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Found 5 results

  1. This video is a tour of one of the MK VI Patrol Boat prototypes tested out of Qatar. The Ukrainian Navy is going to slated to receive some too.
  2. anonym_auUiRfWCi1jI

    Naval Gun Factory

    So, there I was researching whether the Mark 1 "Super-heavy" would make it into World of Warships, looking at the picture, I realized that these weapons don't just appear, that in fact, they are manufactured. So what better place to showcase these modern marvels (keeping in mind this game mindset is during WWI and WWII) than here. So, without further delay, here is the beginning of what should prove to be an interesting voyage to the past, when Naval Gun Factories were all the craze. Naval Gun Factory - Part 1 Naval Gun Factory - Part 2
  3. In this link I posed the question to the developers regarding rate of fire per tier level, which KGB replied with "We are planning to use close to historical digits." Now, many here are expecting to grind to and end-tier battleship of our choosing. Personally, with the IJN and USN trees being offered during testing, I am not too concerned with lower tiers. However, when you consider the ramifications to what Wargaming.net has indicated, one may need only review WWI and WWII data to see how the higher tiers will be limited in their ability to deliver its ordnance. Ordnance is something that everyone in any game should be concerned with, that which is the tip of the sword, that spells disaster for those drawing fire. For this discussion, we'll start with what many consider to be an end-tier gun, the 16 inch. Consider for the moment that the Montana will sport 12 x 16 inch main guns, with each gun firing every 30 seconds. Considering one match is 20 minutes, that equates to 40 possible firings-per gun. This translates into a maximum ordnance delivered of 480 rounds. Sounds like a lot? Let's consider that each gun will be loading at the beginning of the game, and the warship plots a route. Let's assume that aerial scouts are airborne and also plotting a patrol route. The mean time between start and contact could be counted in seconds, maybe even minutes, depending on how effective forward screens make initial contact. For the sake of this discussion, 2 minutes have passed. Aerial scouts make contact with forward enemy groups, destroyers, cruisers, and aircraft aloft. Battle groups in the rear take up tracks on these spots, and begin firing. However, fast moving destroyers and cruisers are essentially stripping the sky of your scouts, perhaps giving the 16" batteries a minute, maybe two, to engage. Now we're 4 minutes into the engagement. Surface contacts begin to light up, lower tiers are engaging, cruisers are dumping torpedoes, and more aerial aircraft are entering the fray. Now, the mix is so coagulated that battle groups are pouring 16" ordnance into what is essentially the bane of surface battles, battleships frantically targeting anything worthy of a shelling. It's now 7 to 8 minutes into the match, and both sides have yet to effectively detect, let alone fire on opposing battleship groups. Sure, an occasional scout gets through, and in the few seconds that carrier or battleship is spotted, a river of AA flows into the sky, disseminating that scout element. Rear ships dispatch 16" ordnance to the other support group, until the fog of war returns. 10 minute mark comes and goes. Battleships are no closer to engaging enemy opponent battleships, remaining in the rear to support forward scouting operations, focusing on sightings, damaging targets of opportunity, and combating the occasional scout. Depending on many factors, from communications, coordination, team work, and the ability to focus fire, one team pulls ahead in assets, pushing through forward line. The lesser carrier group, turns, steaming to the edge of the map, while surviving battle groups begin to screen its retreat. Its 15 minutes into the match. One begins to appreciate the value of marksmanship, insofar as the 16 inch gun, since at this point in the battle, maybe 30 rounds have been fired-per gun--a total of 360 rounds. Of course, this assumes the captain firing has his finger firmly pushed down on the firing mechanism when each round is ready. That will not be the case, so this ordnance down range will be less, and since accuracy over range diminishes, less than that will find a target. We have some confidence in knowing that shell travel will be x3 to x4 normal travel time, and give captains some idea of how they fair at long range engagements. Even so, this will not impact reloading times, and every battle group will have to maximize coordinate fire to increase attrition at the target point (MPI). With all this talk of time and rate of fire, how will this equate to player enjoyment once they reach this lofty status of piloting a Tier X battleship that will effectively sit in the rear of virtually every match. Sounds like fun? We'll find out soon enough. Let's compare notes and look at the data supplied, ships, tiers, and the associated rate of fire, effective ranges, and so forth. I'm interested in seeing what all this looks like and how this creates awareness among those that will eventually pilot these ships.
  4. anonym_auUiRfWCi1jI

    Weak Spot overlay -

    We've all seen them, the "World of X Weak Spots" videos. So, Wargaming took no exception to it, and now many use these to augment their style of play. I'm curious how this community will embrace these overlays, how they may influence the overall dynamic by which players engage, and if overlays will be of any practical use by end-tiers, considering. Before we dive off into the actual overlays, unlike World of Tanks, where these overlays were linear in nature, now we will concern ourselves with asymmetric fire, plunging fire to be more precise. Will these overlays be useful? And who will be able to use them? Will Wargaming provide a level of control for aerial attacks to consider these weak spots, or will aircraft be locked into static attack patterns (another discussion, no doubt)? Here's an opportunity to gauge how certain ships thwart off attacks, where they are less likely to, and where a precise hit will slice through a boat like a butter knife. Not so different than WoT overlays, here is a short list of spots to be coded: Magazine Navigation Engine Main Guns AA Guns Side Armor Deck Armor Sweet Spot (Critical Damage, Sinking, BOOM!, etc) Comments? Suggested overlay pics? (Get out your ship diagrams and let the overlays begin!)
  5. anonym_auUiRfWCi1jI

    Main & Other Gun Operations

    This animation has always made me feel warm and fuzzy inside, watching the rudimentary function of a main gun. Though a simple concept to grasp, the actual workings are much more involved, from the communication between top and magazine below, shell selection, power selection, quantities, down to the actual pivot of the turret, elevation of the gun, and fine tuning for adjusted fire. Ordnance being my specialty, the shear quantity of powder stored on a war vessel is mind-boggling, not to mention the tonnage of various shells, from main gun, secondary weapons, small arms, and other ordnance. I'm interested to see other submissions, actual pics, and related material to give this community a greater appreciation for what World of Warships is about. Anti-Aircraft - Rather than create an additional thread, I thought I'd just stick these two images in to show loading of AA clips and where they were distributed from. http://www.navweaps...._Alaska_pic.jpg Crewmen feeding four-round HE-T/SD ammunition clips on USS Alaska CB-1 in 1945 U.S. Historical Center Photograph K-3740 http://www.navweaps....passing_pic.jpg Crewmen passing 40 mm HE-I-T/SD rounds on USS Alaska CB-1 in 1945 The clip that holds the rounds together can just be seen at the base of the cartridges The rounds with green tips directly behind the crewman are HE-T/SD ammunition U.S. Historical Center Photograph 80-G-K-3733 Reference Link http://www.navweaps....4cm-56_mk12.htm Comments? Other submissions?
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