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Found 214 results

  1. Fixing CV's - give and take

    Well, it's been a popular theme the last few days, and I've been wanting to throw this up the last few days and now is as good a time as any to just throw it in a thread of it's own where I can tweak as I need to as I recall anything I missed. But all these ideas, some good, some bad, some down right insane, they've been mostly one sided. "Buff this thing I use", "Nerf this thing I don't use" "Nerf this for them and buff this for me". And that is all it has really been the last 2-3 years with CV's. At any given time, only one side is being listened to by Wargaming, if at all. AA buff after AA buff from non-CV players complaint's, Changes to USN fighters when IJN really was dominating the game for a time, etc. But aside from Wargaming usually fixing the wrong thing (USN needed strike power, so they buff fighters, AS OP o they just remove it and leave us with one set up that has issues that give other CV's the same advantage they complained about, Manual drop they just keep buffing AA), it's seemingly only looked at from one side, and it hasn't worked. The problem is that we need sweeping changes in both directions, to both CV lines, to the other ships because of AA, to fix this issue. And this is not something you can really just "phase in", this needs to be handled like Arty was in tanks, one patch, change it all, tweaks thereafter. The current list I have, copied from a different post I posted it in - Strafing needs to be reworked so it's not all about micromanaging and close the gap between the super skilled/experienced players and the not so much and newer ones. A debuff to DPS that gives you some control over the aerial fight with fighters and a temporary debuff to bomber accuracy but without being as brutally punishing as it is now for players. Manual drop needs to be removed from TB's or reworked that it's arming range is more similar to autodrops because we should not be dropping torps 1km or less from a ship. USN needs HP buffs to fighters and bombers while taking a DPS nerf, while IJN maybe gains a little DPS but loses some ammo to try and equal out fighters while keeping them different. USN needs, after fixing it's fighters, the return of it's AS set ups, IJN needs in most cases (where it would have more fighters) it's AS setup's removed and replaced with it's own "strike" set ups that match USN's in fighters and maintains it's group numbers just in additional strike groups. USN HE DB's need an accuracy buff plain and simple. CV's may need to have their damaged nerfed slightly on torps and HE DB's, and definitely on the AP. AA on all ships (with manual drop TB's removed from the equation or fixed that they have to drop at range) save maybe DD's other than for weapon consistency, needs a pretty hefty nerf. Re-integrate AA mod 2 and Secondary mod 2 into 1 mod again that buffs both AA and secondary range. Especially with fighters no longer stomping and deleting one another or groups of attack planes, consideration of giving all BB's their own DF AA that has a 1.x or 1.1x multiplier that really just causes the bombers to be less accurate and easier to try and dodge some of the incoming attack. Cruisers or ships like DoY will still have the one that not only debuffs but is far more threatening to CV's planes. Make "Emergency Takeoff" a built in mechanic, not a skill, and change the skill to maybe lessen the penalty we get from it. As it currently stands the skill is effectively useless and do just as well, arguably better, just investing in DCP II, maybe the flags/skills that cost less to hasten it's cooldown. Overall fighter DPS rework to lessen the power gap between tiers One of the big issues is in simpler terms "good vs bad" CV players, and a big factor in that is strafing. And I get there should be some skill and player influence in it, but the current auto delete, no matter how you dice it, is a problem and "git gud", the usual answer, is not the solution. It needs a rework and if for fighters caught in it it becomes a DPS debuff that's reasonable, it can give the player using strafe an edge, and makes it worth using, while still leaving the other player, should luck be on their side, a chance, while also meaning if it isn't, they can still maybe hold up the fighters for a time. And make it debuff bombers like DF AA does but maybe sticks for a few seconds after and/or slowly recovers as the groups "get back in formation". Manual drops by TB's are a big reason AA has been buffed so much, and why at one or two points ship agility was buffed (though agility was also partially torps in general). And look, I get for as things work now, drops on targets in smoke and taking longer range shots, rare as that last one seems, are a thing it's used for. But as it currently stands, the ability to drop torps under 1km where they can't really dodge is a problem. And let's be honest for a second, those o us that have played long enough and/or are good at it already know how to compensate for the only way to counter it - turn into them before they arm, so that even though they turn in, they still arm. The mechanic does more harm than good and despite what some people say about "auto drop being useless", it's not and if for some reason CV's are that hampered without it, I doubt they will be unless they fully remove it so we can't torp ships in smoke, they can make changes to auto like they did at tier 4 and 5 to compensate. USN vs IJN needs a ton of work as does tier vs tier. USN fighters need to be brought down to a level that IJN is