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Found 10 results

  1. Hello. In recent months I've come to some realizations about WoWS and its development. During this time I played quite a lot of Yugumo, Shimakaze, Akizuki, and Kitakaze. I finished Kitakaze's grind to Harugumo with: 69 battles, 63.77% WR, 84.4k Avg Dmg, 1971 WTR, and top 50 on wows-numbers leaderboard (and apparently the max XP game for it). I will be covering two main topics: (1) How I played Kitakaze, and (2) how Kitakaze fits into the current WoWS meta. Maybe I should have split this into two different posts, but in my mind they were related, since I view Kitakaze as a good representation of an issue in the second section. (1) Kitakaze Gameplay Kitakaze is an extremely flexible destroyer with great concealment, good torpedoes, and outstanding guns. While an easy ship to play, the point of my playstyle is to not be content with good games but to strive for the best performance at all times. Caps: Plagued with mediocre maneuverability and no hydro she cannot easily win caps other than gunning enemy DDs off of it, while not quite claiming it herself since it is usually unsafe to do so. People these days have improved their aim on destroyers, and thus early-game knife-fighting is more team-dependent rather than the skill of each DD player involved. Early-game is especially dangerous because the fight has not yet evolved, usually meaning more concentrated fire on DDs. At the same time, if you’re going to avoid cap then at least have an alternative purpose. Time spent doing nothing is time spent losing. Enagaging - Knife-fighting: Outside of caps, however, the ship excels at engaging DDs. With 5.9km concealment and a little situational awareness, you can always (minus radar/CVs) choose your engagements. You will mostly spot other DDs beforehand, and the few DDs that have higher concealment will not have ample time to disengage. The key is situational awareness such that you are prepared and want to engage. A favorable exchange means you have dealt significantly more damage to them than them to you - equal or less damage is a poor exchange. This point is not universal, but Kitakaze is an excellent gunboat and therefore should excel at that. Do this by preparing all turrets on the side you expect to engage, by using AP as necessary, and by aiming well. I love knife-fighting, but these days you must be especially aware of who is behind the enemy DD. Again, the goal is a favorable exchange, so even if you're melting the poor DD, him and his teammates may be doing greater work upon you. Engaging - General engagement: You want to make use of your guns on BBs and even CAs as necessary. DDs are natural counters to BBs which “anchor” down positions for their team. I smoke in a position such that: (1) (ideally) can use hard cover as necessary to escape in case of torps/radar, (2) (ideally) includes a teammate that needs it (emphasis on "need" since a full HP BB in smoke without shots is literally useless), (2) not one single puff of smoke that is very telling of your position, (3) someone other than yourself is spotting the ship(s) you want to engage, and (4) you can engage at least two enemies. It's fine to damage farm one ship but, as I've learned from CVs, to excel you want to set fires on multiple ships. Mitigate danger with several puffs of smoke, propulsion mod, and not sitting full broadside in it. CAs are much tougher to engage, again because the exchange likely won't be favorable. In general, if it's safe to do so, engage them over BBs. However, engaging CAs as a DD is very situational and ship dependent and ultimately it is up to you to learn and decide. Don't spend all game gunboating from a distance. While it's certainly viable, save that for Harugumo. Kitakaze is too good in too many areas to not take advantage of. So, as necessary, do your part on the frontline with caps and knife-fighting. Torpedos: Double (with reload booster) sextuple JP torps are not to be ignored. The one and only downside is the reload; at least the reload booster is ready by the time the torps are. With this slow reload, use them wisely. The Build Upgrades: Main Armaments Mod 1 - pretty obvious, though to be honest I used to main Magazine Mod 1 and now own 900 det flags) Propulsion Mod 1 - None of the options are a big deal, but even with LS having propulsion knocked out is annoying Aiming System Mod 1 - you're a gunboat Propulsion Mod 2 - Knocks off a lot of time on accelerating, which is important if you sit in smoke. For steering, just remember it's only about a second difference there. Concealment System Mod 1 - I don't even know why there's other options since nobody in the game ever chooses anything else Main Battery Mod 3 – Fractions of a second but noticeable, and think of it as increased DPM. Skills: I have no 19-pt captains and never plan for it (even Shoukaku only 18.5 pts with 385 games). Kitakaze I started with 15 pts (Yamamoto simply for spamming red tracers) and worked to the below 16 pts. With 19 I’d opt for another T3 skill, probably DE. PT – situational awareness LS – crappy engine is better than no engine AR – more DPM BFT – more DPM; highly debatable tier, but: SE looks nice, but is realistically only a few shots difference, SI I personally wouldn’t make use of as I use consumables conservatively (and run prem), DE I feel sheer quantity of shells will suffice instead IFHE – feel the power of melting anything and everything CE – so obvious that it’s one of the big reasons I think WoWS ship builds are boringly static TLDR: Build and play towards her many strengths, always for better performance, not to try and mitigate weaknesses or personal shortcomings. (2) WoWS Meta Bluntly put, I believe this game is devolving as things become simpler (dumbed down). I finished Kitakaze's grind to Harugumo with: 69 battles, 63.77% WR, 84.4k Avg Dmg, 1971 WTR, and top 50 on wows-numbers leaderboard (and apparently the max XP game for it). Comparatively, I have Yugumo with: 126 battles, 63.49% WR, 65.4k Avg Dmg, and 2096 WTR. Playing Kitakaze and Yugumo, the difference between them is almost comical, and among other things brought me to question my enjoyment of this game. (1) Gunboat focus – It’s disappointing how easy and excellent Kitakaze is, versus my dear torpedo counterparts which are infinitely more fun yet difficult to play. The game has largely been reduced to either sheer shell spam, or fire spam, until the red bar melts to 0. It’s sad that torpedoes, as one of the two things I loved about WoWS over traditional shooters is relatively obsolete in the face of radar and sonar on so many ships now, compounded by spotter planes (insanely far in front of the source ship) and fighter planes (up for several mins), not to mention CV planes, torp distance detection, and ships changing course which should be the natural counters. While still nominally existent, they are not as very impactful on games as a whole. Try to play torp DDs and you’ll realize how team-dependent they are (towards winning). While Kitakaze can look at anything and begin melting it, Yugumo (especially Shimakaze) require patience and much more situational awareness, both into torpedo launching as well as positioning, due to them being more fragile (defenseless). (2) CVs – Truly the most tragic loss to me personally as a CV main, the second thing I loved about WoWS over traditional shooters. I think there’s enough discussion about the new style of gameplay that I need say no more. Regarding the rework itself, though, I am appalled that this is the solution. It makes me believe they simply, after several years of anticipation, decided to thrown in an immature, random, and drastic change simply for the sake of checking it off the list. It’s like it was labeled on the checklist as “fix CVs”, instead of what the class’s issues actually were. Another case of classic WG “solutions plagued with more problems.” I wonder if this rework’s true long-term goal was for people to lose interest in CVs, thus ending complaints about them, all while still being able to advertise them. (3) Static builds – clear choices such as everyone having concealment mod and skill, many basically useless skills, and class-only (CV) skills, all of which demote creative builds and dynamic gameplay. It’s pretty clear that certain skills were meant for select certain ships or classes. The skill tree needs a major rework with the end result being more dynamic gameplay, so rework it in a way such that there’s more than one viable build. The game is arcade-like as it is, so it’s fine to have ships being played slightly differently. For a while, I was torn between mainly spending my time on WoWS or WOT: ships is more balanced (less snowballing stomps) but relatively too simple and thus boring, while tanks is less balanced but more fun (shots instead of salvos and meaningful armor means more important bounces, instead of simply shooting a relatively predictable target until all HP is gone). For other personal reasons I now don’t play either (still might log on to keep my username :P). My brief run at War Thunder was much more enjoyable (though biased since that’s how a game always is when starting), though again for personal reasons I stopped that as well.
