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Found 9 results

  1. xXElite360NoScopeXx

    THE FDG IS GARBAGE. BUFF IT AGAIN.

    Even after the reload buff this ship has no role or purpose. I despise this thing. And don't give that "oh you're just not playing it right" [edited]. Any ship can made "good" by shear circumstance. It cant brawl (turning radius and vulnerability to torps), it can't BARELY even engage in medium range fire fights because of its gold awful dispersion, and its armor scheme allows 20k salvos even with good angling, turtleback be damned. You combine all of this with a massive bloated ship with mediocre AA and you have the most hated BB in the game. To add insult to injury, all other BBs had their Cits lowered so the relevancy of turtleback armor is now near useless. WG. Buff. This. Ships. Dispersion.
  2. TheGreatBlasto

    Best Ships for the New Meta?

    I have tried my best to be a good team player for all it's worth. I do a decent job of it in BBs and cruisers. I also shout out instructions and tag easy kills. I support DDs going for the cap. Admittedly, I suck at team play in DDs but then I only play stealth IJN torp botes which are useless at capping. (I don't play CVs at all.) The new meta appears to be "to heck with team play and even trying to win" because you're highly likely to lose half your team in the first 5 minutes, so just focus on maximizing your damage score. Last night I only played two games. Both were routs. In the second one, I was in my trusty seal-clubber Wyoming on Big Race. As described above, we lost 6 ships in minutes against zero kills. I ended up as Last Man Standing against 8 ships. I can't take it anymore. From now on all I care about is damage. What ships would you use for this purpose? I'm think RN BBs and mid-tier IJN cruisers. I'm pretty choked about this newest meta.
  3. 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.
  4. I feel like a recent problem is that this High Explosive Cruiser spam meta isn't fun. I feel like it is ruining the enjoyment of the game. So I have been noticing something lately. Have been playing the game since beta, and I have never really felt like this HE cruiser spam has been as powerful as I feel like it is right now. I don't know what it is for sure that caused this to happen. Maybe people have finally become better at aiming than they were for the past 2 years or... maybe there is a new aimbot out or something, but it seems to me that, at this point, cruisers are the most powerful things, and there isn't much that can be done about it other than get a cruiser yourself and play it the way everyone else does, except that if that type of play isn't fun to you then... the game isn't fun. Quit I guess? That doesn't seem good. It seems like we have a cruiser HE spam meta now. I think it probably has a lot to do with the new American cruiser stuff. To be clear, it seems to me that the most powerful thing to do in the game right now is to play a radar cruiser, sit behind an island corner for hard cover and vomit HE, and fire on everything in range. Make micro adjustments to your position, and then when everything is dead or has run away, move up to the next island. Repeat. I don't really see a counter to this. When thinking about it, a lot of cruisers can get their detection radius pretty low. How this Cruiser strategy interacts with Destroyers: If a DD approaches them and spots them, the cruiser can just pop radar, spot the DD and then obliterate them. As soon as the cruiser gets spotted, the game informs the cruiser with that little alert icon that they have been spotted. The DD is already pretty much automatically within radar range because, if the cruiser has the stealth build, the cruiser's radar range is pretty much about the same size as their detection radius, so the DDs can't do their job and spot for fear of getting instantly radar spotted almost the moment they spot the radar cruiser with no time to turn around and get out of the radar zone while keeping the cruiser spotted. Sure the DD can peek around a corner and then if they see a radar cruiser, they can try to pull back and only lose 1/3 their HP to the cruiser, but that isn't really letting them do their job very well. If the DD launches torps, wargaming already designed cruisers to be able to thread the torps, especially if they have hydro. They even made a video showing what their original design intent was: So anyway... the cruiser would be better at spotting than the DD because the cruiser can just drive forward spotting larger ship for their team, and as soon as he gets the little symbol that says he is spotted, he can just pop radar, spot the DD and kill it. Then stop firing, and 20 seconds later go back to spotting bigger ships as his stealth kicks in again. The DDs can't gun down the cruisers. That isn't going to work. If the DD tries to come around a corner and torp the cruiser, the cruiser can notice that he is spotted by the icon, and often times just radar, and gun down the DD, then go back to camping behind the island. The Radio Location Captain skill makes the cruiser know which direction to point to hunt and push into DDs before using radar: wait till the cruiser sees he is spotted. Wait about 10 more seconds while using Radio Location to sail straight at the DD. Pop radar. Kill DD. Thread between the torps that you rightly should have expected. Eat the DDs pathetic damage. Nothing the DD can do. Smoke doesn't work nearly as well in this game anymore because of how many ships have hydro or radar, which ships start having at tier 7, meaning if you want ton ensure there won't be an atlanta or something on the enemy team with radar, you would need to play nothing higher than tier 4 DDs. The cruisers can thread the torps, and the stealth doesn't work for the reasons I said. I don't see DDs as being a very viable class anymore. Why not just play a cruiser? Cruisers have torps too. Some can even stealth launch. How it affects Battleships: The cruiser sits behind an island and vomit HE fire on the battleship until it melts. If the battleship tries to flank, the cruiser just reverses slowly around the island playing Ring-Around-the-Rosie, keeping the island between them and the BB while they can hit the BB, but the BB can't hit them back reliably until the BB dies. The BB won't last long