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  1. Hello. To those who don't know me, I spent a lot of time trying to get WGs attention about CV problems, during their release, to get them to improve the balance of the game. Some of those things were successful, and others were not. With Subs on the horizon, and my opinion of their inclusion in their current state being questionable at best, I will do the same with them. If you're looking for a guide with no opinions, this isn't for you. Most of this is not numbers, but an opinion on the workings of the class. As we deep dive into how this class interacts with others, you will learn how to become better at them. It is my hope that with this knowledge you will improve, and shed further light on their issues, in the hopes that a better product is given. I will provide highlights of matches when discussing each sub type below (2 for each). These were taken from a 2-hour stream. I do not think this is indicative of what each battle would look like, as there are bots in the midst and players are still adjusting. Despite that, I don't think the evidence of sub strength is any less meaningful as it is displayed. I pulled the best game I had, and an average game I had for each nations sub. If any Wargaming people read this, I want to say I disagree with whatever decisions led to not allowing subs to be brought into training room. I think this makes it harder for people to test the limits and interactions with other ships, which would have best been done in a closed environment. The Battle mode already has bots in them anyway, and you allowed carriers to be used in the training room during their PTS session last year. I am happy about your reserved pace in introducing subs to us, but it would be nice to try these in other modes as well. A podcast I was in talking about submarines. https://anchor.fm/the-new-guys/episodes/Episode-024-Making-Sense-of-Submarines-with-07s-Pulicat-ef1vrc I have spoiler'd everything below so you can find quickly and read only what you are interested in, or tackle the read in chunks. This is about 4000 words. Submarine Gameplay Submarine Consumables Nation Submarine Strength & Weaknesses Subs Interacting With Subs Destroyers Interacting With Subs Cruisers With Charges Interacting With Subs Cruisers, Battleships and Carriers Interacting With Subs Mechanics that should be added for this class to function better. General thoughts
  2. Hello! This is my new comedy guide/review series to ships in World of Warships, made in the style of Rhiload's EVE Online videos aiming to provide a balance of jokes, actual useful advice, and ship reviews. The first video I uploaded was Paolo Emilio, one of my favourite ships in the game. Hopefully this guide will entertain you and help you get the best out of her/decide whether to get her! As always, please let me know in the comments or reply to this post with your thoughts and suggestions, and let me know which ships you'd like to see next. Cheers all!
  3. Hey! I'm Razorwave, welcome to my forum post for my videos. I aim to upload a couple of times per week with World of Warships content, mainly the "WOWSnumbers guide" series, where I take a comedic look at a ship in WoWS, but also try to provide some real useful information too! These are made in the style of Rhiload's EVE Online videos, so if you are familiar with those you should know what to expect. With the Dockyard ending in around a week, I thought I'd make a video on Repulse, the best ship from this event (don't come at me) to give you guys a quick and comedic rundown on whether this ship is worth grinding if you haven't done so already! As always, thoughts and feedback are super appreciated, and let me know any ships you'd like to see Cheers!
  4. Hello! This is my new comedy guide/review series to ships in World of Warships, made in the style of Rhiload's EVE Online videos aiming to provide a balance of jokes, actual useful advice, and ship reviews. This video almost made me go insane trying to get good background footage for it, so I really hope it was worth it! As always, thoughts and feedback are super appreciated, and let me know any ships you'd like to see Cheers!
  5. Here is a quick video I made about quickly figuring out your different options and trying to figure out what plays are going to be best at keeping you alive and contributing to the team. I got myself in a little bit of a jam and didn't have any great options, so went with the one that had the best chance of keeping me alive. And the link is the embed does not work for some of you: https://youtu.be/KzCMVj26AUM
  6. I have just recently completed my IJN BB grind, and I have thoroughly enjoyed it. My battleship play has improved significantly throughout the course of the grind, starting with dark green and teal pr in the lower tiers and capping it off with dark purple pr in the t9 and t10. My improvement was a result of both personal reflections and advice given to me by experienced battleship players. As such, a lot of the complaints and solutions that are written in this guide come from myself. I'm writing this guide so hopefully people can learn from my experience and reach a higher level of bb play. This guide assumes you already know basic game mechanics such as amour thickness, angling, overmatch, and ap and he pen. All of that is purely objective and you don’t need a guide to learn it, as such I have not included it here. Note: This guide is based heavily on the one written for destroyers by @DolphinPrincess. That guide can be found here. BAD (0-750 PR) – “Torpedoes are OP!” This probably a complaint every battleship captain at some point when they were very new to the game. It is mainly due to a lack of experience, as the counterplay for this is very simple. Solution: Vary your path and do not sail in a straight line. Pay attention to your concealment circle; if there are no ships spotted in your concealment range yet you are still spotted, it likely means there is a dd closeby. Make intentional random maneuvers and you will almost always dodge incoming torpedoes. Another good tip is to pay attention to your priority target, if the indicator suddenly shows one less ship targeting you, and then a couple of seconds later it flips back to what it was before, it could mean a destroyer shot torpedoes at you. BELOW AVERAGE (750-1100 PR) – “I cannot win because my teams are always garbage!” This is the classic complaint that a below average player will give. It shows a bad mindset, that you are blaming your teams for your losses instead of myself. Out of all the issues baring players getting to the next level, I would say this one is the biggest. It prevents you from reflecting on your own play and learning from it. Solution: Always assume friendly players are potatoes. Play the game as if you need to carry your team every match, and always value your own ship over your teammates. If this means you play selfish, so be it; if you are to reach the next level, you need to understand that every time you sacrifice your health for your teammates, you are giving a worse player more responsibility for winning the game. Additionally, after every game, look towards your own play and figure out what you could have done to have a higher impact on the match. It doesn’t matter if it’s a win or a loss, there is always room for improvement. AVERAGE (1100-1350 PR) – “Team no support” This complaint usually comes from those BBs who like to play “aggressive” and get really close to the caps and subsequently get farmed out and die in 5 minutes. Then they complain that their team didn’t rush in with them. This is a stupid proposition. Battleships are primarily a zoning tool that are used to gain map control or prevent the enemy from gaining map control. They do not require assistance of their teammates to have match impact because the whole point of having high alpha long-range guns is to be a metaphorical “fleet in being”. Your mere presence on a flank is as scary or punishing to the enemy as 3 cruisers combined. Solution: Wows is a game which is somewhat unique in that it heavily favors the defender. In that sense, the bb players that push in and die and expect their team to support them have a fundamental mindset error. It is that making a concerted effort to push a cap is often a worse choice than holding or kiting out that flank. This is not to say that you should never push a cap in a battleship. Always keep sight of your win condition. Usually in wows there is a push flank and a kiting/holding flank. Pay attention to the other flank and make your movements accordingly. For example, if you are on a push flank and your friendly kiting flank is collapsing faster than your push flank is pushing, then you should push into the enemy team at this point, because if you don’t then your team has no hope of winning. GOOD (1350-1550 PR) – “Whenever I play battleships everyone is always bow in and when I see broadsides I always miss” This complaint is symptomatic of a player who understands fundamentally what their role is as a BB player but is being held back by sub-optimal positioning choices. Additionally, often times I hear players at this stage blaming their mediocre performance in bbs on “bad aim”. I can say with absolute confidence (from my own personal experience) that aim is not a significant factor in performing well in BBs. It is almost always because of positioning, not aim. If one positions badly, they will rarely see broadsides. Thus, they expect that in order to get to the next level they must hit every single broadside accurately. However, if they improved their positioning, they would see a greater number of broadsides, and by extension hitting more broadsides (just based on probability of hit chance). *Note that the second paragraph is my own theory that I made based on my own observations – I don’t have any concrete data to support it. Solution: Make your positioning in battleships more intentional and direct. Don’t only think of which flank to go on, also think of the specific squares that you will have the most impact on. This is based on a number of factors, such as the size of your friendly force, size of the enemy force, or the positioning of your friendly bbs. Always try to create crossfires or simply how to put maximum pressure on the enemy. Battleship positioning in general is something that is pretty complex and warrants another guide on its own to explain all the nuances, and I wouldn’t be able to do it justice by explaining it in full details here. Maybe ill write a guide on it at some point. Regardless, at this point I would highly encourage you to watch the top players play battleships on twitch. You can learn a lot on positioning just by watching how super unicums position, learning why they positioning the way they did, and incorporating it in your own gameplay. With regards to aim vs positioning, I’ll draw a specific example from myself; I average 28% hitrate in yamato and 30% in Izumo, which are some of the worst among my friends and clanmates. Yet, in terms of pr and wr I have some of the highest. I attribute this fully to my positioning. VERY GOOD (1550-1750 PR) – “HE spam is OP” Contrary to the rest of these complaints, this one is personally one I have never ever had, but I have heard it a lot. HE spam is something that is mitigated by positioning. There are a few key tips you should learn and apply and you will get a whole lot better at mitigating HE spam. Solution: Read this guide: (again, thanks to @DolphinPrincess), take every single point to heart and apply it in your gameplay. I honestly had no clue why people complained about HE spam until I read this guide. I realized that every single thing in there I had already figured out on my own to apply just through careful postgame reflection of my own gameplay. It shows how important that aspect is to improving in this game. The one I would like to put heavy emphasis on is being stern in. This is a skill that I actually learned from playing cruisers before IJN BBs, and I found that it is extremely effective with BB play as well. There is really only two situations when you should be bow in. 1. Your team has already effectively won your flank, and you have decided to run down the rest of the flank in order to get to the enemy spawn as fast as possible. You should only be bow in to the enemy team when you are 100% sure you will trade very positively and come out of the engagement alive. 2. It is a clear stomp and you need to save your damage averages. GREAT (1750-2100 PR) – “Battleships are inconsistent in their match impact – some games you get a ton of damage and some games you do nothing” This is something I personally struggled with a lot as I was learning high level bb play. This is usually symptomatic of overcommitting to a position and only moving like 3-4 squares for most of the match. At this point, your early game positioning is strong, but you are not able to judge game flow to get the most impact out of your bb. Solution: Always think 5 minutes into the future. In 5 minutes, where do I predict the enemies to be? Where do I expect the enemy destroyers to be? Where will my friendly bbs be in 5 minutes (so I can make a crossfire with them potentially)? Which grid squares will maximize my match impact 5 minutes later? Where can I go to secure my win condition in 5 minutes? When do I need to start moving to get into this position? A result of this is that you will find yourself being much more mobile in any given battle, moving from flank to center, to flank, to enemy spawn as necessary. One key thing that you must realize is that even though you have a lot of range as a battleship, you also have a surprise factor. If you always shoot your guns, you constantly give up your position and make it easier for enemy ships to keep tabs on you, dodge your shots, and even potentially predict what your destination is and adapt accordingly. An aware enemy can drastically lower the impact you have after repositioning. UNICUM (2100-2450 PR) – “I am not able to use battleships’ heath to its full potential” These players struggle with Aggression control. They will position well but they do not efficiently manage their hp and use it as a resource to have more impact. Oftentimes they will end the match having gotten a lot of damage but still be on ¾ to full health, leaving the question “How or when could I have positioned more aggressively and used up more of my hp resource to have a better impact of the match”. Or, they will misjudge a threat and push into a position to have more impact, but they will lose much much more hp then they intended to trade away. Solution: This is currently the level I am on. I am trying to find the answer to this myself :P. Maybe in a couple of months when I find the solution, I will update this guide. Or maybe if any super unicum sees this guide they will offer their thoughts on it. SUPER UNICUM (2450+ PR) – “No counterplay toward CVs” jUStD0dgE Solution: uninstall Thanks for Reading