actually competitive in a one on one fight. Which also means we can also balance other nations fighters better. And IJN fighters need some slight tweaks as well. The backbone of USN striking power has been DB's since day one, and the HE DB's need to be a bit more accurate to actually be truly effective. And where as IJN has numbers, USN needs a bit more raw survivablity than IJN's attack planes. With fighters balanced we need the fighter group count of set ups to match, so, as an example, Lex get's 2,0, 2 back for AS and keeps the 1,1,2 for strike while Shokaku AS is the 2,2,2 and it's strike is 2,3,2. All lines should have an AS option and strike option, not one way to play. And a lower tier CV needs to be able to stand a chance against a higher tier one unless the plan is CV's only see CV's of the same tier. It's needs to be a flavour where IJN fighter planes hit a little harder, but run out of ammo faster and don't do as well in AA with faster DPS drop off as they lose planes, where as USN fighters don't hit quite as hard, but DPS doesn't drop off as fast, they better withstand AA and have ammo to spare. Not terribly different from now, but evened up a bit. On the attack side, IJN has sheer numbers to overwhelm defense and get planes through AA, but is a little more likely to be taking losses where USN has those fewer groups, but higher HP means they aren't losing as much with less to be shot at. IJN basically having that good feeling alpha punch people like, where as USN is really more for DoT and smaller ships, or people that just want to watch the world burn. With manual drop properly tweaked or gone, AA needs to change. It needs to be lowered so that ships that run off on there own, even if they build AA, are not completely immune to air attack. CV's should lose some planes attacking lone ships, but not necessarily entire groups, and definitely not whole strike forces. Unless of course they attack a huge group that is a couple BB's and cruisers popping DF AA, then heavy/total losses should almost be expected. But they should be able to attach 1-2 ships without catastrophic loss of aircraft on the way in. Go back to needing some actual teamwork when a CV is present in case it's bombers get past your CV's fighters. But, while the actual damage is nerfed, Secondary and AA mod 2 should be recombined into a single mod that buffs the range of both once again so those that take it aren't just upping AA or secondary range. Also, perhaps consideration that as said above, BB's get a DF AA consumable, other than ships like DoY and Hood that would have unique versions, that offers little or no buff to AA damage, but scatters the incoming planes to lower their accuracy to try and make it some more of the damage can be dodged. Especially if for IJN strike, as the IJN line has always had torps as it's thing, expands on TB groups at lower tiers than it used to. To hell with realism, as that was some's argument for it to be this way in the first place, but CV's, that have the longest time between strikes (30 second rearm for IJN, 40 for USN, 10 seconds for 1 group to take off, travel time, variable time to land planes based on ship speed, angle to planes, etc, wash, rinse, repeat), need to not be totally shut down by fires. Yes, in an ideal scenario they should never be on fire, but happens. What we currently pay 3 points for, "Emergency Takeoff", should just be a built in mechanic and the skill takes time off the penalty. Because as it stands it is better time wise to actually have DCP II, and if you want to make it even better, equip flags and skills to lower it's cooldown, that cost less than Emergency Takeoff. And if, after we've lowered AA to a reasonable level, maybe given BB's a way to debuff attack plane accuracy if they have no cover once or twice, maybe upped some ships AA ranges with the modification change, and moving torp attacks far enough back there is in fact time to maneuver, CV's have somehow come out over-performing and doing too much like the days of old, well, maybe at that point we need to eat a bit of a damage nerf to ordnance to even things out a bit. Maybe there are other changes in general CV's are going to need that, as of this moment, I haven't recalled or thought of. But we need tweaks that lower the gap between "pro and Joe" CV players, we need to fix the performance gaps between IJN and USN, we need to balance out AA while not allowing CV's to come in with point blank alpha strikes that can deal 40k+ damage. Maybe I have the right ideas, maybe my ideas are off, but there is one thing that isn't going to change - CV balance can not be dictated by just 1 group or community of players, or by any 1 group/community at any given time. The Pro's at 60%, the Joe's around 50%, the IJN players, the USN players, The CV, BB, CA/L and DD players, we all need to hash it out and be willing to compromise on changes that may not fully satisfy all parties because it's not exactly the thing they want, but at the same time is acceptable to all parties as a decent enough middle ground of what everyone want's. It can't just be the BB/CA/CL/DD players shouting "Nerf CV's", the CV players saying "Nerf AA" or "Buff CV's", the Pro player's saying "Git Gud" and the Joe players going "remove X that the Pro's abuse on us", The IJN CV players saying "Nerf USN or "Buff our CV's" and USN CV players the same thing about IJN CV's and theirs. This hasn't worked for basically 3 years now, 1 of Alpha/Beta and 2 of release, we all need to compromise if we want this issue finally fixed, and fixed right. Or at least right enough for everyone to be content.
