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Youtube Channel Update
lordholland4293 posted a topic in General Game DiscussionBeen a while since I did an update on my channel. I have added videos to upload as far as June now. My main goals for my coming week are to get some new tech lines down. I am sorry it has taken me a while to get the unique captains video out, will try to have that out sometime this next week, more details in the video. I play to release at minimum two Premium ship reviews a month, April and May will have more as I have more videos on "How to Perform In Tier 6 out, mostly in Premium. " Tech lines are being more standardized, 10pt captains, limited modules, and stock and upgraded and un-upgraded ships. The series is being relaunch as a way for new or old players to grind lines from T6-T8 in the most efficient manner as far as credits go. Showcasing how Positioning and tactics impact a battle. Starting early June I have the first "How Not To Preform" coming out-sneak peak HMs Hood review is paired with it also. Second Sneak peak, 1hr long Birthday Review coming on April 12. Since the Raptor rescue spawn points was received well as well as the glitches Aegis Op, I'll make plans make more. Some new Premium ships will like Collosus and the new premium tier 8 Pan America cruiser (when I can pick them up) will be put there three battles in a row and those are used as gameplay so the audience, gets an idea if they want to pick it up (timestamp will be included). I have some new clan battle videos are ready to upload, as well as host of other videos. I am always on the lookout for great replays in any mode whether that be competive or operations. if you have a replay you want shared tag me on the forums, message me or use my email: firstname.lastname@example.org You can also message me in Port if you have idea or want something, I usually reply within one business day or less if on the forums or email. If there is something you want to see, I'll get the footage in the ship, let me know if there is a ship you would like to see. If you send me a replay, please let me know if you wanted uploaded sooner or later so I know when to schedule it to upload. I try to upload every 3 days with small videos in between. Sincerely, Lordholland4293 Operations Guru/Proud Member of Bonky
New Operations Discord Channel Up An Running/Potential Contest
lordholland4293 posted a topic in General Game DiscussionI have a Discord Channel up and running, I have included Three Groups for ops plays, dedicated channels for Tier 6-8, and channels for Testing ship viability in the current op meta and memeing. An a replay channel if you want it uploaded to YouTube, and a channel to share with with. A dockyard grind channel has also been added for when dockyards happen. A randoms and ranked channel are also included for those who want it. Also considering Making A Ops contest, where I post a game of damage in a random ship, (most likely widely available premium or tech ship). An the contest lasts1 month: 1. has to be in ops 2. same ship 3. Damage must excend previous score. 4. High damage wins 🏆 5. Checked on the first of the next month 6.Reward- premium ship Tier 6-8 of your choice from the Armory, will be out of my own pocket, not wg sponsored. 7. Any Damage in a division Must be (only 3 players MAX 8. Damage is only included from player submitting screenshot or replay of the said ship. 9. Must be current and After i post the original post. Goal to promote more operation players @Ahskance @Boggzy https://discord.gg/Ump6Jj3K P.S. If there are any issues, with discord please let me know so I can fix them
UGotRektMate posted a topic in Player Feature and Gameplay SuggestionsAfter observing, and playing roughly 200 matches in them, submarines since they came back, I don't really see any reason to even include these types of ships, at least in randoms. I personally think they are way too strong. Even if we 'adapt' to them as we have radar ships and cv's, they're still far too strong to toss into matches that either A: Matter such as ranked or clan battles. or B: Randoms. I do have a few suggestions on them, and hope they would be taken into consideration, or at least looked through. Randoms: If you're going to keep submarines in randoms, I would suggest the following. Raise the depletion of battery power by ten percent. They can stay hidden for far too long as it is. 4 minutes is enough time to vanish from detection and sink several ships. Or maybe make it so each time you ping, you use a specific percentage of your battery. This would make submarines play a bit more cautiously because pinging multiple ships could cause them to drain their battery enough that they are forced to surface in the middle of a group of enemies. Another suggestion would be to get rid of the homing aspect of their torpedoes. As it is, even quick rudder, fast turning cruisers have problems dodging the torpedoes, let alone the cumbersome battleships. As a Kurfurst or Yamato, it's nearly impossible to dodge submarine torpedoes if you've been pinged. As a submarine captain, sure, this is great, but it feels cheap, and as the captain on the receiving end, you feel bullied, and don't enjoy the game by being attacked by something you have zero chance of dodging. It's a 99% guaranteed attack in a game that's based around RNG, so unless you're going to give every other ship a ping to allow their guns to be perfectly accurate for the same amount of time those torpedoes are, you're giving submarines a distinct advantage over every other ship in the game. There is no balance there, and unless it's removed, or a similar aspect is given to every other class of ship, then there can be no balance. If that's not an acceptable choice, then I would suggest drastically lowering the damage each torpedo can do. 12k damage on 4 torps that reload every 55 seconds which home in on you in such a way its nearly impossible to dodge... That's ludicrous. I would suggest dropping the damage down to CV rates or somewhere close. 2k - 4k damage max. That's still up to 16k per salvo. Pretty significant on ships that may have 30k health. And raising the reload. You've basically given them a torpedo machine gun. Maybe, also, make it so if you miss your second ping, the first ping breaks and the torpedoes stop homing, and you're unable to ping the same target again for say... a minute. Though, again, I think the better option would be remove the homing aspect, because it's heavily unbalanced right now. My other suggestion would be simply add in another type of battle that includes submarines, and keep them out of randoms. That way people can still play them as is, but they won't ruin random battles as they are doing right now. Yes, there are counters. Yes, they're easy to sink if they make a mistake and quite a few of them do. But they're still far overpowered for what their intent is. Most people I see aren't happy with them, specifically for the reasons I've brought up. Even those that have played them, such as I have, testing them out and understanding their function. Anyway, those are my thoughts on it.
