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Found 28 results

  1. Many players have complained about the proliferation of radar cruisers with the newly introduced ships. To decrease the amount of radar in a match while allowing players the chance to use it, the radar ability can be temporarily disabled by destroying the radar dome/module on the ship. Radar domes are fragile and can even be destroyed by DDs. This will allow a fighting chance to DDs while increasing realism in this arcade game.
  2. You know how in real life radar would both detect distant threats as well as make you detected to them? If you institute a global change that makes radar reveal you to every target it spots for you, suddenly Belfast isn't nearly as powerful. The extreme synergy of its consumables goes out the window. Not only that, but longer radar range would be a double edged sword, making it a risk you are willing to take to use it rather than a no brainer to activate it when you need it. Okay, now I can sleep. This idea was keeping me awake...
  3. Final8ty

    This was fun

    It only took 7 mins and you know which side won.
  4. I'm collecting data for the Minotaur and only the Minotaur. If have other RN CLs, great, but this poll is for Minotaur players' votes only please. Please keep the topic civil, there is no "better" consumable (I don't want to see discrimination against either smoke or radar users). All I'm doing is collecting data for the present, note this poll also refers to random battles and random battles only please. Playing 1 game in either smoke or radar and voting for that 1 game you played isn't accurate, I'm talking about playing at least 50% of your games using 1 specific consumable. If you use Minotaur in CB that's cool, but the only real reason is really for the radar. If you could explain when and why you use either consumable that would be great (optional). Personally I use the radar because it has larger influence on the game usually leading to a higher win rate, but yields less damage potential. I play Minotaur as a kiting ship when I can (early game) and I camp behind islands whenever I can to help out with radar. The Minotaur has been the first RN CL I have used radar on because of its manoeuvrability and stealth. You can still manage to deal decent damage with a radar Minotaur, but I have to warn you, it's literally one of the hardest ships to play in the game. If you can make it work, then it is extremely rewarding and well worth playing without the smoke. If I bonked up the poll please let me know, I haven't posted polls in a while.
  5. Jumarka

    Coming back

    Well, after letting the game rest for some time I have come back. And I feel, should have waited for the relesase of subs A few battles in, and every thing that chased me out of the game is still present: Radar still goes trought solid rock. Fire chance and damage continue to be some major [edited] Ships sniping you from inside smoke screens with perfect aim. Ships sitting in the smoke screen while their AAA wipe out planes. NO GERMAN SHIP FOR COAL Thera are things I like: CVs rework, MM balance, all the containers collection on the arsenal and the new autopilot, I think I am going to stay a little longer to see if the introduction of subs forces WG to make other changes (nice to see that you apparently cant Sonar Ping ships trought islands)
  6. With the ongoing threats that the broken CV meta and Radar Cruisers pose to Destroyers. How many of you think that making Radar a damageable module would help balance gameplay for DD's? After all, the rotating Radar dish on a ship is a real thing is it not? Just like torpedo tubes, guns (both main battery and secondary), engines, and rudders can be broken. By doing this the destroyer has a better chance of surviving what would normally be a perma spotting situation by CVs and Radar and the ultimate annihilation of DD's in a battle. Any ideas?
  7. So, radar is kind of broken at the moment. As we all know. And as a dd player its been frustrating me for quite some time. So I got thinking on how this problem could be fixed? Radar, typically works by sending out pulses and getting feedback from the return pulses - very simple overview of how it works. So if this were to be implemented into wows how would it look? By the picture I would say that the radar consumable should get pulse charges when activated. Say a tier 10 gets 9-12 pulse charges that pulse up to 4/5 km. then once a pulse hits a ship, instead of it being magically visible rather a red highlight of the ship appears for 1-3 secs depending on the tier of radar used and then the player can then shoot at the red silhouette for whilst its visible before disappearing. I think this is much more skilful and realistic implementation of radar than the one that currently exists. Refer to picture above for a VERY bad visual representation of my idea.
  8. (Keep in mind I'm not a DD main) No matter what ship main you are you cant deny that DDs are in a rather bad spot right now between common CVs and Radar. So, I've thought of some ideas that can help the DDs out a bit (these may not be the best but they are better then nothing and Far better then just removing CVs bla bla blah) 1: Give Destroyers the Fighter consumable. This may seem odd to some but this will make a DD have Far better odds of survival when being attacked by Carriers, Some will argue that it makes no sense for a Destroyer to have the fighter consumable when it has no catapults. but to that I would argue that it would work the same way as the Fighter consumable for Planes where they call them in from the Carrier. After all Bombers don't have catapults. This also has the benefit of making it WG doesn't need to make so many Blanket Buffs and Nerfs to AA and planes to try to solve the issue. 2: Give all Higher tier Destroyers a Heal like Cruisers, I'm thinking around USS Kidd Level. This will make it that if a Destroyer gets attacked by aircraft or Radared it can at least get some HP back. Though of course the Destroyers like Khab that are based around their Heal will just have a stronger one. 3: (This is more of a change to all ships then just Destroyers) Manual Control of Large caliber Flak. (flack shells for Destroyers) So this is how i would do it: make it that the AA stays the way it currently is But for most ships there is a "4" Button that makes you take Manual control of the flak AA on the ship you are using. for battleships and cruisers this would be their secondaries. but for destroyers these would be their main guns so they would be a little different. While larger ships will just have control of their secondaries etc the destroyers would need to load "Flak shells" in loading these it would change the camera angle to be better suited for following aircraft and would allow you to lock onto planes like you would a ship, then a Aiming recital would appear (similar to the [edited] SPAA or World of Warplanes recital.) and then you fire Flak shells at the aircraft with lead and all Just like you would shoot a ship. this will Drastically improve AA performance but you would need to actually use your guns so this wont be a good idea when enemy ships are close. the AA would perform the same as it does now if you don't use the flack shells. While the last one is Unlikely i would Strongly advise the other two. If you can think of other things they can do for CVs Let me know of that and your thoughts on these ideas below.
