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Found 17 results

  1. panther5001

    Advanced Tactics: Cruisers

    Hello WOWs forums. I'm thinking of contributing to the community given that I've had such a great experience playing and learning this game. In this particular thread, I aim to highlight common mistakes I see cruiser players make, as well as go over some more advanced tactics that every cruiser player should use. I will not go over basics like ammo selection, captain skills, and and upgrades, as those are easy to find through a simple google search. Anyways, let's get into it. Cruisers as a class are by far the most punishing class in terms of positional mistakes. You do not in most cases have the smoke to disengage like a DD, or the sheer survivability of a battleship. Often, getting caught out of position in a cruiser means that you are focused by multiple battleships and deleted very quickly. This is what often loses games, as cruisers are indespensable for escorting DDs and BBs into caps. So with that said, I'll get into some 'dos and don'ts' for basic cruiser positioning. A. Basic positioning: where are you needed in your fleet? DO link up with friendly DDs and BBs. You are a support ship who's potential is maximized when paired up with battleships and destroyers. They also need to to do their job. The reasons for this are very simple. If you go into a cap with friendly DDs, you can easily skew a DD vs DD fight in your favour, and push out enemy DDs from a cap, allowing you to take it. DDs can also assist you by providing smoke for you to disengage easier, as well as provide a deterrence to prevent enemy BBs rushing you. Friendly battleships give you a means to maximize your DPM. Generally, if you stick behind the friendly BB, enemies will more likely focus the BB, meaning that you can take more aggressive positions and make the most out of your DPM. More importantly, however, is that you give friendly BBs a means to push. You will deter enemy DDs from rushing you, provide AA support, and also can give BBs more time to evade torps (due to your plane/hydro) and rush smoke (hydro or radar). DON'T go off and do your own thing. Seriously, you aren't rambo, and this isn't call of duty. If you enjoy getting focused by the entire enemy team, then by all means do this. But if you read this far then you are likely not the type of player to do this so yay. B. When, where, and how to disengage: ALWAYS have a means to disengage -- stop firing to regain stealth, get into cover, or get behind friendly BBs. When and where: You never ever ever ever ever want to be caught with your pants down. Every cruiser needs priority target, so use this to gauge when it's time to go dark. Generally speaking, if 2+ BBs are aiming at you, or 3 enemies of any type, it's time to fall back and go dark. The reason for this is because as a cruiser, you want to have the ability to dodge incoming BB AP. So if you are being engaged by multiple angles, you really can' dodge effectively, meaning that you will be citadelled to crap. How: This is where things can get tricky. In most cases, you have to turn and expose your broadside to disengage. Obviously this brings the problem of instantly being deleted by BBs and other CAs. So how should you time your turn? Angle (I'll get into more detail later about this) towards the biggest AP threat (BB with the highest calibre guns) and bait their shot. After they've fired, you have 20-30 seconds to turn and haul [edited], hopefully regaining stealth. NEVER turn before the battleship(s) has/have fired, you will just get deleted. Now some of you are probably thinking: what if I am caught in a crossfire and cannot angle effectively? Welllll, this brings us back to point A. Do not get caught in this position because you will die very quickly. Stick with your team and do not overextend to a point where you are caught in a potential crossfire. C. Angling, baiting, and dodging: dos and don'ts I briefly touched on baiting enemy BBs to fire at you, but let's get into more detail. If unable to dodge (<10km): Show a slight amount of broadside at an autobounce angle (>60°) and bait enemy BBs to shoot at it.This will mitigate as much damage as possible and allow you to turn to disengage. You will still eat some damage, but doing this prevents you from being citadelled as much as possible. If dodging is possible (generally >10km): Sail at a 20-30° angle and bait them to shoot. Once they fire, cut all speed and shift your rudder as fast as possible to the other direction. In most cases, their salvo will land short and off your port/starboard side. DON'T go bow-in: Most BBs will simply overmatch your bow and hit the citadel behind it. Don't do this. DON'T commit to a turn unless the largest AP threat has fired: I've mentioned this multiple times but it's so important. Bait their shot, tank/dodge, it, THEN turn to disengage and reposition. D. Target Selection: who to prioritize? Keep in mind that the order I am about to present should be used as a reference and nothing more. Battlefield conditions can and will skew this list. However, it is still useful to keep in mind when playing. Any enemy DD <12km. You are most effective at killing them and doing so will give your BBs a means to push and allow DDs to cap more effectively. Also, most DDs have 12km or less or torpedo range, and become significantly more threatening the closer they get. A BB who has recently used damage control. This might seem odd to be placed this high, but HE spamming a vulnerable BB does two things: i) it forces them to disengage and attempt to heal, giving your team more map control, and ii) stacking multiple fires quickly enough can simply kill the vulnerable ship. Broadside cruiser <15km. Generally speaking, AP volleys at this range will consistently score citadel hits. Removing vulnerable cruisers gives friendly DDs more freedom and allows friendly BBs to focus on engaging enemy capital ships. The reason why it is not ranked higher is because it takes time to swap ammo, and most broadside cruisers either die, angle, or disengage by the time you have reloaded AP. DD >12km. Still worth taking shots given that most of them can't heal, and any chip damage is valuable. BBs (especially angled/bow on BBs) with damage control. Helps friendly BBs immensely, as they usually cannot deal significant damage to a well angled battleship. This helps to dislodge them and hopefully gets them to turn for your battleships to punish them. Angled cruisers (or even broadside cruisers at long range). It's not really your job to HE spam angled cruisers to death (just allow your BBs to force them away), and in most cases you do not have the AP pen to punish broadsides at range (aside from the Moskva, Zao, tier 8-10 German cruisers). Anyways those are my more advanced tips for cruisers! I hope this was helpful and let me know if I should make more of these 'guides' in the future! This is the first time I've written this type of thing so feedback and criticism is appreciated!