So, those bad Italian BBs, (T4 Alighieri.)
Estimated_Prophet posted a topic in Italian BattleshipsYeah, clubbing I suppose, but the Reds had one or two doing that as well. T4 Alighieri on Solomons, (been so long since I've seen that map, I thought it had been removed.) Severn achievements; Kraken, 2 CQE, DevStrike, Double Strike, Confederate, High Caliber. Fourteen planes shot down with that (bad) T4 AA. Three point captain. (Do skills matter? Or is it just that experience matters more?) Brag post maybe as well, just one game, and yes, a loss, but just had to share. T4 Alighieri on Solomons. Ping to @Khafni, @UltimateNewbie, @Wolfswetpaws.
Taking Randoms Too Serious
FirstDayAdmiral posted a topic in General Game DiscussionI think we all have rounds where there's someone that needs a break. You have a collection of people that play randoms. You have the competitive folks that forget that it's not esports. They also forget that they are playing against the next groups I will list. So they have this idea that they are against players of the same level of experience. There's the impaired group. Meaning drinking after a long day. The spirits crowd loves firing up competitive people. Typically trolling the competitive anger chat. Mom or Dad lets their kid play their account. So the competitive people that think they are talking/playing against a similar player, are actually losing their mind over the actions of a kid at the helm. Next is just the group that rolls in and wants to go lone wolf. I call those anarchists. You won't convenience these guys to do anyyyyything they don't want to do. "It's my game and ill play it any way I want." Lastly is the medical group. People with issues that impair play. I am a part of that group. What I'm getting at, is all the emotion over Randoms is useless. You're gonna win and lose. The people youre playing with could fall into any number of categories. Complaining and losing your mind in Randoms is useless. I continually say that Ranked is where you should be if you want to show your worth to an extent. This isn't targeting anyone directly. Just something I noticed and I wanted to throw out a friendly reminder that you're not up against people of your same mindset. I see needless stress, I think we all play to get a needed break. I hope everyone has a good day.
Balanced Matchmaking, it’s just fine so stop whining!
SuperComm4 posted a topic in General Game DiscussionMatchmaking is just fine. Stop all these whining threads saying otherwise! Here is an example of the fair, and balanced, matchmaking that I have seen all morning. Since people clamor for data, why not use some actual numbers rather than “I feel...”: Team 1 win rates: 44.60 / 43.58 / 50.49 / 49.90 / 47.82 / 46.58 / 46.21 - AVG = 47.02% Team 2 win rates: 46.38 / 47.60 / 52.29 / 50.36 / 52.45 / 63.19 / 56.55 - AVG = 52.69% But Super - win rate is such a poor way to prove a point about matchmaking! Why of course, young wave-runner, we all know this to be true! It is not possible for their to be a difference in tactics and cohesion that are displayed on a team 5% lower in win rates. Nor is it possible for Team 1’s shooting accuracy to be any less, and even if it was it would not affect anything...Because we all know the ability to put shells on a target is highly overrated! Team 1 accuracy: 28.95 / 19.37 / 33.00 / 33.72 / 34.83 / 27.12 / 25.41 - AVG = 28.91% Team 2 accuracy: 27.04 / 30.32 / 29.02 / 35.57 / 32.77 / 33.84 / 33.14 - AVG = 31.67% Humbug! 2% difference! So what are you suggesting Super? Skill-based matchmaking, so you can “feel” like you can win more? Carry harder and “git GuD”! It’s RANDOM! Nah, we don’t need to do anything different. When putting numbers on a web forum is more fun & engaging than randomly winning and losing in streaks with surprisingly similar team stacks as the figures above, we have hit the “sweet spot”! Why would we want to ruin a perfectly good random-fest by exploring additional game modes, or some silly matchmaking nonsense that would make wait times 2 to 4 days?
