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Found 7 results

  1. l1nv5

    My turn to whine.

    Or just temporary remove it from the game until you fix it completely, please? You could just put it back in the PTS and reward us Stalingrads for getting into the PTS and help you figure out how to make it right. It literally costs you figurative money yet making the player base so much happier. In my humble opinion and I believe WG you have seen it by now that balancing CV is hard and will be taking a lot of time and CV integration is ALL or NOTHING. You either get it right all the way or not getting it at all. You need full manual AA, WOWP level of aircraft control, even individual manned aircraft control for the balance to work. And as much as I know WG, you are perfectionists, you would stop at nothing until getting it perfectly right, just look at how you totally scrap the RTS version and overhauling CV gameplays, how much committed you guys are at doing the perfect things once and for all; why not hear us out, delete CVs, buy over WOWP, integrate it into the game, and then bring CV back. Believe me, your game is already a work of art without CV. Despite some friction I have with radars, the game overall is elegant and CV existence ruins it. I believe you can do it, press that delete button. You can't roll back CV rework now, just blame it on the proposer, fire him and all is good, you are still the perfect WG I know. Come on, do it! Do it... do it... do it.... yes that button, do it... do it..........
  2. A heavy cruiser project (Project C5A3) designed to rival potential adversaries: new ships of this type that were being built in Germany. The main difference from the previous ships was manifested in the enhancement of the ship's main guns located in triple turrets. WGWiki Meep! Meep! This cruiser really is the Road Runner of Tier VIII cruisers. When I think of the Charles Martel as compared to other Tier VIII cruisers, I see a lot of great potential. When the French cruiser line was first advertised, many noted that the ship had a high citadel and that the wet tissue paper protecting the citadel was insufficient for the ship to survive. Because of this obvious weakness, many recommended that sailing the French would lead to disaster and frustration. I have found that this cruiser does not need to be well armored, because like the Khabarovsk, she can sit at a distance and simply pepper her enemies to death with high explosive shells all the while running and dodging everything they are throwing at her. How to Sail Her: This will likely receive some backlash, but I will make the statement, this cruiser excels in open water. I know counterintuitive to traditional cruiser play. The Martel needs to be moving, constantly, and almost never in reverse, although be used to kiting early and often in the match. A sitting Martel is going to be dead from AP in a few short bursts. You want your cruiser moving in open water, zigging and zagging between 13.5km and 17.5km from your targets. I have found that I am most effective with this cruiser at these ranges, at least until the later portion of the mid-game or even late game when you either need to make a play or you are on mop-up duties. So, is the Charles Martel another Heavy Cruiser designed to spam high explosive shells on a target for shock value after getting in as close as possible? Some would argue yes. I find that the Martel is best suited for shooting early, often and starting with the largest ships available. Now this might seem backwards to those who play cruisers/rely on them and those who feel the job of the cruiser is to sink the destroyers first and foremost. Do not get me wrong, a destroyer inside of 11km is still a viable priority target, but outside of that look to bigger slower moving targets. Let your damage per a minute slowly eat away at the enemy fleet. Unlike the Japanese Cruisers which use stealth to get close and punish, the Martel wants to simply get off the first shot while kiting away. Other cruisers want to deal with DDs, the Martel, wants to deal with/impact the overall health pool of the enemy team. During the early game, that is the first five minutes of the match, the most important thing you can do is, ensure you are not seen until you fire your first salvo, be already turning away before you fire, and don’t take massive damage to early. Try to avoid getting any closer than 14km from a BB during this period because inside of 14km they can and will citadel you. Additionally, unseen cruisers screening for them will likely be 2-4km in front of them and will melt you. The key is to try and do 20-30k early damage, cause some fires, evade, and escape to the mid-game where your ship will really begin to excel. During the mid-game 15 minutes remaining till about 6 minutes remaining OR when the enemy is reduced from 