  9. Jumarka

    Small rant

    This is me venting here so I don't do it on chat in the game and annoy people. These things break the game for me, they totally ruin my enjoyment of it. Every time I get radared trough an island that should conceal my ship ( and by ship i mean dd ) Every time my planes get blotted out of the sky by a ship sitting in a smoke screen. EVERY SINGLE TIME I get shot with pinpoint accuracy from inside a smoke screen. So, just some, simple ideas that would improve the game for me, a great deal. 1 - Radar won't work trough islands. 2 - Ships inside smoke can't see or target ships outside of it. You can still track them in the minimap. 3 - AAA can't work inside smoke. A lot of me me me here, but like I said, these things ruin the game for me, If you enjoy those things OK I am not against you.
  10. Radar is incredibly unbalanced. It completely removes the ability for ships to use terrain, smoke, and smart navigation to avoid detection, in some cases, out to 12km. The most effected by this consumable, obviously, are destroyers. Many of which rely heavily on their ability to remain concealed to perform their roles for their team. As it is now, destroyers are handicapped by the inability to scout and spot for their teams, and engagements at moderate to short range are practically impossible if a ship equipped with radar is nearby. A destroyer captain could attempt to avoid the radar ship, but that quickly proves impractical, especially when there are multiple radar equipped ships in the game at a time. Not only does this completely and totally render smoke screens useless, but it also means that using terrain, such as islands, for cover and to set ambushes is also suicide. A destroyer does not have the ability to know if a ship with radar is nearby until they get visual confirmation, or until the radar consumable is used. A radar ship, on the other hand, can be on the other side of an island chain, with no visual on the destroyer, and can use their consumable radar to make it impossible for the destroyer to use terrain or smoke to hide - it makes the destroyer visible to the entire team, even those without radar. If a destroyer is trying to get within range to use their torpedoes effectively on the enemy, they typically have to close to somewhere between 6-9km. Even those that are capable of reaching out to 13km or better typically try to get as close as possible to improve accuracy. This means that any time a destroyer moves in to use what is their primary damage dealing weapon, they are in danger of being spotted for the entire enemy team, even if their concealment allows them to get to 6km or less without detection. If the destroyer is at 7km when a radar ship turns on their consumable, the destroyer now has to survive 20-40 seconds of potentially focused fire from the entire enemy team, or somehow determine the source of the radar and move 3km+ while under heavy fire to escape. Terrain cannot be relied on, because fire could be coming from any direction since the entire enemy team can see them. So even if they turn a corner in attempts to break lines of sight, there is no guarantee that they will still not be under heavy fire. What you have is a consumable that completely and totally shuts down an entire type of ship, and there is NO counter to it. No other ship has a consumable that does this. No other ship is capable of making an enemy ship entirely worthless in all situations. Twenty three ships are capable of using radar, nineteen of which are tier 8's or above. This means that if you are using a tier 8, 9, or 10 destroyer, the odds are you will face at least one radar ship in every match. I propose three potential solutions, designed to make the radar less overpowered, while still retaining it's purpose and still being useful. Option 1: Allow only the ship using radar to see ships uncovered by their radar. This means that if they use it to search a smoke screen, they can see a hidden destroyer. They can also still use it to track and report the movements of the enemy destroyers in island chains. But this prevents the entire enemy team from seeing and firing at the destroyer that SHOULD be invisible to them outside of the destroyers detection range. It makes absolutely no sense for ships that are NOT equipped with radar to suddenly be able to spot a ship at 10km they couldn't see at 6km because a friendly told them the approximate location of the ship. The radar doesn't make the ship glow. It doesn't fire off flares or fireworks. It's not as if the destroyer is suddenly firing their main guns and aa as if to say, "Here I am!" So why should that visibility be shared with ships that otherwise wouldn't be spotting the destroyer? This change would allow those equipped with radar to still perform their roles. They could still hunt destroyers. They could still detect nearby enemies that are otherwise obscured and use their map to report movements and approximate locations to their team. It would allow them to counter a smoke screen that is confounding their teams ability to fight back against hidden targets. It would also allow them to get a good idea of where the destroyer is, where it's