  2. Even since a certain reviewer posted his "Dunkerque - How To Deal With T8 MM" video, I've been itching to point out the flaws. The Dunkerque is one of Flamu's least played ships and least favorite ships, and it show by how he offers advice that can even be considered dangerous. So let's go through Flamu's lessons one by one and deconstruct his video. "So of course, it's low caliber guns, umm, the damage is lower as well. - This is no damage monster" The Dunkerque is tied with the Fuso in having the fastest firing Battleship guns at tier 6. The ship also sports so incredibly potent HE shells with tremendous muzzle velocity allowing long range targets to be hit with reliability (even broadside destroyers), and the all forward gun design and fast turret traverse ensures that the RPM will rarely be interrupted. The guns only have low damage when you ram the ship into an island and are unable to target any ships like Flamu does here. "A common mistake that many Dunkerque captains make is they think it is a Yamato, they think it is a North Carolina, they think it is a ship capable of parking nose-in duking it out. Now the Dunkerque can't even do this against tier 6s." "So your not going to be tanking anything in this thing" Not counting CVs, only 10% of ships in the tier 6 - 8 matchmaking have guns that can overmatch the bow armor on the Dunkerque, to say the ship can't bow tank is a gross miscalculation. Bow tanking is one of Dunkerque's greatest assets and Flamu here is needlessly throwing that asset away. In the replay provided below, you can see that in a Tier 8 match, out of the 5 enemy Battleships, only one had the guns large enough to overmatch my Dunkerque's bow. For Flamu to think that the ship can't even tank at tier 6 is beyond belief. Even against shells that can overmatch, going bow-on presents a far smaller profile that will ensure fewer shells will hit you, which is in essence providing protection. Other Battleships will have to show some broadside in order to utilize their full firepower against you, offering a larger target and exposing all of the fire hardpoints of their ship. Also cruisers and destroyers often will have their shells shatter against the bow at close range, which is still tanking. "You'll notice I was angled, trying to eat it [15" shells] on my broadside armor" Flamu's tactic here is dubious as he tries to present a larger target to his enemy (a Tirpitz in brawling range no less) and he ends up taking heavy damage for it. You want the shells to miss entirely so charging in against a top tier German Battleship and angling was an extremely poor tactical decision. Don't let the enemy play to their strengths, the Dunkerque has the speed to avoid these situations. "One of the key points of this is keeping on the move. - How do you play it? You keep on the move. You have to keep on the move" "One of my main lessons when playing the Dunkerque is never stop in the open. Being caught in the open and sitting still is a death sentence" This is one of the most questionable lessons that Flamu gives in his video. The Dunkerque is a very large target with a vulnerable broadside, moving forward when bottom tier is offering the enemy a juicy target. What you want to do in the Dunkerque is manage the enemy player's target priority. If your sitting at long range, and the enemy Battleship has numerous ships at closer range shooting at it, it's going to prioritize them over you because they are a greater threat and offer more dps to them. If your needlessly zipping around broadside at long-mid range, your going to present the enemy with a juicy DPS opportunity, and if you just charge in against tier 8 ships, your going to be outflanked and overpowered. The Dunkerque's speed and mobility is best used in the end game, when most other ships are dead. The Dunkerque is extremely dangerous against 90% of ships (in tier 6-8 MM) because they are incapable of overmatching her bow, which makes the ship one of the best carry Premium Battleships in the game and probably excellent practice for the Richelieu. "It's better to ram into an island at full speed" "Amusingly, one of the strengths of the ship, which is having all gun on the forward part of the ship, is actually a bit of a weakness." This sounds like intentional user error. "The secondaries have very awkward angles, you need to give far too much broadside to be able to efficiently use them. The secondaries in general are not recommendable" The Dunkerque has in effect, 2 Gearings strapped to the back of the ship with twelve 5" guns that can be used without the need to show any broadside. It has been the mistake of many DD captains to try and attack a Dunkerque from behind, thinking that is the blind spot. Note in my replay, that against the Loyang that attempted to attack me from behind, ended up sacrificing himself against my secondary guns in exchange for a single torpedo hit, my forward main battery was not needed. "If you have the lowest AP damage, umm the lowest AP alpha, all of these things also having the same reload as the other ships, really isn't that much fun." Flamu throughout his video complains about the Dunkerque AP shells several times, but he only ever uses those AP shells for 97% of the match. He never connects the dots that maybe he shouldn't use AP, and he never discusses the power of the Dunkerque's HE shells in the entire video and end up throwing away another of the ship's greatest assets with it's high fire %. Another problem with the Dunkerque's AP shell is that the tremendous muzzle velocity gives the shells the nasty habit of over-penetrating on fully broadside targets. Reliability in damage comes from the Dunkerque's HE shells, even against enemy cruisers. The AP shells require the enemy cruisers and even some battleships to angle in order for their armor to "catch" the AP shells, which means only using AP for select situations. "I do run concealment expert on this ship, and that ability to disengage is so-so important on this ship" Flamu yoloed right into the enemy and was never in a position for his concealment expert skill to help him disengage, so he effectively wasted 4 points on his captain. The Dunkerque strength comes from it's ability to maintain maximum RPM from it's main battery, which would be wasting another asset of the ship by trying to conceal this ship that can be spotted from the Andromeda Galaxy. (credit to Nozoupforyou for that analogy) By the 6:30 mark of his video, he's already 10km away from an enemy Battleship, concealment expert is worthless when yoloing. "The Scharnhorst, I play it very similarly" This is where the biggest error in his match, twice in his showcase battle, Flamu goes and brawls with 2 separate Tirpitz. One of which actually kills him after he tells his team "Don't die, and we win". I cannot stress enough that the Dunkerque is not a German Battleship, it does not brawl well with other German Battleships. Do not play to the enemies strengths. The Dunkerque high velocity shells enable it to effectively target ships at long range, so it becomes important when bottom tier to not charge at the top tier Battleships. This is how to play the Dunkerque in T8 MM. Flamu's advice is to always keep moving, that "being caught in the open and sitting still is a death sentence", but note how I do not stray far from my spawn point in the first 10 minutes of the match. I operate out in the open, but I keep a healthy distance away from the enemy to ensure I am never outflanked. Anyone whose played a RN BB knows that HE is best employed at mid-range, and that it's important to manage the distance between you and the enemy fleet. Even at bottom tier, I'm causing considerable damage by sitting back while also disrupting the enemies attempt to take the caps and setting fires. It's only at the halfway point, where the team if outnumbered 6:3 and the caps are in danger that I put the Dunkerque's speed to use. At this point, the enemy team no longer have any ships that can overmatch my bow, and thus the Dunkerque can play to it's own strengths and have unfair fights with the other ships, picking them off one by one and racking up the metals. That's my advice for T8 battles with the Dunkerque, wait it out, let the higher tier ships duke it out with each other until they've destroyed each other, then move in to wreak havoc. The Dunkerque is very strong against Destroyers and Cruisers at any tier, and will earn bonus points of sinking these higher tier ships, so you want to give yourself the best possible chance at taking them out. So don't go full potato and brawl with a bunch of Tirpitzs.