  2. Hi All! - Hangglide42 here w/ a quick convenience update - Over the past year, I've published a number of forum articles in the "WOWS Enjoyment" series which were intended to assist newer players w/ various aspects of the game. These included items such as describing the currency model (to earn enough silver to play higher tiers), flagging in-game challenges so a player can have suitable ships in their port to reap the rewards - to strategic articles that outline what to do w/ various cap strategies and why - and tactical articles on shooting and maneuvering. Over time, these articles have spread down the forum article list so this is a compilation of links to all of these articles so new users can have a single summary link page to any of this info, if desired. Recently, I've also added helpful links to Youtube vids and other posters who have very good insight on various topics for newer players. I've also now added a Table of Contents since the number of links & articles have grown tremendously - browse this to see which article may be of interest, then the link section gives a quick summary of the article in greater detail. Table of Contents General Progressing Faster Currency Model Changing # of Replays to save (As of 7.0 - training rooms now auto-enabled & accessible from the In-Game UI. Since 8.X Replays are autoenabled & defaulted to 30) Happiness...the Hope of Rewards...and the Meaning of "Git Gud" WOWS - Great Mix of History as an Arcade Shooter Clans - Why Join One? Matchmaking (Everyone has an opinion but here's what the math says...) YouTubers List Instructional/Advanced Advanced Gameplay/Informational/Entertaining Ship Reviews Game Heads Up (What's upcoming - so you can prepare) Knowing WG's Patterns/Promos Prepares You to Participate! PSA - Opportunities for December 2017 Puerto Rico... 2020 - Dates/Events to be aware of (i.e. overview of what to expect, when) Game Optimizations - Achieving In-Game Goals Faster When Lines Split.... (having the right ships affected by a line split earns you free ships as compensation) Getting Ships/Captains to Maximize Rewards Ships to have in port to Participate in In-Game Goodies [ Posting from Edgecase ] Stacking Flags & Cammos to Maximize Free XP Collection (Principles apply to XP and Commanders XP as well) Accelerating Captains Training - Getting More 19 pt. Captains Quicker Evolving Your Captains Skills Getting more XP per Game Strategies for a Campaign (How to more efficiently earn game Rewards) Becoming a "Legend" Faster Game Tactics/Mechanics Skills to Learn as you start the game and move thru the Tiers Ships and Shooting Shooting at Angled Targets DD Guns - When to use HE & AP & Why Maneuvering Tactics (Using Cover, Masking Turns, Flanking, Kiting) Advantages of a Retreating Fight & Why Maneuvering your Cruiser for survivability Brawling 101 [ Link from iChaseGaming ] Captains Academy #41 - Definitive Guide to Dispersion [ Link from Notser ] Shells - Penetration Mechanics & Formulas [ Links from Flamu ] Advanced Tactics - Flamu's Tactical Analysis Series of Videos Critiquing Games from his Subscribers [ Stuntman9630 ] 0.8.0 CV Rework - Premium CV Summaries (as of last Public Test sequence) [ Links from Farazelleth ] Fara Carrier Guide Series/Ship Configs - (Must video section for Aspirational CV Players) Game Strategy Cap Strategies & Lemming Trains Lanchesters Law & its implication on WOWS Strategies Tech Tree Progression Assessments Which IJN Tech Tree DD Sub-Line? Go down one line or many simultaneously? Bugs Replay Bug - Replays don't play & are stuck in the login screen forever Just for Fun... April Fools!....(Subs)... General WOWS Enjoyment - Progressing Faster Currency Model New players will find (depending on their skill threshold and whether they hold a Premium account) that the higher tier gameplay becomes "silver earnings negative". This article explains the WOWS currency model and strategies of working around this so you can afford playing your Tier Xs. WOWS Enjoyment - Increasing the number of Replays to Save [ Update: As of Release 7.0, Training Rooms are autoenabled and accessible thru the in-game UI and the configuration procedure described in the article is no longer necessary. As of Release 8.X the XML Configuration file structure has changed and replays are defaulted to capture up to 30 replays - this article now reflects how to change the number of saved Replays to a larger number ] One of the most common requests for newer players - how to increase the number of Replays to save (so I can send my fantastic battle to my favorite YouTuber or post it for viewing) and how do I enable Training Rooms (so I can practice where to shoot what, or play practice Co-op games I construct or work w/ my Clan/Division). WOWS Enjoyment - Happinness...the Hope of Rewards...and the Meaning of "Git Gud" This is a self-assessment article meant to match up those unhappy w/ their results in WOWS w/ articles and vids which, hopefully can raise the bar on any parts of your game which you'd like to see improvement on to help you achieve your WOWS goals. WOWS Enjoyment - Great Mix of History as an Arcade Shooter General article describing the nature of how WOWS balances being a compelling arcade shooter w/ a respectful nod to actual history (and generating interest for it). WOWS Enjoyment - Clans - Why Join One? Outlines some of the benefits of the new Clan feature - the Naval Port. This is presented in a "Why I Joined My Clan PROJX" reasoning since there are a plethora of new clans which have been formed due to the 6.11 feature. It also touches on the Clan Application process which may intimidate some, but if you find the right match for a clan w/ your play priorities and needs, it can be easy and enjoyable. WOWS Enjoyment - Matchmaking (Everyone has an opinion, but here's what the math says...) Many players have a least an opinion on WG's Matchmaking (MM) algorithms. They range from "it's fine" to "this is some broken MM!". This article describes the math behind the current state and some of the reasons for the MM algorithms as they are today. It also explains some of the implications of trade-offs that would need to be made for some of the forum suggestions for "Improved MM" to be implemented. Some Youtubers/Twitch streamers who may be of interest to you: A number of these YouTubers also have Twitch streams and are occasionally supported by Patreon contributions. This is by no means a full list of popular YouTubers, but just a few that I've found most entertaining/useful if you're interested in WOWS. Instructional/Advanced Femennenly (NA), Farazelleth (EU) - Very good CV instructional & entertaining Flamu (most servers, but primarily EU) - Advanced Tactical/Instructional/entertaining iChase (NA) - KnowYourShip series, Game Mechanics Analysis Aerroon (EU) - CV gameplay, overall entertaining/instructional Stuntman 9630 (EU) - Comparative ship stats analysis, What the Ship? series, Ship Trial series Flambass (EU) - Entertaining videos but w/ advanced tactics particularly evident in his "SPESHUL" video series Advanced Gameplay/Informational/Entertaining Jingles (EU), NoZoupforYou (NA), Notser (NA), Yuro (SEA), Mejash (NA), Qckslvrslash (NA), HughJass (NA), PointyHairedJedi (EU) Ship Reviews LittleWhiteMouse (NA) - (Technically not a Youtuber, but a forum poster) - Hands down in a league of her own wrt comprehensive reviews of a specific ship in WOWS Stuntman 9630 (EU) - When a new ship is released, posts videos which compares its stats on a 1-to-1 basis w/ other ships in its Tier Game Heads Ups These postings give you a heads up in what may be coming down the pike so you can execute missions to gather XP, FreeXP, silver or doubloons/cash for purchase opportinities or chances at free ships, etc. WOWS Enjoyment - Knowing WG Patterns/Promos Prepares You to Participate! If you've ever kicked yourself because you didn't have the right ships in port, enough FreeXP, not enough ports, etc. to participate in WOWS Missions/Campaigns and nice promos when they arrive - this article outlines what to expect and look for in the near future and going forward into 2018 so the next time, you'll be enjoying your reward ship for completing that mission! (or having enough FreeXP to purchase it)! WOWS Enjoyment - PSA - Opportunities for December 2017 December 2017 offers opportunies to boost FreeXP collection (for the early 2018 FXP Ship release), certain desired promos and ship sales. WOWS Enjoyment - Puerto Rico The controversial Dec 2019 Mission to build this ship - explains the "trick" to get the Puerto Rico + Gorizia for the price of a T8 Premium, under a achievable mission structure...and still have a normal Holiday w/ your friends & family. 