  7. This article is dedicated to all WG-CC for their hard work contributing their time and effort to WoWS. As with any complex endeavor, a jargon — a set of specialized words or expressions — develops around a game. World of Warships's jargon incorporates nautical jargon as well as that specific to the game. As a result, there are many unusual terms that may appear in a discussion. Below is a list of some of the most common terminology that players may encounter. This list will attempt to explain some of the more common jargon found within WoWS that is not always readily apparent to the newer player, and also mention and give background to a few WG-CC or twitch streamers that will help the captain out. Please note that most of the following is not the authors own work, but put together from WoWS wiki, and other WG articles and fan articles. (Giving credit where credit is due) In order to have a guide available here in forums game guides and tutorials. Please also note that this glossary may be edited in the future if the author discovers more jargons, or more content to add to the list. :-) General Terms (by letters) Example: TERM | DEFINITION 899 Brigade: | A division which consists of a Tier VIII aircraft carrier and two Tier IX battleships. Usually formed to snipe-kill enemy aircraft carrier during battles. A AA - "Anti-Aircraft" usually refers to "AA" guns and capabilities (those guns capable of firing at aircraft). AA Sector - Refers to a side of the ship (port or starboard) where AA gunfire can be reinforced using the Sector Reinforcement mechanism. AAA - "Anti-Aircraft Artillery" or "Anti-Aircraft Armament" or "Triple-A". Same as AA. AFK - "Away from Keyboard". Considered unsportsmanlike conduct. AFT - Commander skill Advanced Firing Training. (before commander skill rework) Aft - Toward the stern of the ship. Alpha - 1) From Alpha Strike - The amount of damage a ship or weapon can do in a single strike. 2) Alpha Test - the first semi-public phase of World of Warships development. Amidships- The middle of the ship, roughly half way between the bow and the stern. Anchor - In battle, a position — typically on or near a flank and usually next to an island — that forces the enemy to deal with the anchor ship in order to win the flank. Angle-ed -ing - Orient a ship at an angle to the enemy such that the profile is narrow and the side armor presents a sharp angle that will bounce most shells. AP - Armor-Piercing shells. Ammo article. AR - Commander skill Adrenaline Rush. Area Denial - A spread of torpedoes that is used to deter or prevent an enemy or group from entering a desired location, or a consumable (esp. radar) use that prevents a ship from occupying or pressures a ship out of a location. B Term Definition Baguette - Nickname for ships from France. Bait-Dodge - A technique used primarily by cruisers and gunboat destroyers where a player baits the enemy to take a shot at his ship, only to evade, thus negating most or all damage. Balans - from 'balance' A term used ironically in reference to Russian/USSR ships being powerful. Banzai - Japanese equivalent for "WITNESS ME" i.e. suicide attacks (Ramming, YOLO rush). Sometimes accompanied by the war cry "Tenno Heika Banzai!"(Long live the Emperor!) Battery - A group or organizational unit of guns, usually by caliber and purpose. A battery is usually controlled by a common director. Battle Line - A continuous area of influence that extends between ships in a given sector. Advancing the line applies pressure to the enemy while pulling the line alleviates pressure. BB - Battleship. Beam - The breadth of a ship's hull at its widest point. BFT - Commander skill Basic Firing Training. (Before commander skill rework) Big Mamie - The nickname of the Tier VIII premium battleship Massachusetts. Blap - To do a large chunk of damage to an enemy ship. Blindfire - Salvos fired against a target that cannot be seen from the firing ship. Often done as counter-fire against a ship obscured by smoke. Boggzy - A WG-CC @Boggzy who has his own podcast, twitch streams, and also casts live KoTS commentary. Bot - A game-directed combatant. In a PVE mode, one side in battle is composed of bots. Bote - A joking reference to a ship. (A ship is not a "boat", so the misspelling.) Bounce - A shell hit that ricochets off the target due to the impact angle. Bow - Front of the ship where the porpoises hang out when underway. Bow in / Bow-on / Bow tanking - Facing the bow of the ship directly at the enemy. The orientation restricts the number of guns that can bear, but reduces the ship's target size and forms sharp angles that tend to deflect incoming projectiles. Bracket - When a well-aimed salvo misses to both sides of the ship due to dispersion. Brawl - A close-quarters engagement between ships. Some ships are better than others in this capacity. BRB - "I'll Be Right Back" Broadsiden. - 1) The long ("broad") side of a ship. Turning the ship's broadside to an enemy allows the greatest number of main battery guns to target the enemy, but presents a large, flat-faced target in return. The opposite of angled. Shells arriving perpendicular to a broadside are much more likely to penetrate than shells arriving at a sharp angle. 2) A salvo of all main guns that can bear on a target. Buff - To increase the effectiveness of a ship or mechanism. BZ - "Bravo Zulu" or "Well done". C Term Definition CA - Heavy cruiser. (The 'A' comes from 'Armored', but the post-WWI CA is distinguished by the larger caliber of its guns.) Generally assigned an anti-cruiser role. Camp-er -ing - To sit in one spot for the majority of the game. Usually pejorative. Cap - from 'capture' - n. 1) An objective circle. 2) The capture of an objective circle. v. Short for capping. 3) Name for a WoWS mascot with a playlist centering around "Cap" and his friend "Fishy" Capping - Attempting to control or capture an objective area or enemy base by occupying it. Carry - To perform far better than the rest of the team in an effort to secure a victory. Carwash - The soaking of an enemy ship with seawater splashes from shells that fail to hit. See 'bracket'. CBT-er- Closed Beta Test — an early period in World of Warships development following Alpha test. The test period was by invitation only. CC - Community Contributor. Community Contributors are players who assist and help other players of World of Warships, such as showing off their love for the game over their Twitch stream or by posting YouTube videos, running a fan site or Facebook page providing helpful answers, writing guides, running in-game events in our contest area, etc. They are basically players who voluntarily dedicate time and energy towards their love for World of Warships and in doing so, improve the online community experience for others! (side note: o7 to all of you CC - appreciate your hard work) CE - The commander skill Concealment Expert. Chad - Taken from a meme, this is similar to a "YOLO" rush, in which a single ship rushes forward to engage enemy forces. Chunk - A noticeable amount of damage, but not crippling. Cit / Citted- Citadel hit. Citadel - n. The vital areas of a ship containing engines, machinery, magazines, etc. v. To penetrate the citadel and explode within, causing great damage or 100% of the shell's maximum damage. Citadel City - A ship that is easy to citadel such as Emerald, Kuma, Omaha, Shchors, Hawkins, Mikoyan, Italian cruisers, British "Heavy" Cruisers, and "Light" Cruisers. These ships are preferred targets for early elimination. CL - Light Cruiser. A cruiser with smaller-caliber guns. Generally assigned an anti-destroyer or anti-air role. Clam digging - Running aground. Close inspection of an uncharted island. "Pulling a Notser". Cockpit - The place where the crew and the stewardae have their parties. Oh wait. That's World of Warplanes. NVM. Cockbote - Nickname for Tier X USN cruiser Worcester (rhymes with 'rooster'). Consumable - 1) Items that are expended in battle, notably signal flags and single-use camouflage. 2) A class of equipment that provides new or enhanced capabilities to a ship and is consumed in battle. Council - Nickname for Tier IX French battleship Jean Bart (due to her large amount of secondaries on her stern). Crossfires - Intersecting lanes of gunfire that make it impossible for the enemy ship to effectively angle. CTD - "Crash To Desktop". CV - Aircraft Carrier. (haet cv) D Term Definition Daily shipments - Small gifts for logging in each day - usually available with the advent of a new event. Damage Farming - Doing damage to enemy ships as the primary objective, possibly at the expense of team objectives such as winning the battle. Damage Saturation - When a part of a ship has sustained damage equal to its health pool. DB - Dive Bomber. DCP / Damacon - The Damage Control Party consumable or its use. DD - Destroyer. DE - The commander skill Demolition Expert. Death ball - A tight huddle of ships intended to protect against air attack by overlapping AA auras. Mutual defense is good, but a death ball is not recommended. Deleted / Deletion - When a healthy ship is destroyed instantly; see "Devstrike," "One-shot". Derp - Acting without skill or critical thought. Typically used by players to acknowledge a silly mistake (either in the battle or in chat). Derpitz - Nickname for Tier VIII premium KM battleship Tirpitz. Des memes - Nickname for Tier X USN cruiser Des Moines. Desync - A bug that some players experienced lag, i.e; delayed firing, delayed movement, sudden damage taken especially when high ping occurs. Detected / Detection - The enemy obtaining enough location information to target a ship. Detonation - A massive explosion caused by ignition of a magazine that destroys the ship. In Random battle it awards an achievement to the detonated. (The Juliet Charlie signal prevents detonation.) Devstrike - Short for "Devastating Strike". DFAA / DF - The Defensive AA Fire consumable. Disconnect / DC - When a player disconnects from the battle, whether accidentally or intentionally. Results in AFK. Disengage - Break contact with the enemy. Dispersion - The spread of shells fired in a salvo, typically described by the lengths of the axes of a containing ellipse. Vertical dispersion (the major axis) being the distance between the farthest and the closest shellfall (re: the firing ship), and horizontal dispersion (the minor axis) being the distance between farthest shellfall left and right. Doubloons  - A currency in World of Warships, similiar to WoT/WoP Gold. DPM - Damage (health points) per minute. Usually refers to the damage output of anti-ship batteries. DPS - Damage per second. Usually refers to the damage output of AA batteries. Draft - How deep the ship sits in the water. The distance from the waterline to the lowest point of the ship. E Term Definition "Earn your trusty flags" - "Detonation" - Earning flags from getting Detonated. (The Juliet Charlie signal gained from detonation.) Economy - The earning and spending of the many in-game currencies. EXP - Elite XP, or ship experience on Elite ships. ECXP - Elite Commander XP - experience earned by elite (19-point) commanders. ECXP farming - er - A player who uses 21 skill point commander on premium ships, with signals, with premium account, and other bonuses whose desired result is to farm high Elite Commander XP for the captains uses. Also a very effective way to gain the resource. Elite ship - A ship that has all of its modules, and all dependent ships, researched or unlocked. The term usually refers to tech tree ships as premium ships are always Elite. F Term Definition Farming - Taking advantage of a situation to accumulate a desired result. e.g. damage farming, farming fires. FDR - Abbreviation for "Franklin D. Roosevelt" tier X American CV (haet cv) Fighter - An aircraft designed and tasked to destroy enemy aircraft. See Aircraft. Fish - Torpedoes. Flank - An outermost side of a team's battle line. Flanker - A ship whose attributes make it ideal for holding or exploiting a flank. Float - v. The opposite of sink. A desired practice for a ship and her crew. n. A ship that maintains a position usually around the center of a battle formation for screening and line integrity. Focus Fire - Organized and repeated fire against a single target in the attempt to sink it or force it to run away. Frag rate / KDKill/Death Ratio. - How many kills (frags) you have vs. how many times you fail to float in battle. Freeboard - The height of a ship's side above the waterline. Fun and Engaging - Traditional phrase expressing frustration over a game mechanic. "Detonating is so fun and engaging." or also mean being focused by a CV. (haet cv) "Furry Taco" - Nickname for Tier V IJN cruiser Furutaka. G Term Definition G2G / GTG- "Got to Go." Gaishu - Gaishu_Isshoku. Probably the best WG-CC @Gaishu_Isshoku in terms of stats, running his own twitch streams. And also runs his own professional clan. GG - "Good Game". Also Big Grin. A sportmanship abbreviation for "Good game" GLHF - "Good Luck and Have Fun!" Also a sportmanship abbreviation for wishing well for teammates and/or enemies (!) alike. Going Dark - The act of disengaging or going back into concealment. Gold - A World of Tanks currency. The equivalent in World of Warships is Doubloons . Grind - The amount of time and effort it takes to play and progress through the tech tree, missions, or campaigns. Gun Bloom - When firing the main guns there is a "bloom" of fire and smoke that can be seen from afar. As a result, the ship's detection range "blooms" to the maximum range of the guns for 20 seconds. (Secondary and AA batteries do not bloom.) H Term Definition Hapa_Fodder - WG community manager @Hapa_Fodder and "Praefecti" for NA server. Also a well-loved mate in WoWS, USN Military vet, and history buff. He also runs NA community streams, usually with a guest. Hard Cover - An object, such as an island, that breaks line of sight or protects ships from incoming shells and torpedoes. Hard Spotted - Being spotted by a ship within the player ship's detection range. HE - High-Explosive shells. See the ammo article. Hold - A hold is usually near the center of the map near an island and is positioned for supporting fire on one or more capture points. HUD - Heads Up Display. Hull - The part of the ship that makes it float. Hydro - The Hydroacoustic Search consumable. I and J Term Definition iDuckman - A Wiki editor @iDuckman edits wiki and also helps players out on forums. Very friendly and quackable....er, should I say lovable.(About: 🦆 iDuckman 🦆 is an over-educated rules lawyer and a proud Texan — the not-laconic type. He loves his cruisers. Rumor has it that the witch, Salem, is considering his proposal of marriage. [<hiss> Get away from him, you witch!] (Naively, Sir Ducken believes that he owns a cat.) On the wiki, 'Ducky' sticks mostly to the rules pages, trying to keep up with ongoing, constant, never-ending improvements. Sir Ducken is the Deputy Team Lead. 🦆) IGN - In Game Name. IJN - Imperial Japanese Navy. Impregnator - Lewd nickname for Tier IV VMF battleship Imperator Nikolai I. Island hugging - Hiding behind an island for cover. Usually in an Anchoring or Holding position. K Term Definition Kek - Alternative to "LOL," indicating amusement. Kiting - The act of moving away from a superior chasing enemy while engaging them, thereby maximizing the risk/reward factor. Knot (Kn) - A unit used to measure the speed of ships on the water. 