How To Tell When A Match Is Lost Before It Begins
MM_and_RNG_are_Rigged posted a topic in General Game DiscussionI just now realized something that I'm figuratively kicking myself for not noticing sooner. Literally in almost all the blow-out matches that I lose, I'm facing enemy teams that look like the one in this. And in all the blow out matches I win, I'm ON teams that look like the enemy team in this. And what's even worse is divisions obviously aren't properly taken into account in the matchmaker. 2 of the 3 people in the enemy division are rank 1, and the third is rank 4. FIVE rank 1 players on the enemy team. FIVE. Count them. FIVE. Two rank 4s, three rank 8s, and one rank 9. Versus... One rank 2, one rank 4, myself at 11, and then one each at 17 and 24. How is this balanced matchmaking again? How hard would it friggin be to code the matchmaker to take the Rank of a person from the current/previous ranked season into account? I'm not talking this silly "ranked sprint" or even the "1 vs. 1 ranked sprint" thing they had months back either. I'm talking legitimate ranked seasons. Seriously, I'm so sick and tired of losing blow-out matches, and honestly I'm sick of WINNING blow-out matches too. It couldn't possibly be that hard to force a further balancing factor around a person's ranking from ranked battles so that teams are more evenly distributed. Sure, losing close matches sucks really REALLY badly. But at least I've got a chance to do something in said match. Likewise, winning those close matches is really REALLY amazing. I can't POSSIBLY be the only person here who hates constantly getting in losing matches where the loss isn't even close, but literally just one huge blowout where your team crumples like wet newspaper. Edit: Keep in mind, the only reason the enemy Dallas is at the bottom is because I somehow got lucky, RNGesus blessed my shells, Stalin himself reached his cold hand up from the depths of Hell, and guided 3 of my shells into the Dallas' citadel and a few others into the hull while saying, "I like you, go to Gulag!" and I got a rare DevStrike with a battleship.
STATE OF THE GAME: CB influence
Mizzerys_Fate posted a topic in General Game DiscussionSo a new Meta has been thrust upon us. Last season it was the KLEBER wolf packs... Then the KLEBER gets nerfed. Now we have the Venezia menace. A Hak to spot, A Yoshino for long range support, and 5 Venezia to laugh at your AP. ..... So this brings a few questions to mind. When will the Venezia be nerfed? What kind of nerf will it be? Will any changes come to AA balance to counter the strong carrier? Or, will the Haland be nerfed due to high AA efficiency? ..... Now to the future: The new heavy/light Russian cruisers will be in the next season. Will they dominate? What will be their counter? Will we see carriers again in next season? ...... Observation: Not really seeing a lot of British Heavy cruisers, nor many Hallands.
More Random Than I Thought...
Ralph_Vargr posted a topic in General Game DiscussionThis is the third time in three days that starting up a random battle has crashed me to desktop. Restarting the game gets me first, a screen of ocean waves, then a startup screen for the battle, then no matter what I do, it just abends to desktop. Each time, I get a penalty for abandoning the game. Or, for the game abandoning me. :( Bad enough that I am a scrub, who is going to die early anyway, this adds even greater insult to mortality. I don 't mind being known as a scrub. I *do* mind when the game client stabs me in the back. "File a support ticket!" Ah, no. Not wasting my time. The game *wants* me to play co-op. So do my stats...I suck, and I own it. I would rather be killed off by bots, thank you very much, then draw larger XP rewards for playing in randoms drawn out to the full twenty minutes. I'll stay pink at Tier One, until I've done my time. Then, lower rewards for co-op play, because being backstabbed by the game isn't worth it. Higher-skill players killing me is fair. Jerking me around, and stiffing me with a penalty isn't.
Another approach to it all instead of just 'Winning' ?