enough to catch him. If the BB gets too aggressive, they could get torps in the side depending on the cruiser, so the BB has to swing wide, which gives the cruiser plenty of time to make sure the island is between them and the BB. How it affects other cruisers: Obviously this is a mirror match so it is generally balanced, but it is still irritating gameplay - just a bunch of people camping behind islands. How it affects Carriers: A carrier trying to drop on a cruiser with defensive fire? Good luck with that. You're probably going to lose more than half your planes. The cruiser will cause panic on the planes, and then thread the torps. AP dive bombers don't work that well on cruisers. HE bombers don't work that well on anything, and the cruiser can just put out the fire. Even if you manage to damage the cruiser, it probably won't be worth it. Additionally: On top of all of that, it is unrealistic. Where are these islands in real life that you can hide a 8 story tall building sized cruiser behind that don't have beaches, and don't slope up slowly, but instead go nearly vertical as soon as the island comes out of the water? (Yes I know that does exist in some places in the world, but that is the exception, not the rule. Don't show me pictures and go: "Huh huh! See! Here, and here, and here! Yer wrong! I love proving people wrong with technicalities because what they said is mostly true, but isn't absolutely 100% true all the time because I am autistic!") The point is that isn't how naval combat works. This isn't World of Tanks where we are having this peek-a-boom stuff. They even made a video about it: Except that this actually does work and is pretty much the most powerful thing to do in the game for cruisers. You just don't actually expose your ship around the corner of the island. You shoot over it, or reverse with it in front of you until you can shoot over it. The thing is, I don't know what to do about this. It is super powerful, and I don't see a way to counter it, but it makes the game... not fun... so... I don't know. Nerf radar so DDs can spot and stealth launch torps at cruisers more? Torps would probably become too powerful then. Smoke would be super powerful too. Get rid of smoke too? Realistically, Wargaming isn't going to do either one of those things, and probably shouldn't. The obvious answer seems to be, "If you can't beat them, join them." Get a cruiser with a high rainbow fire arc, and vomit fire on everything. Us the strategy. It is the best. What if you don't like playing that way though? Sorry? That is what this game is about? Quit? Ehh... Doesn't seem like a good answer.
  5. So i got Bismarck a while ago, and I cannot figure this ship out for the life of me. I've had 2 decent games in her since I bought it, neither over 95k damage. Other than those two, my average damage is 33k. I can't snipe cause bad range and terrible dispersion, and can't usually push cause I get focused and die. I would wait to push, but the moment I'm spotted, PT goes to 4-6 right away, and get torched and die or loss 70% of my hp in the first few mins. I find her hard to handle and usually end up blundering around and not able to do much. What I do shoot at I miss or bounce/shatter. The one decent game I had was a two-Bisko division with @Avenge_December_7, but other than that one one, it's been really rough. I did well in the rest of the German BB line, even Gneisenau, but I cannot get Bismarck to click for me. I'll try to bow-tank, but the HE spam from every BB out there is real. So that is useless. What am I missing? I am about to quit on this line and go play German cruisers. Help needed!
  6. ...when I'm doing good or in a good/strong ship, something wouldn't always go wrong to throw the match or my performance in it. I mean, it seems that every time I'm doing well and having fun, or plan to at least, the meta changes slightly in a flash and all the sudden there is a flood of my counters, AND constant bottom-tiering. When both decide to be nice, but something in WoWS is still against me, I'll get perfect set-ups(even the rest of the team are in perfect ships for defeating the enemy team's line-up) TOTALLY, COMPLETELY, AND UTTERLY RUINED BY TOMATO TEAMS SO BAD, THEY CAN'T KILL spotted 100 HP DDs, and THEY SHOW BROADSIDE IN EVERYTHING, meanwhile COMPLETELY MISSING THE OPEN BROADSIDE OF EQUALLY TOMATO ENEMIES AGAIN, AND AGAIN, AND AGAIN, UNTIL THE TOMATO ENEMIES STOP MISSING OR FINALLY ANGLE. OH, DO I SOUND LIKE I'M ANGRY? THAT'S BECAUSE I AM! Oh, and that's not all, actually. Sometimes there will be clusters of enemy ships stopped or going very slow at one place or another, but instead of feasting and farming torpedo hits on said clusters of enemy ships(no radar in them, by the way), my allied DDs will be deleted because they were so inept that that they were brought down to EXTREMELY LOW health by(OF ALL THINGS) A MUTSUKI FOR GOODNESS SAKE. Sigh. I am so glad when these battles are over, but then when I jump into another ship for another battle, back I am into a match with floods of my counters and I am bottom tier. Oh, and there are MUCH better(read: higher-tier) ships on both my team and the enemy team, but my team's top-tier ships of my class are gone within minutes of the opening of the match, while the only thing gone from the enemy team's top tier ships of my class is any trace of doubt or fear as they farm damage, medals, and Devastating Strikes off my team. I do my best, but it's just not enough. The enemy team's ships are too powerful,their captains are just as undefeatable, and what damage they don't manage to deal to me my counters do. Inevitably, I go down too, and it's a loss by steamroll for my team. If this kind of crap were uncommon, I'd be fine with it, and just dismiss it as a fluke, but it is quite common for me. Also, when I am doing reasonably well against one or two enemy ships that would only be much of a threat if I was on low hp, in come allied torps, aimed miles away from where the enemy ships are, to deliver me as a boxed, gift-wrapped, and set under the tree easy kill for the enemy ships. Does anyone else see this kind of thing happen a lot?(or at all?) If so, please tell me in the poll. Honestly, I try to ignore it and have fun anyway, but constant defeats are anything but fun for me. - Regards, Legoboy0401
  7. 457th_FighterGroup