1 knot is equal to 1 nautical mile per hour. 1 nmi = 1.15 mi = 1.85 km. KoTS - "King of the Sea" a tournament run independently. First started by EU players, and now a WoWS well-known name where top clans from all servers compete for the top. KM - Kriegsmarine (Germany). KMS - A ship of the Kriegsmarine. "KMS" is not used in German. Presumably of an Anglophone source attempting to simulate the non-existent German term "Kriegsmarineschiff" or "Kriegsmarines Schiff". KS / Kill Steal - A misguided accusation for the act of eliminating an enemy ship without "earning" the kill. L Term Definition Lead - v. To aim a distance in front of or behind the target to counter its speed and direction. n. the amount offset. Lemming - A small rodent that inhabits arctic and sub-arctic tundra and taiga environments. Lemmings are believed to migrate as a large, mindless horde. Lemming Train - A group of ships that travel together in close proximity to one area or objective, often neglecting the capture of strategic points and leaving other ships without support. Lert - The black cat. @Lert (Lert is the black cat you see pawing around in the forums and also a friend of mouse, helping her with ship reviews and such) "LL / Load Lock "Late Load" - A frustrating glitch where the ship gets hung up on the battle load screen instead of entering battle with the team. The hang-up can last several seconds or the entire match. Killing the game client and restarting will usually bypass the glitch, but takes a while itself. Failing to enter battle can result in an unsportsmanlike conduct warning. Lit up - Spotted by the enemy, usually with radar. lol/LOL- "Laughing Out Loud", "Laugh Out Loud", or "Lots of laugh" Lolibote - (derived from Japanese slang) A destroyer. LOLcit / LOLpen- Receiving a citadel or penetrating hit from an unlikely angle. LoS - "Line of Sight". Lord_Zath - A certain skilled WG-CC @Lord_Zath which is calm, kind, and fun. (About: Lord_Zath was one of the first members of the EN wiki team, joining at a time when most wiki pages were but empty shells. His passion for photography quickly earned him the position of "resident wiki screenshot guru". Zath is also a Supertest Coordinator and a Community Contributor. An avid fan of World of Warships, he aims to teach players as much as he can with his streams on Twitch and his YouTube channel. You can see some of his favorite death pics on Twitter or join his Discord (https://discord.gg/5y2Nrx7) to submit replays your most epic replays!) LWM - LittleWhiteMouse, another skilled WG-CC @LittleWhiteMouse which is downright hilariously funny. (About: LittleWhiteMouse got her start writing guides on the North American forums. When she's not collecting skulls for her daddy's comfy chair or stuffing a certain black cat into a box, much of her time is spent working on reviews of premium ships for Ship Comrade.) M Term Definition Magazine - The area where explosives and ammunition are stored, usually in close proximity to the guns. Hits on this armored storage room are understandably deadly. Main - Usually prefixed with a type of ship, e.g. "DD main", "PVE main": A player who prefers and mostly plays a certain type of ship or battle mode. MalteseKnight - A skilled WoWS player @MalteseKnight known to be nice and friendly. He also has his own twitch streams. (fan of him) Meme-o-taur- Nickname for Tier X RN light cruiser Minotaur. Meta - The common practice in outfitting ships and fighting them in battle. "Ship X is ineffective in the current meta." Often references a map strategy such as camping or island hugging. MM / MatchMaker- The game's matchmaking system that groups players together for battle. MN - Marine Nationale (France). Mods - 1) Moderators - Forum moderators who maintain order in the forums. 2) Modifications - 3rd party game modifications that alter the game in some way. Some are illegal. Legal mods are often bundled in such as WoWS' ModStation and Aslain's Modpack. Mong Rush - Similar to Shoving, except with the bulk, if not the entirety, of your team's ships, all in one concentrated blob. MvP - "Most Valuable Player" MvR - Manfred Von Richtoffen N Term Definition Nerf - Decrease the effectiveness of a ship, a characteristic, or a mechanism. NS - "Nice Shot." NVM, nvm - "Never Mind." O Term Definition o7, <o - A text emoji representing a salute, typically used as a sign of respect. [O7] Devastating Strike - A Hurricane league professional clan which is made up of highly skilled players located on NA server. Accomplishing achievements such as multiple #1 in KoTS (King of the Sea) events, WoWS tournaments, and also finished off #1 in Verizon tournament of 2020 Global. OBT - Open Beta Test -ing -er: An early period in the game's development, after CBT. OOR - "Out Of Range." OM - Over-match OMW - "On My Way." One-shot - To destroy a healthy ship with a single salvo. May involve detonation. Op - Operation, syn. scenario, one of the choices in the Scenarios battle mode. OP - 1) Original Post -er in a forum thread. 2) Overpowered - Said of a game ship or mechanism that is unfairly powerful. 3) Over-Penetration. Open-Water Fighter - A ship who's gun arrangement or survivability is better suited for fighting in the open ocean, vs. using terrain. Ordnance - Generally, weapons. Usually, what is delivered by weapons: shells, torpedoes, bombs. Overmatch - A game mechanic in which large-caliber armor-piercing projectiles ignore thin armor on impact, regardless of angle. A shell overmatches a piece of armor if its caliber exceeds 14.3x the armor's thickness. See this table. Overpen - Over-penetration: A shell hit that passes straight through a ship without doing significant damage. See penetration mechanism. Awards a hit ribbon. P Term Definition PA - Pan-Asia Pasta - nickname players give to italian ships Paint Scraper - A torpedo that passes close enough to scrape paint from the hull. Pen / Penetration - When a shell passes the target's armor and explodes inside for significant damage. Perma fire - A fire on a ship that has recently used its Damage Control Party consumable, meaning the fire will deal considerable damage. Sometimes applied to flooding. Pink, pinked - The result of a penalty for unsportsmanlike conduct: the player's IGN and ship icons are colored pink. Poi - The infamous tic of an animé character. [1] The word has no meaning. Pop-es -ing - A consumable has been activated or used (Ex: "I just popped DFAA"). Port - 1) Nautical term for the left side of the ship. 2) A protected place to park the ship. Port Screen - The main screen of the World of Warships user interface. Potato - A poorly-skilled player. Not always pejorative. Preemptive launch - A salvo of torpedoes toward where an unseen target is predicted to go. Often used for area denial. Pressure - Attacking an enemy ship to achieve a desired outcome. That outcome includes but is not limited to; stopping a push, distraction, etc. Proximity Spotting - (sometimes Proxy Spot) Detecting an enemy by being within the assured detection range, which overrides all concealment. Detection. PQ - abbreviation for a twitch streamer Potato_Quality @Potato_Quality, the player is one of the best BB players in WoWS and also has his own YT channel with rich content. "Pulling a Notser" - Grounding the ship on an island, sometimes intentionally. Coined for WG-CC and YouTuber, Notser. Push - Moving closer to the enemy in an attempt to gain ground (or sea water) against them. PVE - Player vs. Environment; used to refer to Co-Op battles or Scenarios, where players fights game entities rather than other players. PVP - Player vs. Player; used to refer to Random, Ranked, and Clan battles, where players fights other players rather than game entities. Q and R Term Definition Railgun - A semi-joking term used to describe guns with very good ballistic performance and penetration, esp. Russian. Ram - To perform an intentional collision with an enemy, usually resulting in the destruction of both ships. Can be an effective tactic. "Ramming Speed" - A term used by a player meaning that the players ship is on course and speed for a ram. (From a classic) Random Torp(s) - An unexpected encounter with torpedoes, though said torpedoes may not have been aimed at the encounterer. Too often, wayward torps from an ally. Rekt - Wrecked. Badly damaged or destroyed. "I pushed around the corner and got rekt." Reverse Push - Reversing toward the enemy in a way that all of your firepower can be used while also giving your ship a viable escape. A form of kiting. RL / RDF - Commander skill Radio Location, a.k.a. Radio Direction Finding. RM - Regia Marina (Italy) RN - Royal Navy RNG - Random Number Generator, the output of which controls many occurrences in World of Warships. RNGesus - The embodiment of RNG. Praying to him for good luck in battle has a 50% chance of not working against one. Rounds - Shells. Ammunition. Rudder - A large flat surface used for steering a ship to port and starboard, usually located beneath the stern and behind the propellers. Russian Bias - A term used ironically in reference to Russian/USSR ships being powerful. S Term Definition Salt-y - What an angry player spews in chat. Screening - Advance ships scouting threats for larger ships. Sometimes, providing a smoke screen to help another ship break contact. Seal Clubbing - When a veteran player ventures into low tiers to fight inexperienced players — a controversial, if fun, practice. SeaRaptor - A certain skilled, lively, friendly WG-CC @SeaRaptor in WoWS. (About SeaRaptor: Joining the community in open beta, SeaRaptor00 also hails from . Having served his time herding kittens that just happen to look a lot like the other wiki staff, he is now semi-retired, though, as a self-appointed Apostle of the Church of Hindenburg, he still edits wiki pages. When not sinking ships on behalf of the Kriegsmarine or mining the game client for images, he can occasionally be found on Twitch casting competitive matches of World of Warships, such as King of the Sea. Also best friends with Lord_Zath, another well-loved WG-CC) Shadow - Following an allied or enemy ship using concealment to remain undetected. Shooting the bow - Passing close in front of another ship's bow. Shooting the Stern - Passing close behind another ship's stern. Shove - In competitive modes, a tactic involving a push up a flank, typically with cruisers. Sigma - A number representing the probability of a gun's shells falling close to the point of aim. The higher the more likely. Silver - Credits. Smoke Camping - Sitting still inside a smoke screen. Sniping - Typically, a battleship far from the heart of the engagement trying to hit enemy ships that are more than 15 - 20 km away. Not a popular tactic with teammates. Soft Cover - Something that obscures a ship from detection but does not protect from ordnance. Ex: smoke screens, weather. Spawn - Where on the map a ship or team starts a battle. "On X map we spawned in the NE corner." Spec-ed - 'fm. specialized' What a ship/captain is specialized for. "I'm spec'd for AA." (haet cv) Squat-ing - Hold a position, undetected, early in a battle to exploit a hole in the enemy lines mid-game. ST - Super Tester, a player who has volunteered to assist Wargaming in testing the game, and thus has access to unreleased ships - but also agreed to a Non-Disclosure Agreement about them, and cannot discuss them with non-ST players. Statpadder - Refers to someone who uses certain ship to inflate stats. Statpadder's stats may give a artificial picture of the player, making him seem better than he actually is. Also see Seal Clubber Starboard / STBD - Facing forward toward the bow, the right side of the ship. Stats - Player statistics. Stealth torp - Launching torpedoes while undetected. (The best way to launch torps.) Stern - The rear of the ship. The propeller(s) and rudder are located under the stern. Strats - Battle strategy. Stream sniping - Following the Twitch Livestreams of Community Contributors in the hopes of ending up in the same match as them. The ultimate goal is to find and sink them. Often considered poor sportsmanship. Superstructer - Structures on the deck of a ship. T, U, and V Term Definition Teamkill, TK-ing -er - Destruction of an ally, resulting in penalties. See this article. Tech tree - The ships of a nation organized by type and tier. Higher tier ships are more powerful. A player progresses upward through the tiers. Tedster_ - A wiki editor (About: Tedster is the other resident black cat, a wiki team member (and former lead wiki editor), and a supertest coordinator. He is a battleship player who started during the 2nd wave of closed alpha in June 2014, and he is probably whining somewhere about the simplification of the game over the course of testing and release or is making "back in the day" comments. When not attempting to citadel destroyers with whatever battleship is currently being tested, he plays artillery for the current top NA Clan Wars clan in World of Tanks, while also spending way too much time playing Kantai Collection, or reading Friedman-level tomes for entertainment.) "That's a Paddlin" - Phrase used by WG-CC 'The Mighty Jingles' to describe the often poor results of thinly-armored ships presenting their sides to hostile battleships. Tomato - A pejorative term used to describe players who have poor win rate/PR statistics. The term is derived the the color coding used by stat-tracking websites and mods, which display low or bad statistics in red. Torpedo belt / bulge - A specialised armor zone on the lower hull of a ship designed to mitigate torpedo damage. Torpedo Soup - A bunch of torpedoes churning up the sea. Torpedo Beat / Torpbeat - Skillfully maneuvering through torpedo soup without being rekt, especially to the sound of eighties European dance music. Torps / Torps out - Often, a chat warning to friendly ships that a ship has launched torpedoes behind friendly lines, and to take care to avoid them if possible. Turn-out - When a ship reaches a certain position on the map, putting itself at an angle where it can begin kiting once contact is made with enemy forces. TY - "Thank you" U2 - "You too." Unicum/Unicorn - 1) A highly skilled player, as evidenced by remarkable stats. 2) A name for one of the top players in the game, in terms of personal statistics. Usually refers to Winrate and/or PR Stats. From Latin ūnicus. USN - United States Navy VMF - Voenno-Morskoj Flot (USSR) W Term Definition Wall of Skill - A large wave of torpedoes, usually from a Japanese Torpedo Destroyer. Ironic. Wallet Warrior - A premium ship player. It can be used to describe players who buy a lot of premium ships, or pejoratively to describe inexperienced players who buy their way into the higher tiers by using a premium ship. Warcanoe - Nickname for Tier V premium ship destroyer Okhotnik. WASD - The principle keys controlling the direction and speed of a ship in combat. Often used to refer to maneuvering to avoid damage. "I used WASD hacks to dodge that wall of skill." Waterline - The perimeter area of the ship just above and below water. WG / Weegee - Wargaming.net. Weevee - Nickname for Tier VI premium ship West Virginia. Wide / Narrow spread - The choice of spread between torpedoes. Typically a narrow spread is preferred against a specific target. Wide spread is used for area denial or hunting destroyers in smoke screens. (On some DDs the choice is between wide-ish and single-shot.) WITNESS ME - "I'm going for the ram!" WITNESSED - Acknowledging a successful ramming attempt. WoWs - World of Warships. WP - "Well-Played." An abbreviation for a sportsmanship term congratulating your teammates or enemy teammates for a "Well-Played" tactic, maneuver, or strategy. X, Y, and Z Term Definition XP - Experience, used to research (unlock) ships and modules. YOLO - "You Only Live Once" — the necessary battle cry to let the team know that the player who just typed it into chat is about to do something very brave or very dumb (suicide charge). Zone-out - Using islands to prevent certain enemy ships from engaging your ship.