going, and continue tracking them. Meanwhile, destroyers would still need to be cautious of radar ships. They could still be detected easily, and hounded by a ship with superior firepower and health. However, being put into a match with a radar ship wouldn't be a death sentence the second they turn the radar on. Option 2: Shorten the range and duration of radar. Plain and simple. These detection ranges are picking up destroyers that are practically invisible outside 6-7km and making it so that those destroyers are not only visible, but stuck in a 2-6km kill box that literally everyone on the enemy team can see them and there's nothing they can do about it for up to 40 seconds! Shorten the ranges to 6-9km with the longer ranges having shorter duration. Duration should range from 10-30 seconds. This still leaves the destroyer in a dangerous, but not insurmountable situation. They still have a km or two to escape, or a 10-30 second window to survive. To expect ships that have 25000-40000 health to be able to survive up to 45 seconds of focused fire from virtually any direction all at once is ludicrous. A single good volley from a tier x cruiser can completely destroy these ships. To remove their ONLY defense against the superior firepower of the entire enemy team at nearly a minute at a time is crazy. Especially when you consider there could be several ships with radar on the enemy team! Combined, those radar ships could effectively make it impossible for the destroyer to do anything without being spotted for the entirety of the match. Option 3: Remove the god-like detection ability of radar. Allow terrain to block it so that if there is terrain between the radar ship and whatever it is trying to detect, they can not see it. This still makes open water situations, and smoke screens very dangerous for destroyers. But it means that with care and experience, they can counter the radar and even break it's detection by using island chains to their advantage. In all three options, I also suggest adding a marker visible on the HUD that indicates the source of the radar. if not marking the ship itself, at least mark the direction clearly so that the detected ship at least knows which direction they need to run away from to try to escape detection. Something, though, needs to be done. In no other situation in the game is any other consumable able to completely and totally shut down an entire ship type.
  11. I know in the movies they give away there position by going to active sonar for subs and Modern day destroyers just wanting to know If your going to make that a possible thing that maybe allows them to detect you like maybe just a radar ripple going off on your minimap like it the movies the flight of the intruder has a screen where there radar towers...Also Maybe see if you can introduce some maps with he ability that when you capture a place and hold it for 30 seconds it allows a boost to detection via a radar array on the capture points Island or a lookout tower or maybe an automated gun :) or control of Land Based artillery guns for each Division Commander
  12. So I was reading the changes to the over lapping AA zones and I noticed the diminishing returns on stacking AA. Smart. However, and please correct me if I am wrong but this is the first time I have seen Wargaming use this brilliant tactic for balance that pretty much every mmo has used for well over a decade. For example if you stun a character in World of Warcraft for 6 seconds the next stun will last 3 seconds, and the following one 1.5 seconds and then the third stun attempt the player or NPC will be immune. I would love to see more DR in game. I.e. RADAR: the first time you are hit with radar it lasts full duration...the second half duration...then at some point you are immune to its effects for some time. The same for status effects (mind you the majority of games on the market do this) Every time your effected by Flooding or Fire your resistance to said thing builds intelligently...now ships already has a system capping fire and torpedo damage but it's very static...most games have evolved to use systems on a sliding scale and I really feel like ships is WAY behind on this. I concede I am a DD main (Shima/Mino) So I am a biased player but what I really want is HEROIC GAMEPLAY. I wish all torpedo's did much less alpha damage but had more status effects and lower cooldowns, the Key to heroic game play is giving players tools and courage to survive, while also giving players a reason to get out from behind islands! I want to see players punished for running away and awarded for leading the charge. All of the greatest moment's in my three years of play have surrounded a 1v1 brawl with everything on the line from point blank range! Who here doesn't Hoo Rah a charging battleship going in for the Ram! Who here doesn't revel is the knife fight of two DDs? These moments need to be rewarded by the game system for players with the passion and courage to get in there and get a job done. That's what this game means to me. Thank you to the dev team for all their hard work, and thank you to any player that comments or emotes on this, I really appreciate your time.
