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Found 17 results

  1. Gosto de gravar algumas partidas em meu canal, mas sem tanto recurso nem pretensão de fazer tutoriais elaborados. Apenas gameplays. Vou começar um tópico para quem também gosta publicar as suas aqui!
  2. Maybe it is just my bad luck, but there are an awful amount of cyclones lately (perhaps the tornado season in the US struck a cord with developers). Like the open ocean map, it may keep things interesting if a cyclone show up now and then (at most once a day), but really not every 3rd game. In the last game, i suddenly found myself being surrounded by 5 ships after being spotted by enemy planes, with 2 destroyers, one on each side. The outcome for a battleship is predictable. If this is an occasional event, the losses can be accepted, but when trying to accumulate enough credits to upgrade to a higher tier, this is totally annoying. There is no skill involved when a "blinded" battleship without hygroscopic search is stalked and attacked from all sides during a cyclone, and no skill whatsoever will save the commander under such circumstances. So please tune down on the frequency of cyclones during games. BTW, with my luck, I am mostly on the side where half the team is swimming with the fishes within the first 5 minutes anyway, so the balance of power is already unfavourable when cyclones move in to sour the deal.
  3. I also took this opportunity to try out the video editor within Windows Photos App, but obviously from what you can see its completely lacking any transition editing functionality, the few cool text effects does not make up for stuttering between clips.
  4. regopark

    WoW Legends

    I just acquired Legends on my PS4, and I like it. I do really like the PC version and have put in (or wasted, whichever) enough money on the game for ships and supplies, so I am in no way prepared to toss out the PC version. But my main reason for writing this is as eager as I am to play Legends, there are certain things that need improvement, in my opinion. The first is the mini-map. It is located in the upper left corner of the screen, is semi-transparent, and very difficult to see. Unless I haven't discovered it yet, there are no settings for this map as in the PC version. I think the map should be made non-transparent, a little bigger and relocated to the lower right of the screen. But, that's my opinion. The next is the after-battle screen. The Personal Score comes up only. There is no Detailed Report as in the PC version. I feel this does need to be added as it tells you what ships you sank or damaged, and how. Now, this game, unlike other PS4 games, has no ability to make changes to the viewing screen, e.g. the gamma, which will lighten or darken the playing screen. Right now the playing screen is very light, and unless I go into my TV settings and adjust them, it will stay that way. The only screen segment in the game's settings is for those who are colorblind. Others elements need to be added as well to the game. These seem to be the only "complaints" I have about Legends. I played it for four days without even touching the PC version! If I find anymore things to report I will make another post.
  5. Well, I think everyone with a Mass and everyone who doesn't have a Mass will be queuing for this if she is released in that iteration. She seems to take this type of gameplay to the next level. I don't know if the Engine Boost is needed though; maybe toning it down a bit duration or extra speed wise, especially if you consider how many cruisers and DDs can get caught up by Georgia. As with all CC content, take it with a grain of salt, it's WiP content.
  6. You know when i first heard of the impending CV rework this last fall after I had pretty much switched all of my gaming to WOWS instead of about 50/50 with WOT, something in the back of my mind was prompting me to be concerned that somehow WG would find a way to take this superior game and trash it the same way that had happened to World of Tanks. Between the artillery rework, the matchmaking changes, and the introduction of more abundant totally OP premiums and nerfing of the light tank class, to go along with the already prevalent meta of giant guns hiding in bushes all game; for me at least, the finer art of armored breakthru took a backseat to standoff weapons that just sat and waited to punish any kind of offense. Of course unicums and good players will say that offense is still possible in that game, but it stopped being fun to me outside of Frontline mode. But surely WG would have no reason to spoil the excellent WOWS with a completely balanced gameplay whereas the smallest and most lightly armored ships could still have a major influence in the fighting, where the overwhelming power of CV's was offset by a higher degree of difficulty therefore ensuring a limited amount of people have access to it, allowing Cruiser's and BB's to still be the primary focus of the game. After all this game was somewhat more complicated and complex than WOT, so people tended to be more knowledgeable at mid tiers as far as tactics, and save for a few cv's, the majority of premiums were capable but not ridiculously OP as in WOT.. So to make a long story short, now any arcade player can can ruin gameplay for dd's, force teams into ridiculous lemming balls that are afraid to advance anywhere near caps often enough, and produce more 15 to 3 routings than I have ever seen before. Battleships seem way more eager to just sit back and "snipe" all game, turning many more matches into stagnant half TD like matches from WOT. So here is the point where people will people will call me a whiner, say dd's should spend the entire game effectively dodging CV attacks if they are good' and that my stats shouldn't allow me to have an opinion worth anything. And you know what; you are right. Yeah..i am an average player , but a player that can effectively help a decent team and have fun doing it. But not good enough to save moron teams that seem to be all i encounter these days. And with even occasionally being on the winning side of a 15-3 rout, the game is not as fun as it was, IMO. And I can't understand why this company now wants to negatively alter gameplay with 4 CV's in about 2/3's the games now, many of them Graf Zepps and Saipans... So you're right, the game is what it is now, have fun with it, I'm gonna check out what this MK11 is all about ...later
  7. Folks, love the job you did on announcing "So in So: is using Radar or Sonar. That helps the folks around them, when used correctly. BUT PLEASE!! CHANGE THAT STUPID CURSE FUNTION TO " So and So" Torpedo Launch. By the time you type that you launched, you end up dead or near dead. Or attach it to the Torp Launch upon actual launch. Save us time and maybe our ships. The most annoying thing is to listen to the juvenile constant use of that idiot button. Just MY OPINION so if you are one of the people who love that button, keep it to yourself. I want the Developers to hear what I've been hearing from players on its use and I've been playing 3 years. One small add on: consider changing the COOP Division size to at least 4. I got 3 Vet buddies that would like to play but they want to get the basics down BEFORE they consider joining a Clan. I just joined one and it's a different mindset than just shooting BOTs. You have to figure out how exactly to help the group in base/battle tactics. Newbies will take some training and the "Training Room" isn't good because there's no ship progression. COOP is against BOTs, not people, so there's no harm/no foul in it.
  8. Spiderlife77