  8. It's way too convenient and less embarrassing to use my good play to explain things in a video, so here's an explanation of how I screwed up a few nights ago and details on how I like to use spawn locations, the team list and the minimap to figure out how I'm going to play. Here's the YT link in case the embed doesn't work for people: https://www.youtube.com/watch?v=A_Nuoxl1fAk
  9. KAG_DubFarmerNo_69

    How to Shimakaze

    Try a new video style, enjoy lads
  10. Nothing too earth shattering in this video today, basically playing cat and mouse with the enemy team on the flank in open water using their positioning and paying attention to the minimap to pick my spots to be aggressive. Hope it is of some help to someone out there. I haven't gone back to look, but I think this is my first random game in Bayard which I think is a pretty fun ship, but definitely limited in higher tier games by its range. and the link if the YT embed doesn't work for some of you: https://youtu.be/JV-ChYSuVtY Also, you can catch me streaming on twitch here: https://www.twitch.tv/ducky_shot_
  11. I just got done with the first sprint. I'll be playing in Silver in the next sprint stage and I wanted to give some advice for CV players and those who hate CV's and want to learn how to counter them. My number one rule: KEEP A COOL HEAD: Don't get mad when you lose, just play the next game. If you need to take a break, do it. CV Players: F.D.R despite how awesome it is, is NOT a good ranked ship. Your planes are to slow and the games go by to fast. You MUST make an impact as a CV in the first couple of minutes and that usually decides how the rest of the game will go. Tech Tree CV's are much better because you need fighters to protect your DD's. That is your ABSOULTE number one goal. DD's make the impact, not CV's. That means you need to protect your DD's with fighters constantly throughout the match. Forget damage. DD's can capture objectives and have a tremendous impact in terms of scouting, damaging the enemy, and supporting the rest of the fleet. If you have to choose between damaging a ship and turning around to drop fighters because you see the enemy CV's rocket planes closing in on your DD, TURN AROUND AND SAVE THE DD. Damage is NOT YOUR GOAL, support and IMPACT is! That means scouting constantly! If you have the choice of loosing an entire squadron or sitting there and keeping the enemy lit up, keep them lit up! Teamwork above all else! This is especially true if the enemy is bunched up together and can shred your planes anyway. Don't kill all your planes just for one strike, learn when to attack and when to just keep them lit up. Wait for an opportunity! Now as for WHEN to drop fighters that is a different story. Scenario 1: IF you have ONE DD, then you need to first escort the ship with your rocket planes. Don't drop fighters just yet, WAIT until the enemy CV shows up. You want to persuade them to go for the middle objective, the one that both teams usually fight over. There is no need to drop fighters if the CV's rocket planes are not there yet. When your DD gets to the objective, THEN you drop fighters and scout for the rest of the enemy team. However lets say your DD is half way to the middle objective and your spot the enemy CV's rocket planes coming to intercept. Drop them as soon as you know they are heading towards your DD. Try to drop them a little ahead of the DD so the range of your fighters can help the DD cover more ground. Scenario 2: IF you have TWO or more DD's then you need to look at your team line up and see who has the best AA. Protect the one that has the least AA, have them be the one going for the middle objective and the other DD with good AA go to the closer team objective. For example: Shimakazie and Holland. Holland goes to the close objective and Shimakaize goes to the middle objective and YOU as a CV player cover them with fighter escort (as explained above). Now once you secure the objective you need to pick your targets carefully. First go for DD's if you can. Most of the time players in ranked are smart enough to be with their team or they just smoke up. If you attack a DD and they smoke up, that's good, make them waste it. Go attack a different ship and come back when their consumable is on cool down. While your waiting for that, attack BB's who are near their team, but still further away, but do NOT attack BB's or cruisers that are camping in the back and having no impact on the match. Don't waste your time, you need to attack ships that are actually having an impact, otherwise your just wasting YOUR impact and time! Finally, after enemy DD's are sunk, go for again, the ships that are having the biggest impact. As to how to counter CV's, here is some advice: 1.) If your a DD, turn OFF your AA if you are close to a friendly cruiser. It makes it harder to spot you and you'll be covered by your own carrier (hopefully), and your cruisers. 2.) Grouping up really works. You can shoot down lots of planes if your near each other, but not on top of each other. Remember this is a team game, in ranked teamwork makes the dream work. 3.) The second you see a CV coming your way, launch your fighter if you have one. Look for ships that have great AA and also a fighter consumable. 4.) Ask for support from your own CV, try and position your ship to be in front of his plane targets so that while he is on the way to strike the enemy, he can drop fighters to help you out. 5.) Smoke screens work okay at countering, but remember they are torpedo magnets! 6.) In ranked, I would recommend to reskill your commander and put a lot of points into AA defense. Most of the time ranked is won not by your skills on your ship, but rather the impact of the teamwork. If you have anything you would like to add, feel free to comment below! I'm sure I forgot a few things! Just remember, they are good CV players out there that actually care about their team! :) That's all I have for now, thank you for your time and I'll see you on the high seas!
  12. The overmatch mechanic in the game is not something that new or even more seasoned players often think about or even know about when they are in game. It is the first 'check' that is made when you shoot at another ship (or they shoot at you) to determine whether or not your shells will penetrate. That's why it's actually good to know about and consider when positioning your ship for a head to head battle. Overmatch is the term that is used to describe the relative ratio of a shells caliber to the armor it will come into contact with. That ratio is 14.3:1. That means, if the shell is 14.3 or more times greater than the thickness of the armor, regardless of angle, it will penetrate. For low tier ships this is not too important to know about as the bow-in game play is not as relevant due to inexperience and armor tends to be so thin, most cruisers can overmatch other cruisers. At mid to high tiers, however, (tier 5+) players start to learn the advantages of being bow in from more experienced players on their team. This is also where there are far more distinct lines between ship armor thickness and gun caliber. Most cruisers after tier 5 have bow armor that exceeds 13mm, meaning that with few exceptions only battleships can overmatch their bows and not other cruisers as most cruisers between tier 5-7 are boasting 152mm guns; 13mm is overmatched by 186+mm guns. As you progress down the cruiser lines your bow armor will get thicker, usually from 13mm to 16mm and typically topping out at 25mm at tier 8. Battleships on the other hand, have bow armor at about 19mm at tier 5 and typically top out at 32mm at tier 8. Of course there are exceptions to this, such as the German BB's who tend to have this thickest bow armor with plating. The thickest is actually the tier 5 Konig with 150mm plating on its bow. Though there are areas of the bow with 19mm, the majority of the bow, specifically providing cover for the citadel, is 150mm. This means that a tier 5 battleship can actually bow tank every ship in the game under most scenarios. Further, due to the larger caliber of guns on battleships, and heavier armor overall, there is more of a propensity so go bow in against another battleship. This is where the overmatch mechanic is really worth understanding. The only 2 ships, per WarGaming's design, that are capable of overmatching the bow of (nearly) every ship are the Yamato and Mushashi with their 460mm guns; the largest guns in the game. Therefore, going bow in against them is ill advised. The only ships that are theoretically able to go bow in against them are the Kurfurst and the Frederick der Grosse as they have 60mm plating on their bows. Though there are places where the armor is only 32mm, the thickness that 460mm guns can overmatch, much like the Konig, this plating will prevent frontal citadels under most circumstances. Both cruisers and battleships are capable of bow tanking ships of the same type and tier. Knowing who can you go face to face with can be critical in certain battles, especially in competitive play. Once again, this is a particularly common tactic among battleships but cruisers can do it as well. For those that wish to know if you can be overmatched or overmatch a certain ship simply divide the ships gun caliber by 14.3. If your armor thickness is greater than that, you're good, if not, find another tactic. Similarly, you can multiply your armor thickness by 14.3 to find out the minimum caliber of gun required to overmatch your bow. Finally, if you don't know any of this info or just don't want to worry about doing the math, I've created a Google Sheet than can do the calculations for you or you can look up the ships by name. A disclaimer for this calculator though is I have not included clone ships, such as any of the ARP ships, which are clones of the Myoko and the Kongo. You can find the link below. If you have any trouble with it, find errors, or have some suggestions for improvement, please let me know. Bow In Calculator
  13. garfield001

    [Tutorial] UI Mod

    I promised a while back that I would make a tutorial to help people make their own UI mod or to update ones that have been abandoned. This tutorial is aimed at doing a cosmetic UI mod ( such as the outdated one I made here ). It does NOT help with any complex mods that require coding knowledge. In this tutorial, I assume that you know how to use mods and how to install them. I also assume you have some knowledge of an image editing software (such as Photoshop), so you can edit your picture. This tutorial do not show how to actually edit the pictures, but rather how to have them appear in the game. What you will need: Resourcefulness. Not everything is spelled out here. You will need to test and explore things by yourself. Patience. You'll need it. WoWs Unpacker tools JPEXS Flash Decompiler (Free) or Sothink SWF Decompiler ($) Notepad++ (Free) An image editing software, such as Photoshop ($), paint.net (Free) or GIMP (Free) Resourcefulness. I cannot stress this enough. You will need to be able to look things up by yourself and test things out. You will not always find the answer ready for you. Starting tips A good way to find out how things are modded is to download other people’s mods and try to emulate what they do. This will help you figure out how to change some things. Incidentally, this is also how I learned how to do a UI mod. Do not hesitate to ask for help! It is my experience that most modders are happy to help and even provide with modified files when asked properly. However, do not steal their work... Lastly, share the knowledge! Find something new to mod or a new way to do it? Why not share the knowledge so more people can do it? Others will then be even more prone to help you or others when the time comes! The modding community is great, let’s continue this way! Extracting files To start modding, you will need to access the needed files. In World of Warships, almost everything is packed and needs a special unpacker to get access to. MajorRenegade has been very helpful in providing the link to the unpacker here! Major has also kindly added a small tutorial to use the unpacker. You’ll realize that it is very easy to use and allow you to find everything you need. Do note that from now on, I will assume that you have unpacked the files mentioned and needed to make the mod. Backgrounds A lot of things in the UI are very easy to change. For example, most of the background pictures are just jpg or png files that can be swapped. Just find a picture you want to use or craft one in your picture editing software and put them in the right folder. As a small note, when making or picking a background picture, I recommend taking into consideration what will be shown above it. You may not want to use pictures that will catch the attention more than the actual content of the page. Here is a small list of some of what I think most people will want to change first and their location: Tech Tree and Profile Tabs Background /gui/bg/ Maps Loading Screens /gui/maps_bg/ Operations Loading Screens /gui/pve/ Of course, there is a lot more stuff that can be changed easily just by changing the picture. You will have to explore by yourself and find what you need. Commanders Pictures Very similar to the background pictures, changing the commander pictures is done by swapping the picture used. Commanders can be found in /gui/crew_commander/. The “base” subfolder is the actual picture, while the “overlay” one is where the medals of the commander are shown. Base Change the pictures shown to what you want. Each nation has its own set of commanders and some nations have more than others. Special commanders have unique names and they will not be in the “pool” of pictures when recruiting a new commander. Overlay As mentioned above, those are the medals that change depending on the rank/level of the commander. Chances are you will want to change all of them to empty png so that they do not show. Ship Preview /gui/ship_previews/ and /gui/ship_previews_ds/ These two folders are used to change the picture of the ship at the bottom of the screen in Port and in the Tech Tree. The “ds” folder is used for the gray’d out pictures of ship you have not unlocked yet in the Tech Tree. These are very easy to change since you only need to swap the picture for the one you made. ship_previews_ds is a darken version of the picture that is used on unresearched ship in the tech tree To help you find the proper picture you can find a list of all the ship at the root of the unpacker, file named contentPackages.xml. However, below are the basic rules for the IDs to help you identify what you’re looking for (please note that some ships, mostly older ones, do not follow those rules). Alternatively, you can use the text file (global.mo) to find the corresponding ID. Ship Icons /gui/ship_icons/ /gui/ship_dead_icons/ /gui/ship_own_icons/ Ship Icons are very similar to Ship Previews. They have the same IDs and you only need to change the pictures to have them work. However, there is 3 sets of icons. The basic “ship_icons” folder is the one with the grey silhouette. They are the ones you see on the roster during battle and in port when using the compact carousel mode. The “ship_dead_icons” are obviously used for dead ship. Lastly, the “ship_own_icons” are used to identify the player, with the gold color. In some cases, when adding text to the icons for example, you will want to keep the icons from flipping in battles. To do this, you will need to mod a few xml files that can be found in /gui/unbound/. battle_loading.xml battle_stats.xml results_screen.xml team_structure.xml I will not go into details about what exactly needs to be changed, because I’m not sure how to explain it. However, I recommend getting an icon mod from an established modder (such as MajorRenegade's or hakabase's) and compare their files with your unmodified ones (using Notepad++). This way, you can see what gets changed and you can understand why they do so. Extra By default, ship icons have different sizes depending on class of ships. However, most Icon mods use similar size rectangle icons. This makes them unaligned in port when using the Compact Carousel. To align them, you need to mod the dock.xml found in the unbound folder. Find these lines and delete them. The icons will now be aligned properly in port! Find these lines and delete them to align ship icons in port. Do note that the line numbers may not be the same as they change everytime this files gets updated. Randomized Loading Screens To change the game loading screens (the ones when you boot up the game, not the battle loading ones), you can download the basic files for it here. All you have to do is change the pictures in the gameloading_res subfolder. When you start the game up, it will pick one of the pictures at random. Randomized Loading Screen Download Note: I did not make this and was provide by WG a while back. I did not find the original link so I'm hosting the files I used. Flash Files This is where the more “complicated” work starts. You will first needto get JPEXS Flash Decompiler, which is free. This will allow you to open the swf files and change the pictures in it. All the flash files are found in /gui/flash/. Basic JPEXS tutorial Open the swf file with JPEXS. Go in the “images” folder of the swf Locate the picture you want to edit Right-click on it and select “Export selection”. Save as PNG where you want. Edit the picture and save it as PNG again In JPEXS, right-click the picture again and select “Replace…” Select you edited picture. Save This is pretty much all there is to it. You export the pictures you want to mod. You do any editing you want to do and then you import the modded ones back in. Lossless2 vs JPEG3 JPEXS does a great job, but for some reason, it is not compatible with JPEG3 compression. This means that if you try to change JPEG3 pictures in it, they will break and not appear properly. To change those pictures, we have to use a special trick… Export and edit the picture normally Put the swf file and the picture in the PJEXS folder. It needs to be in the same location as the “ffdec.bat” file. Shift + Right-click in the folder and select Open command prompt ffdec.bat -replace filename.swf filename.swf # #.png lossless2 Hit enter Example: To change picture 529 (Clan battle icon in this example) in the service_lib.swf file, export it and mod it as wanted. Put service_lib.swf and 529.png in the PJEXS folder. Shift+Right-click in the folder and Open Command Prompt. Write ffdec.bat -replace service_lib.swf service_lib.swf 529 529.png lossless2 Hit Enter. You can open the service_lib.swf file and check the change. The file is now ready to use! There is an alternative to JPEXS that can deal with JPEG3 compression fine without using any of the coding trick. Sothink SWF Decompiler is another decompiler, however it is NOT free. So you guys can see if you think it is worth getting. Flash files of interest hud_lib.swf Contains many of the in-battle icons and the ribbons. lobby_graphics_lib.swf This is where the Port header is located. login.swf Contains the blurry background of the WoWs logo in the login screen (that red picture). options.swf Not whole lot in this one, but it contains the items found in the option screen. service_lib.swf This is the big file. It contains almost everything related to the UI in Port. Ressource List of modding tutorials NA Modding tutorial section EU Modding tutorial section
  14. The captain skill rework has been out for nearly a week now and the battle lines are being drawn as BB's start to sit further and further out to make use of Dead Eye. Boggzy invites Doyl3 of [O7] Devastating Strike to discuss his skill guide and frequent co-host Borla of clan [KSC] to find out what all of these new skills mean for the meta of randoms and competitive and why you DON'T HAVE TO CAMP IN SPAWN as a BB ... Anchor: https://anchor.fm/gtkwows/episodes/Episode-066-Captain-Rework-w-Doyl3-of-O7-epetv9 YouTube:
  15. With the arrival of the New Ranked Battles system come a variety of changes. Having a composition of 6 weekly sprints - This is different from past ranked Battles in that it resets each week and one needs to consider your time available throughout the event or you may miss reaching rank 1 on one or more of these sprints - That means you risk missing out on rewards - Perhaps the Higher Leagues are not the best for you. I managed to rank out Bronze League Last night in 16 games - 11 W & 5 L - With over 68%, I had Very good luck with my teams, most captains will require more games. And thanks to a clan mate of mine for suggesting this. I ran 14 different T8 Ships, quickly blowing off their Snowflakes in the process. A nice bonus! Bronze League has 4 irrevocable Ranks and requires 9 Stars, while Silver League requires 12 stars & has 2 irrevocable ranks - So the Big Question: Does one go through the qualifier round this week to rise into Silver for next week and subsequent weeks, or even rise to the Lofty Gold League for week 3, or just remain content in Bronze League. I Detail the changes to the system & offer some suggestions for you, so Let's jump in:
  16. Penguinattack27

    Need Help With Vibrus Unitus

    So I'm probably going to get a serious amount of flack for this, but I'm a cv main and cruiser secondary. I won vibrus unitus in one of the free santa's containers from the free random bundle. I have no experience in battleships at all. My question is what in the world do i do, where do i start if unitus is a worthwhile battleship, and if not is there a way to get doubloon's for it ? If you offer assistance thanks for helping.