  3. 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
  4. Sometimes you will find yourself in a situation where the enemy simply outnumbers you and you are defending an area of the map with little support from your team. Kiting is designed to counter this by playing to the strengths and weaknesses found in certain ships. What is Kiting? Kiting is a tactic that is designed to maximize survivability and distract the enemy from pursuing objectives when you are heavily outnumbered. When under enemy fire, you break off from the defense of a point and intentionally move into an area that is strategically unimportant, such as open water. You do not stealth up, and you gain as much distance as possible while still being able to angle and fire your guns effectively. You keep firing at the enemy, and force them to contend with you with the hopes they will slow down, pursue you instead, or break off their attack entirely. This tactic forces your enemies to contend with you even though killing you is in-ideal, and has very low yield for the enemy. It also distracts enemy players from capturing objectives or harming allies. It also has the potential of creating crossfire between you and your allies. This is ideal when you are outmatched on a single flank, and the enemy has a sizable force closing in on a capture point. Do not use this tactic when you have the numerical advantage, or your ship is still fairly healthy. Which warship is able to use this tactic the best? Most larger ships can use this tactic, including certain cruisers and battleships. Ideally, the best choice to implement this tactic are ships with poor concealment that cannot hide from the enemy. The ship should have fairly good protection coupled with good speed. Fast battleships and heavy cruisers are ideal for this task, but it is not always limited to them. Implementation In this example, we will use a Fast Battleship that is outnumbered by multiple enemies trying to defend one of three capture points. The enemy consists of a Battleship, a cruiser, and a single destroyer. No allies are nearby. Step one, Understand when you should start Kiting Use the following clues to start kitting: 1) Your ship is nearing 50% health. 2) The enemy vastly outnumbers you and they are closing in fast. 3) your allies have all died on the flank from focus fire. The enemy is starting to focus on you instead. Step two, plan your turn Plan your turn. if you are not careful, the enemy could punish your broadside, causing you to lose more health than what is necessary. Step three, commit to your turn. Do not relent on the rudder, you have a small window of opportunity after a battleship's guns have fired. There could also be torpedoes in the water you have not spotted headed for your position. Step four, Break away You are now likely safe from being punished by the enemy bb's large guns. Start moving away from the objective. Put on some speed as you need the range to help keep yourself alive while under-fire from multiple ships. Step five, Distract, Distract, DISTRACT This is what gives Kiting its name! Keep your guns firing, fire them as soon as possible and as fast as possible. You now have more range. This gives you time to fire the main guns while simultaneously allowing you to angle again if enemy shells are in the air headed for your position. Unless you are perilously low on health, do not go into stealth; stay spotted and within view of the enemy. Force the enemy to deal with you. Step six, know when to stop Kiting Understand that kiting for too long can also have unintended consequences. Stop kiting if the following happens: 1) If the enemy switches fire to another player, turn in and assume an aggressive stance until you can draw their fire again. 2) If there is an escape route and you are dangerously low on Hp, if at all possible, conceal your ship by ceasing fire, or hiding behind any cover nearby. 3) The enemy stops firing at you because you are too far away, turn in and assume an aggressive stance until they start firing at you again. 4) When your team has the upper hand on the flank, perhaps the enemy encountered crossfire, or multiple enemies were destroyed, stop kiting. Thanks for taking the time to read this guide! If you wish to see more posts like this one documenting other tactics by the playerbase, give me a shout-out, or leave a bucket of Mackerel in your local bay!
  5. This is a long and comprehensive guide that goes over things to help make your system not only run better but your game, in particular World of Warships, and gaming experience better as well. I KNOW there are things that I have left out, many of them are quite technical, but if you would like to see them or anything else added let me know. There’s a lot that you can do to your system to improve your gaming experience from making sure things are updated, changing important settings within the Windows 10 OS, managing and modifying the schedules within programs and Windows to not run while you’re gaming and just overall good maintenance practices. In this guide, I will be going over some of the most important changes and maintenance tools and techniques to help make your experience better. Further, I will touch on things that can make your World of Warships gaming experience a little better as well. Update Restart Schedule Windows 10 has a default update and restart schedule based upon Active Hours. This is an important setting to take care of as nothing can be more frustrating – especially with the new penalty system in WoWS – then having your computer restart mid-game due to an update. To fix these settings, go to Settings > Updates & Security > Change active hours. The default settings are around an average work day. As your gaming rig is not likely to also be your work desktop, change those hours to reflect the time you get home (perhaps an hour before) until the time you go to work. This will cause your computer to do its CPU, harddrive, and network intensive updates while you’re away and restart during that time as well. Fast Startup Windows 10 has a very annoying feature (at least to those in the IT field) called Fast Startup, which can prevent your from performing a clean Cold Restart. I touched on this in a previous article, World of Warships and Win 10 Troubleshooting Guide but will repost it here as well. A Cold restart occurs when you go to Start > Shutdown and turning the power back on as opposed to Start > Restart. This is important as it clears the memory on your computer when things get corrupted. Fast Startup prevents this. To disable Fast Startup, you’ll need to go to Settings > System > Power and Sleep > Click on Additional Power Settings > Choose What the power buttons do and UNcheck Turn on Fast Startup. Background Program Updates There are a number of programs on your computer that may run updates in the background while you are gaming. If you don’t have a processor capable of multithreading, 16GB+ of memory, a solid state harddrive, and or a good internet connection, these processes can cause some serious lag. While smaller programs might not cause extended lag, such as CCleaner, larger programs such as updates to other games from Steam or UPlay could cause some serious issues. Both these programs have the means to schedule when to run updates. Setting the schedule for these can be similar for that of Windows, but is safer, if you have a less capable machine or internet, to schedule it before or after. Anti-Virus/Malware Programs As crucial as an anti-virus/malware program is these days, they can be a royal pain for gamers. They have a tendency to scan at the worst possible times, some of course scan every file that opens or try to run causing, in some cases, the game to crash or corrupt files. While I will not recommend one anti-virus program over another here due to lack of important information, I can recommend that you chose one that is either more passive in its scanning and protection practices or that you can do one of the following with; put into gaming mode, pause protection, or add exceptions to by either application and or folder. Background Uploads If you’re like me, you probably have at least one program that is used to sync documents and files to the cloud (I have several actually). Examples include Dropbox, Google Backup & Sync (formally Google Drive), Amazon Cloud and OneDrive to name a few. For those with poor internet (such as satellite or DSL) or who use wifi as opposed to ethernet, upload speed can kill your bandwidth and bump your ping to unplayable numbers (I’ve seen mine over 1,300ms). Most of the time, these are non-issues as they only upload when you add or change files within the directories they are syncing. However, if you’re syncing large amounts of data, say lots of pictures or videos, pausing sync while you’re playing is a good idea. Further, some of them, like Amazon Cloud I’ve noticed, like to update and resume syncing without