  13. Radar Change DevBlog Post [I am going to ignore the CV rework for this, as it is still being patched, updated, and hotfixed.] In short, this change breaks what is currently NOT broken. Firstly, we need to take a look at the two past and currently planned “DD Survival Buffs.” The CE nerf was completely unnecessary. It did NOT solve the issues it set out to change, and created a few new ones. DDs can now move around with impunity, certain cruisers are unnecessarily adversely affected, and battleships are largely unaffected. These concealment changes encourage more passive play. The BB AP change was a bit too strong of a balance change, in my opinion. It allows DDs to rush most battleships at close range with impunity, encouraging passive play. However, it has generally done wonders to DD survivability. Now, regarding the Radar Render Delay. This six second delay is highly abusable by skilled DD players. This is due to the majority of damage being dealt during the initial 10s of a radar, as a DD can usually disengage and mitigate damage after the initial burst. By adding a delay, even a mediocre DD player can mitigate the vast majority of damage by turning away during said delay, removing that initial burst of damage. This also allows destroyers to easily bait radar usage without placing themselves at risk. So, individually, these three changes are just QoL improvements in some areas. Put together, however, you’re giving any decent DD the ability to completely exploit the entire radar mechanic. Now that BB AP has been nerfed, DDs only have to worry about cruiser fire and overpens from BBs. The introduction of a 200-500m addition to the spotting buffer *and* a six second timer to the start of radars makes a good DD player completely untouchable. Increasing the radar duration won’t resolve this issue because said DD player will not be caught in that radar. This will only make the bad players suffer more. They get caught deep within radar range, and often sail into multiple radars for no reason, dying with little to no impact on the game. This change effectively makes the lives of bad DD players even harder. The reasoning behind this nerf was to allow for "Counter Play for the CLs in Smoke and DDs against radar". Wasn’t intelligent positioning and movement enough? This change will effectively let good RN CLs get off scot free in smoke. When they see a DM in radar range, they can press W and they're out of danger, allowing them to reorient to mitigate damage and seek hardcover. The “bad” RN CLs suffer even longer radar and die a horrible death. This change does nothing for them. Not to mention, RPF allows you to be constantly aware of where the nearest ship is, so you can set up to avoid getting caught in a dangerous situation. In general, the majority of damage from a radar’s spotting comes from the first few seconds of radar duration and this delay gives people a head start to get moving. Finally, does radar really need a blanket nerf like this? Why not target specific problem cruisers and nerf duration instead? Alternatively, why not nerf the special Radar Module? Another possible solution is to reduce radar duration for US radars, and reduce range for Russian radars. 12km radars are absolutely absurd, as are 40+ second USN radars. Radar does need reworking, with the oversaturation of long range or long duration radars, but I don’t believe this is the right solution for it.
  14. We all know that Naysayers say nay, ice cream melts and DD players cry (...okay, all WoWS classes cry) - but since the dawn of radar we have heard the sorrowful cries to repent b/c the end was near..., and here we are. Let's all give a big thumbs up and hearty backslapping to anyone willing to count how many times Flamu uses the word 'radar': Happy hunting season, I dreamt Ranked would be T9 some day!
  15. Hello all Captains, I wonder if this idea have been visited previously by someone else or discussed in passing. However, I've had an eureka moment few days ago and though I'd share with the community. Just maybe the WG staff will take notice or implement them in the future, should they like the idea of course. (let's please not discuss the pros vs cons, usage of Radar itself in-game, this is not the thread for it) We have from secondary modules, AAA guns that get destroyed by shells damage; but not any other ship parts (Radar, Hydro, etc) However, the main usage of the "Damage Control Party I/II" consumable is limited to fire & flood damage as it is currently used. Why not allow these consumables to effectively repair the Radar (or hydro) on the ships once they are hit by the shells? in another words, introduce an area on a ship (which has Radar) to be 'hit' then to be repaired by using the "Damage Control Party I/II" (DCP). i.e. A shell hits Des Moines conning tower (again, as an example), thereby disabling its Radar consumable temporarily. The Radar consumable will be down until the cool down counter is complete, or the player activates the Damage Control Party I/II. Much like we do now with fire & flooding damage. This would make the abundance of Radar in higher tiers to be somewhat mitigated without driving a hard wedge into what is already designed into the game. It would give the players the chance to intentionally temporarily disable the ship that has radar. Allowing more tactical play/option for players. Conversely, the ship with radar would be more careful in implementation of it's radar asset or be suggested to play more wisely, tactically, or just go ham with it in fear of having it down temporarily. For the WG team, I would imagine it would take some work to add this into the game (should they take the idea on-board). But I think having the already used DCP to include the radar damage system would be a somewhat a feasible option? As a sidenote, the conning tower on ships. Besides taking damage, I believe it has no other uses in-game. Why not double the usage of that section to include the above mentioned idea. I hope what I wrote makes sense, if not I can attempt to explain further. What are your thoughts gents?
  16. I am not here to hash out the value of radar on the game in general, just how a simple change would affect the chess match between Destroyer and Cruiser. Radar no longer penetrates mountains or islands Move 1 Cruisers) No longer hide behind islands to use radar, they use it out in the open Move 2 Destroyers) Approach caps with islands in front to cover them Move 3 Cruisers) Knowing DD's approach caps with island cover they... Just wondering how this would play out.