2020 - What to expect - WG's General Release/Promo patterns How do you not miss out on events/swag? Here is a general pattern of WGs release patterns and events throughout the year so you can get a heads of of what will likely be offered and the approximate timeframe based on past historical WG business patterns. If you want to have an idea of what will happen during what month and when you can restock your supply of flags/camos or get Premium ships or when lines drop - Game Optimizations - Achieving Goals Faster In-Game WOWS Enjoyment - When Lines Split... WG has a very Player-friendly policy when a Tech Tree Line splits. Players are generously compensated new ships depending on what ships they have in port at the time of the split. This article explains the mechanics of what happens as of the 1st 2 line splits that occurred and what is anticipated for the 2018 USN Cruiser Line split in specific detail. If you want to know what ships to have in your port to net some free ships w/o the grind, this post is for you. (This post will be kept current re: WG Policy as to what happens.) WOWS Enjoyment - Getting Ships/Captains to Maximize Rewards General overview of what Missions, Campaigns and other in-game challenges require so you can position yourself w/ the right mix of ships in your port to be able to participate in these and reap the rewards. Also outlines what WG typically does when lines are split so that you can position yourself for some (potentially) free ships in the tech tree when this happens. WOWS Enjoyment - Ships to Have in Port to Participate in In-Game Goodies Expands on the previous article going into specifics regarding Missions, Campaigns, Challenges and Scenarios and the type of task activities required. Knowing this allows you to have the right types of ships in your port to more efficiently achieve the task rewards while minimizing the number of games played. [ Posting from Edgecase ] Stacking Flags and Cammos to Maximize Free XP Collection Edgecase provides a fantastic explanation of how stacking of your flags and cammos work in WOWS. If you're trying to collect your remaining Free XP to purchase the Missouri before it's removed, this is the article for you. The posting describes both the mechanism and the moving pieces that allow you to earn the maximum Free XP per game. This mechanism/strategy can also be applied to the following situations (by just changing the flags and cammos to the other bonus types): If you want to speed up the XP grind for your next ship in the tech tree (substitute the XP flags and Cammos w/ XP bonuses) If you wan to speed up 19-pt Commander Training or Elite Commander XP farming (substitute the Commander XP flags and Cammos w/ Commander XP bonuses) WOWS Enjoyment - Accelerating Captains Training (Getting More 19 pt Capts Quicker) Getting a 19 pt. captain seems daunting - but if you set up your ships & play strategy efficiently, once you get one, you'll find you can get more much faster - here's how. WOWS Enjoyment - Evolving Your Captain's Skills As you gain more experience in the game, you'll find you may want to change your Captain's skills to maximize the advantage of your Ship/Commander pairing. This article goes over the opportunies WG gives you to respec your Commander's skills and a general overview of a "before and after" experience of what a typical skill progression may be for each ship type and why. WOWS Enjoyment - Getting More XP per Game If you've ever had trouble getting past the threshold for Campaign Tasks & Missions of the nature "Earn X Base XP in one Game" (the number is usually 1500/1600), this article explains the XP scoring sources. Understanding this can help boost the amount of XP you earn for these types of missions and turn them from a challenge to a piece-of-cake. There is also one source of XP that is generally not recognized that, if acted upon, can help address many forum complaints about static play and back-of-the map sniping BB tactics (and help you earn more XP as well)! WOWS Enjoyment - Strategies for a Campaign (How to More Efficiently Earn Game Rewards) Uses the "Hunt for Bismarck" Campaign as an example showing step-by-step the way to overlap tasks, choose the most efficient tasks and pick the right ships in your port to execute the tasks to minimize game time to reap the campaign rewards (since all of us have other priorities as well)! Also covers the general odds and strategies re: collectibles and chances for receiving them in game (for RNG container based collections) - the strategy for skill based collections as in the Anniversary Collection will follow the principles used to chose your campaign tasks if you want to find the minimal game strategy to get your collection finished. WOWS Enjoyment - Becoming a "Legend" Faster (how to minimize games needed to get your Legendary Upgrade Modules) Legendary Modules are highly specialized upgrade modules for 20 of your T10 vessels (Daring & Harugumo don't yet have them). The missions to obtain these modules are roughly equivalent to doing a Tier grind at T10 in your ship. Because the Mission Sequence can be very long and grindy (and expensive since you're doing them in your T10 ships), the following suggestions are meant to help you get thru them in the fewest games possible. Game Tactics WOWS Enjoyment - Skills to Learn as you Start the Game & Move thru the Tiers WOWS has a phased introduction of ship/game capabilities that you get exposed to as you play different ship types, from different nations, as you progress up thru the tiers. This is a short summary (as the response to a new player questions) of the type of skills that will help you become a better player as you encounter them as you move up thru the tiers. This is why it's not often recommended to hop into a T8 Premium, if you haven't yet been playing at T8 in the Tech Tree (i.e. the reason the Tirpitz got it's unflattering nickname). WOWS Enjoyment - Ships & Shooting Ever wonder how a weaker tier ship can take on a higher tier? A DD or CL/CA kill a BB? This tutorial covers Captains Skills & Ship Upgrades to specific shooting strategies. Also includes detailed sections on what to shoot in what circumstances and where to aim and why, to inflict increased damage on your enemy. WOWS Enjoyment - Shooting at Angled Targets When you have to shoot at angled targets, here are some quick tips to adjust your lead properly to increase your changes of hitting. WOWS Enjoyment - DD Guns - When to use HE & AP Describes the situations when using HE or AP for DD caliber guns is preferrable and why. WOWS Enjoyment - Maneuvering Many newer players run into problems once they initially engage an enemy and can't safely cover themselves as they need to turn away. This article covers various maneuvering strategies and cover strategies to mask turns. It also describes various strategies such as bow-tanking, kiting, flanking and other maneuver related strategies and counter strategies. WOWS Enjoyment - Advantages of a Retreating Fight (and Why) A common tactic for Fire Spamming Cruisers is to "kite" away from an opponent (often a BB or BB Group - while burning them down). Here's why you have an advantage in a retreating fight and why this tactic gives you an edge even in a 1 vs. 1 even matchup. (Note: this is not to advocate always using a retreating tactic. You should always prioritize the actual tactical situation to determine how you play your ship - but if you have to survive and inflict more pain than received on your chasers, here's why this tactic works). Maneuvering Your Cruiser for Survivability to Influence a Game Uses a game replay to illustrate techniques in kiting & shell dodging and using maneuverability to aid in turret traverse (what may look like chain fire in this video is actually maneuvering to align guns for a ship w/ slow turret rotation). Cruisers don't have BB armor, but w/ the right maneuver tactics of kiting, baiting shots & dodging - you can survive & even bring your team back from a 3-8 ship deficit [ Thanks to Notser for posting my game & providing commentary ]. WOWS Enjoyment - Brawling 101 Q: If you're a German BB (w/ secondary build) and are attacked by a DD, CA, BB on 3 sides of you, what do you do? A: Point your nose (slightly offset) at the BB, put your Secondaries on the DD & 1 or 2 salvo the CA 1st before addressing the BB & DD This article is answers how to do this and why you are doing this to successfully Brawl and the tactics to come out of this type of fight successfully. [ Link from iChaseGaming ] Captains Academy #41 - Definitive Guide to Dispersion iChase provides a detailed explaination of the differences between Horizontal and Vertical dispersion and Sigma and how this affects your aim and shell hit