notification. So keep that one in mind if you use it. System Cleaning (Software) Routine maintenance, just like with a car, is crucial to having your machine run smoothly. CCleaner is a personal, and trusted, favorite of mine. You can use it to disable applications from running on startup, clean unneeded temporary files safely from your computer and even clean up the registry (ALWAYS create backups and save them to a folder off the root of C: for easy recovery). Best of all, it can run in the background with little overhead prompting you when it can clean gobs of useless files. This can be very important for those of you with solid state drives with already limited space. System Cleaning (Hardware) Just as important as cleaning out unwanted files on your computer and disabling unnecessary applications from running is cleaning out the dust bunnies. I can’t tell you how many computers that I’ve worked on that were literally caked in dust, dirt and hair (undetermined species). Depending on where you live (geographically), whether you live alone or with pets and or family, and if your PC is on a desk/table or the floor and if that floor is carpet or not can determine how often you should clean your machine. I’d recommend a minimum of once a year. If your PC is on the floor with carpet and you have a pet, at least twice a year to coincide with the pets shedding schedule (after preferably). To clean out your machine (desktops), you can use compressed air cans (in short bursts) if the dust isn’t too bad, a vacuum, or my preferred method, an air compressor. You can pick up a cheap one with a blower nozzle for about $20-30 at some places and it doesn’t need to be very big. Before you use a compressor though, keep the PSI on the lower end, I’d say below 60-75 PSI (4-5bar), and make sure it blows dry air. If it blowing dry air is an issue, you can drain the compressor reservoir from the included drain plug and, just to be safe, let the computer sit for an hour or so to let it dry. Use bursts of air to plow out all the fans (caution around the CPU and GPU fans), vents, the power supply and any other nooks and crannies in your case. You will likely need to take one or both side panels off your case, and sometimes the front as well, to get the best results. For laptops, all the above methods are applicable. However, due to the complexity of disassembling a laptop to thoroughly and properly clean it, it may be worth taking it to a technician if you are at all uncomfortable with doing so. Game Optimization Many games these days are capable of optimizing themselves for the best mix of performance and quality while running on your rig. World of Warships is no different. However, there are several applications that can do the same. One that I use, as a result of having an NVIDIA graphics card, is GeForce Experience. It seems to do a pretty good job to get the best of both worlds. However, few programs compare to knowledge and experience. If you want to maximize FPS, a good start would be to reduce any extra artifacts in the game that only add to making it look ‘pretty’. The fire effect around the screen, gun blasts, volumetric smoke, etc, can drop your FPS. Further, reducing the games resolution will help improve FPS as well, but another setting to consider is vSYNC or vertical sync as it’s directly related to the refresh rate of your monitor. An example would be if your monitor’s refresh rate is only 60Hz, your FPS will top out at 60FPS with vSYNC enabled; 120Hz monitor, 120FPS. If you are more for quality over quantity, it’s worth noting that the human brain can only perceive about 24-25fps. Sure, higher fps can make movement seem a bit smoother, but unless you plan on doing recordings and making slo-mo vids from them, 30fps is sufficient. However, is it work noting that if you can get it to 45-50fps on average, drops in fps due to GPU intensive scenes are less likely to be noticed. Cooling Keeping your system cool is crucial to a smooth and fast machine. Hence why I discussed cleaning all the dist out earlier, more dust leads to less air flow which leads to higher temps. Most BIOS settings have the CPU fan set to max by default and unless you have a serious issue with CPU usage, I wouldn’t both checking to see if your settings are that way. The focus of this section will be for the GPU. Both of the main GPU manufacturers offer software to both overclock and run fan control on their respective cards. NVIDIA has a few developed by their distributors such as Afterburner (MSI) and Precision (EVGA), while ATI Radeon has OverDrive. While I don’t want to discuss overclocking, the fan speed aspect is important. High fan speeds lead to cooler GPUs, and in my experience that can sometimes lead to a 15+fps increase. Keep in mind though, higher fan speeds also mean more noise so play around to see what works best both for performance and for noise tolerance. A point of caution though, avoid going to 100% if possible, unless under dire circumstances, such as overheating. I say this because if your fan hasn’t been cleaned in a while or it’s an older GPU, you can burn out the fan if not certainly reduce it’s life expectancy. Drivers While all drivers are important to keep updated, for gaming, the most important one is your graphics driver. Like with the cooling and overclocking, both GPU manufactures offer applications that help auto-update your drivers. NVIDIA has GeForce Experience and ATI has the Control Center. Both have settings to find and download the updates automatically and will then prompt you to install them. Installation often has 2 options, Express and Custom or Advanced. Express is, as the name implies, is the easiest and should be used under most circumstances. However, you you find that you are having graphics related issues such as stability, using the custom option would be your best bet. Where this usually differs from the Express option is the ability to completely remove any trace of the old drivers (or current version), before installing the latest. Like with issues where game files can be corrupted during an update due to crashes, power outages, or just something else using common files, drivers can get corrupted as well and removing them can help fix those issues. Audio Selection An age old debate in gaming, headphones or speakers. For FPS games or any game where you are voice chatting with other players, headphones are a must. Not just for reducing feedback but so you can also hear better in the case of FPS games. Nothing better than hearing the footsteps of someone trying to sneak up behind you to stick a knife in your back only to turn around and pop them first. However, for World of Warships, this is a lot less important, and for solo players not involved in voice chat, speakers can be just as good if not better if you have a subwoofer and surround sound! Nothing like those bassy battleship guns. Further, extended use of headphones has been linked to increased ear wax build up and loss of hearing in extreme cases. Whatever your preference, moderation can still be beneficial. Game Comms In game communication, in most cases, comes down to the preference of a clans leader or higher-ups. The two biggest options for voice comms for World of Warships, in my experience, are TeamSpeak3 and Discord. There are pros and cons to both and for this game, the leader appears to be Discord. The service is free and it offers a number of great features such as in-game overlays and extensive text chat channels. There is a paid option that gives you some benefits, such as more emoji options and a custom domain, but that’s relatively minor. As for TeamSpeak 3, it beats Discord in its permission system hands down in my opinion. Though far more complex, the options are far better as to who can see, text, join or talk where within the server. It’s biggest limitations are often cost and time to set everything up. However, as much as I like Teamspeak, Discord is a much better option for your average clan as a way to communicate and share information as clan website are seemingly less common in this game. MatchMaking Monitor As this is a World of Warships blog, I thought it prudent to mention MatchMaking Monitor. For those that are stats haters, just continue on to the next section while the rest can continue here. As a point of note though, if you haven’t already, I would recommend reading both my article on the Personal Rating (PR) as it is what is used in the MatchMaking Monitor as well as my article on how to Read and Use Stats to Your Advantage. This well give you a better idea of what you are looking at, but more importantly, how to make decisions about what you’re looking at. With that out of the way, I find the MatchMaking monitor to be a useful tool. Though not so much as a way to determine the biggest threats on the enemy team, but who I can reliably count on on mine. I hate going into an area hoping that the ship, or ships with me