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Found 13 results

  1. Ladies and gentlemen, I am Yuzral (one of the EU CCs) and this thread is a one-stop for all of my (decent) World of Warships videos. Here you will find previews, the occasional review and gameplay commentary delivered with observations and the occasional round of gentle mocking when I do something stupid. Enjoy! ​Opening this compilation we have a Hiryu facing off against 4 enemy ships in Ranked. Someone's losing a star...
  2. Join me every Sunday-Tuesday for World of Warships or Armored Warfare Gameplay and reviews https://www.youtube.com/channel/UCkU8r_3twrrfrylm5zzUUEw channel here latest WoWS vid here
  3. There's been a rather alarming influx of players in the game who get from noob to high tier and learn absolutely nothing along the way. It's to the point that winning a game is becoming more of a prize for beating your head against a wall enough times than the norm for many players. I myself am so frustrated that I've got more chat bans than a conservative on twitter. I'm hoping there are still enough players left who give a crapabout their game and want to see it be fun and enjoyable again. I'd like to offer to help new players who are just learning and old players who need to learn new game mechanics. I primarily play battleships, and will be happy to help anyone who feels stuck or who wants to improve. I have a bit of experience in cruisers and destroyers as well, but I'm hoping there will be more qualified players to assist in those areas, along with the new carrier gameplay when it hits the live servers. Ideally I'd like to do this in-game, because i feel hands on experience is the best way to learn, but if you've been playing for a bit and just need a few tips or general help, I'm happy to answer. To be clear, i don't want this to be just another passive help thread with outdated videos being posted. I really want this to help people, to answer their specific questions and to provide real, hands on help. Also, please don't shoot down each others answers. What works for someone may not necessarily work for someone else, and I'd like everyone to share what they've learned that makes them successful in-game.
  4. 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!
  5. There is currently A LOT of discussion about the CV rework. Having read the CV Rework F.A.Q. and noticing the changes to base detection stats for hydroacoustic search and radar, it would seem that the business side of Wargaming.net is doubling down on its efforts to make its upcoming console release of this game a success. The CV rework, to me, makes sense if you are trying to create a system that is optimized first for a controller. The current real-time strategy (RTS) version is optimized for PC play only. Wargaming is a business first. Optimizing its system for maximum benefit will allow them to reach a new group of players and potentially make money with them. What do you all think?
  6. _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
  7. 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!
  8. 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
  9. Nothing to see here, just a new thread to put all my wows-related stuff together. Drawings Old Threads Paper Musume for Paper Ships Pikohan's Creative Contest Archive Sample Drawings Creative contest entry Requested by Chobittsu Incendiary_Tanker's Britannic Videos Youtube Sample Videos Animu montage 1 (optimistic) North Carolina cinematic Hood and Scharnhorst gameplay Feel free to request drawings or videos... can't promise anything, but usually I'll get to it eventually.
  10. 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
  11. I just took the silly little survey.. 'on a scale of 1 to 5' nonsense... Why don't we have team wide voice comm? Why are divisions so limited (oh yea 3 guys can coordinate against 12)? Why can I see a ship further out and and behind a ship that just went predator style invisible.... How is this game not broken?
  12. 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.
  13. Doomwaffel

    Frustrated Des Moines player

    I played the US and IJN line of cruisers since I began playing and focussed on them, but even after getting close to a Lv19 cap on the Des Moines it just never stops beeing frustrating and somewhat of an unfullfilling gameplay. It just doesnt feel good most of the time, partially because I just dont get the design/ intended idea behind her but also because you always have to be on the defense - You get surprised by something you die. But maybeI just drove myself into a corner and have to look at it in a different way so maybe you guys can give me some feedback and your impressions on this ship. The DM has a rather short range for a T10 ship, but its sayd that the guns make up for it. > This builds the idea of a close combat brawler, so you would expect a ship that excels at close combat. The DM has one of the biggest citadels in the game and is really squishy overall > So NOT a brawler ? The DM has no defensive options or deturrents > No smoke, no torps, It has the radar so it can fight DDs in close combat, IF no other ship is around. Again, the radar gives you the idea that you should go 1st and smoke that DD out, but that usually only leads to a short match and a quick death for you. + Other Cruiser DO have these options and protected cit, so your gun advantage doesnt even do that much unless they show broadside (in which case most of them can shoot torps at you) If you build a Cruiser that is all about guns, you would expect a citadel machine, but overall you get better results with high velocity/accurate guns like the Moskva, which can citadel even BBs across the map. While we are at it, lets compare the DM to the Moskva: the Moskva shoots rather fast as well, has more pen power, is way more accurate, even has pretty good AA. It has 15k HP more, partially better armor AND even the radar though a different one. It also has a giant citadel like the DM, but it can fire effectively from afar. The biggest downside of course is the giant spotting range of the Moskva. So we have a ship that has close to no combat options (boring) dies easily (frustrating) and excels only in 3 things: A) Staying behind a rock/fleet and shoot from cover with short ranged guns that barely hit moving targets anyway past ~13km B) AA - which is cool once you get to use it C) Kill DDs if you get close enough and without any enemys around In combination with the good concealment you only have 2 options: The rock spamming or trying to get close to the flank of a ship and start surprise shooting him and HOPE that you kill him fast enough before he turns onto you. :( With the new upgrades WG had an idea and gave us the option to be more mobile while removing the range upgrade. Which is a good thought, now it needs more tankyness too and you can actually move away from that rock. I will play the DM until the cpt is done but right now I am very frustrated with her. Let me hear your thoughts and impressions. thanks
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