  17. Heya, it's ReimuBakarei. You guys might've heard of me from watching a video or two of mine. I am the CV player for the clan -KIA- and I have been playing carriers since pre-rework. Our clan has repeatedly reached Hurricane pretty much every season and CVs being added to clan battles lately has allowed me to participate and teach my clanmates how to play around carriers as well as fight them. I just started a new series that I plan to continue on throughout the future called CV Academy and my goal from this is to help you guys who have any questions or struggles with your CV games. I have been making videos for a while and only started using voice commentary recently so still getting used to that. If you guys are interested, please feel free to check out my content and I hope they are helpful to you guys! Link to the first video of the series and my YouTube channel
  18. I had a quick look in this section and the new arrivals guides section, and did not see anything on this. If it already exists, then I apologise in advance. My decision to create this guide was prompted by this thread by a user unfamiliar with the interface. Divisions are a powerful tool that exists in World of Warships, and functions very much like a platoon in World of Tanks (and squadrons in World of Warplanes). They allow 2-3 players to group up as a team, and enter battle with each other together. Much like platoons in World of Tanks, the play of a division within a team can swing the tide of a battle one way or another. So lets get on with this. First things first - How do I create a division? Unlike World of Tanks, currently you cannot create an empty division (to the best of my knowledge). Creating a division is simple, and 2 options exist both of which establish a division upon the sending of an invite. Option 1 - Contacts list. If you view your contacts list, you have the option to add someone to your division as shown in the image below. All you have to do is click on the circled button and it will send a division invite to your contact. Option 2 - Looking for a division list. This list is populated by anyone on the server who indicates their status as "Looking for a division". This status is set by clicking the Create Division button at the top next to battle and choosing the enlist me in a division option. If you wish to add a member from this list to your division you create, all you need to do is double-click their name. As a warning though, adding yourself to this list by selecting Enlist me in a division can result in getting invites from anyone. What if I want more than 1 other person? Well that's easy to do. You can follow either of the options above to invite someone (they still work so long as you have an empty spot), or you can click the invite player button and invite someone from the Option 2 list aswell. If I'm joining someone else's division, how do I do it? If you receive an invite, you will get a screen similar to the one shown below if you are on the port home screen. All you need to do is click accept to join the division. If you are not on the port screen, you will still get a notification in the bottom right corner of your game window. Do note, you only have 5 minutes to accept the invite What if I invited the wrong person and wish to correct my error, or decided that I didn't like someone who was in my division? As a division leader, and option exists to remove a member from your division. It can be found to the right hand side of the member's name in the division window and is only visible to the leader. The leader can remove anyone at any time by clicking the "X" (Whether it's just sent an invite, or already accepted the invite). Now that I have my division, how does it work? Well simple. You select the ship you want to play and click the ready button. You can toggle this at any time by clicking the obverse to whatever is selected (works like the buttons for auto resupply) as seen in the image below. Divisions, like platoons in World of Tanks, operate matchmaker based off the highest tier/bracket in your division. This means that it is highly recommended that you play the same tier or +-1 at the most, as otherwise you could get into matches you wouldn't normally see and could severely hamper your team's efforts to win. Matchmaker does not compensate your team for an ill-formed division. There is however 1 restriction placed upon divisions - You can only have 1 Aircraft Carrier within a division at any given time. Unfortunately I do not have any CVs yet, so was not able to screenshot the warning message. So how do we join a battle? Once all players are ready, indicated by all players having a ship showing in the left bar and generally confirmed before launching, the division leader can click battle to throw your division into a match. In battle, the first thing you will notice is that your division members all get assigned a random division number (unique to each team) based off how many divisions exist on the team. Those of you who play other Wargaming titles may be familiar with this, but an example of this can be found below. Can I see my division mates easier in game so we can group up? Well yes. In addition to the numbers, on the team list, main view, and minimap your division members will have orange icons and names instead of the default green/grey. This is done so that you can easily see where your division members are and can coordinate more easily. How do I leave a division? Now after a long session of divisioning, you decide you want to leave. Regardless of whether you are the division leader or not, you can leave the division at any time from the port screen - if you are the leader, one of the remaining members will subsequently be assigned leader and the division can continue to operate. To leave the division 2 options exist, and these are clicking the "X" in the top right of the division window shown below or right clicking the division window in the header. Regardless of which method you use, confirmation will be requested to leave the division. Now I know there's a lot of screenshots, but I'm hoping this helps some users not familiar with the ships interface to figure out this valuable part of World of Warships gameplay. Thanks for reading, and if noone looks at this at least it's there for new people if they need it. Dan
  19. Olá a todos, bem vindos ao guia geral de contratorpedeiros! Como base vou tomar o jogo em seu estado atual (, e atualizando a medida que as coisas forem evoluindo. Objetivo deste guia é mostrar os papeis mais gerais e builds específicas para DDs, dividindo eles de acordo com sua funcionalidade, mostrando builds recomendadas de capitão e oferecer exemplos de navios que desempenham certos papeis, no final inclui algumas dicas de como melhorar sua performance (que podem ser futuramente expandidas ou se tornarem um post a parte, dependendo do feedback). O Básico sobre Contratorpedeiros (DD): No geral, DDs são uma classe de navios que possui um ocultamento excelente* e possui em seu arsenal torpedos, velocidade* e manobrabilidade*. Você deve ter notado os asteriscos, toda vez que colocar eles quer dizer que há exceções a regra, mas não se preocupe ainda. DDs são scouts*, com capacidades de detectar navios, contestar caps, combater DDs inimigos e lançar ataques ocultos contra navios capitais (Encouraçados, Porta-Aviões, etc). Esses são papeis básicos de todo o DD, e no geral seguir essas regras vai ajudar e muito a sua equipe assim como a você melhorar sua jogabilidade. Nem todos os DDs nascem iguais... Então, eu tinha dito dos asteriscos, certo? Pois é, nem todos os DDs são iguais em sua jogabilidade, e alguns jogam de forma tão distinta que os torna muito diferentes dos demais. Para ajudar o entendimento e evitar que tenhamos que falar de todos os DDs do jogo e suas características em detalhes, podemos classificar eles de acordo com seus traços gerais e como fazer melhor uso das características de cada navio dentro de sua build. Apresentando o gráfico. Para ajudar o entendimento, elaborei este gráfico simples que divide em dois eixos: tipo de armamento mais eficiente e distância ideal de combate. A ideia dele é trazer uma ideia geral de onde DDs em geral acabam por cair e ajudar a explicar a diferenças nas builds de cada navio. "Livnick, isso quer dizer que meu DD só pode cumprir este papel?" Minha reposta para isso seria "não". No geral, os exemplos que darei são de DDs melhor adaptados para certas tarefas, mas isso não significa que sejam incapazes de fazer qualquer outra coisa. Leitura de jogo e posicionamento são fundamentais para o sucesso de um DD, e se isso quer dizer que você vê uma oportunidade de virar uma cap com seu Khabarovsk, faça isso. Bem simples, não é? Agora vamos colocar os DDs de acordo com suas características dentro do gráfico. Contestadores de Cap (Cappers): Ainda que o papel geral de um DD seja tomar controle de um objetivo, existem aqueles que são melhor equipados para esta tarefa do que outros. No geral são DDs que possui a vantagem em combates em curta distância e tem a artilharia para enfrentar qualquer DD que tente contestar o ponto de captura. As vezes eles possuem consumíveis (hidroacustica ou radar) que trazem uma vantagem sobre o oponente o que os torna mais eficazes em virar caps para sua equipe. Exemplos: Z-52, Lo Yang, Z-39, Black, Haida. Ao jogar com um deles exerça o controle da cap e use suas ferramentas para afastar qualquer tentativa de contestação de cap por parte de DDs da equipe adversária. Build Genérica Torpedeiros (Torpedo-Boats): São DDs com excelente ocultamento e letal armamento de torpedos, geralmente com alcance e recarga decentes, capazes de danificar ou forçar reparo em Battleships ou mesmo sem acertar algum torpedo forçarem o adversário a se reposicionar, favorecendo sua equipe. São comumente vistos como DDs negadores de espaço, por conta do volume de torpedos que podem ser lançados em um curto espaço de tempo em certas áreas do mapa. Exemplos: Shimakaze, Shiratsuyu, Asashio, Yugumo. Ao jogar com estes navios, use de seu ocultamento para se posicionar em locais vantajosos para você e sua equipe (canto do mapa não é local vantajoso), detecte navios inimigos, leia a equipe inimiga e reconheça quando eles começarem a avançar em um corredor e encha a posição de torpedos. Depois disso espere e veja seu indicador de hits de torpedo e seu indicador de dano causado aumentando :) Build Genérica Contratorpedeiros Artilheiros (Artillery DDs): São Contratorpedeiros com excelentes canhões, balística de longa distância e velocidade, enquanto abre mão de seu ocultamento e torpedos. São aqueles muitas vezes vistos como os mais egoístas, mas para ser justo eles cumprem um papel importante. Geralmente ficam nos flancos, constantemente disparando em mar aberto e causando incêndios com seu armamento PE (HE). Com isso, eles acabam atraindo para si muito fogo inimigo, e permite que sua equipe possa concentrar fogo no oponente sem se preocupar tanto com fogo de retorno. São DDs que "farmam" medalhas como "Secador" , "Calibre Grosso" e "Confederado", ainda que não contribuam tanto para capturar objetivos. Exemplos: Khabarovsk, Udaloi, Tashkent, Haregumo. Ao jogar com eles, seu objetivo é causar a maior quantidade de dano possível em battleships, enquanto mantendo distância. Geralmente não são navios que gostam de combates de curta distância e por isso o ideal é evitar combates assim fazendo o famoso "kitting". Build Genérica Contratorpedeiros de Suporte (Support DDs): São contratorpedeiros que jogam em sinergia com a equipe, e oferecem grande ajuda quando combinados com outros DDs. Eles apoiam DDs ao tomar objetivos, usando fumaça e até mesmo com Fogo AA para ajudar a combater ataques aéreos. São DDs que acrescentam muito valor em divisões e não é a toa que são comumente usados por equipes competitivas de World of Warships. Exemplos: Benson, Gearing Mahan, Fletcher, Kidd. Ao jogar com eles, busque ser o jogador que apoia seus teammates. Apoie DDs ao tomar objetivos, use Fumaça para ocultar seus cruzadores. Por geralmente serem navios bem versáteis, enquanto você espera a próxima fumaça, recarregar, detecte oponentes, lance ataques de torpedos, ataque e defenda caps. Build Genérica Build anti-aérea Contratorpedeiros Híbridos (Hybrid DDs): Aqui vale uma nota para contratorpedeiros híbridos, capazes de transitar entre duas categorias, dependendo da build e situação da batalha. São navios que nas mãos corretas podem cumprir essas funções sem muitos problemas. É o famoso "pau para toda obra", bom em quase tudo mas sem ser especialista de nada. Exemplos: Leningrad, Grozovoi. Ao jogar com eles, valorize sua versatilidade e cumpra as funções que sua equipe mais necessita naquele momento. Adapte seus planos de acordo com a batalha e mantenha em mente quais suas prioridades em cada momento. Build Genérica Mas os torpedos Deep-Water? DDs Pan Asiárticos vieram trazendo diversidade ao jogo com um estilo diferente de jogabilidade. Suas fumaças são mais voltadas para uso individual e os torpedos DW são o pesadelo de cruzadores e BBs, mas não para DDs. Por este motivo, tenha em mente que você tem essa desvantagem em um duelo DD x DD. Se use de kitting e evite duelos que te deixem vulnerável a ser atingido por torpedos, já que você não pode torpedear de volta. Como fica o gráfico? No gráfico estarão ao menos 1 representante de cada classe para que você tenha uma melhor ideia de como cada DD costuma se portar em batalha. Um mundo hostil o aguarda... Bem, sabendo de tudo isso, como ajudar a melhorar o desempenho como DD. Aqui vou passar algumas dicas simples, bem como pincelar temas como radar (caso queira uma análise mais específica em como sobreviver no mares com Radares, recomendo muito este post de minha autoria onde coloco algumas dicas). Bem, vamos lá. Como dito anteriormente, ao saber qual DD e qual seu desempenho esperado em batalha, é necessário saber quais são suas prioridades e como ajudar sua equipe nos primeiros instantes. Primeiro, verifique o modo de batalha (possui bandeiras, é epicentro, é batalha standard) e pressione TAB para verificar a equipe adversária e sua composição. Quantos DDs eles tem? Quantos DDs sua equipe tem? Há porta-aviões na partida? Qual a detecção dos DDs na partida (uma vantagem importante sobre os outros é saber de cor quais DDs você tem vantagem de ocultamento, mas isso vem com a prática.)? Com essas informações em mãos você já começa a imaginar como abordar a partida. Caso você se encontre abençoado pelo MM e se encontre numa batalha com 1 ou sem nenhum radar, você é um dos DDs com menor ocultamento e não há nenhum porta aviões, se considere alguém de sorte, nada te impede para ser mais agressivo e avançar para prover sua equipe com informação na forma de detectar movimentos inimigos. Porém, o caso acima é a exceção raríssima. A medida que se sobe de tier, mais radares podem ameaçar seu estilo. Ou você está com um DD que abre mão de ocultamento, o que faz tomar bases ser algo mais complicado. Nesses casos, seja um pouco mais conservador ao avançar (mas avance de igual forma) para prover sua equipe com seu spot. Caso você tenha o ocultamento mas há radares na partida, os quais você ainda não sabe onde estão ainda, procure posições onde você possa tomar a cap, mas possa também fugir rapidamente caso esteja sob efeito de radar. Mas principalmente uma dica valiosa, que espero que você tire desta discussão: -Sua vida não vale a cap que você captura. Ou seja, não sacrifique seu navio para virar uma cap, em maior parte dos casos é uma troca que não vale a pena, já que sem você, a equipe perde spot e perde capacidade de virar caps. Jogue seguro, saiba onde seu inimigo está e tome decisões de acordo. Apenas essa dica já irá te ajudar muito na sobrevivência e influência que você terá para sua equipe. -Como saber se seus torpedos irão ter alcance para atingir o alvo por meio do minimap? Um problema recorrente para jogadores de DDs nos tiers intermediários é lidar com torpedos com alcances de torpedo um pouco maiores ou até iguais ou um pouco menores do que seu ocultamento é como usar os torpedos. Afinal, se meus torpedos tem alcance de 6,4 km mas minha detecção é de 6,8 km é impossível que eu acerte torpedos sem que eu prepare uma emboscada ou ataque de forma suicida meu alvo. Será? :) Vamos presumir que seu alvo está navegando em uma trajetória linear ou fácil de ser prevista. A primeira coisa que você precisa fazer é se colocar em uma posição que o navio desejado esteja se aproximando de você. Ataques a navios que estão fugindo já são difíceis com torpedos de longa distância, imagine com os de curta. Então temos aqui o primeiro ponto. Posicionamento. Com seu alvo selecionado você agora precisa saber se seus torpedos vão ou não acertar o alvo. Para isso, de uma olhada no minimapa. Ele irá te trazer duas linhas (que colori para ajudar um pouco). Uma delas é onde o centro de sua câmera (ou seja, sua mira) está apontando - laranja. A outra mostra a direção que o navio está percorrendo atualmente (azul). O ponto onde elas se encontram é onde seus torpedos irão atingir. Com isso em mente, tudo que você precisa fazer é verificar se essas linhas se cruzar dentro ou fora do raio de alcance dos seus torpedos (Caso não tenha ativado, recomendo que ative, ao clicar em batalha na roda dentada ao lado do minimap e selecionar a opção para habilitar o raio). (Situação 1: as linhas se cruzam fora do raio dos torpedos. Seus torpedos vão chegar ao alcance máximo antes de atingir o alvo) (Situação 2: As linhas se interceptam dentro do circulo. Seu ataque tem uma boa chance de ter sucesso). Após lançar seus torpedos, tente não alertar o alvo se sua presença e aguarde até sua tela se encher com torpedos. Bem, espero que o guia ajude a entender melhor o papel e variações de contratorpedeiros dentro de World of Warships, bem como ajude a melhorar sua performance. Este guia não é definitivo, pois ainda há elementos que não foram levados mencionados, mas espero que sirvam como linha geral para ajudar a entender melhor seu papel como um DD (e suas variações), bem como treinar seu capitão de acordo com o navio e estilo de jogo que você quer, assim como ajudar aqueles que desejam subir uma linha mas não sabem bem como jogar com os navios da linha. Obrigado pela leitura, e tenha um ótimo dia! EDIT: Naturalmente esse guia tem mais de 2 anos e com diversas mudanças no jogo, culminando com o rework das habilidades de capitão, fizeram este guia ficar mais do que desatualizado. Ainda tem algumas dicas interessantes aqui, mas já estou trabalhando em um guia novo e atualizado. Mais notícias em breve.