  2. IJN Cruiser Guide

    IJN Cruiser Strategy Guide This general guide works for all Japanese Cruisers, as a history buff on the side I like to incorporate some real world philosophies and strategies used by the respective navies and apply it into the game. If you just like to see my ship and commander build just skip through my background section. Some Historical concepts Japanese ship design in WWII was a mix of good hull designs and armament but poor technology in terms of radar and other aspects as compared with navies from the other nations. As we know IJN radar technology and fire control systems was quite underdeveloped compared to the USN, RN, and Kriegsmarine even by early war standards. However, even with this disadvantage they were still able to push back the British and American navies from the beginning of the War in 1939 to 1942 and even enjoyed some victories in the late war period against radar equipped USN ships. They understood their disadvantages and developed equipment and tactics to counter these. The common Japanese naval tactic was to approach unseen during the night, using their night binoculars and expertly trained lookouts they could spot a ship at 20,000 yards. Once all ships were in favorable position the lead ship illuminated the target with a high powered searchlights or even no lights at all and bombard the enemy with shells and torpedoes. The attack was intense to cause massive confusion and before the enemy could react they used the cover of darkness to slip away or to reload for another attack. So, What does this mean in game Well at first I recognized night battles and search lights are out of the question as it is not a game feature or designed in this way. However we have the concealment mechanic to substitute for this, if the enemy can't see you then you're basically in the "night". My entire loadout philosophy is going to be focused around concealment and fighting battles on your grounds. Many of the national characteristics already favor this approach, the IJN cruisers have high base concealment, accuracy, maneuverability, long range torps, and slow turret traverse. My loadout (I will be using the Zao a basis) Keep in mind our goal is to be sneaky and fighting battles on our own conditions General Loadout (Ships T5+ as they have access to more upgrades) 1 Slot: Main Armaments Mod 1 - A no brainer choice, as your guns and torpedoes are your primary weapons and reducing incapacitation chance is always important 2 Slot: Amining Systems Mod 1 - This should be the standard choice as your guns do quick significant damage and are already accurate, this mod makes your shot grouping even tighter. Using main battery mod 2 for turret traverse is ill advised since the turrets are already so slow it makes a small impact. The only ship I'd recommend with the mod is the Atago/Takao as their stock turret rotation is fast enough (though still slow) to keep with your turns. However you can tweek as you like. Also for AA mod again the Moyoko Ibuki and Zao are the only ones that can make the build viable as they have numerous small caliber AA guns with a good overlap coverage. 3 Slot: Damage Control Mod 1 - Again no brainer as it reduces chance of flood and fire 4 Slot: Damage Control mod 2 or Propulsion - This slot is completely to the person's liking, personally I chose propulsion as it boosts my mobility. Since all the cruisers up to T10 with fully upgraded hulls have a rudder shift of 7.1sec Steering gears is not really necessary, so having propulsion combined with my already fast rudder is a good combo. THis gives you high mobility which should allow you to not take hits thus kinda making Damage Control Mod 2 irrelevant. 5 Slot: Concealment System Mod 1- This is a very important choice and one which the entire loadout is based upon. Concealment mod allows your detectability to be very low as your stock concealment is already higher than other nations. This high concealment allows you to position yourself and bring all your weapons to bare before launching the attack, if need be you can hold fire and maneuver to drop off detection. 6 Slot: Main Battery mod 3 or Torpedo tubes mod 3 - this is again to personal tastes though I recommend taking main battery as the high detectability of the torps in the current meta especially at high tiers outweighs their capability. Consumables: Catapult Fighter Hydroacoustic - I would recommend this only for tiers 6 - 7 as CV threat is not that significant and close range battles are common. At high tiers Def AA is a must. This depends on your playstyle if your looking for extra AA protection then go AA if your DD hunting or doing close range work which the night battle streaty is all about stick with Hydro. Repair Party Commander Skills: 1 point: Preventative Maintenance, Direction center, and Priority Target 2 point: Expert Marksman 3 point: Demo Expert, Superintendent 4 point: Concealment Expert, AFT Most the these skills enhance your ability to do damage and boost survivability, Japanese cruiser armor is quite good compared with other nations but are still vulnerable to BBs and other cruisers. The first slot of skills allows you to reduce the chance of your primary armament going down and boosts survivability for both surface and air action. Expert marksman is a no brainer for your very slow turret traverse. Third point skills are also straightforward, though you could sub in BFT if you're looking for more of an AA build/support role though I would only recommend this on the Moyoko, Ibuki and Zao as they have better AA armaments. For the four point slots Concealment is important as combined with Concealment mod it makes you a ninja and the main point of this build, and AFT for a boost in AA especially for mid to high tier play when CVs are more numerous. Playstayle: Using the basis of the night attack strategy it is quite clear how to utilize your ship. As a cruiser you're job is to escort and support other ships since IJN cruisers do not have good AA your primary tasks will be to deal support damage and kill DDs. Use your concealment to maneuver to an advantageous position, take the time to bring all weapons to bare. You have to choose your engagements carefully and make sure you have an upper hand and the element of surprise. Once you're ready you can start the attack with either a stealth torp launch or main battery, once the target is eliminated go back to being a ghost or if conditions become unfavorable drop off detectability and reposition. Conclusion: This build is strictly using the Japanese disadvantage to your advantage and is revolved around sneaking to allow you to be in an advantageous position for your attack. Just like IJN tactics during the war which worked to a surprising effect against ships more advanced than theirs. IJN ships in game are not really cut out for support roles as they lack good AA, smoke, or good Hydro but they do make up for HE, accuracy, long range torps. There is a lot of freedom in this build and you can tailor it to however you want to play it. Though the main focus is concealment which gives you that positioning capability and fight on your terms, don't be afraid to hold fire till you're close or in position.
