Search the Community
Showing results for tags 'randoms'.
Found 4 results
Oh For Five Six! intends to be a small, mature clan assembled to be casually competitive in Clan Battles and other group related activities. I took a poke at this back in July and didn't have much (any) luck. I figured it was time for another poke since I'd really like it to lift off. Know in advance this is a new clan looking for its first recruits so activity is going to depend on recruitment success. I'd be happy to help some like minded folks who need some guidance to polish off their basic tactical game skills in preparation for success as a group. I'm seeking folks who may lack confidence in what they bring to the team skill-wise but have the passion to improve and help others. I can help you, and I hope to help develop others who like to help as well. Maybe a few really good players can join up and help me improve too? I'm always learning and want to foster that characteristic within the clan. We do require at least 1000 battles in game- whether that's on another server or on the NA server. This helps ensure some basic fundamental understanding of the mechanics and what the game involves. I'm in the Mountain Time Zone and do try and play a few games on average daily. My work schedule allows for me to play mostly evenings on my "week on" and during the day on my "week off." STATS HERE
First three carrier games in Randoms in forever. Three decent results for lower-mid teir; three first place finishes at the top of my team; three losses. This apparent inability to influence games in any usefull way; despite often doing well score wise; is pretty much the reason why I don't participate in Ranked past R15; and have all but given up playing Randoms... 16.5k battles; and I still apparently can't strongly influence battles except by accident... Read the maps, see and understand enough to fight and win single battles, sure... Understand things in any manner deeper than that? Nope. I not surprised though; I always stank at boardgames that involved heavy strategic thinking; and did much better at such that were more purely tactical.
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!
Hello 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