  20. Feel free to check out my guide! If you have any questions or comments I will happily reply!
  21. garfield001

    List of modding tutorials

    I recently noticed that there are no easy way to get into modding. Tutorials are few and hard to find. I decided to make a little list of different tutorials I could find to help people who want to get into modding! Some notes first : I do NOT take credit for any of these tutorials, unless specified otherwise. All the authors are mentioned and you should thank them, not me. Some of these tutorials might be slightly out of date. However, I listed them because I think they are still relevant enough. If you are a tutorial author and want your tutorial to be included or removed from the list, message me. General [Tutorial] UI Mod Created by garfield001 Tutorial to unpack WOWS files Version or later Created by BlueManCa Multiple loading screens Created by TheSupremeOne34 How to rename your ships! Created by DarthDoge How to rename commanders! Created by DarthDoge How To Add CustomPorts to your game Created by MasaruKondera How To Create Your Own Video Login Created by MajorRenegade Crosshair Tutorial Created by MajorRenegade How the flag.atlas works together with the flag.dds file Created by MasaruKondera How to access Training Room Created by NikoPower [WG Staff] Textures and Camouflages Creating Custom Ship Textures and Camouflages Created by Battleship_YamatoKai How to create your own skins Created by prehistoric How to make ship skins ( [Video] Created by Aerroon [EU] Skinning for World of Warships Created by Afinda Camouflage: Decoded Created by dziban303 Como pintar tus Barcos y Camuflajes [SPANISH] Created by Talleyrand Sound How to modify your in game sound effects Created by NikoPower [WG Staff] [NA] How to Create Voice mods ( and onward) Created by MajorRenegade Sound Mod Creation Guide [0.5.2] Created by MrConway [WG Staff] [EU] Converting .wem to .ogg for sound mods Created by DarthDoge ARP Removing ARP images ( Created by Amaruk Getting rid of ARP voices Created by MajorRenegade
  22. I have been heavily playing subs since they appeared on the test server for public access. Over the past few days, I have pretty much only been playing sub battles. I was lucky and got subs on the second day. These tactics are based around the current subs and are my opinions on how to be used them/counter them. Your mileage may differ. This is a team game. Whether you like your teammates or not, you must work with them to succeed. General tips and things to keep in mind Positioning is everything in this game. It is critical that you move with your team and attempt to coordinate. As a sub player, I try to always have a surface ship in relatively close (ideally behind), especially during the starting phase of the game when you are discovering the enemy. As a sub, you have low detectability and an easy way to disappear and avoid damage, so it is ideal if you slip into the caps provided you have support. Back away if your feel overextended or the situation is not favorable. Know your ship. This is just a general rule across WOWS if you know what your ship can and cannot do and how it interacts with other ships, ex. Have an idea of your detection range at all depths and under different conditions, you will be more effective. Stay close too if not at the surface. It is ideal to stay at the surface to maximize your speed and keep your battery full for when you need it. At the surface you also provide the most benefit to your team. Dive only when needed to avoid detection or damage. Understand the abilities of your Homing Torpedoes. The turning circle of the torpedoes is rather large and changing depths is not immediate. If you are 40 m down, it might be close to 2 km before the torps reach the surface. The angle your ship is at does little to affect this. Note that when you fire torps on the surface, you can shoot them at an angle. Underwater, they go straight out. Crash diving (Crtl+C) can be very useful to get deep fast and give you more focus on maneuvering and avoiding the enemy. You level off when you reach max depth. Hunting Ideally you stay on the surface to detect enemy ships. Staying just above 5.9 m is an ideal move as you can stay mobile but quickly get below 6m if something detects you. The targets you are looking for are BBs or CAs. These ships are the easiest to hit due to low speed and maneuverability. CLs are the next targets but only if there are no other options. It is better to leave DDs and CLs to the surface ships or aircraft on your team when at range. Once your target is selected, check the range to see if anything will spot you pinging. I use the U-69 the most so I generally ping the target then fire my torpedoes. This is due to the relative short range of the torpedoes. In the Cachalot, firing the torpedoes then pinging when at long range is an effective strategy. The other factor is your ability to land the pings. It is important to lead the target as well. Homing torps can track the target, but the turn radius is not amazing and a battleship at range can outrun turn of the torp if at full speed. Once the torps are launched, try to keep the target pinged for as long as possible. Dropping down to ¼ speed will allow you to have more than enough battery to do this. Sub vs Sub When fighting an enemy sub, depth and the ability to ping is key. If you are not yet detected, quickly look at the enemy’s subs depth. Before launching torpedoes, you want to be +/- 10 m in depth of the enemy sub. To save time, you can ping the enemy sub while changing depth. Once fired, try to keep the ping on them. If they fire back start turning, changing depth as fast as possible. Due to low detection ranges, it only takes a ping or 2 for the torps to make it to the target. When in a knife fight with enemy subs, forget about pinging. The only thing that matters is depth and what direction the nose of each sub is facing. When in a knife fight like this, when your torps are ready, get your nose on target and to the same depth as the enemy sub. Make sure your nose is on target before you reach the depth. Fire as soon as possible. If your torps are not ready, try to maneuver via turns and depth so the enemy sub is not on your depth nor facing you. Knife fight with a DD (or CL) During a match, the situation where a DD begins to engage you at close range can occur. Ideally, you spot the DD before they spot you. This moment requires quick analysis of the situation. First, check if your tubes are loaded. If not, dive deep, run for friendlies and hope for the best. Next check how close your friendly surface ships and aircraft are from you. If they are close enough that they can easily engage the DD and you are confident in their abilities, dive deep, maneuver to make depth charging hard and keep the DD spotted for your allies. Hopefully, they sink the DD or scare it off. Finally, look at your depth, if you are deep, stay deep as by the time you reach the surface, the DD will already be dropping depth charges on top of you. If you have torps loaded, little effective support around and at or near the surface (<30 m); “Shotgunning” the DD may be the best choice. To shotgun, you need your sub at surface level (above 6m). If you do not have the health to be hit by a few destroyer shells, sit just below 6m and quickly rise the minute they start dropping depth charges. This tactic is taking advantage of the mechanic that subs cannot be damaged by depth charges when above 6 m. Only HE or direct AP hits or torpedoes will damage the sub. While the DD charges at you, have your torpedoes ready and do your best to keep the nose of your sub pointed at the enemy DD, the white aim indicator makes this much easier. Once the DD is too close to dodge the torps and still far enough away to allow the torps to arm, fire. This is a risky tactic as one mistake and you are most likely dead. It is all about timing and quick reaction speed. AWS and countering subs I do not have a detailed outline on how to use AWS as I do about playing subs. I do have some key points to consider. 1. Check the AWS rating of your ship. Every ship has different stats and different nations have different depth charges. For example, British and American DC have the highest damage (3600) while Russian and German ships have the lowest damage (1700 & 1600 respectfully). The number of charges dropped in a salvo and number of salvos also varies. 2. Depth Charges need to be close to be effective. As a rule of thumb, I never usually start dropping till I am within 1 km of the sub and passing over top in my Dallas. 3. Pay close attention to the sub’s depth. If you see the above 6 m and a target indicator will appear above them, shoot at them. HE will do splash damage. This is also important as there is a relative safe zone above a sub where they cannot damage you when at depth. You will be spotted, and the sub can raise depth to shrink this circle, but it is there. 4. Homing torpedoes will stop homing and run straight 1 km from the target. This is not a lot but if your team spots the torpedoes early, you can dodge by out running the arc or tightly shimmying when nose on in a BB. 5. Teamwork is key. Protect subs and your AWS by targeting enemy AWS and high DPM ships. Let your subs sink the enemy BBs. 6. Fighting the shotgun, Do Not charge head on with a sub unless you know they are out of torps. Try to get to the side of the sub. Subs front arcs are limited and subs are not the fastest turners. Use guns and your own torps to keep them below surface level then ram or DC (Both is ideal). My opinions of Subs I think subs are good and will be a strong addition to the game and random battles. They fit the role of being a lead scout that can avoid damage. This will take away some of the responsibilities of DDs as they will be able to work with the other team DDs and wolfpack a single point else where on the map or be close support for the sub. Subs are also able to take out key ships on the enemy team that are slowing down a push or take out a lead ship from the opponents push. However, they require proper planning and support from other teammates to be able to effectively do this. I think there will need to be a limit of 1-2 subs per team and each team having equal numbers at this moment. Currently, there is still work that needs to be done on subs. Changes felt needed BBs, CVs, and CAs need a proper counter to subs at depth. It should not be as effective as DDs or CLs but something. Depth charges need to do mitigated damage to subs when on the surface or people will play the 6m line too much. Slight increase the distance on torpedo arming so shotgunning is not an easy strategy to counter DDs. Better indicators on a subs direction when spotted and submerged are need. A simple circle with a triangle pointing in the direction like what is done in Cold Waters or Silent Hunter would work. The depth of spotted enemy and allied subs need to always be visible. A distance to surface for torpedoes indicator on the subs aim would be useful. A time to target indicator when a ship is pinged that is based on firing torpedoes at that moment would be nice. I do not think it should update or count down as that would be too much. An indicator that informs players when only a sub is detecting them similar to how the spotted by aircraft system works. An indicator that informs players when they have been successfully pinged. I think subs will eventually need a few dedicated Captain skills. Like, trading torp speed and/or distance for maneuverability. Longer lasting pings. Thank you for reading if you made it this far. I remind that these are my opinions based on my games and streams I have watched. Hope it will bring some use. Happy Hunting
  23. How to Play CV Rework Changes: Table of Contents: 1. Introduction. The rework is truly upon us. With such a major change coming to the game, there are probably many people who aren't aware what can be done, how to even play, or even know it's happening. To this end, I have gone over what can be done in the rework a lot, testing ideas from people and even theory crafting my own. I have been the carrier and the ship trying to maximize the potential and exploit the game to a high level in these interactions. I don’t have the patience of LWM to show you the tiny details, so instead I will focus on the overall effect of ships vs carrier, and the players behind them, while also discussing the best ways to combat from either side. Take note that I only spent my time in tier 8-10, against as many actual players I could find and I will be using video examples taken from my twitch to explain everything that I will be talking about here (there are vulgarities in the example videos, you have been warned). If you like the effort put into this, and want to see me in action, follow the channel here. https://www.twitch.tv/pulicat Also note that when I say Ships, I mean non-CV ships. 2. The Carrier Experience. In my time playing the CV’s, I actually had a good time. The gameplay lines up much better with what it’s like playing other classes, the controls and events are fluid, and the visuals are great especially with the new perspective. I’ve seen a lot of complaints from players saying it’s boring, that all you do is just attack over and over the same way. Perhaps they are just people who only play the old carriers, but if they aren’t they should take a second look. You control 1 thing, and use concealment, positioning and accuracy to attack the enemy and avoid damage in return, exactly like every other class. However, the difference is in how you attack. Ships in the game simply throw their shells and torps at each other and whittle down the only HP bar they have. Carriers fight in this way, but they are not fought in this way. The CVs have 3 separate HP bars, the one that’s applied to their hull, their plane reserves, and their plane HP. The plane HP is what you fight to fend off an individual attack, and at most a squadron can use ½ or 2/3 of the maximum strikes before plane risk is too high. Every plane that escapes, no matter it’s health, is a full HP plane later, which brings us to the second HP bar, the carriers reserves. This is probably the closest resemblance you can find to the HP of a normal ship going down over time. The more plane kills you can get, the more you are actually hurting the CV, but it’s important to keep in mind that the CV is regenerating the reserve HP by about 1-2 planes per squadron for every attack it sends out. If the CV player is using all their squads, you will want at least 4-6 plane kills done to every squad in order to outpace the regeneration. That is what the actual hull HP of the carrier is doing, a floating factory that once you finally kill, you put it out of commission for good. This gives the CVs a big advantage against another ship. Overall, I think there will be a portion of players that enjoy the new carriers, like DD players as they play very similar now. Both quick and low alpha damage (so they say), weak against group focus. It makes a lot of sense that WG decided to branch the carrier tech tree off of Destroyers when you think about it like that. 3. The Carrier Balance, IJN vs USN. Feels mostly like brains vs brawn. IJN have less but stronger and faster torps, AP bombs and comparatively slow attack craft with less rockets. Their planes are weaker overall, and the AP bombs suffer to this. USN on the other hand focuses on saturating the target with more in their payload in exchange for less damage. Their attack craft are much faster but the bombers much slower, and all squads more durable. It’s the much more DoT (damage over time) focused of the two, but there are methods for both nations to cripple opponents with DoTs. The Tier 10s are a different matter entirely however. Their deck armor makes it so that the only effective squad to ‘cv snipe’ them with is torpedo planes, which can be dodged. Here is an example of 2 tier 10 CV trying to snipe me from the start of the game. I am completely without allied support, fending for myself. After I take a big hit because I was just sitting still not caring, I start actively countering and they can never finish the job. I end up killing 50 planes. Example: Being CV sniped by 2 enemy carriers. Unfortunately, at other tiers, CV snipe is still possible, but at least unlikely. It’ll take them some time since you are so far away, and your summon fighter and plane fighters make it so an enemy squad can only attack you once before being swarmed down, it’s simply not a viable strategy to winning the game unless the kill is confirmed in 2-3 attacks. 4. Basic Carrier Gameplay. It’s fairly straightforward in terms of controls. You can use WASD for movement, and mouse aiming for fine tuning. It will probably take some time to adjust to the mouse aiming, as you will find it doing it automatically while you're just looking around. If you use right click to lock your guns and look around playing a ship, this same thing works for planes. When attacking another class of ship, it's important to use the correct aircraft for the job. When attacking destroyers, Attack Planes have the easiest time. The damage may not always be great, but keep in mind they're not always going to be trying to dodge only you as you are keeping them spotted. Torpedo Bombers are good for dropping into smoke, but a moving DD will be a very tough target. Dive Bombers are the least useful, but that doesn't mean it's impossible to hit. When attacking cruisers, Attack Planes are once again your best choice. They are quick enough to take less damage within enemy AA auras, have reliable damage, and don't care too much about enemy angling. Dive Bombers can be a good choice as well, especially AP bombs. Stationary cruisers camping islands will be a prime target for DBs. Torpedo Bombers are least effective, as they are slow and dodgable for a cruiser. When attacking battleships, literally everything works. They are not maneuverable enough to dodge attacks well, and can be harassed effectively. 