    Torpedo aiming alert

    Do I understand it right that now there’s no warning when a DD is aiming her torps to your ship? Maybe I’m wrong, but before, in 7.12 when a DD was aiming by torp's launcher to your ship and your captain had the skill: “Priority Target” then you saw a warning (yellow circle with a number inside). For example, if you’d run a BBs and DD just spotted you, then you’d got a warning “detected”, but if she started aiming at your ship by torps/guns (and your captain had “Priority Target” skill), then you got “Priority Target” warning - yellow circle with number 1 inside. Was this option removed?
  9. bootysoup

    UI lag is unbearable

    I know their has been heavy focus on the CV rework and rightfully so. But the patches have introduced incredible UI lag and the occasional crash. Training room is laggy as baggones.
  10. Against all reason, I went ahead and got HMS Exeter. Against expectations, I was pleasantly surprised. Even after the balancing nerf, her 8" guns are very nice indeed. I highly recommend taking the Aiming System upgrade. After two matches, bottom-tiered in both and running CE skill, she's quite effective operating at the edge of her concealment. The 8" guns did very nicely against 2 Helenas and a Myoko. British cruiser smoke would have been nice, but not a huge impediment.


    tried to log in, says I have to update, but I cant find where I do that.... can someone point me to it, thanks....
  12. GrayPanther2018

    Random vs Co Op gameplay

    In reading the thread about rewards in Random vs Co Op there seemed to be a side discussion on difficulty levels, which gave me the question. Aside from the obvious, how does gameplay differ? I know that the bots are much more aggressive and already know where you are even though they are programed to pretend they don't until you are officially spotted. And it would seem that the bots would be more uniform in "skill" than in random players due to the differing levels of human player skills. Although I have perhaps noticed variations in bot performance? Also it seems the bots can do two things at once (aiming and firing guns while aiming and launching torpedoes very quickly) better than myself anyway. I am a rather new player, but am one of those people who tend to read the manuals. I play mostly at Tier V and Co Op so I can annoy, at worst, only half the players per battle. I thought this might be a useful topic for others as well as myself, not a one is better than the other discussion but how best to play in each game type. Thank you, everyone for your replies and information.
  13. _BFLF_HockeyDude17

    Death By....Nothing??