results. Understanding this clearly will help you get more hits on your intended targets on your target ship. [ Link from Notser ] Shells - Penetration Mechanics & Formulas Notser presents an easy to understand overview of the formulas WG uses to calculate penetration for AP & HE shell types. These are the simple rules that are needed to be applied when you determine which parts of an enemy ship you want to shoot to inflict maximum damage from your salvo. The damage types (citadels, penetration, over-pen and bounces) are also covered and the damage formulas to apply for each type. [ Links to Flamu YouTube Videos ] Advanced Tactics - Flamu Tactical Analysis Videos This section contains links to a YouTube Video Series recently started (Dec 2017) by the EU Unicum & CC Flamu that analyzes and comments on tactics improvements for games submitted by his subscribers. More advanced tactical and strategic concepts such as better/best ship positioning (for safety & firing angles), map awareness, efficient/timely consumable usage, optimizing/anticipating gun direction, firing into smoke, leveraging ship strength/weakness are revealed during actual gameplay to illustrate how to use/captain your ship better. Flamu - Replay Analysis #1 - Minotaur, Akizuki, Prinz Eugen, Scharnhorst Flamu - Replay Analysis #2 - Hipper, Des Moines, Kagero, Missouri Flamu - Replay Analysis #3 - Missouri, Charles Martel, Atago (includes Ranked Game) Flamu - Replay Analysis #4 - Chappayev, North Carolina, Lo Yang, Amagi, North Carolina (includes Ranked Games) Flamu - Replay Analysis #5 - Amagi, Atago, Akizuki, Amagi (Ranked Games) Flamu - Replay Analysis #6 - Yamato, Leningrad, Izumo Flamu - Replay Analysis #6A - Hindenburg, GroBer Kurfurst Flamu - Replay Analysis #7 - North Carolina, Hindenburg, Akatsuki, Grozovoi Flamu - Replay Analysis #8 - Hindenburg, Fletcher, Harekaze Flamu - Replay Analysis #9 - Maass, Pensacola, Monarch, La Galissonniere Flamu - Replay Analysis #10 - Clan Battles Flamu - Replay Analysis #11 - Grozovoi, Khabarovsk, Zao 0.8.0 CV Rework - Premium CV Summaries (as of last Public Test sequence) Stuntman9630 is a CC who recently posted a series of vids on the 4 Prems & what the changes are under the CV rework - Those who own these CVs and want a feel for the new play mechanics on your specific premium, attack group sizes, consummables, etc. may find this useful to get a quick heads up on what's in store for your Premiums. Be aware, it is still a week prior to the CV Rework Drop and there is one more test cycle in progress - so treat this as a Work in Progress subject to possible last minute change. [ Links to Farazelleth YouTube Videos ] Fara's CV Guides - CV Configuration and Play [ Release 0.8.0 will result in a complete rework of CV gameplay into a new 1st person meta - these article links should be considered legacied after the release 0.8.0 ] For those interested in CV Gameplay - this section contains links to very detailed instructional and informational videos from the EU Unicum CV Player Farazelleth's YouTube Series Fara Carrier Guide. This series explains tactics and strategies when playing CVs which will help you get the most out of your CV (including gameplay examples). Farazelleth has also posted a Configure Your CV series which covers each CV in the Tech Tree including: Ship Upgrade Recommended Progression Module Upgrades Captains Skills Overall ship playstyle and information Play examples in Random Battles The links below represent a sampler of basic CV information contained on his channel - if you find the information useful, please consider subscribing to his channel. Fara Carrier Guides Series What Makes a Good CV? Introduction Ep 1 - General CV Information Ep 2 - Commander Skills Overview Ep 3 pt1 - IJN Commander Setup Ep 3 pt2 - USN Commander Setup Ep 4 - Basic Tactics Ep 5 - Plane Control Ep 6 pt1 - Advanced Bombing Ep 6 pt2 - Neutralizing Enemy AA Ep 6 pt3 - Advanced Fighter Control Ep 6 pt4 - Advanced Scouting Ep 6 pt5 - Flight Deck Management Ep 6 pt6 - Carrier Sniping Ep 6 pt7 - Dealing w/ Air Superiority Ep 6 pt8 - Dealing w/ Being Bottom Tier Ep 6 pt9 - What to do when everything goes bad Ep 7 - Differences betwenn Random, Ranked & Competitive Gameplay IJN CVs Hosho (T4) - Starter CV Zuiho (T5) - Limited to Auto-drops and Click Engagements - May encounter enemy T6 CVs that have access to Strafe and Manual Drop mechanics Ryujo (T6) - 1st CV that permits Manual Drops and Strafes Hiryu (T7) Shokaku (T8) Taiho (T9) Hakuryu (T10) USN CVs Langley (T4) - Starter CV Bogue (T5) - Limited to Auto-drops and Click Engagements - May encouter enemy T6 CVs that have access to Strafe and Manual Drop mechanics Independence (T6) - 1st CV that permits Manual Drops and Strafes Ranger (T7) Lexington (T8) Essex (T9) Midway (T10) Premiums Kaga (T7) - Features strong Strike Groups Saipan (T7) - Features T9 Aircraft Enterprise (T8) - Features strong (numerically) Fighter Presence Game Strategy [ Stay tuned! - There is a new series of articles planned for this section that will be added to it throughout 2018! Due to recent updates that are in-progress w/ many of the maps (some significant modifications), this Map Strategies section will be delayed until the map changes have been rolled out ] WOWS Enjoyment - Cap Strategies & Lemming Trains Explains the primary cap strategies one finds in game, the overall strategic intent for each, expected goals/actions, your responsibilities to your team for each strategy and why. Also covers the concept of Lemming trains, their serious risks and responsibilities if you engage in this tactic (including fallback upon failure). WOWS Enjoyment - Lanchester's Laws & WOWS Strategies Expands on the previous article (tho a precursor) by introducing an actual series of Military Studies which resulted in Lanchester's (Square) Law which has solid implications in strategies you use in WOWS. The base concept is explained and how it factors into specific suggestions for tactics you can use in WOWS to be more successful and win more games. Map Strategies [ Currently Under Construction ] A Map-by-Map breakdown of specific strategies that are useful or will be encountered on specific maps and modes in WOWS. Will include a general overview of the strategic elements presented by the maps for various ship types including: General strategic overview of map - generally good vs bad strategic moves and why Illustrated tactics and strategies of specific map features Firing arc opportunities Radar Cruiser Hiding Places Maneuvering turn points General contest point & cover points DD tactics and counters on the map Tech Tree Progression Assessments IJN DD Main Line vs. Alternate Line (post-Split) If you're trying to make a decision on which IJN DD line to go up from the T5 split, this response offers a brief summary of each ship in the IJN DD lines from T5-T10 (T8 in Alternate line). Play points, strengths and weaknesses of each ship are noted to help you make your decision. Play One Line/Ship Type or Many? This article gives you the pros and cons of whether you may want to play only a single line of ships to T10 before going on to the next or multiple lines/ship types simultaneously. Since this question is one of how you allocate valuable free time for gaming - the summary gives you an idea of tradeoffs you make to participated in game events, missions, develop your skills faster, etc. Bugs Replay Bug - Attempts to run a replay result in being stuck in the login screen forever & the replay never plays WG hasn't yet caught up w/ this bug w/ a fix so here is a summary of what gets you into hitting this bug & a workaround if you do so you don't lose the ability to run your replays. Just for Fun... WOWS Enjoyment - April Fools! (Subs!) Meant as an April Fools thought exercise (for fun!) re: how potentially Submarines could be introduced into the game mechanic. Not all responders took it as such and there is a passionate and vehement response every time Subs are mentioned as an in-game vehicle!
  3. I was just wondering "what if" Bismark had run into two older battleships like Warspite and Valiant after blowing up the Hood. Would Lutjens have bailed because of being outgunned or would he have tried to blast the older ships? Just a thought running through my head.
  4. I would really like to know why some CV players insist on attacking fresh full strength Cruisers and Battleships in Tier 8-10 battles in the first 5 minutes. Are you even remotely aware a 100% North Carolina with a full secondary build will shred your planes in a few seconds as will most other Tier 8+ ships? Is it really that hard to wait a few minutes and do something useful like spot, harass DDs or attack individual ships for the first 10 minutes ?