4-1. Starting an Attack Run and the Grey Marker. That grey marker is very important, far beyond just where the attack lines up. The grey marker represents the point at which your planes will achieve full accuracy with their aim during the attack run if you do not debuff the accuracy with moving. Example: Grey Marker Represents Full Aim Note where the grey marker is when I start the attack run, and you will see it lines up with where I get full aim. 4-2. Do Not Move When Starting an Attack Run. This is key. Get in as close as possible to your target with the grey marker lined up, make sure your mouse is centered on it and do not WASD or mouse move and you will achieve full aim in the shortest amount of time, leaving you less exposed in your limited attack run movement. If you happen to overshoot with the marker slightly, you can hold slow down (Skey) and this will not affect your aim negatively, but give you more time to aim. This does expose you to flak however. Example: Don't Move While Aiming Also, if there are a lot of ships with AA, it will affect your aim time. 4-3. Don’t Be Greedy. Most people will probably learn over time, but if you go through with a strike and more than half your planes are yellow HP or less, just send them home. It’s honestly not worth crippling your late game potential if you lose your planes by trying to turn around and get another strike. If you are squad shortening, you can always just launch the same squad and get back there. Your games are long in CVs, be patient and think of the long game. 4-4. Do not bother with pre-emptive on-summon fighter drops. They are better saved for BBs that have used DCP. Tell your BBs to either say they used DCP or use a quick command to ask for AA support. If you see bombers flying around, don’t try to drop a fighter on them. It simply does not engage fast enough and will be wasted. They are also good for yourself in the late game, which may become very cv vs cv. The consumables will fill the gaps of the one for your CV. Example: Dropping fighters on enemy planes doesn't work. 4-5. Using Attack Runs Defensively. In certain situations, you may find use to use the attack run to lower your planes closer to the water. You can duck behind certain islands to avoid enemy AA guns, or even from being spotted entirely. It's important to note that currently you can't cancel an attack run in progress, but you aren't usually locked out of attacking again for very long. So it's possible to attack run to sneak in, exit attack run for your approach, and then start the actual attack run. This was requested to be added in by @MaliceA4Thought. 5. Advanced Carrier Techniques. This is the section I believe most people will be interested in. Over my time playing I tried existing strategies I heard of and even came up with a couple on my own that have potential to be really strong options. 5-1. Hakuryu Stealth Torping and Sequential Dropping. Everyone probably knows about this one by now. With the 8km torps and full conceal, you are able to drop torpedoes 7km away from a target, and turn away holding the S key to never be spotted by him. Though the torps are slow, people still land torpedoes with ships like the Sims or Black. This will be very potent against ships that like to hug islands, bow tanking or are otherwise relatively immobile. Sequential drops are very potent too, as the torps are extremely stealthy. Once you get good at aiming the lead and predicting opponent reaction, you will hit them. And with the spacing on the torps, you may be able to reapply flood after they DCPed one in the first wave, all without losing a single torp bomber. Examples: Stealth Torping. Sequential Dropping 5-2. Squad Shortening. This is one of mine, as far as I know nobody has tried this or talked about it at all. The idea is when you launch a fresh squadron, you immediately drop a payload to send the planes back home. This is best used in 2 situations. At the start of the game, you can shorten your attack plane scouts to half so it’s easier to dodge in the long-range flak bubbles, and to make sure you can launch a full squad of the same type right behind landing the ones you’re on. The applications are limited because, even though you are able to dodge flak easier, continuous AA damage will have less planes to work over. The effect of continuous is best explained in this thread here made by @Edgecaseand @GoldPile. You might be able to get more use out of Last Gasp this way too. 5-3. Forcing DCP. As we all know, a flood is usually an instant DCP for any ship that suffers one. Using the above trick to fly around with 2 torp strikes instead of 3 and having a full squad at home, you can try to dive through heavier AA to get one torp strike on a BB and fly away with Last Gasp. If you flood that BB, he’s going to have to DCP it. Land the rest of your weakened torp planes and launch a full hp squad to do the same thing again. It is nearly impossible to stop a full HP squadron from coming in and attacking once, but it is very possible to stop a second strike from the same group. This method gets around that limitation, and can guarantee anywhere from 30-40s of uninterrupted flood damage, plus two torp plane strikes worth of damage on a BB. And that’s assuming they’re running premium DCP with max cooldown reduction. On top of that, you will barely lose any torp planes. Very viable but the window is short and you must be able to launch enough torp planes to field nearly 2 full squads at one time. Take care of your reserves. Example: DCP Forcing. I have taken the flooding mechanic changes into account for this technique, and have determined it will still be effective and potentially more. 5-4. Abusing Flak Spawns (Plinko Flak). Flak is the deadliest thing to you, obviously, and sometimes the flak walls spawn too long for you to go around. A lot of the time I see this complaint, the planes are flying right at their target, so the flak wall spawns between you and the target forcing you to fly around and mess up your attack run. One thing to note is that the flak spawns in front of you, not always between you and the target. This can be abused, and with the name Plinko you probably already understand. When approaching a target, use boost to go full speed at an angle to the target ship. When the inevitable flak wall spawns, release boost, turn to another angle and boost again as if you were just rolling off the wall to the side. You can adjust how you want to plinko the flak based on how your opponent is maneuvering against you, but it is an extremely reliable way to not only mitigate flak damage, but potentially remove it entirely, including defensive fire. Examples: Plinko ex.1 Plinko ex.2 Plinko ex.3 6. The Ship Experience. The workload here has gone up. Now everything you knew about the game must be considered with carriers. No longer will CVs appear once every 5 or 10 games. It will be common to see at least 1v1, and probably a lot of 2v2 coming right out of the patch, especially with a new carrier line coming out in 0.8.1. Unfortunately most of my experience fighting other ships with carriers around was against bots in PTS. Even with that limited experience, I don't think fighting carriers will be much different as it is with RTS CVs. It can be slightly satisfying when you see the big red damage numbers done to planes, but after a while it became a bit hollow. The CV is still just fighting against a mechanic, not against me directly. As much as I really wish for direct control over my AA so that it's really ME he is fighting, I think this would be too much for a good amount of players to handle without suffering. Now before you start saying that's crazy talk, people should either be able to handle it or be punished, I would agree with you IF there was skill based matchmaking. At least then, the players with lower capabilities would fight people of similar skill only, and what they would or wouldn't be able to do wouldn't be as unfair. I don't find it unreasonable to give some concessions to those players since they are forced to play against really good players. Back on topic to Automated AA however, having the entire interaction with another class be automated is fairly frustrating at times. I can think of a couple unobtrusive ways where a player can have more interaction with the aircraft, and that will be below where I suggest mechanic additions. Overall, carriers and ships interact the same way, it will just be much more frequent now since they will appear in more games. There will be some system shock at first, and I have no doubt that gameplay will settle and be balanced around it over time. Whether I want to be a ship in that gameplay however remains to be seen, and right now it's sitting at a no. 7. Defending Yourself from Airstrikes. Stay near ships with defensive fire if you don’t have one, don’t get engaged by planes when you can’t maneuver much, and be very careful with your DCP. At the start of 0.8.0, a lot of players won’t be experienced yet and you may not notice their effect all that much. They will probably lose a lot of planes doing things they shouldn’t, and be out of reserves for late game. Don’t let that fool you, good carriers will be deadly as ever, and nothing but the longest flak walls, highest continuous damage and most bizarre maneuvering will stop them. Using your defensive fire or catapult planes should not always be used just because you have them active. Saving them for more dangerous squad types, or protecting yourself from follow up attacks while your DCP is down would be better than trying to defensive fire rocket planes as soon as you see them. When Attack Planes are coming for you, their main goal is your soft spots. The biggest one being your superstructure. To describe how they launch rockets, I will use Shokaku as an example. They launch rockets within their elliptical as 2, and then 8, followed by the last 2 in a straight line. This means that broadsiding the incoming attack planes is exactly what they want you to do. Try to show the least amount of profile possible while still keeping them in your sector to fight against them the best. With Torpedo planes, the same can be applied. Show the least amount of profile as possible while maintaining your sector on them. You also want to try to turn towards them if you can, because this will reduce the amount of time the torpedoes are around you and reducing your movement options. If you turn away, it sets up potential for the enemy cv to cross drop you, since torpedoes move slower and they'll box you in longer. With Dive bombers, their preferred angle is with you pointing directly toward or away from them. At least the tech tree ones. Give them as much broadside as possible. 7-1 Beating CVs with the Numbers. What it comes down to now is minimizing the enemy CVs effect on you and the game as much as possible. Any amount of time waste and plane reserve hits you can cause to the enemy are victories. Even if they are small, they all add up, and wasting their time is good since they are focused on damage over time. Remember, even though there will be more players in carriers that you will see often, there will be a balance between good and bad ones, so it may not always be so bad fighting against a carrier. 7-2 DDs vs Carriers. Destroyers will still have to be careful early game, because attack planes can still hurt even if they don't delete you. Try to take a more cautious approach to caps, so as not to be spotted in the open by planes and be attacked by both them and enemy ships. Watch out for torpedo planes assisting in cross dropping your smoke. 7-3 Early Sector Switching. When under attack by a squadron, and you know they will pass over to your other side, try to learn the timing of your sector switch delay to line it up so it switches right when they pass over. This will maximize your sector, and there is no AA loss in switching. It will take some time to get it right, but every little bit will help. 7-4 The Downtier Experience. Be really careful when you are bottom tier against a CV as well. It's really hard to defend yourself alone against strong planes, almost to the point where it seems unfair. I hope WG puts more focus onto this area of balance. The downtier experience To judge whether or not you were successful in fighting off a plane attack, a good rule of thumb would be expecting 3 plane kills and upwards to even have a noticeable effect on his reserves per attack. If the enemy carrier is smart though, he will just land his planes before he loses too much. The best you can expect most of the time is to make sure you only get attacked once by the entire squadron, and try to mitigate the damage from that 1 attack as best you can. 8. Possible Mechanic Additions. One thing that is really strong right now is using the land command for your squadron right after an attack. Your planes disappear so quickly that the enemy can’t really shoot you down. Something that would be good is adding a similar effect of strafing out of a fighter lock. Losing a plane doing so, or taking a lot of damage from AA if you use the land command inside short or medium range AA. This would at least give the ships more of a chance to destroy planes and some punishment or risk to pulling the land maneuver (flying high into the sky sharply) right over enemy AA. I also think that since fires on CV only last 5s, the DCP auto consumable should never activate for them. A player would never use it for that, even if they somehow happened to have 4 fires going, that would not come close to the damage of a normal fire on anything else. Even if there are players that would want the auto use to activate for a single fire, it would just do them more harm than good. In respect to the lack of interaction for ships in fighting aircraft, one thing that would be doable is re-implement ctrl-click aircraft, and have a delay of 3-4 seconds between each time you are able to click to add in a couple bonus ticks of continuous damage. Nothing that will disrupt the balance, but at least add some player action = impact. Another thing that could help with that would be to add a fourth attack mode, being AA. Picture the mode you get for torpedoes, a large cone representing the limits of your aim, and a smaller one showing you where you are aiming within that cone. The smaller cone would increase the damage for any aircraft that are inside it (above it), and the large aim limits would just be your AA auras. This would not only be a better and more interactive system than what I just mentioned above, but this would also be better than the sector system. The smaller aim cone could be 1/4 or even 1/6 of your AA aura, like a slice of pie. You could lock it in place with the key used to activate the sector system now, so you could do other things, or take direct control during an attack to maximize the damage you do to the planes. You yourself fighting a CV while it is attacking you. This isn't quite as far as real control over your AA, but it would line up well with existing gameplay and reduce the automated RNG of your AA that is your entire interaction with another class. By @NCC81701, Have you thought about viability to adding manual control to altitude and AA similar to subs? Say for High altitude drop is less accurate but takes less damage from Short/Mid AA but low altitude attack is more accurate but take more damage from Short/Mid AA. The player ship then have to judge/decide the altitude level of the large caliber AA/flack burst. if it's at the correct altitude it does bonus damage. Cooldown will be present for changing the altitude of both planes and large caliber AA of course. 9. General Thoughts. Overall, I enjoyed my experience playing CVs, the same cannot be said for playing ships against them however. I feel that the gameplay of WoWs is much more strategic and enjoyable without CVs in random battles, and a lot of that is lost with them. When CVs are around, they dominate the no-mans land, and nothing can really contest this. Even if the CV can no longer one shot you, it doesn't change the environment they cause. This will really be felt if WG puts in 2v2 CV matches. If WG happens to read this, I really think you should limit it to 1v1 for at least 0.8.0, and then evaluate the effect from live to consider if upping the amount for 0.8.1 is warranted. I know this will impact the amount of people trying to play CV in 0.8.0 and the queue times, but 2v2 would really put negative opinions in people's minds as they experience it as ships, no matter how balanced you might think it is. Being attacked by a carrier is not something people will enjoy, and doubling that occurrence is risky for tolerance. 10. Thank You. I hope this Guide/Opinion piece was useful to you. I put a lot of work into it over the course of the week, and tried to make it as unbiased and fair as possible. I ask that you share this with people in the game so they too can get a handle on this new gameplay, and if you have questions or want to counterpoint what I’m saying, I’m always glad to respond. You can either comment to this thread or talk to me in Twitch. Also, feel free to argue points made here or by other people commenting, but keep it civil so this thread remains unlocked and open for discussion. Special Thanks to: @HellaCopterRescue for putting up with my long rants and playing Devil’s Advocate, along with helping me test things for video. This guide would not be what it is without his help. @Kousatsu for assistance behind the scenes ensuring this guide was well structured. @Carrier_Hornet for playing CV for me so I could play ships in PTS and guarantee carrier games. @Warlord78 and @Ponymagistrate for reviewing this guide among other things.