are capable of holding their own and providing supporting fire when they are not. You can join the MatchMaking Monitor Discord should you need support or have any questions about it. Dual or Multi-Monitors The final section that I will go over in this guide due to it being a bit more exclusive for most people is the dual or multi-monitor setups. I personally have twin 23″ monitors and wouldn’t ever go back to one. Though not solely for gaming but mostly due to workflow and ease of use for having multiple applications open simultaneously. For gaming purposes though, I like to run my games on my Main and left monitor while other applications such as the web, MatchMaking Monitor and Discord are open on the right one. The best way I have found to make this feasible is to run the game in Full-screen windowed mode. This allows me to hit the Esc key once if I’m in battle to go to the next screen or just drag my mouse over if I’m in port. Again, this is an extremely nice feature to have while gaming and certainly makes things easier, particularly since I can avoid using overlays in order to see new chat messages or who joins the current voice channel. Your results may vary but I find dual monitors to be extremely useful and in some cases, give me that little extra edge. The original post can be found here http://warshipnews.blog/2018/09/27/making-for-a-better-gaming-experience/
  6. Khabarovsk Guide by Rannith About Me: I usually play Russian destroyer with the occasional Russian cruiser game from time to time. I have over 350 pvp battles, I average 1160 XP per game, with a destruction ratio of 1.6, and average about 53k damage in my X Khab. I have built this ship and her commander in many different ways and I would like to share with you guys what is working for me and what is not. Intro: Let us first understand that every pvp match is different. It is impossible to build a ship for every scenario you face in game. At some point in a game, you may need to do something that is outside the strength of the ship. Like capturing nodes in a battleship. It doesn't happen often but does happen. With that said, this guide is help the Khabarovsk in many scenarios do what she is designed to do as a destroyer, as well as having the offensive capabilities that is needed. Role: Generally the role of this ship is no different than any other destroyer. Your job is to spot the enemy force, capture nodes, and provide support by lighting fires, and using torps. Obviously she cannot stealth torp with 6km range. So they will need to be used in ambush situations. Her guns on the other hand, are very good. The size of this destroyer is very large and does not have the agility of other destroyers. The speed is there but the agility is not. She is one of the fastest destroyers in the game boasting superior armor for her class. For these reasons, many people ignore that she is a destroyer and build her up like a cruiser. They ignore concealment and go straight for damage and tanking the enemy rain with rudder shift upgrades, survivability perks, repair modules, and so on. From now on, I will refer this in the future as "Speed Tanking". You want to be able to at least compete at capturing nodes. Not neglecting your main role as a destroyer. She is a triangle. Why NOT to use Speed Tank: There are many reason why not to use this role and I will list them here. 1.) It hurts the team as a whole : When you are speed tanking and constantly firing your guns, you are typically not doing this while capturing nodes. If you are doing this while capturing, you will be very close to the enemy team and be an easy target. Most Khabs that speed tank stay outside the nodes neglecting them all together until they feel like they want to move in. This puts the trailing cruisers and battleships in a state of limbo about what to do next. This is when you can expect someone to start complaining. I have had people tear me up in chat without me saying a word all because I did not cap a node. Most people don't care you have bad concealment, they will see you as a destroyer that is not doing their job. On a side note... because of all this, my Karma rating drastically goes up and down. 2.) RNG as a weapon: Yes, your main method of dealing damage "lighting fires" is a random chance(RNG). I have had games where I hit 300 times with HE and only set 4 fires. Combine this with the fact that people use damage control mods, captain skills, repair modules and even signals to counter fire. It can often become frustrating just dealing damage to cruisers and battleships and leaves you wanting more. Yes, you can have games with 120-150k damage as a speed tank, but you can also have these kind of games without sacrificing your role. 3.) Not tanky enough: Many people believe that this is the hardest ship to hit in the game. While this is true to a certain extent, this is not %100 accurate. Do not forget that this is a very large destroyer and the closer you get to the enemy, becomes vastly easier for them to hit you. I would say the golden range for tanking gunfire is 12.5-13.5Km. At this range, many people will not even target you, giving you time to do your thing. If you find a ship other than a destroyer inside this range, you will be taking massive damage. Speed tanking gives you no room for error. You are constantly lit up on the map. Your position is constantly uploaded to the enemy. Because, you should be firing your guns most of the time. Even within the golden range, this is a Tier X match and many people are very good at the game and aim very well. Don't be surprised if one salvo takes half of your HP from 13km. 4.) Needs Signals: Typically, speed tank gunboats have a constant need for signals like Sierra Mike, Juliet Charlie, India Delta, India X-Ray, Victor Lima and so on. Below I will show you how to build the Khab and not have a dire need for any of these. Onward: Building the Khab: Now that I have told you what I don't recommend, let me share my secrets =] Commander Skills: 18 total (points) - (1) Priority Target: Protecting your HP should be a huge priority. This skill lets you see how many ships are targeting you, giving you a leg up on what to do next. This can mean life and death. - (1) Preventative Maintenance: We talked about roles and jobs a little bit. Think of this skill as a -%30 chance of your job becoming incapacitated. So this is huge. - (2) Last Stand: Humans are not perfect. Crap happens. You need this skill. - (3) Demolition Expert: More fire % means more damage = more stars = more creds etc. Use this skill to enhance what the Khab is good at. - (3) Vigilance: In tier X fights, torps are everywhere. Don't let one lucky torp ruin your match. As a large destroyer, this is a no brainer. - (4) Advanced Firing Training: As a Khab you don't have great torps. But the guns are very good. Help your Demolition Expert and superior guns by getting this skill. - (4) Concealment Expert: The Khab has very bad concealment and any help in this category is greatly needed. Consumables and Upgrades: - Smoke Generator: Use to hide yourself and rain down shells on the enemy team while undetected. Used to capture nodes and provide cover for allies. Used to hide yourself in bad situations like getting out-numbered or bombed from aircraft. - Main Armament Modification 1: You do not want to waste repair unless you are flooding or on fire. This upgrade helps make that happen. - Propulsion Modification 1: Protect your amazing speed by having an ace in your pocket. - Aiming System Modification 1: Take this upgrade for the -7% dispersion to help your shells and torp ambush accuracy. - Steering Gear Modification 2: Helps agility and evade gunfire since we cannot take Steering Mod 3 - Concealment System Modification 1: Absolutely must have upgrade. There is no getting around this. We need more concealment and it is right here. The +5% dispersion is nice and welcome on all destroyers. - Main Battery Modification 3: This is a no brainer. She is a gunboat. Usage: As you can see, what we have here is a very sneaky Khab, that is still able to dish out the pain. Having good concealment is huge. Not only will it protect you from the enemy but it will allow you to "go dark" more efficiently when you decide to stop shooting. This can also mean life and death. She is now much more capable of capturing nodes but still should be used in a support style role, following other destroyers when the opportunity allows. The kind of enjoyment you will get when you melt other destroyers will be awesome. It will almost be paralleled by the excitement you get when you rain down fire on your enemy from 10km away in smoke. She is a very dangerous destroyer now and with better concealment goes pretty much wherever she wants, allowing for a more successful torp ambush. And best of all...your teammates will not flame you. I hope you have enjoyed my guide on this awesome little ship! Take care, thanks for reading!