  3. Hello everyone! I decided to create this poll as I couldn't find any new polls with all of the new lines. (As Pan Asian's just came out!) Have fun voting!!! Feel free to post comments below :) Additionally, if you have not played up to any of the tiers listed here, still feel free to vote in the tier that you have played/played against. [I'll include some of the dd's that are already in supertesting (IE the T-61)!] Also, in case I screw up and accidentally post this too early (like my cruiser poll), just abstain from voting until I fix it up :) On that note..... here's the link to the Cruiser poll I made a while back if you are interested! Thanks, supernovabn (P.S. Also, thank you to Battleship_MaineMk1 and the NA Community Discord for helping me get people to vote!)
  4. Any Musashi Updates Spotted?

    Hey guys, Just wondering where the Musashi stands as of now after that Facebook page release. I love my IJN BBs and I’m looking forward to snagging the Musashi for free if it will be at the rumored 750k free XP mark. Already saved up 550k and counting. Also wondering what gimmicks or abilities will be given to it to balance out the weak AA suite and the high dispersion that was shown. Any and all speculation or suggestions are welcome!
  5. Today's article is on the Operation Watchtower flag. Below is the story that it bears... It is December 7th, 1941. The Imperial Japanese Navy has just struck Pearl Harbor, and the United States Navy has lost a large part of their naval force, from well-trained sailors to their crowned jewel of the Pacific, the USS Arizona. The Japanese continue to strike against the Americans, and stalling tactics to delay the enemy till resources can be regrouped and compensated for, especially with the threat of German tanks and Italian submarines sitting across the pond by the eastern skies making things even more challenging. The Americans have little time to try to find an opening to create momentum, or else they will have to fight a naval version of trench warfare if the Japanese secure themselves firmly in the Pacific. Options are rapidly closing, as are supply lines. The last allied bastion that can provide consistent support is the Australians, of whom are slowly being choked to death by the Japanese as well. Cutting this supply line off will mean other South American navies (if their nations can even be convinced to join) will have to provide major assistance, of which they are nowhere near cut out for, even with their total combined force. It is now early June 1942, and both America and Japan are looking through there crosshairs, and both gazes have landed on the island of Guadalcanal. Suddenly, the word ally is no longer a general term, but now is an extension of your friend's hand, and vice versa. In early July 1942, troops and supplies from American were sent to New Zealand. Among them was a division from the decks of the USS Texas herself, the 1st Marine Division. Allied aircraft began spotting and mapping Axis positions, while the Allies finished organizing and positioning there 75 warships. From the bridge of USS Saratoga, the allies kicked off their first offensive. Gavutu and Tanambogo were assaulted by 3,000 U.S. Marines on August 7th, and Japanese forces were fiercely shoved off the island. Up next came the battle of Salvo Island, where 11,000 US Marines attacked and help key positions to drive the Japanese out. Salvo Island allowed the Allies to take a quick breather and was resumed at the eastern part of the Solomon Islands. It was here that Saratoga and Enterprise launched deadly plane attacks at Shokaku, Zuikaku, and Ryujo. Ryujo found herself at the bottom of the sea, and later on, Mutsuki joined her. The USS Wasp set up in position, and in a few short hours, the IJN went from having complete control of the area to being forced to run supply convoys under the cover of the pale moonlight. Months later, in early to mid-October, the Japanese carried out an attack on Henderson Field on the island of Guadalcanal. The Japanese had issues communicating a delay in the attack, and the armored divisions attacked separately from the infantry units by a good 4 to 5 hours. The result was a minimal loss for the Americans to the tune of 80 men, while the Japanese lost nearly 3,000 troops. However, the Japanese had become even more angered, and were determined to take Henderson Field. Battleships Hiei and Kirishima were deployed with shore bombardment shells. However, Enterprise was there for the fight and swiftly sank Hiei. However, Kirishima was running wildly about and was cause for concern. Halsey detached battleships South Dakota and Washington along with Enterprise