10 to 5 ships remaining, your ship needs to pull its weight. No matter the tier. Here, you need to pound overextended battleships, lighting fires as you go. Once one or two are set and burning, move on to the next target. Keep the fires spreading around the enemy fleet. Here you may even find a use for your torpedoes. I usually use my speed boost to get to a weak flank, and since the enemy is usually pushing at this point, here is where I let the torpedoes fly. This is often done between 13 and 10.5km, as an oncoming ship will more than make up the ground to run into the torpedo before it hits its maximum 9km range. Most importantly, during this time is keeping the guns hot. Always be moving and always keep them shooting as much as possible at something. If not, be moving to an area where they will have that impact. During the late game, that is when the enemy is reduced to less than 5 ships or under six minutes remain, you may have to be a little more aggressive. If that means capping, do it. Whatever it takes. Your speed makes you probably the most flexible cruiser in the game (tier for tier). You may have to risk your ship, at least you know you can still outrun problems. Strengths: Speed/Maneuver: So the base speed with my signal flag is 34.1 knots. With the Speed Boost, I can hit 40.2 knots. Only thing outrunning you at that point is a Russian DD…and let’s be clear, you probably don’t want to be chasing a Khab anyways. This really makes this ship the Road Runner as I suggested above. You can outrun just about every design to hurt you, but if Wyle Coyote ever catches you, it’s going to hurt a lot. If I could give advice to Captains (BB and CA) who are engaged with a Martel, break contact (run away) and don’t waste ammo on one that is over 14km away and actively maneuvering unless there is just no other target available. You will miss most of the time, and this can become a very frustrating ordeal as your decks go up in fire. The exception to that comment is the Zao and Moskva, which with their rail guns, seem to have better success. Also, since you are usually operating from a bit further in the back…things like radar are of little consequence. High Explosive Shells: In my ships current configuration, I have a 19 percent chance to cause a fire with each salvo. Not as good as the Japanese cruisers with their 22 percent, but with a faster rate of fire, it all works out. With a range of 17.6km, you will start hitting enemy battleships early in the match and this is always a great benefit to the team. Most BB captains tend to let a single fire burn. If you are trying to stack damage, I found that by the 16-minute mark remaining, I was often sitting at 25k+ damage and it would just continue to roll. I would average about 12 fires per a game in the Martel, and having an Arsonist or Witherer every few matches was not uncommon. Survivability: Yes, I just said that about a French cruiser. Of all the cruisers that I own at Tier VIII (which is all of them), the Charles Martel has the highest survival rate. Interestingly, because of this, I think I have also benefited from a higher win rate, damage per battle, and overall experience. Something about this ship just clicks, and because of its speed and maneuverability combination, it is not easily killed. Even when I did die, it was often because I was the last ship on the field. This ship has the potential to carry a Captain to the late game, they just need to understand how to sail her. Weaknesses: Armor: Wet tissue paper over an ammo magazine. You will get citadel’d from just about any angle if you take a hit. If not, it will almost certainly be a pen. The key is to keep moving, stay over 14km, and dodge. Taking a pen or over-pen is fine if you are greatly punishing the pursuer in return. Health: You can ill afford to get into a gun duel with a well angled cruiser inside of 12km. They will eat you alive. Even if you win the exchange you are usually reduced to under 25 percent health. The exchange in this manner just is not good, and this is in large part due to the soft armor of the ship. Worst mistakes I have seen and committed myself, was getting to close to a Bismarck or other German BB with secondary’s that melt your hull. Destroyers: This ship can deal massive damage to a DD inside of 10km. That is not the point. The slower reload makes it better suited for hitting larger ships. I have struggled with this ship to take down destroyers. However, in the current meta, with heavy focus on BBs, this shortcoming is easily overcome. Other: The torps have good angles, but do mediocre damage for torpedoes and rarely cause flooding. Lastly, there is only one set, so they are meh, if not a bonus. The armor piercing is solid and I have scored plenty of citadel hits on other cruisers from Tier VI to Tier X, but it is nothing extraordinary and seems standard