  7. ValkyrWarframe

    Valkyr's Ship Guides: Kronshtadt

    After another 200 or so battles in the Stronkshtadt Kronshtadt, I figured I might as well write a guide on her. Anyway, down to the guide. Listen to this while you're reading. Guide written as of: 0.7.7-0.7.8 Project 69 Heavy Cruiser Stronkshtadt Kronshtadt The Stalinium Cruiser Battleship Yes, you read that right, Kronshtadt is considered a heavy cruiser by Soviet standards. This might seem outrageous, but Soviet designs are very big for their armament. Time for a history lesson from a Russian perspective! Quick Summary Anyway, down to comparisons. Most Relatable Ships: Stalingrad Alaska Scharnhorst Resemblance: Clone / Sister-Ship / Related Class / Similar Role / Unique In terms of being unique, Kronshtadt is pretty high up. She’s only barely related to Stalingrad and otherwise just has a similar role to Stalingrad, Alaska and Scharnhorst as fast-firing cruiser killers. Think of playing Kronshtadt as a less aggressive Scharnhorst, more like a British battleship. You stay at range, shooting at people when the opportunities arise. Speaking of how to play, we should break down the skill requirements. For those of you who don’t know what these are, “skill floor” is the experience needed to play the ship. “Skill ceiling” is the max amount of effect you can have on a match. Skill Floor: Low / Low-Medium / Medium / Medium-High / High / Extreme Skill Ceiling: Low / Low-Medium / Medium / Medium-High / High / Extreme This ship is pretty easy to play. It doesn’t require much attention to detail, but taking advantage of opportunities in this ship can be extremely beneficial. With the amount of vision control one has with a spotter plane AND radar mounted simultaneously, you can bully cruisers around with your big guns, scare battleships off, and chase destroyers with radar. The only thing you can’t do anything against is carriers, trusting your comrades’ AA fire is how you’re gonna have to live. Equipping defensive fire is pretty meaningless, cause your AA mounts get knocked out fast, and your AA is still poor anyway. Strengths: Large HP pool beating Tier VIII battleships. Only cruiser that has more is comrade Stalingrad. Turrets are very well protected against cruisers 230mm belt and very low citadel makes her basically immune to cruiser AP citadels. 305mm guns have massive amount of penetration, equivalent to 406mm guns in some regards. Rate of fire is pretty good for such powerful guns. Turret arcs are insanely good, you can fire all your turrets while safely angled. Very high speed for a ship of such large size, extremely good engine response due to a very large engine output of 231,000 shp, only beaten by Hakuryu (240,000), and Stalingrad (280,000). Long range radar at 11.7 km, can drive away destroyers and British cruisers just with the fear factor, and is great for pushing caps. Very good turning radius and response for such a large ship. Concealment, when fully built, is 700 meters from your radar range, making it very possible to detect destroyers that wander into your spotting range. An easy tactic is to get spotted, wait a few seconds, then radar, and kite away. Has unrivaled vision control with the ability to mount Spotter Plane and Radar at the SAME time. Weaknesses Massive citadel rivaling the Soviet Union in length, has extended citadel hitboxes on the ends that can be overmatched. The entire ship outside of the 230mm main belt and turrets has no armor, making her susceptible to HE spam and AP overmatch. Do not bow-tank with her. Fires last 45 seconds instead of 30 seconds. Gun turrets eat a lot of penetrations from battleships, causing incapacitations. AP bounces if your target is angled even slightly. AP flies a bit too fast at times, it will overpenetrate most cruisers below 10 km if you aren’t going for underwater penetrations. You outturn your turrets with Main Battery Mod 3, even with Expert Marksman to help mitigate it. Dispersion ellipse is about as big as the Soviet Union, even with 2.05 sigma, the ship will sometimes completely miss battleships. The AA is about as effective as Stalin’s Five Year Plan on the Soviet Economy You will get citadeled by AP bombs and you will go to Gulag. Rudder shift time is sluggish, very slow compared to most cruisers. Radar lasts a measly 20 seconds, enough for you to, at most, get off 2 salvos at your target (this can be fixed to an extent with equipping Surveillance Radar Modification 1, making you guarantee 2 salvos usually). With how much AA is at T8-10, spotter planes will get destroyed pretty fast if you are using them too close. Long and Comprehensive Review Kitting Out Your Battlecruiser Long story short, I can tell you what to do, or you can ultimately decide what you want yourself based on what I’ve told you. I hope at this point you’ve come to realize several things. The ship’s AA is horrible, don’t even bother trying to improve it, sooner or later CVs would be a dead race. Getting close and then start kiting is how the ship should be played, building for concealment and survivability is a good thing, given that the ship has good survivability in the first place. The accuracy is bad, accuracy gets better when you are closer. I will recommend you the following upgrades (choices). Slot 1: Spotter Plane Modification 1, for extended spotter plane duration and extra spotting. If you cannot obtain it, take Main Armaments Modification 1 to make your turrets more survivable. Slot 2: Surveillance Radar Modification 1, for extending the 20 second radar duration. If you cannot obtain it, take Damage Control System Modification 1, to help reduce the chance of fire and floods. Slot 3: Aiming Systems Modification 1. It reduces the dispersion to help mitigate the bad accuracy, if only slightly. Slot 4: Either Damage Control System Modification 2 or Steering Gears Modification 2. The former will reduce your fire and flood duration, ultimately making the ship able to take more hits, while the latter allows you to evade a bit more comfortably. Slot 5: Concealment System Modification 1, no brainer here, concealment is king, especially when you want to get close to your radar range. Slot 6: Main Battery Modification 3, to help compensate for the long reload by putting more shots off per minute. Your traverse will take a hit, but it’s worth the reload reduction. And for the commander skills. First Skill (1 point): take Priority Target, as it will help you see who is shooting you at all times. Second Skill (3 points): take Adrenaline Rush, faster reload is always good. Third Skill (6 points): take Superintendent, for extra charges of spotter plane, radar, and heals. Fourth Skill (10 points): take Concealment Expert, as concealment is the key to playing this ship like a vision control machine. From there, you can choose a variety of skills. Expert Marksman is recommended because of the turrets sluggish traverse. Jack of All Trades is a good one too, for reduced consumable cooldown. Basics of Survivability is another good one, further reducing flood/fire durations. Fire Prevention can be taken too. All in all, this ship is very good for training a Soviet cruiser captain, at least for the core skills. From the 5th skill onwards you can specialize it to cruiser or battleship, but all you really need are the four skills specifically mentioned in bullets. Worth the Price? This is the biggest question people often ask about Free XP Premiums, are they worth it? If you want to start training a Soviet battleship captain, this ship is a very good basis. In terms of starting a Soviet cruiser captain, she’s quite good too. How are her economic gains? I personally would put her in between Missouri and Musashi. She’s a lot better at influencing a match than battleships are, so you’ll probably be earning more anyway. The biggest thing that I see with this ship in question is the fun factor. Is she fun to play? Well, if making lots of money and pretending to be a battleship as a cruiser is fun, I think you’ll thoroughly enjoy Kronshtadt. Kronshtadt dominates a cruiser-heavy meta, but suffers from a destroyer meta or when there’s a carrier in the match. I’d advise getting her now and enjoy her before the British Destroyer storm comes in. And that concludes my guide! I want to thank you for spending the time to read it, even if only part of it, or even if you didn’t, just clicking on the link. I want to especially thank everyone who helped me writing this guide, notably @Phoenix_jz for Alaska's info and @LittleWhiteMousefor teaching me how to calculate turn rate. Thank you all and have a great day! EDIT: Minor fixes and formatting errors, also added some pictures.