to sink the Kirishima. While Enterprise kept the battleships clear, they bombarded Kirishima until she was nothing but a semi-organized lump of matter that was slowly sinking into the sea. As the operation continued on, the Americans and other allied troops continued to shed Japanese blood over these islands, and finally, on the 9th of February of 1943, the Americans could truly call the islands and region theirs. In the words of a sailor from the USS Saratoga, “We have built a watchtower in which we can pick a fly off a Jap at any distance we choose.” The IJN began to be more reserved about where they put their ships now that they were rendered useless. Days before, the IJN was patrolling the waters as if they had owned it for centuries; but now they were forced to move troops under the cover of night, and still had many risks to endure by doing that. This is a short summary, but the list of the engagements and valor of the men fighting in this operation goes on forever. These men made the impossible happen and were willing to tough it out for the sake of the world. If you wish to fly the flag of Operation Watchtower aboard a ship that was in the campaign or complete the missions for the flag in ships that were involved, here is a list of them. While some ships are sisters or refits, you can only come so close matching them. These are the ships of Guadalcanal, and the victors of Operation Watchtower.
  6. Hi guys! The news keeps rolling in faster than I post. I do apologize for the spam. Here is the pics. Looks pretty good! Credit to @shadedude60 for finding these. Fair winds and following seas captains!
  7. Hi everyone, As we all know, WoWS was introduced with only IJN and USN tech trees right from inception. Many changes have been made to them over time, but they are still fundamentally similar to how they were entering Open Beta. However, with the inevitable power creep and addition of other nations to the game, it has made me raise an eyebrow to the current state of the USN and IJN tech trees. Is Yamato still the monster she once was compared to upstarts like Conqueror or Kurfurst? How bad is Shimakaze compared to other T10 DD's? Is New Orleans really the weakest T8 cruiser? My main question to you is this: with the current meta and understanding of the game mechanics as we know them now, if any of the Japanese or American tech trees were added to the game today in their current state, would they be considered STRONG, AVERAGE, or DISAPPOINTING compared to their contemporaries? Remember, this question is being asked in the context of the entire line(s), and not individual ships. I'm very curious to know what you guys think.
  8. I happened to see this while searching for something and thought it was pretty funny: The Question was, Why are Japanese Battleships so loved in WoWs? https://www.quora.com/Why-are-Japan’s-battleships-so-loved-in-World-of-Warships What's your answer?
  9. IJN torp

    So, after countless deleting from BB ( 15 000 per shell on average 30~ sec reload) can we please get our torpedo spotting distance back ? every other DD is better at torping than IJN sure they do lots of damage (24 000 raw 120~sec reload) but its irelevant if you cant hit anything unless the moon is aligned with the 3rd sun and the obvious mistake someone made to be hit by those and position is useless when most BB can outrun you in a straight line and most ship has now some form of radar or sonar making 8km torp useless and 10 km torp painful oh and engine damage
  10. I'm serious, the AP secondaries the IJN BBs have feel so overpowered sometimes. I feel like nobody actually realized they exist. But I can't count how many times these secondaries have saved my butt, they deserve to be at least as feared as the German secondaries. Even though they fire AP they work really well, it's hilarious how quickly German BBs lose health to them simply because they think they can get away with being broadside when my guns are rotating, not to mention the secondaries can rip 8k chunks out of CAs who think they can torpedo me. Oh, and does anyone have any good brawl footage from IJN BBs, it's always funny to watch.
  11. Tips for Fusou

    Hey guys, I've got only 35 battles in Fusou, but recently my salvos have literally been doing nothing. I can have the full broadside of a ship but my long range plunging fire just shatters. Is there a mechanic I don't know about or am not using correctly? I'm aware that AP loses pen as range increases, but to a point where they just shatter? What am I doing wrong?
  12. Had a pretty lucky game in Shinonome. Yamamoto's special self repair gave the ship just enough HP to get the 6th kill.