Krautjaeger posted a topic in General Game DiscussionOk, so I've been with WoWs since CBT on EU before coming to NA thus seen on two communities games, players and how their approaches to the game as whole has developed throughout the years. And the topics that come up again and again, that creates frustration for many is winning and getting less rewarding for players with the lopsided games, losses and all that which has already been discussed to death. This post is not going to remotely touch that, but will present an alternate possible solution to how Random Battle matches are played and rewarded. What if we instead of going for the 'Win' made all games about personal performance in battles. How well you perform, how well you do, is how you get rewarded at the end of the battle. Now it will still be split up in to teams as we need someone to play against, and technically there is a win or a loss, but the importance of that is hopefully taken out of the equation and instead people that do well on both teams get good rewards, people that do medium on both teams get medium rewards and so on and so forth. This should give people more of an incentive to improve their gameplay further as you will no longer be 'carried', if you play poorly you get poor rewards. This is not a 'curved' system, should all 12 on a team perform admirably they would all get max rewards. Wargaming need of course find a system on how to measure personal contribution to the match and find a balance in such, which of course can be hard enough in itself, but could it end up more a more rewarding and I hesitantly use the word 'fun' for all or the grand majority of the players. The focus on Win Rate, hopefully, will be overshadowed by a system that will show how well you as a player do. Win or loss, contribution is the key. Now why take an age old tradition like 'Wins' out of a competitive game? Well, as we've seen here in countless discussions and even in the last days the 'Win' isn't the main goal for most gamers any more and oldtimers both know and feel that, not only in this game but in other games we play as well. It creates insane frustrations when two gaming generations meet like this and try to interact in the same "sandbox". Instead of continuing down that road, could it not be possible to have a new system that could please both old and new generations, where the old generation have something to be measured by and the new generation sail on like they love to do. We'd both be in the same arena, but we can both pursue the goals we want without it affecting the other to such a degree that it does today. Again, this proposal is for Random Battle mode only. This is to try, at least try, to imagine something constructive and/or possible solution to what is often fiery topics both here, and other WG titles as well. Looking forward to your input on the matter, wish you all a good day sailing!
Destroyer Yueyang Guide For CBs And Randoms
NAsFinest posted a topic in Game Support and Bug ReportingHello everyone, before I start with this guide I would like to introduce myself. I come from the European server and my nickname is StorozhevoiGnevni, I am a member of RAIN, was part of the roster that won KoTS VI of the European edition in addition to the Grand finals against the CIS server and I mostly play DDs. In soon 2 full seasons of clan battles I gained a lot of experience in playing the T10 Pan-Asian DD Yueyang so I would like to share some tips and tricks of what I learned in those 2 seasons. Hope you all find it helpful and enjoyable! Why should you get the Yueyang? Very often I see people say "Yueyang is just a Gearing with different smoke and deep-water torpedoes." but I don't think that describes the Yueyang quite well. Yes, it is very similar to the Gearing and yes those are the 2 major differences, but those 2 differences already change it's playstyle from the Gearing. It also stands lower in the water so it makes it smaller and harder to hit. The torps have 13.5km of range and with only 0.8km detection they are your main source of damage (remember you can't hit DDs with them though), guns have 11.8km range which is 0.7km better than the Gearing, it might not sound a lot but often you will find it useful as 11.1km in T10 is fairly limiting. In comparison to the Gearing, the Yueyang eats less BB AP penetrations due to having a lower profile and because Gearing has a lower plate that can also cause to shatter DD HE shells. Yueyang also has the gunpower to deal with any other destroyer in a close range knife-fight, the way you should play those fights I will talk about later. Yueyang in Random battles There are multiple ways how you can play the Yueyang in random battles and for each you need a different build so here are some examples! Remember that before any damage farming, sitting in smokes your main job is to SPOT for your team, therefore if your team has no spotting on the enemy it is your job to leave the smoke and help them deal damage that way, sadly teamplay is not rewarded in this game as much as it should be. Your battleships and cruisers can always do more damage than you when they have the spotting so keep that in mind! Gun focused build: With a gun focused build your goal is to deal as much damage to BBs and knife-fighting DDs in close range. You would run smoke and with the captain skills I will link. Obviously it contains the reload module as well, but if you feel like that is not necessary feel free to switch to torpedo reload module. The playstyle relies heavily on sitting in smoke, hitting torps that cause a flood (even one is enough so you try to torp in a way you get guaranteed hits) and then set fires, or the other way around where you first try to force Damage