  8. Advice for new carrier captains (tiers 4&5) and apologies for the wall of text to follow. So... you finally unlocked a CV and want to be the next Captain Chtholly (https://na.wows-numbers.com/player/1027898162,ChthoIIy/ ). Well, here are some things you should know. Some would say the CV line is very broken. Very unbalanced at some tiers. And the learning curve when you get to tier 6 can be unforgiving. That's when the game gives you the opportunity to strafe with fighters and manually drop your bombs and torpedoes. And until you learn those skills you will be at a most definite disadvantage. But playing the tier 4s and 5s can be a lot of fun. Play them right and you can rack up the wins. Play them wrong and you will hear nothing but complaints from your teammates. CV's can carry a game, but just as easily lose it before it's even started. One is way more fun than the other. 1) Don't play a random battle until you've upgraded at least your fighters on the tech tree. If you don't, you'll be pwned like a wood cutting noob. So either use free XP or fight Co-op battles until you get them. 2) Buy the Air Group Modifications for your upgrades. They are inexpensive and will certainly give you the advantage over many who don't. 3) Captain skills should be Aircraft Servicing Expert, although Dogfighting Expert comes in handy for US CV's. And then Torpedo Acceleration. If you play them long enough to get 6 or 10 skill points then it's Torpedo Armament Expertise followed by Air Supremacy. 4) When the battle is loading, hover your mouse over the enemy ships to see what their AA level is. There are some ships, even at those lower tiers that will absolutely devastate your squadrons. Just avoid those ships until later in the game. 5) Your planes are on a Carrier, not an airport. Which means you can move around. Ideally you want to be in a place close enough to the action to get your planes back quickly, but far enough, not to be spotted. Also, don't forget to check how the battle is going and relocate as needed. 6) Unless you're directly under attack, your priorities should be BB, CA, DD, CV. And preferably a ship that's all alone or at least on the edge of a cluster of ships. That way you limit the amount of AA that will be brought to bare on your planes. 7) When dogfighting enemy fighters, try to engage them over your ships. It will give you the edge in what would otherwise be an even battle. 8) Watch your attack planes go in, if your target ship thinks it's your target, it will turn. Change your attack angle appropriately until you have the shot you want, otherwise it will be a wasted strike. Bombs line up straight as you can and torpedoes from the side. 9) Many DD's and CA's are very hard to torpedo if their captains are paying any attention because they have such great maneuverability, learn which ones are a waste of time to attack. Unless you're playing a IJN CV, they can come with 2 torpedo squadrons, in which case, learn to cross drop. Basically, you want them to attack at the same time, but at a 90 degree angle from each other. You don't have to worry about the angle of attack on the ship, just the timing and the angle to each other. 10) Don't use your fighters to escort your own planes. It's always a losing proposition in so many ways. If the target is that well protected, pick another one. Instead, use them to keep the other carriers planes away from yours and to spot enemy ships. 11) Yes Spot!... Spot spot spot. Especially enemy DD's. It's often worth it to use a returning DB squadron to just hover over an enemy DD that's causing your side grief until it's sunk. Your team will love you for that. 11) Don't attack ships that are about to die anyway just to get a kill. It's a waste of a strike and takes those planes out of the game for far too long while they return to rearm. But Do attack ships that have taken a lot of damage, even if they're on your avoid list as there's a pretty good chance their AA will be greatly degraded. Also, if you notice a ship has just put out a fire, go for a torpedo run. If you get a flood or two you will do tons of damage if not the kill. 12) If there are 2 CV's per side, coordinate your fighters to get air superiority. You can link your fighters to theirs or just follow manually. But as soon as they're engaged make sure you join in as fast as you can. Also, avoid the fighters that have a higher tier than yours one on one. Just press the alt key when they're on you tactical view to see what tier their planes are 13) And finally. As a tier 5 CV, you will occasionally be up against tier 6 CV's. If that's the case DO NOT link your fighters. They will get wiped every time your opponent tries to strafe your teammate. Keep your fighters close enough to your allies to help when he engages, and your strike squadrons far away. Tier 6 CV fighters can strafe for devastating results without dogfighting and can literally wipe out multiple squadrons at a time if they're in close proximity to each other.
  9. Hello everyone, before I start with this guide I would like to introduce myself. I come from the European server and my nickname is StorozhevoiGnevni, I am a member of RAIN, was part of the roster that won KoTS VI of the European edition in addition to the Grand finals against the CIS server and I mostly play DDs. In soon 2 full seasons of clan battles I gained a lot of experience in playing the T10 Pan-Asian DD Yueyang so I would like to share some tips and tricks of what I learned in those 2 seasons. Hope you all find it helpful and enjoyable! Why should you get the Yueyang? Very often I see people say "Yueyang is just a Gearing with different smoke and deep-water torpedoes." but I don't think that describes the Yueyang quite well. Yes, it is very similar to the Gearing and yes those are the 2 major differences, but those 2 differences already change it's playstyle from the Gearing. It also stands lower in the water so it makes it smaller and harder to hit. The torps have 13.5km of range and with only 0.8km detection they are your main source of damage (remember you can't hit DDs with them though), guns have 11.8km range which is 0.7km better than the Gearing, it might not sound a lot but often you will find it useful as 11.1km in T10 is fairly limiting. In comparison to the Gearing, the Yueyang eats less BB AP penetrations due to having a lower profile and because Gearing has a lower plate that can also cause to shatter DD HE shells. Yueyang also has the gunpower to deal with any other destroyer in a close range knife-fight, the way you should play those fights I will talk about later. Yueyang in Random battles There are multiple ways how you can play the Yueyang in random battles and for each you need a different build so here are some examples! Remember that before any damage farming, sitting in smokes your main job is to SPOT for your team, therefore if your team has no spotting on the enemy it is your job to leave the smoke and help them deal damage that way, sadly teamplay is not rewarded in this game as much as it should be. Your battleships and cruisers can always do more damage than you when they have the spotting so keep that in mind! Gun focused build: With a gun focused build your goal is to deal as much damage to BBs and knife-fighting DDs in close range. You would run smoke and with the captain skills I will link. Obviously it contains the reload module as well, but if you feel like that is not necessary feel free to switch to torpedo reload module. The playstyle relies heavily on sitting in smoke, hitting torps that cause a flood (even one is enough so you try to torp in a way you get guaranteed hits) and then set fires, or the other way around where you first try to force Damage Control System and then torpedo to get the permanent flooding. This tactic can be done with other builds too but in a less effective way due to missing Demolition Expert and higher reload on the guns. With the gun reload of 2.4 seconds you will have a huge DPM advantage over any other DD (unless it is the same built Yueyang or Gearing) that can make you victorious in fights where you have significantly less health. Use your gun power as much as possible, don't play selfishly and just play to deal damage, make sure to contest caps and kill DDs. Try to recognize when your friendly needs help with an enemy DD and try to kill the threat of your teammates. Remember that you aren't the only destroyer that is a threat to enemy ships, there are enemy destroyers that are a big threat to your team as well and you need to be there to help them out! Captain build: http://shipcomrade.com/captcalc/1100000000000011010010100000000119 Prefered modules: DD Hunter build: With a fairly similar build to the gun focused build you still want to maximize your gun reload and maximize your chances when fighting enemy destroyers, but with this build you want to slot radar to be able to counter their smoke or surprise them in the open. Your main source of damage will be torpedoes that will have quite slow reload, but if played correctly your average damage won't be sky high and you shouldn't bother with it. The win rate should be exceptional due to your influence on the game of killing destroyers and removing the threats of your teammates. Captain build: http://shipcomrade.com/captcalc/0100000000000011010010000000001119 Prefered modules: Torpedo focused: With a torpedo focused build in random battles you want to minimize the reload cycle of the torps and make sure that you send torpedoes every cooldown. With the excellent torpedo detection you have you can easily get devastating strikes on enemy battleships and