  13. Junyo if is possible?

    Awhile back a few months I finish model IJN cv name Junyo. It was Kashiwara Maru( an ocean line) then converted into a Shokaku class. The Bridge same one on Taiho & Hakuryu. The next part I'm reading off the Instruction: It first saw Action in MI Operation in June 1942 in the attacks in Dutch Harbor on the 3rd & 5th, early October saw action in Solomon's, Guadalcanal Attacks, the battle of the South Sea, & 3rd battle of the Solomon's ( 9th of Nov.). It was damage near Okinoshima Island on Nov. 5th 1944 by US submarine then towed back to Kure by IJN cruiser Tone. The last battle it became Flagship of the 2nd IJN air fleet in the Battle off Mariana between 19th & 20th of June after that it receive 2 direct hits at funnel then torpedoed while in transportation to Brunei on 9th of Dec. sent to be repaired at Sasebo for the last time. The repairs started in March of 1945 then suspended in April of 1945 and then scrapped in 1947. Specifications for the Junyo: Trail Displacement: 27,555 tons Waterline length: 215.3 m Maximum breadth: 26.70 m Maximum speed: 25.5 knots Number of planes carried: 48 regular & 5 auxiliary Flight Deck: 210.3 m in length & 27.3 in width Date of Completion: May 3rd 1942 at Mitsubishi Nagasaki Dockyard Modernization: 8/1944 12 x 1 - 25/60 96-shiki & 6 x 28 - 120 AA rockets My option a well rounded tier 8 CV. Probably same tier aircraft as Enterprise. It maybe good can date for a premium ship. Let's see WG going to do?
  14. The role of IJN destroyers.

    I've been watching the pan asian destroyer line reviews and noticed that they have excellent torpedoes, best in class torpedo detect (excluding the soviets) US gun systems, and radar. Looking at the stats they appear to be torpedo boats with US guns. I was looking at these and wondering, what's the point of getting any IJN DD at all now? They cannot play the objective, they cannot perform their torpedo role effectively, and they cannot fight DDs or apparently perform in clan battles. Is there something I'm missing here or should I ditch my beloved kagero as soon as the pan asian DDs come out?
  15. I was thinking this Sunday, October 1st Time 8-11pm Eastern US time. Chapter one “attack at Guadalcanal” USN task force 2 carriers USS enterprise and a Lexington class carrier(Saratoga) 1 battleship USS North Carolina doing escort duty and shore bombardment and 2 heavy cruisers a New Orleans class cruiser and an Indianapolis. And 4 Mahan class cruisers doing shore bombardment and AA protection. USN OBJECTIVE is to take out the Japanese Air base at Guadalcanal represented by 4 Carriers beached on the island THESE CARRIERS CAN NOT BE TAKEN OUT BY AP OR TORPS ONLY BY HE AND HE BOMBS. IJN group 4 Zuiho class carriers together beached on the island representing the airfield together the USN will have a delay so you can get into position. And 1-2 Ryujo carriers with 2 tier 2-3 DD escorting each Ryujo only. IJN OBJECTIVE don’t let the USN take the air base protect the air strip don’t let it get destroyed. Chapter Two “first battle of Savo Island” "night battle if we had a night map" USN task force South group HMAS Canberra (perth) USS Chicago (Indianapolis) 2 Mahan class DDs. The north group 3 New Orleans class cruisers Vincennes, Astoria, and Quincy with on Sims class DD and a Mahan class DD. Eastern group of USS San Juan ( Atlanta class) and HMAS Hobart (Perth Or a Leander) and west group 2 Mahan class dds doing scouting perimeter duties. USN objective protect the Island from all Japanese opposition and protect oil coliers from attack (Langleys)(optional). IJN group 1 Chokai (represented by a Mogami class cruiser or Atago or ARP Takao as Chokai try not to use the flashy paint if you can lol) 2 Aoba class cruisers (Aoba, Kako) 2 Furutaka class cruisers (Furutaka, Kinugasa) and a Tenryu and Yubari cruisers with one Kamikaze class DD. IJN OBJECTIVE push the USN task force out of the island and kill 4-5 cruisers. Chapter Three “battle of the eastern Solomon’s” RUN ENTERPRISE RUN IJN TASK FORCE, 2 Shokaku class Carriers (Shokaku, Zuikaku) and 1 Ryujo class carrier 1 Kongo Class Battleship providing AA support only. And a screening AA cover force protecting the carriers consisting a Mogami ( because we don’t have a Tone) Chikuma cruiser ( also a Tone class but will be represented by a Mogami ), 2 Kagero DDs (Amatsukaze, Tokitsukaze) and 2 Musuki’s dds and 2 Minekaze providing screening protection from aircraft. IJN OBJECTIVE is to SINK THE ENTERPRISE. USN Task force, 2 carriers USS Enterprise and USS Saratoga (Lexington class carrier) 1 battleship USS North Carolina providing AA screening. 1 Pensacola class cruiser (Salt Lake City) and Northampton class cruiser (Indianapolis) 1 Portland class cruiser (Indianapolis), light cruiser San Juan (Atlanta class) and 5 US destroyers Farragut, Sims or Mahan no more than 3 of one type of Destroyer. USN OBJECTIVE is to SURVIVE AND. Protect Enterprise at all costs and protect Saratoga and Sink 1 IJN carrier and escape to fight another day. how to get into the training rooms >