    Opinions on Kongo

    Hey guys, I've been thinking about a line to grind, or a ship to get. One of the ships I'm looking at is Kongo. Is she a good ship at the moment or has she been powercrept to oblivion? I've seen both opinions.
  8. NeutralState

    I Love You Guys #9

    Must say, player base has been adapting very well to the new all radar all the time meta. It has become quite rare to see a DD smoke in cap for on reason, or over extending. The new meta, for DDs at least, has been a blessing. It teaches the smol botes not to rush to their death in the first 3 min of the match. Challenge: say something nice about the player you despise the most.
  9. Hello all, When I started playing this game in earnest about two years ago I started with the RN cruiser line. I was attracted to this line partly for the smoke and historical value (loved the ROF too). RN cruisers even before the smoke nerf were probably the most unforgiving to new players. I got tired of being squishy, stopped at the Neptune and migrated to other lines that did not depend on smoke so heavily for survival. But while playing up to the Neptune over several months I began to notice how much more effective players became at countering my smoke. And it didn’t seem to matter much if I smoked in open water or behind an island. Standard smoke play for RN cruisers means you smoke up while undetected, deploy hydro and then fire on enemy ships and reap profits. Lately, even in my destroyers players are hitting my ship reliably in smoke while angled or moving back and forth. Combine that with the inevitable torpedoes players send to smoke, Hydro, RADAR, spotter plane and the smoke firing detection nerf and what exactly is the point anymore? Smoke has kind of become a liability. On DDs and CA/CLs that can take anything else in the smoke slot (TRB/RADAR) I take that instead. I have exhausted all mitigation efforts to not get hit in smoke. Smoke screens just don’t seem to matter most times. My theory is that smoke was nerfed right around the time the player base skill had become good enough to overcome the advantages of smoke anyway. Ranked season at T7 with the Belfast fiasco had taught everyone how to deal with smoke ships. Nerfing smoke when WG did only served to further weaken ships that depended on it for survival. Players that experienced Ranked that season came away with new tactics, techniques and procedures to successfully prosecute ships in smoke while players that did not participate were in for a rude surprise if they deployed smoke without factoring in lessons learned. At this point in the game veteran player retention seems to be at an all-time high so this knowledge has been retained. Combine those experiences with the natural progression of player skill at high tier and we start looking at the final nail in the coffin for smoke play. Even I can reliably hit ships in smoke now and I am an average player. I think the solution is that WG should look at evolving the smoke mechanic to reflect the new realities of player skill if they want it to be a useful consumable. Creeping smoke on the Haida and Cossack is a good start but a smoke refresh is overdue. The legendary smoke upgrade for the Minotaur hasn’t been deployed in battle in enough numbers yet for me to form an opinion on that. For clarification, I am not advocating we go back to the days where people could smoke right in front of you and farm you to death but I think we need a change. I know my experiences may be subjective but lately I have seen many players eschew smoke for anything else. Do you think smoke should evolve to match current player skill/meta? Do you think smoke was nerfed too much? Please let me know your observations. Thanks.
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