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  1. So, I decided to spend a good chunk of Free XP on the Research Bureau and get me the Italian missile. Paolo Emilio Let me first give you the back ground to this decision to spend about 1.4 years worth of built up Free Xp and a few weeks of grinding boats I can't stand & play poorly (cruisers) to get me an Italian destroyer. (Skip to the next section if you want to hear my thoughts on running this ship) After about 2.5 years and trying everything under the sun in this game, I have come to the happy conclusion that I am not magically adept this game. Don't get me wrong - I do OK. But a purple class unicum I will never be. Don't have the tempermant or the ability to make split second decisions. I have not been interested in knowing the capability of each ship, let alone knowing exactly what type of armour they all have and where their citadels are. Sure, I've learned a few things about opposing ships, like which ones have radar & if you are in a BB, aim below the front turrets of the Kremlin. But after over 5K of random battles, I'm at 49.91% WR for a number of reasons. I am, an average player - not great, does OK, learning as I go along and not fretting over losing as much as just wanting to get better at certain things without wanting to work hard at researching stuff (freely admit to not wanting to spend the time to be a wonk). I frealy admit also to having spent money on this game to get me some premiums & higher up the RB so that getting the Paolo was possible - I am not a whale - just a large fish. One of those reasons my WR is not great is it takes me time to learn how to run a ship. Some people just know when they sit in something that "hey, this does this, this means this, and this means I should do this and not this". I'm not that sort of guy. I suspect most people playing the game are like this. Trial by error, hope to learn a few things, maybe watch a video, read a few things, try a few things out. But, gotta actually get in there and do stuff to really learn how to use a ship. After repeat usage, I've gotten good at certain ships, but not all. Specifically, I'm not bad at torp boats but I am crud at gun ships. Here's my top 8 premium DD"s for battles. I've also got the Somers & the Z--44 & Halland in my regular rotation. Note my top 4 has the exception of the gunboat Friesland, which I did really well at for about a year until people learned to rush them in smoke - the meta changed and I couldn't adapt. I also note my 5-8 are all project boats that I wanted to try when I got them & never got the hang of them (still wondering how I can be so bad in an Asashio B). I think I played the Okhotnik 40 times in one month back in 2018 because I just wanted to meme boat. Gosh I was bad. And, I didn't care too much about winning back then, to be honest. Just RUSH - TORP - SWING - DIE. Man it was fun but after awhile, I noticed I wasn't actually DOING anything. Had to get out of that ship. Just a bad place to be. And I also learned that FXP and me spending it on a DD better be a good fit cause - boy, I didn't get much luck trying out the Smaland - 2 million FXP & 31 battles later, I got me a 31.8% WR. Like...that's bad. So, saving up FxP for the Hyate just doesn't seem to make much sense. I ain't good at gunboats. Why bother. So, after reading up on the Paolo Emilio in Little White Mouse's Review, I thought...OK, that sounds like fun meme type DD play, and I got me a lot o Free Xp built up & some RB points building due to for some reason deciding to whale the Hizen (which I also enjoyed playing raining fire down on people) so lets try it. A few weeks later, and a couple days running the Baltimore with lots of flags & I have me a Paolo Emilio. Ooooo....shiny Well it would be if I wasn't using the Shadow Lurker Camo which I have a few hundred of So, I decided to do something unusual for me - I actually took the ship into the training room & see how the smoke & acceleration work. Set up my captain (had a 6 point I made 10). Then I went into Co-op for 3 battles. First one, OK. Second one - OMGAWD - killed those BB's & cruisers. Went back to the review between that one & learned from LWM to hang back at first (not usual DD style in co-op) & GOT STUCK IN . Time to play randoms. 3 losses out of the gate - not unexpected, and really, not sure I was always the reason but...yup. Learnings Man, that bull rush is FUN When you bull rush, If you go full tilt and then through the smoke, its like jumping out of a birthday cake. People actually turn away from you. Hmm...have to set up a bull rush with a long drive to get there Wow, I'm in smoke & can't see things I'm running at?!?!! Went back to look the review & mentally adjusted a few things. When doing a bull rush, don't necessarily go in a straight line after through the smoke (yup, I know, I was that dumb) Wait for the right moment Went back in Started to win a few more games, but not necessarily because of me Noticed a few things now People NOTICE you - your bull rush is like a guided missile coming at