  24. Okay, I've really hit my breaking point on people using AA ratings and bringing them up. If you look at the AA ratings, it's such an obscure number with so little meaning you think your AA is one thing yet you slaughter or get slaughtered by planes. So I'm going to give an overly simplified way to get an idea what your going to do to a CV's planes but it will require math on your end (unless I figure out an easy way to do it on a google sheet and/or people are willing to donate cash for the amount of time it will take me to run through every ship, CV, possible setup) Simply put what truly determines if your AA is good is how long planes are in your AA, and how much damage is done every second. It's why Kremlin at tier 10 outperforms Montana at downing planes, and Yamato seems pathetic. longer range is better and obviously, more damage is better, but truth be told you want both. Also, these are a general guideline - not insanely specific numbers (some planes will be faster, slower, more HP, less HP). Tier Speed (km/s) HP per plane 10 .5 km every second 2000 8 .45 km every second 1800 6 .4 km every second 15-1600 4 .35 km every second ~1400 So lets take Benson, tier 8 USN DD and put it against a tier 6 CV. You have the B hull, no flags/skills/modz. Long range is 5.8 km at 77 damage every second, short range is 2 km at 60 damage every second. Tier 6 average is .4 km and 1500 HP on the low end. Your long range AA will fire at them on the way in 14 times at 77 damage, and short range 5 times at 60 - roughly 1378 on the first attack run, just short of knocking a plane down. The C hull while taking away a little from long range and a lot from short range adds 49 DP at 3.5 km, meaning 8 seconds of damage - the overall change being an increase to 1525 - a better chance you down a plane in the first pass. Obviously DFAA (50% more damage) and sectors (varies) increase or decrease these numbers, but that is your rough baseline of what your ship can do against a CV of the tier without you doing anything. For any who want to do all the math for the most specific numbers - aircraft damage = AA Range/([plane speed in knots*2.6854]*1000) * DPS. The first part gets you time in AA, and then you multiply it by DPS number for that range. It's also a good idea of how long till a CV can hit you again - and to track them down by range. The number in the chart are if a CV can maintain maximum speed on planes (usually done on attack runs) - so generally, if a CV is hitting you every 90 seconds and is tier 6 - odds are he's roughly 6-9 grid squares away in the direction of the planes. Basically while there is some map size overlap - takes roughly 10 seconds for plane at a tier to cover a grid square in their tier range at top speed. That little chart is easier, and while not perfect - will give you a far better idea just what your AA can do against a CV than the nonsense port rating ever will.
  25. Heyo all, I've been wanting to publish this piece for some time, but wanted to wait until I have 100 games in her so I would have a proper game count to present. I am only at 94 games, but I hope that this won't undermine the guide. I think I can claim to know what I am talking about when it comes to this ship. Abruzzi has a very negative reputation on the NA server as a bad premium ship which is badly in need of buffs. While she is by no means an overpowered ship, I feel like her reputation is not quite deserved. More do I think that she is very much misunderstood by the community and overshadowed by amazing T7 Premiums like Belfast and Flint. The typical CL gameplay being that of an HE spammer makes matters somewhat worse for her. This writeup serves the purpose of giving insight into how I see her characteristics after a fair amount of games, and how one can best use them to their advantage. Firepower Abruzzi’s firepower is all sorts of underwhelming. Her HE dpm is lacking compared to the HE flingers at her tier, the AP does not hit hard enough for anything beyond normal pens against sides or citadels against soft targets up close and the torpedoes feel like a gimmick more than anything. It takes work to deliver proper results with Abruzzi. Something touched later upon is her concealment. While it’s not directly related to her firepower, it allows Abruzzi to get closer to the enemy and land shots better than someone who would be forced to stay at range, like Shchors for example. This also makes it easier to get access to a broadside that can be abused with her mediocre AP. Her range is fairly limited with only 15.1km, however the access to a Spotter Aircraft permits Abruzzi to temporarily increase her reach to 18.1km which in an uptiered match is a big relief. Another problematic feature with her main battery lies in her firing angles. Towards the rear they are very close to 30° for a full broadside, being supportive of kiting, but forward facing the X-turret really lacks, which means that when sailing towards an opponent it is very risky to get the last two guns to fire. Doing so requires timing regarding the enemies reload. Graphic taken from https://gamemodels3d.com/games/worldofwarships/vehicles/pisc507 The torpedoes are typical sea mines, they are not fast, they have a long reach and reload reasonably fast. Whenever you see a chance to dump them into the general direction of your enemy, do so. They won’t deliver consistent results, but as area denial tools and for the occasional surprise hit they are good. Survivability The Italian Tier VII cruiser is a ship of the extremes, her survivability is both strong and weak at the same time. To understand this, we must first dive down into what she brings to the table, and what she lacks. This view is nothing new, it shows Abruzzi’s citadel and its important features. 1. It’s huge. It extends high above the waterline with armor values that are not sufficient to protect you from incoming fire unless you bounce the shots. 2. It is box-shaped. So unlike the likes of New Orleans, Helena or Myoukou, the citadel deck is flat without any steps up or down. This is very important to note. What can one take from this? If Abruzzi shows side, she explodes. There is no if or but, she simply does. Yet at the same time it makes Abruzzi a ship with surprising resilience when angled properly. A well angled Abruzzi can only take a citadel hit when a shell entered through the rear or frontal bulkhead, which is easy to avoid when actively maneuvering. On top of that thanks to her high citadel she has a (in comparison) large surface covered by her belt system, which will bounce every BB shell thrown at her. What remains are mostly overpenetrations with an occasional normal penetration. And here her Repair Party comes into play, because unlike all but two T7 cruisers Abruzzi, actually has a heal. Her hitpool for a Tier VII cruiser is on the lower end of the spectrum. Only Shchors, Atlanta, Flint and Fiji are below her. This plays into the vulnerability when showing broadside. It doesn’t take much damage to delete her. In conclusion, Abruzzi’s survivability relies heavily on how the shells hit her. If she is angling against those shells the damage she takes will be minimal, while she can also recover from the minor damage dealt. But if caught in a bad spot you’ll return to port within seconds. Concealment This is the area where Abruzzi truly shines. Her surface detection is nothing short of amazing, only getting outspotted by the totally not broken Belfast as well as the Atlanta sisters. Not only does this allow her to have a rather situational ability to stealth torp, but it gives her the edge in many engagements by being able to engage and disengage on her own terms. Maneuverability For a ship with Abruzzi’s playstyle one would expect superb maneuverability. But this is not the case, both her turning circle and rudder shift are at best average compared to the competition, with her speed being on the higher end. This means that one has to be even more careful when playing, because unlike a Fiji this lady takes her sweet time to turn. Installing the Steering Gears Modification to make her rudder shift acceptable is highly recommended. Playstyle Making Abruzzi work is a matter of finding the right balance between playing up close to increase the damage output and at the same time staying alive. Given the fragile nature of this ship when overextended and the lack of a get-out-of-jail card this means that she does not forgive you for mistakes. What is important to note is that she is not a ship that will deliver you large damage numbers. For such tasks USN and Soviet light cruisers are better suited. The primary role should be to have a destroyer 4km ahead of you to spot for you and to avoid getting caught pants down by a DD. At the same time you need to support your allied DDs by dropping a few HE salvos on the enemy DDs, which with the relatively close distance is a piece of cake. I can not stress enough how much impact a 5k salvo can have on a DD. We are talking about eradicating a third of an Akatsuki’s healthpool in one salvo, and 7.5 seconds later you can add some on top. This can swing a match in your favor in the first few minutes, provided you executed the maneuver properly and did not get yourself nuked by overextending. Trades against cruisers are to be taken. The superior concealment means that you can almost always pick the engagement, so you can turn away and open up. The soft damage they deal in return can easily be mitigated with the Repair Party. Battleships, if you must engage them, should be enjoyed from a distance of around 13km. Just like against cruisers you go ahead and turn away, fling HE while kiting away and ensure that no returning shell gets through the rear bulkhead while enjoying the bounces on your main belt/the normal- and overpenetrations of your upper casemate. Especially against battleships using the throttle can bring impressive results, making them miss most of their salvos. If you do happen to take an uncomfortable amount of damage it is a matter of 20 seconds to disengage into stealth and recover some health, and then start all over again. Don’t be afraid of abusing the spotter aircraft when you are low health already and play the Damage over Time game. Against carriers you are screwed. Don’t try to gamble on something by installing any sort of AA improvements. No need for Defensive Fire, it’s not worth it. Outfitting Abruzzi Abruzzi does not demand anything spectacular for her captain and modules. Her captain is fairly standard for a light cruiser at that tier, with the only difference being Superintendent as she has access to the Repair Party consumable which is important to capitalize on. Created using http://shipcomrade.com/captcalc If you do not have a 19 point captain to spare, the recommended order is: Priority Target, Adrenaline Rush, Demolition Expert, Inertia Fuse for High Explosive, Concealment Expert, Superintendent, Expert Marksman. The modules follow suit, nothing spectacular waiting here. With dodging and maneuvering being key to Abruzzi’s survival, the health of your rudder and the speed at which you can initiate a turn are crucial. It is important that you do not even pretend that you are buffing your AA. It won't work. As for signal flags, your main concern should be increasing the impact of the repair party and increasing your speed. The rest can either be used to give a minor boost to your fire chance, or to equip economy signals to train the captain faster. As for the consumables, the most important ones are your Damage Control and the Repair Party. Premium versions of the two are highly recommended. If you wish, you can also increase the use that you can squeeze out of the Hydroacoustic search consumable and the Spotter plane, though former is more useful than the latter. Again, Abruzzi might have access to the Defensive Fire consumable, but it is not worth it. The spotter aircraft will deliver five times the value, even when used in its non-Premium version. In conclusion If you seek a ship that quickly creates huge numbers with little to no effort required, then you came to the wrong place. Abruzzi is a ship for those that are willing to invest map awareness, positioning and angling, and will reward the player if every criteria has been fulfilled. If during a match you were deleted, analyse what went wrong. In almost all cases it was a player's mistake that resulted in the unfortunate ending, so take note on how to improve. Cheers~