Control System and then torpedo to get the permanent flooding. This tactic can be done with other builds too but in a less effective way due to missing Demolition Expert and higher reload on the guns. With the gun reload of 2.4 seconds you will have a huge DPM advantage over any other DD (unless it is the same built Yueyang or Gearing) that can make you victorious in fights where you have significantly less health. Use your gun power as much as possible, don't play selfishly and just play to deal damage, make sure to contest caps and kill DDs. Try to recognize when your friendly needs help with an enemy DD and try to kill the threat of your teammates. Remember that you aren't the only destroyer that is a threat to enemy ships, there are enemy destroyers that are a big threat to your team as well and you need to be there to help them out! Captain build: http://shipcomrade.com/captcalc/1100000000000011010010100000000119 Prefered modules: DD Hunter build: With a fairly similar build to the gun focused build you still want to maximize your gun reload and maximize your chances when fighting enemy destroyers, but with this build you want to slot radar to be able to counter their smoke or surprise them in the open. Your main source of damage will be torpedoes that will have quite slow reload, but if played correctly your average damage won't be sky high and you shouldn't bother with it. The win rate should be exceptional due to your influence on the game of killing destroyers and removing the threats of your teammates. Captain build: http://shipcomrade.com/captcalc/0100000000000011010010000000001119 Prefered modules: Torpedo focused: With a torpedo focused build in random battles you want to minimize the reload cycle of the torps and make sure that you send torpedoes every cooldown. With the excellent torpedo detection you have you can easily get devastating strikes on enemy battleships and cruisers. When you get a torpedo hit that causes flooding to an enemy battleships try to signalize your team to focus that ship as they most likely used their damage control. Getting permanent fires on them will kill them fairly quickly and help your team win! The more you play the ship or any destroyer for that fact will help you master your torpedo game. Try to predict enemy movements if you can, securing one hit is already very useful for your team! Even though you are focused around torpedoes don't forget to hunt DDs, I recommend radar for this build (even though smoke is as viable, it really is your choice) so don't forget to influence the game by doing what a destroyer such as Yueyang should do, spot for your team, try to kill enemy destroyers, your gun power is still better than what Shimakaze, Grozovoi, Z-52 can ever get, as well as equal to Gearing. The destroyer you certainly don't want to fight is a Khabarovsk but that is a rule for every other destroyer too. Captain build: http://shipcomrade.com/captcalc/0100000000000011011000000000001119 Prefered modules: To sum it up whatever build you are using in random games you must understand you are a destroyer before anything else. The value of spotting for your team is something that is so underestimated among the average players but is so useful for your team and can easily be a game winning factor. You also need to give your best in capping, contesting capture points, positioning yourself between an enemy DD and your battleship so you can spot the torpedoes. Sometimes you will get matchmaking with a carrier in it that will spot your torpedoes or keep you powerless by spotting you or even killing you and you can't do much about it. Those games don't happen always and it is luck based. Go over it and hope for better the next game. Lot of players complain about radar but there is very much a way to deal with it, use island cover to your advantage, practice your dodging and don't put yourself into unnecessary risks in the early game. You have great maneuverability. The longer you survive in a game the longer you can influence the game so save those risky moves for when you have to do it. Yueyang in Clan battles Yueyang is the most popular destroyer in Clan battles and there is a simple reason for it; it is the only T10 destroyer that can slot radar. And other than radar it is an excellent hybrid, something every clan would want. A mix of great guns, great torps, radar, very good concealment, great maneuverability is what in my opinion makes it so strong. There are 3 viable Yueyang builds that all differ in one T3 skill. Which one you take is your own preference, I personally run Torpedo Armament Expertise as I don't find Super Intendent useful at all, I never find myself in need of using over 3 radars in a clan battle game. The other one focuses on maximizing gun power when engaging enemy DD-taking BFT and Reload module over TAE and Torpedo Reload module. If you find yourself often fighting enemy DD then I would call it worth it, but most of the times you rely on your dodging and the support of your teammates to deal damage, if you can dodge better than the enemy DD you will win the trade. Probably the most important factor when playing DD in CBs is spotting; invest time in learning detection ranges of T10 ships and radar ranges. There are 2 ships that you as a destroyer player need to be extremely careful of; Worcester and Minotaur. Why are they so dangerous for you? Because their detection range is lower than their radar range meaning when they get spotted they will instantly radar you. You will probably eat damage when that happens regardless of your position, but if you get caught nose in towards it you will need to turn away to disengage meaning you will get closer to him as well as him to you making you unable to leave his