    Anyone else been having problems with their ships getting instantly destroyed by an enemy bot without even a single visible shell hit? It's happened to me twice in two weeks. #RageTime
  14. So Ive basically been playing warships since release, and frankly, Ive never enjoyed or played a game more in my life. Ive got a lot of time and money invested in my account, and Im always striving to improve and get better each day. First off, Im by no means an "excellent" player. I have I guess been competent enough to keep my overall stats in the green on warships today, but Im far from a unicum nor am I trying to become one. Basically, I should soon have my w/r at 52%, but Im ultimately wanting to get it up to over 53% "preferably 54% before I will be content." My damage average should also be pushing 57k "which is the best in my clan", but I really want to get it at or over 60k before I will be content with it. That being said, my w/r at t10 is quite atrocious and I typically don't play my 10s unless Im in divs with my clan mates, which greatly increases chances of better games. When playing solo, I tend to stay between t5-t8 where my win rate is much better, which has gotten me from 50%to 52% and bumped my dmg average up by about 20k over the last year. However, Ive been noticing a trend. It seems I can get a lot of pretty good games Monday through Thursday night. Some times Ive even had 10 plus game wining streaks. On the weekends however, I tend to get a decent amount of losing streaks. It also seems the quality of gameplay and players really goes down the toilet Friday through sunday regardless of what tier or type of ship I play. These streaks are very frustrating as they ruin all the work I put in doctoring stats during the week. That being said, would it be a good idea to keep weekend playing to a minimum while Im trying to stat boost? If so that would suck since my job often sees to me not having play time during the week, but if it works, Im open to trying it. Any advice is appreciated!
  15. IcyThor