them & they start to dance. A good team will take advantage of that & broadside kill the dancers On your bull rush, you want to let the torps go WHILE in smoke Like most DD's, you are WAY more effective after minute 8 as the game starts to become less jumbled That ball of 2 BB's & a cruiser might look tempting but one of them is going to blow you out of the water The perfect target is a spotted by somebody else hydro less BB mid game on with no support who is heading your way and thus can't stop quick Not great at tackling DD's. Crap there are boats with HYDRO? Your non-torp capability is that of a very very small cruiser - got a LOT of HP - rush in if given a chance to cap but you are not going to outgun a gun DD without support & torp DD's will out spot you. Use that SAP when facing a broadside or expecting to face one during a bull rush - it even does better on some BB's. An unexpected DD when making the set up drive towards being 7 km out to start the bull rush means you are going to probably die - Get radio location - spent some Captain experience to get to 14 - and lets face it, if you can afford the RB points, you probably have captain experience built up to take the captain to 14 Torp speed isn't as important as being able to speed away - got killed twice due to rudder jams - worth the 2 commander skill points more to keep me moving then for 4 knots of torp speed If I can get to do 2 YOLO runs at ships, I think I've done my job. Most I've done is 3 - honestly don't think anybody will ever do 5. So, right now, here's how things look after 18 matches. Basically 10 out of 15 since the first trial period in 1 day of play. Yup, decidely average I would say. More things of note - That potential damage is real - expect to get focus fired upon. Surviving? Not really an expectation. I really need to bone up on who has hydro & note that at the beginning of games like I do for radar. Also of note, this ship doesn't really need much in the way of flags - here is what I run. Maybe the flood flag (gotta buy some more) but the speed flag to me on this one is superfluous. I'd rather save it for other ships. Here is my commander skills I went for traverse speed because the guns are slow to turn around. Will likely choose preventive maintenance next point just to reduce those nasty engine issues even more. No use doing more consumables as you will unlikely use the 5 you start with. Dazzle seems like a good idea but that's a lot of points when you really need concealment & radio location. I think that's a last 4 once you get to 21 choice. And here's my equipment choice. Get the engine boost upgrade - spend the 17.5K of coal. I went for propulsion upgrade as I'm often waiting to get going up to speed from a slower start. Torp stuff just makes more sense. Torp traverse is a thing on this ship & having slightly more reload & speed for the sake of effectively a 10% more chance of your torps being destroyed is worth it. Am I great captain in this ship? Nope - I'm like most of you - average at best Will I become as good at this as I have with the other meme torp boats I run like the Asashio & Benham & Loyang & Z-44 & Somers & Halland? Possibly. But I can tell you this - the Paolo is a VERY intriguing tool right now. Hardly anybody has one (for good reason) so most people don't know how to deal with it yet. So, the natural instinct we all have to work with our teammates helps the Paolo captain because if there is one thing you all should remember from the Paolo, its this The Paolo is an incoming threat & incoming threats cause people to divert enough that teammates properly ready can take full advantage. So, if you see a Paolo on your team, be ready to hit where they are going. If anybody reads this and gets anything out of it, great. Me, I am just happy to put some things down to coalesce thoughts to move on with this fascinating ship. Thanks & happy hunting out there
  2. Hey, how much fun do you want to have? : Yes
  3. So with the recent 24 hour charity stream and the open voting for the currency for IJN Hayate now open I wanted to review the Premium Tier X DDs that WG has modeled/announced that have yet to be released. I know there is already a thread for Hayate voting but I feel like this would kinda sidetrack it so I'm making a different thread. I personally think/hope that these four will be released as each of the voting options given in the Hayate vote so if Hayate doesnt get the currency of your choice, hopefully one of the others will be. Hayate: this ship has been described as a sort of hybrid shima with less torps and better guns. Of all the upcoming premium X DDs it looks the most like what we think of as a classic WOWS DD with seemingly no new gimmicks. Paolo Emilio: Its Italian so right off the bat I get the feeilng its going to be a mini Italian Cruiser with SAP and slow torps. Marceau: looks like it will have Colbert like guns so I'm kinda thinking of a French Gearing with better AA and worse torps Smaland: Swedish Premium Daring/Friesland mix. least likely to be FXP because you know Friesland.