  17. Des Moines, Cleveland, Baltimore, Buffallo, Missouri, Dm Donskoi, Moskva, Chapayev, Indianapolis, Belfast, Kronshtadt... todos estes navios e muitos outros não citados (para não prolongar a dor que alguns capitães de DDs sentem) tem algo em comum e acho que você sabe muito bem o que é. Seja o "curto" alcance dos 9,9km e intermináveis 50 segundos de radar de um DM com o módulo de radar ou os 11,7km de um cruzador russo que parecem que cobrem metade do mapa, radares são a moda e uma das ferramentas mais letais para caçar e acabar com DDs em qualquer partida. Cruzadores tem radares, e até DDs como o Black ou os Pan-Asiáticos do tier VIII para cima vem com eles usam de radares ou podem equipá-los em troca de gerador de fumaça (eu ia dizer que logo logo surge um CV com radar mas não quero dar mais ideias de navios com radar, vai que né? ). Um mal existente: Sim, eles estão ai. E assim como a AA para os CVs, é algo que um capitão de DD precisa saber lidar para sobreviver aos inóspitos mares dos tiers mais altos. E quero deixar algumas (mas não únicas, se você tiver outras dicas sinta a vontade para favorecer o debate). Antes de entrar em detalhes, quero que você entenda que para saber como mitigar o radar, você antes precisa se colocar no lugar daquele jogador de cruzador, com o dedo a milímetros de apertar o botão de radar caso seja detectado ou uma bandeira começar a virar para a sua equipe. Isso se torna chave para entender o por que e como sobreviver ao radar. Rápida Intro sobre radares: Radares são consumíveis que irão revelar qualquer navio dentro de seu alcance, mesmo que não exista linha de fogo direta entre o navio com radar e seus alvos. Basta estar dentro daquele alcance que você será detectado. Esse efeito funciona também durante ciclones, permitindo que você atire em navios sem ser visto pelo oponente. Eles tem uma duração limitada e diferentemente de busca hidroacústica eles não detectam torpedos, apenas navios. Por conta dessas limitações, geralmente bons jogadores avisam sobre quando vão usar o radar e "spamam" F3 enquanto você estiver detectado. Por conta revelarem imediatamente a posição, radares são usados como forma de evitar que bandeiras sejam tomadas ou para localizar possíveis DDs que estejam tentando lançar ataques furtivos. Conheça teu inimigo: Minha primeira dica ao entrar numa partida com seu DD é apertar o TAB para revelar todos os navios que tem ou podem equipar radar. Isso significa que sim, você TEM que decorar quais são eles, (e também que radares tem) inclusive aqueles que podem ou não equipar radar. Isso se torna importante por que a partir do momento que a partida começa, você poderá ajudar sua equipe a focar eles primeiro, ou mesmo saber se você está ou não ameaçado de ser detectado. Abaixo darei uma guia simplificada de navios com radares (por classe) e os tipos de radares que tem, mas não são os únicos que tem radar, fica como lição de casa você investigar quais estão faltando ;) - também recomendo a leitura da Wiki. Lá vamos nós: Cruzadores leves e pesados USN: Linha comum, todos a partir do Tier VIII. Seu alcance começa em 9km e termina em 9.9 no tier X. Premiums Atlanta e Indianapolis tem radares também. Duração começa em 30 e vai até 40 segundos. Cruzadores soviéticos: Linha comum, todos a partir do Tier VIII. Mesmo alcance de 11,7km e duração de 20 segundos, exceto Moskva com 25. USS Missouri: 9,45km durante 35 segundos. RN Belfast: 8,49km durante 25 segundos. DDs Pan-Asiáticos(trocando fumaça): Todos a partir do tier VIII. Alcance de 7,50km e duração variando de 15 a 20 segundos. Cruzadores RN: Todos a partir do tier VIII: mesmos moldes do radar da USN. Memorizou todos? Espero que sim. Continuando... O Valor do Radar: O valor do radar para a equipe que o tem está em dois possíveis efeitos: Converter o uso do consumível em dano Forçar o DD para fora de uma cap. Logicamente, não é apenas isso, mas são esses os dois maiores valores que se pode tirar de um radar, e considerando que após o uso o player terá que esperar 2 minutos pelo menos para um novo uso, não é atoa que todo mundo atira no pobre DD que está detectado. Então como podemos mitigar isso? Simples, negando ambas as coisas para a equipe adversária. Mais simples dito do que feito, vamos imaginar uma cap. (academia MS Paint de arte). Certo, neste cenário, vindo pelo sul é natural tentar avançar o máximo possível para ajudar sua equipe com reconhecimento. Mas, mal você sabe mas existe um mal oculto por ali. E agora você está detectado por radar. Provavelmente por instinto você irá soltar fumaça (que é inútil), irá ou se abrigar na ilhota (e irá abraçar ela com esperanças de ninguém conseguir te acertar) no meio da cap ou virar as costas com seu Boost de velocidade para correr, você nesse processo já tomou 25% de dano. 45% mas está quase longe o bastante para escapar do radar... e lá vem o salvo do BB a 18 km e... é. Primeira morte para equipe adversária e um jogo mais difícil para sua equipe. O que ocorreu de errado? P-o-s-i-c-i-o-n-a-m-e-n-t-o. Você jogou exatamente da forma como a equipe adversária queria. Fez o que um DD faz. Ir capturar a bandeira. Mas fez isso de forma agressiva demais e sem pensar nas