  5. I am the Operations/Training Officer for a clan with over 100+ members who have skills ranging from expert, technical alpha testers, to rookies who have just joined the war gaming universe and do not know how to turn left or right. So the other day I received a note from a fellow clan member regarding stats, strata, training, and win rates. Some of what they wrote I wanted to share with all of you as there are some very important comments, thoughts, insights and conclusions which could be what would make the difference for you being a winner or a loser!So what are we doing training exercises for? To improve our game play and ultimately our win rate, both in clan battles and individually. How can stats guide us to a winning strategy? Well let's look at some stats. Damage, warships destroyed and kills/death are all directly related to your player ratings. Let's start with warships destroyed, each player's stat is approx. 1. This means that they average one kill per match. Why would that lead to a high win percentage? Think about it. If every player on your team killed one enemy ship, you win. No more enemy ships will remain.Earlier I said warships destroyed, damage and kills/death are related. On the surface it's obvious. Do damage -> kill ships -> kills/death. But it's a bit more elegant than that. When you enter matchmaking you will be paired with a ship of the same class and the same tier. This indirectly gives you a damage goal, and indeed this is the goal I set for myself each game and how I determine if I've had a good game or not. Did you do your amount of health in damage? If you did then you probably killed a ship and improved your chances of winning.So how does kills/death tie in? Well, that number goes up the more battles you survive, and you probably noticed that most losses are because of a team wipe (no survivors). Well this is linked with damage because the longer you survive the more damage you can do. If you survive the entire battle you have maximized your potential damage output.So that's some basic analysis of the stats WoWs tracks for us, but I also want to look at some of the stat outliers. Namely, damage numbers and my kills/death. Looking at damage, I think we can claim that warships destroyed supersedes damage dealt when it comes to the correlation with win rate. For kills/death, it's lower than other players with high win rates, yet their win rate is higher. I think what this anomaly might point to is the fact that you do not have to carry every game. Killing your counterpart is often good enough for some other player on your team to carry, it's that many fewer guns shooting at them and that much less damage they need to do to win.So, what is our conclusion here? If you want to improve your win rate you need to do damage and sink ships. But how much damage is enough? How many ships do I need to sink? Aim to do your HP in damage and sink one enemy ship. How can I increase how much damage I do? That's what training exercises are for. We will teach you to improve your accuracy and how to use your armor to your advantage so that you can survive more battles and increase your damage output potential. Remember, only you can make a difference!
  6. In this World of Warships replay, I earn the Die Hard achievement with an Akatsuki ! I also provide a little history of the class, some build advice, and offer some tactical advice playing Destroyers, especially when up-tiered. The Die Hard is earned at the 6:00 min mark Enjoy this fun match of us playing T7's in a mainly T9 match...
  7. Sometimes you will find yourself in a situation where the enemy simply outnumbers you and you are defending an area of the map with little support from your team. Kiting is designed to counter this by playing to the strengths and weaknesses found in certain ships. What is Kiting? Kiting is a tactic that is designed to maximize survivability and distract the enemy from pursuing objectives when you are heavily outnumbered. When under enemy fire, you break off from the defense of a point and intentionally move into an area that is strategically unimportant, such as open water. You do not stealth up, and you gain as much distance as possible while still being able to angle and fire your guns effectively. You keep firing at the enemy, and force them to contend with you with the hopes they will slow down, pursue you instead, or break off their attack entirely. This tactic forces your enemies to contend with you even though killing you is in-ideal, and has very low yield for the enemy. It also distracts enemy players from capturing objectives or harming allies. It also has the potential of creating crossfire between you and your allies. This is ideal when you are outmatched on a single flank, and the enemy has a sizable force closing in on a capture point. Do not use this tactic when you have the numerical advantage, or your ship is still fairly healthy. Which warship is able to use this tactic the best? Most larger ships can use this tactic, including certain cruisers and battleships. Ideally, the best choice to implement this tactic are ships with poor concealment that cannot hide from the enemy. The ship should have fairly good protection coupled with good speed. Fast battleships and heavy cruisers are ideal for this task, but it is not always limited to them. Implementation In this example, we will use a Fast Battleship that is outnumbered by multiple enemies trying to defend one of three capture points. The enemy consists of a Battleship, a cruiser, and a single destroyer. No allies are nearby. Step one, Understand when you should start Kiting Use the following clues to start kitting: 1) Your ship is nearing 50% health. 2) The enemy vastly outnumbers you and they are closing in fast. 3) your allies have all died on the flank from focus fire. The enemy is starting to focus on you instead. Step two, plan your turn Plan your turn. if you are not careful, the enemy could punish your broadside, causing you to lose more health than what is necessary. Step three, commit to your turn. Do not relent on the rudder, you have a small window of opportunity after a battleship's guns have fired. There could also be torpedoes in the water you have not spotted headed for your position. Step four, Break away You are now likely safe from being punished by the enemy bb's large guns. Start moving away from the objective. Put on some speed as you need the range to help keep yourself alive while under-fire from multiple ships. Step five, Distract, Distract, DISTRACT This is what gives Kiting its name! Keep your guns firing, fire them as soon as possible and as fast as possible. You now have more range. This gives you time to fire the main guns while simultaneously allowing you to angle again if enemy shells are in the air headed for your position. Unless you are perilously low on health, do not go into stealth; stay spotted and within view of the enemy. Force the enemy to deal with you. Step six, know when to stop Kiting Understand that kiting for too long can also have unintended consequences. Stop kiting if the following happens: 1) If the enemy switches fire to another player, turn in and assume an aggressive stance until you can draw their fire again. 2) If there is an escape route and you are dangerously low on Hp, if at all possible, conceal your ship by ceasing fire, or hiding behind any cover nearby. 3) The enemy stops firing at you because you are too far away, turn in and assume an aggressive stance until they start firing at you again. 4) When your team has the upper hand on the flank, perhaps the enemy encountered crossfire, or multiple enemies were destroyed, stop kiting. Thanks for taking the time to read this guide! If you wish to see more posts like this one documenting other tactics by the playerbase, give me a shout-out, or leave a bucket of Mackerel in your local bay!
  8. Since playing ranked this year, and I am certainly no unicum, I have been amazed at some team strategies that some players cannot grasp and seem hard. I will place them in my order of difficulty and comment. I would love to see your order, comments and additions. 1) Cruisers, especially radar cruisers need to position themselves where they can support the DD's with radar and fire at opposing DD's. 2) BB's, especially in ranked, need to move in to where they can support the above mentioned cruisers and shoot opponents DD's as well. 3) If an opposing DD is spotted and you can take a shot at it...do it. Don't just try to selfishly farm a BB. DD's become extremely powerful if left alive till later in the match 4) Focus fire and call out targets as well. 5) Complete lemming trains fail 98% of the time.If your team leaves you no choice and your ship really is not suitable to kiting the weak side, then the strong side has to push like maniacs. ( Lemming is still a bad idea though) 6) Yoloing, even if a brawler like a GK, or making yourself a target for the entire enemy team at the beginning of a match is.... well dare I say it....just dumb. Let your opponent get focused first. There will be plenty of chances to be aggressive when you know the positions of the reds. 7) Sometimes doing very little to nothing is called for. Example: if you are extremely low on health and one shot-able by most everything, for gosh sake's go dark...don't continue blazing away. You are worth points to your team by being alive. These are my observations. I would love feedback on yours.