  16. What are IJN's signature ?

    So, american got AA/strong frontal armor, no more citadel ( underwater ) german got strong belt armor, turtle back ( no citadel unless lifting the belly in turns ) and very potent secondary british got conceilement, no citadel ( underwater ) great fire chance and great reload, exellent heals, belt armor melts to IFHE cruiser, strong ap fuse against cruiser IJN got long range (somewhat, need spotter plane to trully outrange), better overal guns, weak all around armor, speedy but everyone can go 30nts now, accurate but long shell flight time , overwater citadel so, if we check what makes IJN relevent ( speed, accuracy, range, ) every battleship past tier 8 can go 28-30 knots so speed is irelevent range and accuracy, you need a spotter plane to outrange other ship, however the shell flight time is so long that firing at 18-20 km is almost as useless as trying to ''snipe'' accuracy is negated by the flight time, everyone prefer british velocity over ijn's accuracy plus those ship are super squishy compared to their counter part with that high citadel, even british BB with that IFHE weakness doesnt compare to them is there anything to fear IJN's BB or they are just XP bag waiting to be farmed ? should they be revisited by devs ?
  17. I have been playing this line for some time now. I was having some fun, but then at tier 7 everything is just really bad. I'm constantly uptiered, have to fight Yugumos and Fletchers, and I'm constantly spotted. My torps are sh*t and everyone sees them super early. Frankly, I'm not willing to be doing this crap for 2 more tiers before getting Shimakaze, which also seems shafted at its tier. So should I just quit a d grind something else? And if so, what should I start grinding? I'm thinking about continuing the IJN cruiser line (have furutaka) or the Russian cruiser line (have svietlana).
  18. Hello, I may be asked to edit this , but I hope that you all will enjoy this "Shift Battle Footage" video set to Music. This is not intentionally a Instructional Video, but it still may be helpful. It is intentionally to have fun and is about 8 minutes. If anyone has an issue, please let me know and I will work it out as best I can.
  19. The old girl rocks!

    I played through Furutaka over a year ago and loved her greatly, much more than Aoba that followed. I haven't played her since, but I recently started leveling my new RU account and got to the mighty Taco a few days back. Initially I thought I'd just have a few games just to get to Aoba, but I'm now almost 30 games in and, by Poseidon, she rocks so hard! The revamped skill tree, cheaper CE and introduction of new squishy cruiser lines, as well as current epidemic of BBs shooting HE (and not only RN BBs too) all work in her favor. So, if you did like her before, I strongly recommend to have another go, because it's just so much fun. And if you struggled at earlier stage, it might be a good time to try again and maybe you'll get to love The Mighty Taco
  20. Hi guys! So, while trying to get the achievement for getting 30k torpedo damage, and 15k main battery damage in ships like Akizuki, I got my best match in her yet: Oh gosh my hands were shaking. I saved the game by resetting the cap, it was awesome. Replay for those interested: https://replayswows.com/replay/5309 Fair winds and following seas captains!