rotas de fuga. E sem querer limitou suas chances de sair vivo. Uma coisa importante que irei colocar aqui e quero que você reflita: Trocar uma bandeira por sua vida NÃO é uma troca válida. Bandeiras podem ser tomadas a qualquer momento, mas se você morrer são pontos para equipe adversária e um navio a menos para a sua. Nada de bom. Com radares, você precisa esperar pelo pior, sabendo que um cruzador de radar está sedento por usar seu consumível premium. Então deixe ele usar, mas faça que seja um desperdício. Vou apresentar uma alternativa de posicionamento, e quero que você pense nela por um momento. Esta posição parece mais segura. Nela você tem uma ilha gigante para correr caso você comece a ser focado e rapidamente irá sair da linha de fogo da equipe adversária. Você irá em partes ceder temporariamente a cap, mas como disse antes, você pode tentar retomar ela, caso tenha sido capturada pelo oponente assim que o radar acabar. Nessa posição, você negou o dano e a kill do radar. Como disse, este é um exemplo de posicionamento mais defensivo. A experiência nos mapas irá dizer onde isso é ou não possível (mapas como Okinawa, por exemplo, tem pouca cobertura, o que torna mais complicado abusar do terreno). Outro ponto importante que vale aqui explicar é: para virar uma cap você não precisa navegar até o meio da mesma, só deixar ao menos metade do seu navio do lado de dentro já basta ;). Assim, uma técnica válida (e usada por jogadores mais experientes) é estacionar ou mesmo se mover vagarosamente na borda da cap, com o navio apontando para fora, assim você estará pronto para abandonar a cap assim que precisar, minimizando o tempo dentro do alcance do radar. (edit) Divisões: Aqui gostaria de dividir em duas breves explicações de como se portar quando estiver em divisão com cruzadores/BBs e com outros DDs. Com outros DDs, ao estiverem numa partida modo dominação com mais de um radar, tentem dividir esforços em ao menos duas bases. O motivo disso é simples: dividir riscos, pois na base que vocês optarem por ir estiver uma equipe inimiga sedenta por kills, você e seu amigo de divisão estarão em alto risco e caso acabem por serem afundados irão causar um prejuízo maior ainda para sua equipe (sempre quando vocês dois não estejam em bandeiras separadas mas ambas dentro do alcance de radar, como no mapa Norte/Luzes do Norte (vulgo "Norte com neve"). Em divisão com Cruzadores e BBs: Primeiro ponto ao capitães de BBs e CAs: ouçam seus DDs. Lembre-se que são eles que irão tentar dar a vantagem inicial a sua equipe, então ajudar a tornar a vida deles mais fácil sempre é fundamental. Geralmente um DD consegue deduzir se o cruzador com radar tem ou não linha de tiro direta. Caso você seja detectado por radar ao iniciar a captura e não havia detectado nenhum navio, é muito provável que o cruzador tomou uma posição defensiva para minimizar dano sofrido. Neste caso, como explicado acima, a decisão sensata é abandonar a bandeira até o radar passar. Caso você esteja em divisão com um navio equipado com radar (altamente recomendado), peça que ele aguarde o radar passar, enquanto toma posição, e assim que a bandeira virar para a outra equipe, imediatamente chame pelo radar para expor o DD adversário. Também é importante chamar fogo ao cruzador adversário com radar assim que for detectado para forçar o mesmo para fora da posição ou (idealmente) tirar ele permanentemente da partida. Outro ponto importante é que BBs também deve focar esforços no DD e cruzador adversário, enquanto você como DD pode adentrar na cap para começar a contestar e tomar a base para sua equipe. Bem, estas foram algumas dicas para lidar com radar em seu DD, como sempre o debate é bem vindo, sendo a ideia tornar este um guia de referência atualizado na melhor forma possível (preciso fazer o mesmo com o guia para DDs). E queria sugerir, que outros tópicos desejam que eu aborde num futuro próximo? Obrigado e bons mares a todos!
  18. Darkmouse24

    When the Red Team has no radar

    Looking at the teams I see the red team has no radar so I play very aggressively knowing the only way I'll get spotted is if an enemy dd gets close then I can just smoke up and hydro.
  19. Florendo19

    Is AA worth it?

    So I had played several games with defensive AA equipped on my Gearing when I decided to switch to engine boost because I was not seeing any CVs and I wanted to be able to run away from radar and catch other ships if I needed to. The first game I get a two CV game where I get perma spotted and swarmed by planes. In the end I was Auto drop torped in smoke after trying to dodge all the enemy dive bombers and torps, getting my engine killed twice, and not to mention the ever present hail of enemy shells from 6 reds. If one were to look at my stats, they would see that the most planes I have shot down in my Gearing is 7. That was this game. I would like to say I lasted longer than I should have but I still didn't last very long. My question is, should I equip defensive AA knowing that I normally run DDs with AA off and that it is only useful when facing planes or should I equip engine boost so I can improve my positioning while being more vulnerable to airstrikes?