  9. My tactics are mostly developed for Ryujo. CVs have changed yet they remain the same. I still see the same mistakes CV players make now as they did before the update. At this point, my salt to this style of gameplay is lessened enough for me to play "normally". CVs were hated before, CVs are still hated now, and CVs will stay hated afterwards. What makes CVs seem more OP now than they were before? Who knows. The CV skillset was high before but it is much higher now. Communication Do your best to communicate but make sure to focus on the task in front of you Scout Scout either your side or the opposite side Find the weakest side you can find Your eyes are the team's eyes Do your best to not sacrifice your planes Move Set your ship's way points according to what your scouts find and where your team goes or does not go Take it slow and follow the safest side As the side becomes safer, raise your speed when possible One of the safest area's is the enemy spawn if you can get there without being seen Closer you are the faster your attack runs can be Recover Sometimes you are better of waiting than going onto another attack run so let your squads recover for as long as you can from zero Defending Do your best to defend your fleet but focus on your attack run When using the fighter consumable, make sure to drop it after the enemy attack run and a circle and a half in front of your allied ship, this way by the time your fighters can defend your allied ship will be in the circle and ready to counter another enemy attack run Should you be attacked by the enemy CV, go to your minimap and set your way point into a different direction so that you can avoid an hit but focus on your objective before taking control of the ship Should you be attacked by the enemy CV, change squads as many times as you can and use the fighter consumable in front of your ship, this will decimate the enemy(s) attack run (total of four fighter squads in the air is possible in short distance) Attack Find and attack the weakest and solo ships you can, do not attack heavy AA groups of ships Capping Be willing to cap Fight There is no use running from something you can't run from, whether that is enemy speed or gun range You have secondary guns, make use of them Most players won't expect a aircraft carrier to fight back Other I get my good days and my bad days Be fast, find the enemy, take a chance, be willing to cap, be willing to fight, miracles can happen Ryujo Skills & Upgrades
  10. Hey everyone! First post on the forum here. I thought I'd give back a bit and contribute some tactics and general tips for playing low tier cruisers (approximately the I to IV range) to give those starting out a bit of helpful info. The forums have been a huge help to me and this is all stuff I picked up from playing my first 300 battles or so, most of those in cruisers and a significant number of them in the IJN Kuma. Cruiser Lines IJN: my personal favourite thus far. Typically fewer guns but a faster rate of fire and better HE damage/chance of starting a fire. Relatively lightly armoured but more maneuverable than their counterparts. USN: More heavily armoured with an emphasis on AP over HE shells and generally more guns, at the cost of being less maneuverable and slower. There are many other cruiser lines in the game, but these are the ones I started with. I'm sure someone else can speak on the others better than I can. Tactics If you're playing a cruiser (CA) you're usually in a support role. You don't have the speed of a destroyer (DD) to rush ahead and capture areas, but you also don't have the armour of a battleship (BB) to survive an onslaught of enemy fire. Try to stay in the middle of the pack where your consumables can help your team, bigger ships will protect you, and you can take out softer targets like enemy DD's before they reach your fleet. Hang out with BB's when possible. Even better, put them between you and the enemy. When you do this you can angle your ship more aggressively and bring more guns to bear on the enemy because most of their fire will be concentrated on the battleship. Focus on your HE shells. Your high rate of fire compared to other ships means that you can rain hell down on BB's or other CA's from a distance. Your guns are small and won't do the same type of damage that the bigger guns of BB's will, so aim to start multiple fires on enemy ships and be a general nuisance instead, forcing them to use up consumables and throw a wrench in their plans. Don't be afraid to use your Hydroacoustic Search and Fighter consumables if you have them. The tide of battles can turn earlier than you think, so try to resist the urge to save them until the end of the game. Hydroacoustic Search is especially valuable when capturing areas early in the game to see if enemy DD's have gotten there first. Lower tier CA's typically don't have great AA defences, so when possible stick together so that enemy planes have AA fire from multiple ships to contend with as opposed to yours alone. When you're detected, take evasive action early and don't rely on your AA guns to save you. Don't be afraid of a tactical retreat. Sometimes you're simply outnumbered and outgunned when trying to capture an area and it's better to live to fight another day than rush headlong into oncoming fire only to get lit up moments later. When you do this, vary your course and speed to make yourself harder to hit, and return fire as a second priority in the hopes of disabling modules and being one more thing the enemy has to worry about. Make sure to tell your team too. Issue a "get back" command (F9) or tell them in the chat so you don't hang them out to dry and make them an easy target in the process. Choose your commander skills carefully. Some good starting points depending on your play style are Incoming Fire Alert, Priority Target, Last Stand, Expert Marksman, Adrenaline Rush, Demolition Expert, Superintendent, and Concealment Expert. Generally avoid skills like Survivability Expert (doesn't make a meaningful difference to HP at low tiers) and Torpedo Armament Expertise (your torpedo tubes should be a last resort when surprised at close range). Hope this helps some people new to the game get their sea legs!
  11. My tactics are mostly developed for Ryujo so it can be harder to use on other aircraft carriers. My proof is in my videos. Aircraft carriers take a lot of time to learn and play. These are my tactics that help me make use of everything that an aircraft carrier can do and should do but most won't do. Speed and patience is everything and hopefully these tactics can help you. World of Warships 7 Basic Tips https://worldofwarships.com/en/news/common/git-gud/ Communication Do your best to say everything you do If someone ask for AA support, reply with anything If they hate you, they will hate you. Do your best to not dwell on it Scout Find the enemy with your dive bombers You can choose to attack them but do not have your dive bombers rearm Find the weakest spot you can find Your eyes are the team's eyes Move While your dive bombers scout, set your ship's way points according to what they find and where your team goes Any movement is better than no movement Defend Defend yourself until you know or expect where the enemy fighters and bombers will be Defend your torpedo bombers to the best of your ability Defend the fleet to the best of your ability Do not let your fighters die carelessly Shadow After your dive bombers find or attack the enemy, have them stay in a safe range from AA and keep them spotted If enemy fighters attack, lead them as far as possible so that your torpedo bombers are safe Attack Attack the weakest spot as fast as you can Once the enemy fleet is able to stay spotted without use of your dive bombers, attack with everything you got Recover Faster your ship moves, faster you recover, faster you rearm, faster you attack Cap Faster you clear an area, faster it is safe, faster you cap Fight If you are spotted by an enemy within concealment range, you are already dead There is no use running from something you can't run from, whether that is enemy speed or gun range You have secondary guns, make use of them Most players won't expect a aircraft carrier to fight back You are the decoy, most ships will almost always shoot a CV when they see it, those seconds or minutes you live is extra time for your team to potentially fight back Miracles can happen, I have 26 total secondary kills with Ryujo Other I get my good days and my bad days Ryujo Skills & Upgrades
  12. One of the most common mistakes players make when learning CV is attempting to "dodge" flak. While sometimes necessary, the preferred method is not to "dodge" reactively, but instead "avoid" proactively. The common serpentine or S-curve evasive pattern is not particularly good at this. Here is a brief visual primer I put together on the topic, including a textbook example of a planned approach. Hopefully this helps some folks. Comments and feedback welcome!
  13. ELOFan

    A Certain Way?

    I know there is update is coming yes I am well aware of that. I watched some YouTube videos from Noster on how play CV's but still I would like some opinions regardless. You could say I found a play style when it comes to CV I keep at distance at start of match but move in closer if we're winning. However I am catching flak from other players about my playstyle on how I use my planes I group my bombers and torpedo planes together with fighter protection as escort and my method of attack is simply focus fire on that one ship if I recall correctly that's how they did it in Second World War. Normally I go after targets of Battleships, Cruisers and Aircraft Carriers I don't bother with Destroyers because it is 50% chance whether I hit that ship or not. So basically what I am saying is should I ignore these people on game chat and continue with my playstyle or start to question it.