for a cruiser. The shell arcs are in the middle of the pack and I have adjusted to them. They are not rail guns, but they don’t take 3 minutes to land on a target either. Captain Skills: I took the following skills to complete my French Captain, slowly building them over time. This is the recommended order. Priority Target (1) – Always good to know who is looking at you and how many. Expert Marksmen (2) – Turret traverse was important for me as I was constantly re-angling my ship to avoid incoming fire. Demolition Expert (3) – 2% Fire Chance to hit. Yeah…extremely useful. This skill is critical to maximizing the fire starting on enemy vessels. Concealment Expert (4) – I like stealth. I prefer to get in the first shot. I do not like having the priority target indicator showing 4-8 before I ever open fire with my main battery. Adrenaline Rush (2) – Critical in the mid to late stages of the game. This will increase your rate of fire and just makes your ship a juggernaut of burn to enemy vessels. Advanced Firing Training (4) – I elected to go AA build on my cruiser. I was rarely if ever in torpedo range, and therefore skills like Vigilance were never really needed. In 100 games, I think my ship hit a total of 4 or 5 torpedoes. Basic Firing Training (3) – To help finish the AA build, plus made the secondary batteries a bit meaner. Ship Modules: Main Armaments Modification 1: A must have. The turrets on this cruiser tend to get incapacitated on the regular, (especially the rear turret) as you kite away. This will reduce that just a bit. Aiming Systems Modification 1: Again, I want as many shells to land on the target I am aiming at as possible. While many will shatter, the chance of fire is greatly increased. Engine Boost Modification 1: Four minutes and thirty seconds of speed boost per a charge. Enough said. This also allows you to save captain points and not necessarily invest in Superintendent. You essentially have a charge available for every stage of the game and can be moving at full speed for 13.5 minutes of the match. That is a nice feat. Steering Gears Modification 2: Let’s be clear, your turning shift is not great, this gives you a 20 percent reduction and brings your rudder shift down to 7.9 seconds. While not ideal, this combined with your speed should be just enough to get you over the hump. Concealment System Modification 1: This will bring you down to a 10.5km detection range. Not great at Tier VIII for a cruiser, but good enough that you can be sure to get in your first shot instead of waiting for the enemy to give you theirs. Also, the +5 percent to dispersion of enemy shells can really help! Signals: Here is my recommended list of signal flags by priority for this ship; Victor Lima, India X-Ray, Sierra Mike, India Yankee, November Foxtrot, Juliet Charlie, November Echo Setteseven, and Juliet Whiskey Unaone. The first two increase fire damage/chance for flooding, the next speed. Beyond that it is more about ship survivability and managing your health pool by reducing the time a fire will burn, cooldown on consumable, and risk of detonation. The remainder is about improving AA, and chance a torpedo will cause a flood. Of note, I did not use detonation flags and was only detonated one time in 100 matches with the ship. In summation, in the current heavy BB meta, this cruiser is absolutely broken and in my opinion the strongest cruiser at Tier VIII. Its ability to do damage, survive, and avoid a lot of damage make it an ideal cruiser for captains to try out. For me, averaging over 99k damage a game and having a 55 percent survival rate says it all. Now, that said, if the meta returns to a DD or Light Cruiser play, then perhaps you put this ship aside for a while in exchange for something else. As always, I look forward to feedback and constructive criticism/techniques you have found useful when sailing this ship.
  3. DDG_53_John_Paul_Jones

    Saipan/Kaga Nerf NEEDED

    Nothing is more annoying than being placed in a match against a Saipan/Kaga. They are both broken when it comes to Air superiority/Attacks. Sure, the Saipan doesn't have great strike squad sizes but the Kaga is so OP. The strikes are monstrous, But that is semi-bearable. Now the Saipan is REALLY F****** BROKEN. So a person who played countless hours and isn't too [edited] when it comes to carriers gets run over by a strafe slinging Saipan. It can strafe out of dogfights without losing planes, It takes 6 planes to Kill 2 of the planes of ONE squadron, and if you are lucky the third plane of the squad. I personally own the Saipan, Great ship. However, I never play it because it is not fun- Even if the other team has a REALLY good carrier player and I still beat them. I can easily outmatch them by using the strafing technique or by throwing squads at them. Oh, I forgot to mention the Saipan can hold 22 fighters and 25 torpedo bombers. So I can essentially throw fighters away and only take 1 minute to get off the deck compared to the 1:30 of a ranger. Any comments Ideas? -