  21. I was thinking this sunday Time TBA POST WHAT TIMES WORK BEST FOR YOU DOWN BELOW PLEASE Chapter one “attack at Guadalcanal” USN task force 2 carriers USS enterprise and a Lexington class carrier(Saratoga) 1 battleship USS North Carolina doing escort duty and shore bombardment and 2 heavy cruisers a New Orleans class cruiser and an Indianapolis. And 4 Mahan class cruisers doing shore bombardment and AA protection. USN OBJECTIVE is to take out the Japanese Air base at Guadalcanal represented by 4 Carriers beached on the island THESE CARRIERS CAN NOT BE TAKEN OUT BY AP OR TORPS ONLY BY HE AND HE BOMBS. IJN group 4 Zuiho class carriers together beached on the island representing the airfield together the USN will have a delay so you can get into position. And 1-2 Ryujo carriers with 2 tier 2-3 DD escorting each Ryujo only. IJN OBJECTIVE don’t let the USN take the air base protect the air strip don’t let it get destroyed. Chapter Two “first battle of Savo Island” "night battle if we had a night map" USN task force South group HMAS Canberra (perth) USS Chicago (Indianapolis) 2 Mahan class DDs. The north group 3 New Orleans class cruisers Vincennes, Astoria, and Quincy with on Sims class DD and a Mahan class DD. Eastern group of USS San Juan ( Atlanta class) and HMAS Hobart (Perth Or a Leander) and west group 2 Mahan class dds doing scouting perimeter duties. USN objective protect the Island from all Japanese opposition and protect oil coliers from attack (Langleys)(optional). IJN group 1 Chokai (represented by a Mogami class cruiser) 2 Aoba class cruisers (Aoba, Kako) 2 Furutaka class cruisers (Furutaka, Kinugasa) and a Tenryu and Yubari cruisers with one Kamikaze class DD. IJN OBJECTIVE push the USN task force out of the island and kill 4-5 cruisers. Chapter Three “battle of the eastern Solomon’s” RUN ENTERPRISE RUN IJN TASK FORCE, 2 Shokaku class Carriers (Shokaku, Zuikaku) and 1 Ryujo class carrier 1 Kongo Class Battleship providing AA support only. And a screening AA cover force protecting the carriers consisting a Mogami ( because we don’t have a Tone) Chikuma cruiser ( also a Tone class but will be represented by a Mogami ), 2 Kagero DDs (Amatsukaze, Tokitsukaze) and 2 Musuki’s dds and 2 Minekaze providing screening protection from aircraft. IJN OBJECTIVE is to SINK THE ENTERPRISE. USN Task force, 2 carriers USS Enterprise and USS Saratoga (Lexington class carrier) 1 battleship USS North Carolina providing AA screening. 1 Pensacola class cruiser (Salt Lake City) and Northampton class cruiser (Indianapolis) 1 Portland class cruiser (Indianapolis), light cruiser San Juan (Atlanta class) and 5 US destroyers Farragut, Sims or Mahan no more than 3 of one type of Destroyer. USN OBJECTIVE is to SURVIVE AND. Protect Enterprise at all costs and protect Saratoga and Sink 1 IJN carrier and escape to fight another day. how to get into the training rooms >
  22. NEW Video - IJN Kii - WiP

    Well howdy folks and welcome back to your home port! We are having a look at the soon to be released Tier VIII Premium Japanese Battleship, IJN Kii. This ship was provided to me by Wargaming NA in order to provide another perspective for you to consider when trying to decide if you will want to add this ship to you fleet. This ship must at this time be considered a Work In Progress, it's specs may change before it hits the Premium Shop.
  23. 10th Battle in New Zao

    I started up the IJN cruiser line a long time ago. Got to Aoba and just stopped. Ugh. Then I got all of the ARP Myokos and slowly learned how to play an IJN CA. Decided I wanted a 155 Mogami - good choice BTW. Today I unlocked the Zao. This is my 10th battle: I think she's working as intended! BTW some may think my positioning at the start is a mistake. It was a calculated risk and I almost got deleted for it...
  24. So a few of the questions that me and a lot of my friends have been talking about. #1: How to make RN Carriers Unique. #2: How to fix the Graf Zepplin. #3: How to add a 2nd CV Tree? _____________________________________________________________ So a few quick answers and thoughts. - First the Graf Zeppling. Looking at German Dive bombers (Historically) I came up with a very interesting and fun answer to the problem. Mixed multi-bomb payloads. So let's say we take a standard (Used historically) bomb load for the JU-87. 1 x SC250 (250kg) 4 x SC50 (50kg) So why not let this be a bomb load? Maybe even mix the AP/HE bombs. So a 250kg AP bomb. and 4 50kg HE Bombs. This gives the Dive Bombers 1 bomb that can hit and damage larger ships pretty well. And a number of smaller bombs that can explode, knock out AA Mounts. Set fires. And if dropping on a DD give a kind of "shot gun" pattern. The only reason that I can see this not being a great ideal is that MAY be a bit to much math. I mean that WOULD be a lot of bomb drop positions. This of coarse can be used for some other Carriers also. (Maybe the 1 Italian Premium CV that will make its way into the game) Maybe the French Premium CV? ______________________________________________________________ As far as a matter of RN Carriers or a 2nd Tree. (Maybe for a Escort Carrier tree) - As anyone ever thought about the Ideal of some CV's that are allowed to use there "Secondaries" Manually? I mean its not like a lot of CV's have overpowered Secondary guns. The only ships it would be useful against would be DD's. Or maybe heavily wounded Cruisers. Maybe this is not a great ideal for the RN Carriers but I feel like short (3-4 ship) Escort CV's might be a good ideal.
  25. Average at the moment, but it's getting a ROF buff that will bring it in line with Amagi.
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