  14. After seeing the numerous decisions in game that have led to early deaths or just wasted precious resources, I felt it was time to make a thread that addressed the importance of consumables. Players need to understand that you do not have infinite resources, and when you waste a consumable, you are putting your ship and your teammates ships at risk! I for one, hate losing, but too many players seem hell-bent on making a loss a reality no matter how hard other players try to carry them. Therefor, this thread is for those of you who have ships with consumables but may need some guidance on how and when to use them. This thread will not be explaining how the consumables work, there is already a wargaming wiki for that. What is the most important resource in the game of World of Warships? For me there is only one logical answer. That is time. The moment your battle starts, the clock is ticking and no matter what, after 20 minutes, the game will end. You have no control over it, no matter what you do, time is going to tick by. That leaves you with the next most important resource; information. Here is where you can start to have a personal impact on the game. Information is vital to the success of any game because without it, you will never know where the enemy is. A hidden enemy fleet is very difficult to kill. Information can be obtained in many ways, one of these ways is through the smart use of your consumables. Outside of information, consumables have a wide variety of other utilitarian uses. Health, repair, etc. Consumables cannot kill anything. They are however, key enablers that make your ship unique and offer you advantages perhaps not available on near peer ships. I think that consumables give you an edge, that doesn’t normally exist for ships of that type, line, etc. If you go to lower tier play you will quickly appreciate what I am trying to convey, as Heals don’t exist for cruisers, and Planes of any kind are rarities. But, consumables in many ways can effect a battle in your favor, whether through providing information or allowing you to remain in the fight (or escape it). These little bonuses are so important, yet many players seem to overlook what consumables to equip, when to use them, and fail to understand what the desired impact for using their consumable is. If you do not understand how to prosecute and adversary using your consumables, you might as well just leave them back at port! Types of Consumables: Damage Control Party – While this is more of a hybrid consumable, because it does have infinite uses (on almost all ships), you still need to manage the game and understand when and when not to use it. The biggest fouls on the use of this consumable seem to be with full health battleships at the mid-tier. They take an early fire and immediately put it out. Seconds later, they are covered with two to three new fires and are burning uncontrollably. I recommend playing by the two-fire rule, unless you are no longer engaged and/or do not anticipate seeing HE spam in the next 60 seconds. If you meet those requirements, then there is no need to take unnecessary damage. Needless to say, a full health BB with a single fire is not going to sink. Defensive AA Fire – The enemy CV is sending his planes your way, you get excited for the moment that you can wreck all his planes. He hits the edge of your AA and you immediately press the defensive fire button. The CV was feigning, trying to draw out your defensive AA, he pulls his planes back. You shoot down one or two bombers. 40 seconds later…you get torpedo and bomb dev struck and are sent back to port. Do not want it to end this way? Make him commit to an attack. Lets say you have AA out to 6km and Defensive Fire available. Let his planes get to within 4.5km before lighting them up. This ensures that even if he makes the decision to withdraw and not drop, that his planes are going to be in your window of death for some time. He is going to lose a lot more than he wanted to in a strike. DDs with defensive fire get caught in this quite a bit. Cruiser captains overly eager to farm planes are also taken by this CV tactic…and the consumable is often wasted with little benefit other than costing the CV about 30 to 45 seconds. Hydroacoustic Search – There was a DD last seen on the mini-map within 8km of your position. You turn a corner, eat torpedoes and die. You had the consumable available, you chose not to use it. If you have the resource and a DD was within 6-10km of your position, there is nothing wrong with popping it and letting it run for the duration. However, using it at the 19:00 minute mark in a match is also a waste, especially at high tier. Most DDs have a 90 second to 120 second re-arm cycle. At one minute into the game, their torpedoes are not even ready, much more, in the water. A cruiser in front of the BBs by about 2-4km and using hydro can effectively reduce the chance of torpedo hits significantly. Don’t sail behind or with your BBs, they cannot turn on a dime, and if you are with them, yes you will often avoid, but their rudder shift just isn’t enough to dodge in time from a torp detected 3 to 5km out. Catapult Fighter – This consumable is often underutilized. Many players avoid launching this plane when there is no CV in the match. Worse, others use them way to early. The catapult fighter can detect torpedoes, spot over islands, and when in a CV match, save your ship. When a CV sends planes, too often I see the fighter go up, when the planes are already within 2km of your ship. By then it is way too late to be effective, and you will get pummeled. I have found that the best time for ships to launch their planes in a CV match is when the attack group is 10km out for cruisers and 8km out for BBs. This gives the plane enough time to get in the air and take a defensive position to intercept the attack groups. The range is shorter for BBs because the fighter has a much shorter duration in the air as compared to a cruiser. In non-CV matches, launching your fighter in the first 2 minutes of the game is a waste of a consumable and then puts it on cool down when you might want it around the 17:30 to 16:00 minute mark, when torpedoes are in the water. I generally launch my fighter from the cruiser around the 18:00 minute mark unless one of the above requirements are met, such as a DD being within 10km of my position. Spotting Aircraft – Much the same as above, except that firing from maximum range the whole match and not tanking seem to be a common trend with battleships. At that range your dispersion is so horrendous you will fail to achieve real damage results and be less beneficial to your team. However, cruisers in smoke, destroyers in smoke, …well just about anything firing from smoke, this consumable is dynamite. Go to a training room and practice with a buddy…and learn how to waste smoke firing ships. Just to re-emphasize; launching your spotter plane in the first minute of the game is a waste of a consumable and then puts it on cool down when you might want it around the 17:30 to 16:00 minute mark. Surveillance Radar – Soap box time. Be a team player. You may not have a shot on a DD behind and island or in smoke. BUT, you do have the tool to remove the threat. Don’t be selfish, have map awareness, and help allies out. I see it all the time, Atlanta’s, Des Moines, Baltimore Captains either inattentive to the mini-map/battle or just being selfish and not providing radar support to quell a KNOWN threat. If someone has a shot, coordinate and make it happen. Get the DD dead and move on to the next target you can farm. That said, don’t prematurely pop your radar. Radar on a DD moving away at near maximum range is almost always a waste. Let him get comfortable…then annihilate him in his smoke. Repair Party – As a battleship driver, you need to be a clock watcher. The game lasts 20 minutes. If you think about it, you have X number of repairs. Take them, and then divide them in to the number of minutes into a game. So, on average, you should be using one repair every 4 to 5 minutes (depending on if you have Superintendent). (This applies to cruisers as well). If you are at the 11-minute mark, have all of your repairs and could heal 20k damage, you are doing yourself a disservice and risking your ship. Many will argue they like the benefits to adrenaline rush. I would argue that I would prefer that health in case I get into a scrap turning a corner. I often use heals while burning and help keep the health pool as high as possible, so I can get into a brawl and get out of it. So, be mindful of the clock, be liberal with your heals, especially if you have five of them, its what they are there for. Tanking and keeping you sustained in the fight. Smoke Generator – Premature smoke happens way too often. Change the command keys. Also, Destroyer captains, if you are not detected DON’T USE YOUR SMOKE (save a few key instances outlined below). Too often a DD charges into a cap, sets a small smokescreen, and waits for death from torpedoes. Your smoke screen will become a torpedo magnet. Don’t be caught broadside early in a cap with a torpedo. Also, don’t sit in your smoke, or if you do at least be moving and angled for a quick exit. The early smoke, when not spotted does not benefit your team. It blinds them and you to information and puts your entire push on that objective in jeopardy. Now, if not detected and leading a cruiser flotilla up against enemy BBs…lay that smoke screen. Save the citadel! You spot, they hide and shoot, and the BBs get torched. Engine Boost – There are few instances