  20. I apologize in advance for continuing to beat to death (and beyond) the horse that is radar...and for missing any prior posting of my suggested revision. I've read a lot of posts on radar but there are too many to read them all, so I might have missed someone else making this suggestion. SUGGESTED REVISION: Splitting Radar Detection into 2 Detection Ranges: (a) Mini-Map Detection and (b) map draw detection Right now, when radar detects a ship, it simultaneously detects it for mini-map purposes AND makes the ship appear on the regular map. The suggested change would split radar detection in two. Devs would look at radar ships and ADD 1-2km of detection range to existing radars for purposes of putting an in-range ship on the mini map...so the radar ship and its team would know there was a DD there and could start making taking actions based on that (start evasive dodging, decide to send ships to actively hunt the DD, etc.). They could even take some pot shots based on the mini-map location. On the other hand, all existing radars would have 1-2km in REDUCTION to the range that they completely draw a detected ship onto the map. EXAMPLE: A 9.45 km range radar now could be revised to draw ships up to 10.95 km away on the mini-map, but only puts them on the regular map at 7.95 or closer. WHY I THINK THIS WOULD BE BETTER THAN WHAT WE HAVE: Even as someone who plays DDs more than cruisers, I concede that radar should exist in some form at higher tiers, as both a nod to historical accuracy and to mitigate against a catastrophic level of ninja torp walls. That said, radar as it exists right now doesn't seem focused on rewarding skill and judgment in a game that generally appeals more to older players who like to focus on us of skill and judgement in their games. Additionally, even though I'm still focused more on tier 8 than 9-10, even at that lower tier it seems that heavy radar tends to make the game more passive (and dull IMHO). Conversely, the concerns that Cruiser and BB players have about not being able to use skill to counterplay ninja torp walls aren't without merit. Finally, the situation of cruisers radaring entire caps from behind a solid island where they can't be hit is both frustrating and silly. I remember hearing a dev giving an interview on The Warships Podcast to say it was too difficult and time consuming to fix easily, and I concede that they would know more than me on that, but it's still frustrating and silly. In any case, I think split radar would make the above issues at least less bad, and would be easier to implement than some other suggested solutions. Most importantly, I think the change would result in more skill and judgment being exercised on all sides. If a DD is detected on a mini map, they have to think and make a decision about whether they want to press-in still, hoping to either stay out of map draw range or that the radar duration will run by then, or to play it safe and sail away. BBs and CA/CLs will know that a DD exists and generally where it is pretty far out, so they'll be able to start taking evasive action. If they choose not to, they have no more excuse for their own death by torps than a DD who sits still in smoke. Once a DD is detected, under the new radar model, the "destroyer hunter" role of cruisers would be more heavily emphasized, as they'd be the ones who would have to decide if, based on the mini-map detection, if they are going to actively try to chase down and kill the detected destroyer or not. Finally, a radar ship has to decide whether it wants to focus on detecting ships further-out on the mini map so their team can react to them (at the cost of warning-away DDs outside killing range or the duration expiring before a close-in kill is achieved) OR hording the radar for close-in killing of DDs at knife-fighting range. While radar would still go through solid land, pending a future fix by WG, the shorter range of radar capable of drawing a ship on the regular map would make radar ships less able to sit behind an island and dominate a cap with radar. Yes, they'd be even more likely to be able to generally detect an enemy ship on a cap, but it should be harder to just push a button to completely reveal a DD and instantly have other ships around the cap destroy any capping DDs while the radar ship faces no risk. Finally, I think this is a more "cinematic" feel for radar than currently exists, as it echos how radar and sonar acts like in popular military fiction. At longer ranges, with an initial contact, an operator will usually only have general information for their captain...that something have been detected, generally where it is, generally how big it is, etc. Only as ranges close and the contact persists does the operator fill-in more details about what they are facing. The current in-game radar...where you go instantly from no knowledge at all to knowing every possible piece of info, seems less realistic/cinematic to me. In any case, seems like radar is something that draws a lot of heated comments and would benefit from some sort of revision. Wanted to offer a constructive idea with the hope that, even if not viewed as a good route for revision, may spur other useful ideas. NOTE: Feel free to delete this post if it deemed duplicative, or more if it would be better suited to a different sub-forum. -TIS
  21. Observational items here... could be because I'm looking for it. Could be that it's actually there, happening. You'll have to add your two cents. My observation: Destroyers are becoming very passive, "so it seems" in random battles. It's to the point where I won't even follow a Shima towards any point. All they do is drop torps and move away from cap. It is very "rare" these days, to see a Shima actually work a cap let alone take it. I've seen many a gun-boat dd just roll around a cruiser or battleship with no intention of even getting near a cap. Believe me I understand - radar every where. If not radar you got hydro for the close in action. Toss in fighter planes, torpedo bombers and of course dive bombers. Oh - and let's not forget RDF/RDP. It's a rough environment for sure. But you know this when you chose to play a destroyer, didn't you? Every ship in a game is after you because you are a destroyer. Best stealth in the game (usually) with some heavy hitting power. Who wouldn't want to sink you? It's why there is so much stacked up against you. It seems these days the game is very DD-centric, towards sinking them. But why is it then the red team's destroyers seal off three caps while the green team runs around indecisively, unsure of what action to take, taking none, no caps, no kills and before you know it, red team rolls over the green team? Lack of support? Can't be as you're in the midst of the fleet. I'm genuinely interested in the how/why of that scenario. Green team's destroyers lay back. Red team's play towards spotting and caps. If we can keep it civil that'd be great. Just trying to imagine how it happens. tiafyc
  22. legozer

    I fixed it

    I hate threads about radar. Nonetheless, here goes: ** Take away the detected notification on any ship with radar mounted. I don't know if it's been suggested before because I just don't have the stomach to sift through a thousand posts about radar. If this has been floated before now, forgive me. I believe that this makes radar just a little less appealing and just a little less powerful. It's not a complete fix, but it would really help.
