set wrong. I started to look at random play for Tier VI destroyers in general, and it is a common theme I am noticing, destroyers feel like a forlorn hope the moment you press the battle button in the current meta. I am a very strong player, and yes, I can average 60-80k damage a game in Tier VI destroyers, but I do not derive a sense of accomplishment when I do. In fact, I feel more defeated and deflated as I am forced to avoid torpedoes, radar, hydro, and worst of all, airplanes from CVs. I began a more holistic look into destroyer play past Tier V, and after a few hundred games, I have concluded that destroyer play is no longer something I enjoy, which is unfortunate because it is probably my favorite class to play or should I say…was. It was also the tether for me remaining within this community. In my opinion, Fun and Challenging Destroyer play in random battles is, broken. Wargaming crossed the Rubicon when they initiated the new Aircraft Carrier rework. Ironically, just prior to the release, I was at an all time high for game satisfaction. Mind you, this is when the bug existed that ended gun bloom when line of sight was broken, and CVs were far fewer under the RTS. It made sense (to me). Additionally, there were not four CVs in every match where I was eviscerated by rockets, my punishment for the mere mistake of queuing into a random battle at the same time they did. Some players may continue to see the CV rework as a challenge, and I whole heartedly pass the torch to them, it is now theirs to bear. I wish them good fortune in the struggles to come, starting now. Unfortunately, for me, this is well beyond challenge and into the why should I even try? The answer is surprisingly calming to me…I can be more productive with my personal time doing other things. (One of these include spending more time with my family.) The release of the CV rework felt like the player-base was subjected to Foie Gras. I have no statistics for this, no stats to back it up…other than the plethora of threads that have followed and the general discontent on all sides of the argument. The growing tension is palpable and is also a motivator for lack of enjoyment. Terms like “just dodge” did little to improve my perspective as destroyers became easy pickings for CVs. I have witnessed a single squadron of rocket planes destroy a destroyer in one go, despite their efforts to, “just dodge.” Fare thee well gaming community. I am retiring from this game, uninstalling, and have no plans to return. It has been a lot of fun and I have many fond memories, but what I no longer have, is a willingness to continue a stubborn march of depreciating returns in challenge and enjoyment, which are critical to my personal time investment, and you can take that to the bank. I will end this post by saying a quote from an old favorite, a baseball movie, For the Love of the Game with Kevin Costner, “tell them I'm through, for the love of the game", Billy Chapel. Kongo Out!
  12. The_Chiv

    Guess that ship

    See the constant back and forth between cv and non-cv players has really turned these forums into a rather gloomy place. Let's change that. The idea is simple. I will show 2 after action screenshots. The names and ship icons have been blacked out and hidden. From what you see can you guess the ship. rules. 1. one guess per person. 2. NO anti or pro agenda nonsense. 3. Blacked out sections exceed the required amounts in order to confuse. Lets start. GUESS THAT SHIP!
  13. Just for fun, I've decided to use the HP equations that WG uses for different classes and extrapolate that for modern warships. I'm using the following formulas (courtesy of @Lert) which gives generally accurate results for ship HP except for some outliers. Battleship HP Formula: (1.1812 X tonnage*) + 10837 Cruiser HP Formula: (1.8631 X tonnage*) + 9859.4 Destroyer HP Formula: (4.4907 X tonnage*) + 3435.5 Aircraft Carrier HP Formula: (0.7311 X tonnage*) + 28253 USS Gerald R. Ford: Aircraft carrier, 100,000 tons, 101,363 HP (almost as much as Grosser Kurfurst despite much greater displacement) USS Port Royal: Cruiser, 9,600 tons, 27,745 HP (about as much as an Atlanta) USS Zumwalt: Destroyer, 14,564 tons, 68,838 HP (kek) And just to throw in a Russian surface combatant. Pyotr Velikiy: Cruiser, 28,000 tons, 62,026 HP (still not as much as Zumwalt ) EDIT: As a bonus, here's the HP formula for submarines, based on the Halloween event. Submarine HP formula: 2.7656 x tonnage + 5837.7 Ohio-class SSBN/SSGN: 18,750 metric tons, 57,693 HP.
  14. Lots of words being flung around on the forums. Threats of quitting, sky is falling (which it is ), etc. And no, this isn't intended to be a super serious poll.
  15. anonym_Hf93Jbjm9WjT

    devstriking as entertainment

    Be sure to discover this new, and epic streamer, @Knavbot with his entertaining devstriking fun and engaging gameplay. Whether you are on the recieving, or dealing end, devstrikes are a special part of WOWS, which often provoke strong feelings of delight and dismay, in equal measure, but also, of adrenaline. This is the go2channel, to find out more about them. https://www.twitch.tv/mr_balance
  16. I love tier 7. I play in it a lot. For me its the tier i have the most ships in that feel effective even when tiered into T9 matches (although you gotta be super cautious) I play the crap out of my Scharnhorst. This poll will keep peoples names private so no one has to worry about liking the lower tiers and being judged or shamed for it publicly. We don't need that. So which tier is your favorite guys?
  17. dEsTurbed1

    After 10,000 battles....

    I still hate enemy carriers.... I still hate BB AP on destroyers.... I still hate radar.... But, This game is still fun. This game still surprises me. This game still has great ships that can PLAY their sterns off. This game has allowed a 38% derp to get to 48% potato. .... Ever since closed beta, this game has been improving. Graphics, sound and interface. The wake off of the ship is so amazing... The Balance changes....ruining my tier 8 fubuki...some are good, some hard to swallow. Overall, the best thing ever has been Clan Wars. Getting 7 people together to have fun and not complain about MM.... So, War Gaming, thank you for a great game... Now stop making premium ships, my wallet begs you...
  18. LowSpeed_US

    Maverick builds for fun

    As the title suggests. Give me your ideas on builds that are not normal. Let's see what we can come up with.
  19. It seems like Yesterday (ok, not really) when a friend of mine called and told me, hey, World of Warships is finally in open beta! Huzzah! It was July 1, 2015, a day which shall live in, well, in my mind as the start of something very fun. A look through my archive found this lovely screenshot (no, I didn't know about printscreen yet) of my first day with USS Erie. Good times. Yes, I had a different user name back then ... the PAX MARBLEHEAD contest persuaded me that having a username that stared with 'e' might not be a good idea. Anyway, three years and thousands of battles later, I'm still having a good time, and the game (and ships) are better than ever. (So are my screenshot skills, for that matter) So, cheers to 3 years of fun and games, and thanks, WG for being such gracious hosts. Here's hoping that the coming years bring plenty more battling and fun! :)
  20. anonym_Hf93Jbjm9WjT

    Kagafoo fun.

    My best match of the weekend. Oh, except it's Monday already?
  21. 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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