where this consumable needs to be used in the first minute of the game. Take your time, let the game develop, unless it is a DD heavy game and you are trying to set the edge. Your engine boost should be used to get you out of a fight. Or in the case of the Russians/French, give you that extra few knots to make you a harder target to hit. It can also be used to get to an area of crisis. But, the first two minutes of the game, should not be an area of crisis…no one is even firing yet. Torpedo Reload Booster – This is a dirty tool. In the right hands it can be devastating. I often see panic torps from spotted destroyers with this consumable. This should be used in a cunning and calculated way as to ensure maximum torpedo hits. Some torps are for area denial. The reload booster is meant for saturation and maximum destruction of enemy combatants. You want these torps to run their full course and you want them to be effective. Make sure you are setting up a solid strike, because it will be three minutes before you get to have the wall of skill at your fingertips again. Mounting Consumables on Ships: Bottom line, players need to be smart when mounting consumables on their ships. Unfortunately, this is not always the case. Its like seeing a tier X battleship with Survivability Expert. It just makes you cringe when they are on your team…you rarely have to wonder about their skill level. A Cleveland is best with Defensive Fire, while a Roon might be best with the German Hydro. Obviously, there are reasons to switch to the non-conventional consumable, but in most instances, you want to play to your ships strengths, not its weaknesses. Looking at high tier DD play, I almost always take defensive fire…too many chances to see a CV…spreading those torps and bombs has saved my ship too many times to count. If you are confused about what is best for your ship, consider the environment. Is it a Sunday afternoon where CVs are more prevalent? Or a Tuesday evening where BBs seem more commonplace? Go with the consumable that will get you the most. You may not always be right, but at the end of the day, at least you made the most calculated and intelligent decision. When in doubt ask a team or clan mate and get their input. Many great players have learned not because of individual skill and merit, but from others…who knew what they were doing. Optimizing Consumable Usage: Smoke Generator Modification I – Perth, Huang He, and Pan Asian Destroyers seem to have benefited most from this modification. The rolling smoke gets a 30% boost and that allows you to have one helluva long party. Surveillance Radar Modification I – Mounted on the Des Moines, Baltimore, Donskoi or Moskva, this consumable seems to have found a nice niche. The Des Moines can go almost a minute, few DDs can survive the withering fire for that long. Especially if you pop it, while moving towards them, when they are at 7km or so. Spotting Aircraft Modification I – I have yet to see how this mod is useful and would be open to others providing examples on this one. I have yet to use it on a ship. Hydroacoustic Search Modification I – Well, this can be dirty on the right ships. These ships would be German DDs with hydro. So nasty, you can literally sit at the edge of your and your enemies smoke and pelt them to death. Too many good DD captains have become irate from this mechanic. Z-52 and this modification are a nightmare together. Engine Boost Modification I – French cruisers? Russian DDs? Yes, I love shooting an enemy for four minutes while moving at ungodly speeds. Who wouldn’t? Being Efficient with Consumables: Pay attention to your mini-map. This cannot be stressed enough. As noted above, time of use and when to use are paramount to a team win. Your guns will get you damage, for sure, but your consumables will get you tactical advantages to maximize what your team’s guns can accomplish. Be self-aware and team aware. You can greatly benefit your team. Know when your ally could end a pesky DD and understand how to communicate your intentions. Enhancing Consumables: One of the first things you can do to enhance consumables is to buy premium versions of consumables. Many players, especially cash strapped novices, often forgo this procedure, and often to their own demise. Too many times, they wish they still had a heal charge available. Or that cruiser that wishes they had one more defensive fire as the CVs aircraft circle overhead. Or that destroyer who is being ruthlessly hunted…regretting the shortage of that ever so critical extra smoke charge. I always recommend getting those premium consumables. The shorter duration between uses and extra charges almost always translates to longer game life. This can lead to more wins for your team. There are also Captain Skills to help enhance your consumables and these can be vital to mission success for the above reasons. There are Direction Center for Catapult Fighters a One Point Skill, Jack of All Trades a Two Point Skill, and Superintendent a Three Point Skill. Each impacts consumables in a unique way, by giving extra charges, shortening duration of using the consumable or doubling the fighters you can put in the air. Lastly, the Signal Flag November Foxtrot can reduce consumable time by 5 percent. Take defensive fire on a Cleveland for example, that 120 second premium version reload is now down to 114 seconds. Or, if using the normal version, that 180 seconds is now down to 171 seconds. This may not seem like much, but when considering a plane’s return to a CV, and reload period, those six seconds might be the difference between protecting your battleships and watching them head back to port. Combined with Jack of All Trades…well now you are cooking with gas. Avoiding the Fat Finger: We’ve all seen it. That premature smoke from a destroyer. Then for the next three minutes, that DD is near useless and extremely vulnerable. He can no longer contest caps…and is often gobbled up by savvy CV players who know he has absolutely no where to hide. My friends, do not be alarmed, for there is a solution to this problem. You simply go to your Settings in game, then click the Controls tab. Once there, go into the controls section and manually change your consumables to how you like to see them. This will save you and your team a lot of heart ache, and will help to ensure you hit the speed boost and not the smoke charge! The Odd Duck: Oktober Revolution – The Russian Tier V Battleship, Oktober Revolution does not get infinite Damage Control Party. I could see this as a staple of the Russian BB line. You must consider carefully when to use this consumable as it works much the same way a heal would. I would not be surprised if we see some sort of gimmick in the future related to Damage Control Party much the way we have seen it done for other consumables, being a trade off for some other benefit. Conclusion: In conclusion, I hope folks can find this a little helpful. I know other threads have been made in the past with similar comments concerning consumables, but I felt it was time to have an updated version. Take my rant and advice as you will, and good luck on the high seas fellow captains. I hope you enjoyed consuming the insights I have picked up in over 12,000 battles on this server. Note: If you are interested in learning more about consumables, the cool down periods, usage, etc. please visit the Warships, wiki page link at the following; http://wiki.wargaming.net/en/Ship:Consumables.
  15. CommanderPrinzEugen

    I need help with the Graf Spee

    Hello, im fairly new to World of Warships and i am a level 12 captain as of the 20th of November of 2017 I recently purchased the Graf Spee and i have encountered some problems in almost every match that are my fault, the main problem being that i dont know how to keep my ship alive, the Graf Spee has mediocre armor and only 39k hitpoints so it goes down fast, i would like to be taught new tactics and moves to keep myself afoat longer.
  16. If we limited amount of shells per battle per ship, we could make this game a bit more skill based. Make you have to think about your shots, rather than just firing as soon as it timer is up. It would make for more tactical and decided shooting. It would move away from just holding down the fire button "Hur De Dur" game design. Instead we have these machine gun Cruisers and DDs which are just absolutely stupid. They can keep their finger on the trigger the whole match and never run out of ammo. While I am not opposed to that type of play style, because it adds something different, there is absolutely no down side to it. APM = DPS. Wonder why the Haru is out performing just about everything atm? It is because it has unlimited ammo and a 1 second firing rate. So my question to my other players. How do you feel about this HE fire spam meta? Do you think it is a good thing? If so, why? If you think it is trash can game design like I do, give me reasons why. I want to see both sides of the story. So tell me what YOU think! Optionally: Make every salvo increase repair costs. Make people have to do a cost/benefit analysis. This would also make people more cautious with their shots.
  17. I just had a game where everyone on my side was sunk including myself. I was last man standing in my Helena but got sunk too. The other team had 9 ships left. Seriassly? wth? That's just one example. I have had 5 losses in a row now. There are so many games where you look up 5 minutes into the game and half your team is gone while the other side maybe has 2 sunk.
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