cruisers. When you get a torpedo hit that causes flooding to an enemy battleships try to signalize your team to focus that ship as they most likely used their damage control. Getting permanent fires on them will kill them fairly quickly and help your team win! The more you play the ship or any destroyer for that fact will help you master your torpedo game. Try to predict enemy movements if you can, securing one hit is already very useful for your team! Even though you are focused around torpedoes don't forget to hunt DDs, I recommend radar for this build (even though smoke is as viable, it really is your choice) so don't forget to influence the game by doing what a destroyer such as Yueyang should do, spot for your team, try to kill enemy destroyers, your gun power is still better than what Shimakaze, Grozovoi, Z-52 can ever get, as well as equal to Gearing. The destroyer you certainly don't want to fight is a Khabarovsk but that is a rule for every other destroyer too. Captain build: http://shipcomrade.com/captcalc/0100000000000011011000000000001119 Prefered modules: To sum it up whatever build you are using in random games you must understand you are a destroyer before anything else. The value of spotting for your team is something that is so underestimated among the average players but is so useful for your team and can easily be a game winning factor. You also need to give your best in capping, contesting capture points, positioning yourself between an enemy DD and your battleship so you can spot the torpedoes. Sometimes you will get matchmaking with a carrier in it that will spot your torpedoes or keep you powerless by spotting you or even killing you and you can't do much about it. Those games don't happen always and it is luck based. Go over it and hope for better the next game. Lot of players complain about radar but there is very much a way to deal with it, use island cover to your advantage, practice your dodging and don't put yourself into unnecessary risks in the early game. You have great maneuverability. The longer you survive in a game the longer you can influence the game so save those risky moves for when you have to do it. Yueyang in Clan battles Yueyang is the most popular destroyer in Clan battles and there is a simple reason for it; it is the only T10 destroyer that can slot radar. And other than radar it is an excellent hybrid, something every clan would want. A mix of great guns, great torps, radar, very good concealment, great maneuverability is what in my opinion makes it so strong. There are 3 viable Yueyang builds that all differ in one T3 skill. Which one you take is your own preference, I personally run Torpedo Armament Expertise as I don't find Super Intendent useful at all, I never find myself in need of using over 3 radars in a clan battle game. The other one focuses on maximizing gun power when engaging enemy DD-taking BFT and Reload module over TAE and Torpedo Reload module. If you find yourself often fighting enemy DD then I would call it worth it, but most of the times you rely on your dodging and the support of your teammates to deal damage, if you can dodge better than the enemy DD you will win the trade. Probably the most important factor when playing DD in CBs is spotting; invest time in learning detection ranges of T10 ships and radar ranges. There are 2 ships that you as a destroyer player need to be extremely careful of; Worcester and Minotaur. Why are they so dangerous for you? Because their detection range is lower than their radar range meaning when they get spotted they will instantly radar you. You will probably eat damage when that happens regardless of your position, but if you get caught nose in towards it you will need to turn away to disengage meaning you will get closer to him as well as him to you making you unable to leave his radar range-long story short you are most likely dead or lucky to survive. Therefore when you see one of those ships in an enemy lineup make sure to turn before you can possibly spot him and be ready to run away and dodge. You want to reverse spot him and when in that position you are already unpredictable when they need to aim. Next thing you must learn is to prioritize the shells you want to dodge. Zao shells will over be more dangerous than Worcester or Minotaur shells, BB shells will always be the most dangerous out of all. Watch when they shoot, don't try to dodge before they even shoot because just wiggling won't save you from eating their shells. There are many ways of throwing off the aim even of the shells as fast as Zao's. Dropping your speed completely and turning in a direction most likely will always work for a salvo or two, turning once when he shoots and then turning back as the shells come closer will make you dodge the shells. The more you dodge, better you will get at judgement of the shells and how to dodge them. As a destroyer in Clan battles you usually have a lot of time to think, therefore you must be a step ahead of your caller/commander, destroyer is also a good class for being a caller yourself for the same reason. Look at the minimap, try to see the potential plays you could do that would help your team. Your commander can't react at the perfect time for everyone to tell you what to do and it can be too late. Timing in this game is everything and doing something 20 seconds before you get called to do so can be a win/loss difference. Your every move must be well thought, the time you can see the move and how well you can do it differs the top from good, but if you are already thinking that way, hey you are already good at what your team needs. Becoming a consistent DD player in CBs takes time, it is a learning process and you will make mistakes on that journey, but make sure you learn from those and correct them the next time you get a similar scenario. You should try to always have an impact on the game, even though it is often not so easy, try to be a force on the map and don't sit in the backline unless you get said otherwise (there are scenarios where you simply can't help with anything and forcing yourself in the front line can get you in risk of getting killed, try to recognize those). Three captain builds: http://shipcomrade.com/captcalc/0100000000000011011000000000001119 http://shipcomrade.com/captcalc/0100000000000011010010000000001119 http://shipcomrade.com/captcalc/0100000000000011010001000000001119 Prefered modules: Regarding the smoke Yueyang it is used mostly in a very specific tactic that runs around it such as aggressive flank pushes with stealthy cruisers and the ability to dish out smokes fairly consistently with a lot of charges. Since the cooldown nerf I don't think it is worth for anything else, if you want to smoke up your cruisers in a defensive position I would take a Gearing. Important to remember: -You are the eyes of your team, learn the detection ranges of T10 ships -Be careful when facing a Minotaur or a Worcester -Prioritize the shells you want to dodge, some are more dangerous than the other -Be unpredictable with your dodging, don't dodge when shells aren't even fired -Think for yourself, try to be ahead of your caller and make well thought plays -Timing is everything -Becoming a great consistent DD player is a learning process, make sure to correct your mistakes and learn -Know when to shoot, engage the enemy destroyer and when to run Tips and Tricks Putting yourself in a favourable position in a gun fight: When fighting enemy DDs you must be aware that once you are nose in to him it is basically impossible to disengage before you kill him or you are forced to use your smoke, not every fight is a 1v1, being nose in makes you predictable and easier to hit so if you expect an enemy DD try to put yourself in a kiting position, that doesn't necessarily mean kiting from the start, but if you need to bail you will most likely survive easily plus if there are torps coming there is 90% of the time plenty of time to make a perfect dodge. This is a rule I would apply to every single destroyer in the game. Cap contesting: When contesting a cap both in randoms and especially in clan battles you can expect to be radared, torpedoed or rushed. It is incredibly important to have safety exit route, once again nose in means mostly death so you want to be in a reversing position towards the cap (stern towards the enemy). If the cap is contested and you want to challenge an enemy DD to a fight simply reverse towards the middle of the cap or until you spot him and you should already be in a favourable position. When capping don't leave the cap until you are reset, don't be so scared of radar because you can still pull of the cap for your team and that is where your judgement comes into play. Often in clan battles you will have a ship shooting at you with 5 seconds left on taking the cap, watch when he shoots and if you think shells might be going in front or exactly at the middle of your ship, try reversing in more to the cap as it will always be enough to secure the cap. Most of the time reversing in is something a BB player won't expect and he will miss but don't be overconfident, as it can be a double-edged sword if you misjudge the shells! Always have confidence in your moves, if something doesn't work you will have more experience for the next game. Hope everyone found this guide helpful, feel free to ask questions and please tell me if it really is useful. There would be nothing nicer to hear than that this helps people and that there is improvement! Good luck on the high seas and be smart! [RAIN]StorozhevoiGnevni
  10. So here it is:
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