    Ring of Fire

    I have been playing the T7 CV Ranger this week and I sometimes acquire Potential Damage which creates a scoring update on something called The Ring of Fire. I can't find any info about it other than it requires 7,400,000 Potential Damage points. When I tried playing my T5 CL Omaha to acquire more Potential Damage points it did not create a scoring update. Can anyone tell me what the full criteria are for this "mission" and when it ends? Icy
  16. Los destructores.... Podrán usar cargas de profundidad? Mientras volvía a casa en el metro y pensando en todo lo que podría cambiar en el juego con la inclusión de los submarinos en World of Warships. Me motive a hacer este articulo con referente a lo que mas molestias en esa época traía a un submarino, las cargas de profundidad que mayormente eran equipadas en los destructores. En este Articulo veremos cada detalle sobre en que consistía las cargas de profundidad, historia y mas, acompáñenme: Origen: Su termino se remonta muchos años a primeros inicios de la Primera Guerra Mundial, el temor causado por los submarinos impedía que los Cruceros de batalla y Dreadnought operaran con facilidad a lo cual los mantenía siempre cerca de sus costas y aveces siempre cerca de los astilleros. Se les encomendó a los destructores limpiar las zonas tanto de minas marinas y de submarinos, pero los destructores podían encargarse de las minas, no obstante no de los submarinos ya que solo tenían dos opciones embestirlo o a artillería principal hundirlo, de todas formas ambos métodos eran difíciles de realizar. Fue cuando el Almirante John Jellicoe explico y dio idea de que una cantidad de explosivos detonados a cierta profundidad podían tanto dañar y incapacitar a un submarino que lo obligarían a salir a la superficie. A lo cual la primera carga de profundidad fue terminada el 20 de julio de 1915 y puesta aprueba días después a lo cual resulto muy efectiva ya que daño a un submarino U Alemán y con el tiempo se volvieron el mayor miedo de los submarinos, ya que si les hacia daños severos podrían hundirse muriendo toda su tripulación. Diseño y Funcionamiento: El diseño de las cargas de profundidad, fue a inicios de forma cilíndrica y aveces en forma de una bomba de tipo huevo, llenados primeramente de algodón de pólvora hasta 1942 con el explosivo Torpex que era mas potente y peligroso. Mientras se uso el algodón de pólvora se usaban mechas para poder activarlas, las de Trilita Fundida estallaban ya a cierta profundidad con un detonador y con ligeras explosiones en cadena, estas podían pesar y causar una explosión de 50 kilos hasta 200 kilos. Las Torpex solo variaba en el poder de detonación a excepción de sus detonadores que lo hacia detonar a una profundidad determinada luego se modifico el diseño de los detonadores. Detonadores: Los detonadores variaron de acuerdo a los años, estos fueron los modelos y su funciónes: - Detonador de mecha: Elaborado principalmente de pólvora fue el primer detonador implementado en las iniciales cargas de profundidad en Francia, el largo de la mecha determinaba la distancia y el tiempo de detonación. - Detonador Hidrostática: Fue el primer detonador automático que detonaba a cierta profundidad gracias a la hidrostática, que se configuraba antes de echarla al agua. Fue diseñado por Giraud. - Detonador de Flotador: Cilindro semiesférico atado a un flotador que cuando era lanzado colgaba de el por una cuerda metálica que determinaba su profundidad, era difícil detectarlo para los submarinos ya que podía ser dejado días flotando y a su vez también explotar encima del submarino, pero no se aplico tanto este método ya que aquellos que no explotaban podían explotar en un submarino aliado o la cuerda metálica podría soltarse y volver la carga de profundidad una mina marina errante - Detonador Paso de Agua: Se uso mas en la Segunda Guerra Mundial, su funcionamiento era como un detector que al sentir que una cantidad de agua lleno uno de sus orificios explotaba. - Detonador magnético: Explotaba dependiendo de la profundidad y del campo magnético de la Tierra. Explotaba si detectaba o algo alteraba el magnetismo del detonador como la presencia de un metal, sea un submarino. Barcos que lo usaban y lanzamiento: Los barcos mas capacitados para poder enfrentarse a un submarino eran los destructores, ya que a su maniobrabilidad y armas de pequeño calibre, podían ser muy útiles cazándolos, por esa razón se les implemento a ellos mas que a los cruceros las cargas de profundidad. Existe cuatro formas de lanzar las cargas de profundidad las cuales son: Las Tolvas: Están ubicadas tanto en las partes laterales y/o la frontal de la popa del destructor, estas cargas tenían un aspecto de cilindro para facilitar su desplazamiento y lanzamiento par dar caza al submarino. Morteros: Los morteros empleaban cargas de profundidad de un tamaño un poco mas pequeños que los de las tolvas, esto permitía lanzaros mas lejos que a diferencia de los de las tolvas que tenían que acercarse o estar encima del submarino. El Erizo: El Erizo es como un mortero pero que lanza varias cargas de profundidad, pero a diferencia usaba cargas de un tamaño mas pequeño y parecidos a una granada de mano o conocida como Stielhandgranate M24 usado por el ejercito alemán en la Segunda Guerra Mundial. Era uno de los mas mortíferos de todos los lanza cargas, ya que podía lanzar 24 cargas de profundidad medianos que podrían dañar severamente a los submarinos. Cargas de aviones: Usadas con similitud que la de los bombarderos, estos eran llevados por aviones que se acercaban a unos metros al mar y lo lanzaban para dar caza a los submarinos con un detonador de hidrostática. Pero no se emplearon mucho ya que dependía de aviones y arriesgar mucho a un portaaviones para cazar a un submarino no estaba muy bien aceptado. Con estos datos podemos ya saber que es una carga de profundidad y como eran usadas, veamos como seria su posible en el juego, en los acontecimientos históricos, cine y anime se muestra el uso de estas armas. Gameplay Si se llegase a introducir los submarinos y las cargas de profundidad implementadas, seria tanto de uso de Tolvas y Morteros a los cuales aria tanto que los destructores se acercaran a lanzarlas a cierta distancia o por encima del submarino, esto puede cambiar mucho el metagame y a su vez tambien traer muchas modificaciones al rol del destructor. En la Historia: -Batalla de Jutlandia: 31 de Mayo 1916 - 1 de Junio de 1916 -Protección de Convoy desde Estados Unidos a Inglaterra y Rusia: 1939 - 1945 -Batalla del Atlántico: 3 de Septiembre de 1939 - 8 de Mayo de 1945 -Caza de los U-Boot: 1940 - 1945 -Submarino Japones detectado en Pearl Harbor: 06:53 horas del 7 de Diciembre 1941 En el cine: -Tora! Tora! Tora!: Avistan a un submarino japones cerca de Pearl Harbor e inician a atacarlo. -U-571 -El ultimo UBoot -El Espia Negro -Lobos de mar En el Anime: -Aoki Hagane no Arpeggio -High School of the Fleet: Aqui no usan cargas de profundidad como tal, sino un dragaminas que obliga al submarino a emerger por daños en su estructura. Si la prueba hecha con submarinos durante el evento de Halloween es muy bien recibida por los jugadores, no habrá duda que en máximo de un año tendríamos a los primeros submarinos en el juego. Eso es todo por ahora, mas información y datos históricos pronto. :3 Informa - UsagiGumi Megpoid
  17. 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.