  4. The proposed super cruiser tier 10, Azuma, is an admission by WG that Stalingrad, was released in an OP condition. Why? Azuma with the proposed stats, without special rules for her AP, is essentially, a nerfed Stalingrad. This does not mean she is a bad ship, not at all, Azuma will be perfectly capable vs her peers, but she will not be capable of influencing battle outcomes as greatly as Stalingrad, when driven by unicum players. Stalingrad has quickly asserted a role as the "Belfast of tier 10", the "Graf Zeppelin press battle2win bote", in the hands of competent owners, according to respected EU server commentators. There are two ways WG can address a problem, which by releasing Azuma, it is admitting, a) By releasing Azuma, WG can permanently remove Stalingrad from the Arsenal. b) Stalingrad can be nerfed to specifications identical to its tier 10 sister ship, Moskva, becoming in all but name, a Moskva skin. B) is unlikely, as WG has a policy of not nerfing premium ships A) is possible, numerous examples of this having occured (Kutusov, Belfast, just to name 2) In the same vein, the release of Jean Bart (an uptiered t8 Richelieu) can be interpreted as a rebuke to game development/production that has downtiered tier 10s and flooded tier 9 gameplay with, frankly sharks in a goldfish bowl, Yamato>Musashi, Moskva>Kronstadt, which has created the untenable position of the likes of a tier 9 Ibuki, fighting tier 10 ready Kronstadts, or Alsaces expected to go toe to toe vs tier 10 capable Musashis. Is the removal of Musashi from the Arsenal yet more evidence of a shift in WG game developmental policy. All of the above is my personal opinion, largely inspired by some EU forum discussions. What do you all think? EU debate : https://forum.worldofwarships.eu/topic/108941-the-azuma-the-poor-mans-stalingrad/
  5. I'm talking of course about the Nicholas. It has guns. It has torpedoes. Make it nerfed WG.
  6. Ranked Game (level 12) My Harugumo squared off in Mtn Range vs 3 Bow on BBs on B side of C cap. Damage Score Harugumo 256,219 3 batleships = 13,671 187k gun damge Don't try to go bow on Vs harugumo in BB, you will lose.
  7. So today I figured I'd man up and take Lexington into Randoms. Personal performance the first few games was okay. Nothing really special. Struggled a bit against more experienced Lex captains and a Shokaku, but he DC'ed midway thru. Most of the games were losses, mostly due to over-conservative team play. Then I ran into Graf Zeppelin. Oh God... Probably one of my worst performances ever. Pretty much nothing done. There was literally nothing I could have done to salvage that game. I'm not exaggerating. Nothing. 2-0-3 will stomp 1-1-2 every time. NOW I understand why people said the Big E was the only Carrier in the game that could actually challenge Graf Zeppelin's air supremacy. I just felt so helpless... I felt awful afterwards. You can look for yourselves. Something you should know about how I treat playing CV. I take it pretty seriously. I see it as a massive mantle of responsibility. I have the only CV on my team, and I my actions or inaction can cost my team a lot, much more so than a Battleship or Destroyer. I don't take that responsibility lightly. I want nothing more than to do everything I can to help my team, to not let them down. Which makes games like this devastating for me morally. It crushes me to know I was more of a detriment to my team than an asset, to know I didn't pull my weight. I feel like in those scenario's a lot of the blame for the loss is on me. I hate it. Which makes me ask this one question: Why is Lexington the only Tier VIII with only one fighter squadron? Shokaku gets 2x5, at best. Enterprise can theoretically get 2x8. GZ gets 2x6. Lex gets 1x7, at best. Meaning every one of these other carriers has an edge in Air Superiority that a CV like me just doesn't have. It also really doesn't help that Graf Zeppelin's are never driven by normies. They are almost exclusively driven by top-tier CV captains. Pro's, if you will. Which makes me want to either: A) Get Lexington over with and get Essex with 2-1-2 ASAP, or B) Get Enterprise. I also ask, if I run into another GZ, is there ANYTHING I can do? Does Lexington possess anything to actually contribute to the fight? Or am I just screwed? I am legitimately asking, because I am at a complete loss, and if I want to have any dreams of one day being a Midway captain, I need to get used to Random Battles and leave the Coop nest. Which means I'm liable to see much more of them before I get there. Sorry for the long post. I just needed to put my grief somewhere where I might get something out of it.
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