radar range-long story short you are most likely dead or lucky to survive. Therefore when you see one of those ships in an enemy lineup make sure to turn before you can possibly spot him and be ready to run away and dodge. You want to reverse spot him and when in that position you are already unpredictable when they need to aim. Next thing you must learn is to prioritize the shells you want to dodge. Zao shells will over be more dangerous than Worcester or Minotaur shells, BB shells will always be the most dangerous out of all. Watch when they shoot, don't try to dodge before they even shoot because just wiggling won't save you from eating their shells. There are many ways of throwing off the aim even of the shells as fast as Zao's. Dropping your speed completely and turning in a direction most likely will always work for a salvo or two, turning once when he shoots and then turning back as the shells come closer will make you dodge the shells. The more you dodge, better you will get at judgement of the shells and how to dodge them. As a destroyer in Clan battles you usually have a lot of time to think, therefore you must be a step ahead of your caller/commander, destroyer is also a good class for being a caller yourself for the same reason. Look at the minimap, try to see the potential plays you could do that would help your team. Your commander can't react at the perfect time for everyone to tell you what to do and it can be too late. Timing in this game is everything and doing something 20 seconds before you get called to do so can be a win/loss difference. Your every move must be well thought, the time you can see the move and how well you can do it differs the top from good, but if you are already thinking that way, hey you are already good at what your team needs. Becoming a consistent DD player in CBs takes time, it is a learning process and you will make mistakes on that journey, but make sure you learn from those and correct them the next time you get a similar scenario. You should try to always have an impact on the game, even though it is often not so easy, try to be a force on the map and don't sit in the backline unless you get said otherwise (there are scenarios where you simply can't help with anything and forcing yourself in the front line can get you in risk of getting killed, try to recognize those). Three captain builds: http://shipcomrade.com/captcalc/0100000000000011011000000000001119 http://shipcomrade.com/captcalc/0100000000000011010010000000001119 http://shipcomrade.com/captcalc/0100000000000011010001000000001119 Prefered modules: Regarding the smoke Yueyang it is used mostly in a very specific tactic that runs around it such as aggressive flank pushes with stealthy cruisers and the ability to dish out smokes fairly consistently with a lot of charges. Since the cooldown nerf I don't think it is worth for anything else, if you want to smoke up your cruisers in a defensive position I would take a Gearing. Important to remember: -You are the eyes of your team, learn the detection ranges of T10 ships -Be careful when facing a Minotaur or a Worcester -Prioritize the shells you want to dodge, some are more dangerous than the other -Be unpredictable with your dodging, don't dodge when shells aren't even fired -Think for yourself, try to be ahead of your caller and make well thought plays -Timing is everything -Becoming a great consistent DD player is a learning process, make sure to correct your mistakes and learn -Know when to shoot, engage the enemy destroyer and when to run Tips and Tricks Putting yourself in a favourable position in a gun fight: When fighting enemy DDs you must be aware that once you are nose in to him it is basically impossible to disengage before you kill him or you are forced to use your smoke, not every fight is a 1v1, being nose in makes you predictable and easier to hit so if you expect an enemy DD try to put yourself in a kiting position, that doesn't necessarily mean kiting from the start, but if you need to bail you will most likely survive easily plus if there are torps coming there is 90% of the time plenty of time to make a perfect dodge. This is a rule I would apply to every single destroyer in the game. Cap contesting: When contesting a cap both in randoms and especially in clan battles you can expect to be radared, torpedoed or rushed. It is incredibly important to have safety exit route, once again nose in means mostly death so you want to be in a reversing position towards the cap (stern towards the enemy). If the cap is contested and you want to challenge an enemy DD to a fight simply reverse towards the middle of the cap or until you spot him and you should already be in a favourable position. When capping don't leave the cap until you are reset, don't be so scared of radar because you can still pull of the cap for your team and that is where your judgement comes into play. Often in clan battles you will have a ship shooting at you with 5 seconds left on taking the cap, watch when he shoots and if you think shells might be going in front or exactly at the middle of your ship, try reversing in more to the cap as it will always be enough to secure the cap. Most of the time reversing in is something a BB player won't expect and he will miss but don't be overconfident, as it can be a double-edged sword if you misjudge the shells! Always have confidence in your moves, if something doesn't work you will have more experience for the next game. Hope everyone found this guide helpful, feel free to ask questions and please tell me if it really is useful. There would be nothing nicer to hear than that this helps people and that there is improvement! Good luck on the high seas and be smart! [RAIN]StorozhevoiGnevni