  23. So with all the posts lately on dd play with radar, here is what we started doing playing in a division of 3 Shimas and the next battle a division of 2 Gearings. We don't take the cap, we CLEAR the cap, and trust me, when you see a spread like below, you do clear the cap. We can take the cap almost always after clearing it. In this case, we hit the dd with 1 torp and he left in a hurry. We took the cap and moved on to the next one. We stay together and were able to kill a gearing with the guns of 2 shimas. Here is the initial clearing spread and the battle results of all 3 shimas. Nothing quite like seeing 45 torps spread out through the entire cap. It is a beauuuuuuuuuuuuuuuuutiful sight to behold. We do the same thing in the Gearing with 13 or 10 mile torps: Wanted to show the dd players this because in my opinion, there is a way to play with radar in the game. You just have to know, at all times, where the radar ships are and don't get over aggressive with your dd at battle start. Both the Shima battle and the Gearing battle we won, I wasn;t killed in the first one, but was at the end of the 2nd one due to my own stupidity and over confidence. In this Gearing battle, the other team lemming trained and that made us drool on our keyboards.....we stayed 10-12 miles back (outside of the radar range) with the 13 mile torps and just shot spreads of torps at the enemy.....I had 12 torp hits and my division member had 5 hits. Only 2 kills this battle between us but flooding damage galore. With the 10 mile torps, you have to be extra careful you don't get too close to those pesky radar rats. Bottom line guys: Know the radar and the ranges.....and division up with your clan mates in dd's. It is one helluva lot of fun and you can wreak total havoc once you get the hang of your strategy against the radar. Communication within the division is KEY! Sooooooooooooooooooo......division up with clan mates using the same dd's and let the torps FLY and the guns shoot straight! Too many of the dd players are dying too quickly because they are over aggressive at battle start!
  24. Hi all, the fix to radar is simply make it work like radar. That means it doesn't magically work through terrain or another ship if you are hiding behind it's radar shadow. This would stop the camping of the radar ship behind cover and involve some risk. Otherwise simply have more open ocean maps at higher tiers. Thanks
  25. (Place tongue firmly in cheek before proceeding. And remember: Irony is Truth) Invisible ships that whine about radar and battleship AP Big fat clumsy ships that whine about invisible ships, fires and walls of torps Floating citadels that win by hiding behind cover and lobbing lameness onto hapless targets that can’t fire back at them Smoke, smoke, smoke and some more smoke Fire-spitting smoke clouds featured prominently in the naval battles of the early to mid-20th Century Overpenetrations: 16” shells go right through a canoe, you know, for only 10% damage The Dispersion Slot Machine---feeling lucky? Well, are you, punk? Hair-pulling and rage incumbent upon the attempt to get a few digital stars next to one’s name through “competitive play” (mark you: there is no monetary compensation for this) Wailing, frustration and rage about the matchmaker Wailing, frustration and rage about “having a bad team” Wailing, frustration and rage about “losing 10 games in a row and it’s not my fault” Cyclones: “Well, Yuri Ivanovich, you have to encourage people to close the distance somehow.” “Great idea, Igor Semyonovich, let’s implement it!” (leaked conversation from WG St. Petersburg office, circa 2016). Angling: Because 2700 lb shells aren’t that dangerous if they hit you at 65 degrees. To borrow a phrase from WoT: "Bounced off!" Overmatch: The number 14.3 is extremely important in naval combat (who knew? I’ll tell you: The designers of 460mm Japanese naval guns. Smart!) One of the greatest innovations in naval strategy in this period involved pointing the bow of the ship toward the enemy and slowly reversing. Don’t you dare cross the T, noob. What do you think this is, a historical game? British battleships: Because to heck with your angling Great Naval Battles in bodies of water full of large masses of strangely-shaped land An aircraft carrier? Never seen one of those. Deep Water torps: Because battleship players are stupid and there are too many of them Radar: Because if your own DDs die, how will you ever see the little buggers? Egos and Tempers the size of the USS Midway Who knew the Soviet Navy boasted such a formidable surface fleet with artillery more accurate than anything any capitalist pig-navy could ever devise? “Destroyers in World War II primarily performed fleet and convoy escort, as well as antisubmarine warfare duties” Oh wait…. Detonations: “We at Wargaming.net believe in fun and engaging gameplay!” Detonations: “Buy this piece of striped cloth and hoist it up the mainmast. It will prevent the unlimited supply of torpedoes in your hull from going off when hit.” Fires: Because how else can a 127mm gun sink a 60,000 ton ship? 33% Skill, 67% Luck. Want to change that? Carry harder and git gud, scrub. “I play World of Warships because it helps me relax.” “I play World of Warships because of the friendly, welcoming and helpful community.” Losing credits? “May I interest you in a premium account, dear sir?” Armor penetration mechanics more Byzantine than organic chemistry Soviet Battleships: The End of the World is Coming