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Found 9 results

  1. JOIN LA REGIA MARINA TODAY ABOUT US La Regia Marina was founded on 7/28/2017 on the premise that the member of the fleet should come first, and that it is the duty of the clan to provide a positive environment for the user; consisting of camaraderie, friendship, and a willingness to succeed. While our short term goals have changed over time, our commitment to the player will never fade. Almost 3 months after we were founded, we expanded our clan with a new branch, LRM2, in order to hold more members. As of recently, we have merged the clan FLEET into us as LRM3. We have continued to grow and expand, making sure that our clan can be the best we can be. Every day we strive to be an example of fair play, excellence, strength, self-development, and sportsmanship. We work together to develop clan infrastructure, participate in clan wars, work together in naval battles, participate in Operations, sharpen our skills in Training Rooms, division often with each other, and function in our clan as one solid unit. CLAN BENEFITS What are some of the specific benefits of being in LRM? I'm glad you asked! A Strong Commitment to the Player: We always look out for our own. Your comfort and happiness in the clan is very important to us, and we want you to be as comfortable as possible. Guaranteed Days Off: Name another clan that endows you with the right to have a day off, or even take the holidays off? I'll wait for an answer. LRM gives you a long list of days off for international holidays and national holidays of the nations of where our players are from. Never worry about not showing up to a clan activity or clan wars on Mothers Day, don't worry about playing WOWS on Christmas, and spend the 4th of July with your family instead of your clan. We put the real world first, so holidays for us are a well deserved day off. Room to Take a Breather: Got too much school work? Studying for finals? Traveling for business? Kids are sick and you need to care for them? Life emergency that demands your attention? Relax, you're in good hands! LRM lets you request time off for any duration of time so that you don't get removed for being inactive or be held to an obligation you previously made that you are not able to honor because life has said otherwise. A Committed Officer Core: If you have a problem, we have a solution. We are dedicated to helping you and making sure you feel at home in our clan. Your experience is very important to us. OUR RECRUITMENT STANDARDS LRM (Semi-Competitive): Clan Info: Semi-Competitive Clan Wars and Ranked Battles are required participations, should your personal schedule be permitting American and Canadian players Recruitment Requirements: Players must be 18 Years of age or older Player must have or be willing to make a Discord Account Player must have a history of playing team-based video games or be a willing team player Player must be able to play at least once a week Player must have Tier 6 or higher While it is not a hard requirement, players with at least a 48%-win rate and 1,500 battles are more preferably recruited. If you do not meet this requirement and you meet all others, you most likely will be fit to join LRM. ========================================================================================= LRM2 (Casual): Clan Info: Casual Laid back environment American and Canadian players Recruitment Requirements: Player must be 18 Years of age or older Player must have or be willing to make a Discord Account Player must have a history of playing team-based video games or be a willing team player Player must have Tier 4 or higher Player must be able to play at least once a week ========================================================================================= LRM3 (Competitive): Clan Info: Competitive Clan Wars and Ranked Battles are required participations, should your personal schedule be permitting Clan does participate in King of the Sea as well as other league tournaments American and Canadian players Recruitment Requirements: Player must be 18 Years of age or older Player must have or be willing to make a Discord Account Player must have a history of playing team-based video games or be a willing team player Player must be able to play at least once a week Player will be tested for skill level Must have a tier 10 or be extremely close to 1 tier 10. ========================================================================================= Got a friend? If you qualify for LRM, your friend can join our clan just because you joined! Check in with one of our recruitment officers for more information! I'M CONVINCED, SIGN ME UP! If you like what you hear, and you want in on the action, join our discord to get in touch. If you have any questions before you join up, feel free to ask here on our recruitment thread. https://discord.gg/uyWZVYf GOOD LUCK AND FAIR SEAS CAPTAINS!!!
  2. 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.
  3. Good Morning, Afternoon, or Evening Hello everyone and congratulations on surviving this season of clan battles! With the ranked season and summer coming upon us RQL is looking to bring in some new players for the next series of upcoming competitive matches. Who we are, RQL is one of the oldest clans active on the NA server and actively participates in every competitive match and scrimmage that we can get our hands on, this does not mean we are a super uptight and stringent as we operate fairly relaxed and enjoyable environment to the best of our abilities. While we primarily play warships we also love to play other games with members of our community to avoid burn out and continue to strengthen the bonds of our clan mates. We have a long history of bringing out the best in our players and have through time and determination brought them to levels they have never reached before. What we are looking for, -Active interest in competitive matches. -General understanding of a ship classes. -Ability to communicate effectively via discord. -Someone who is ready and willing to improve. -Active at least once every 9 days. -At least one tier X -Honesty with yourself and others. What we are not looking for, -Players who want a stepping stone for another clan. -Those that have a generally have a bad attitude. -I am right and only I am right mentality. -Nonconstructive criticizers. -Just warm bodies. RQL has spent years building upon its self through trial and error and have had a strong community backbone through our time with warships and would love to have you join us in continuing us through the foreseeable future. We want you to be more than a warm body in RQL we want to mold you and bring out your full potential that you may or may not have not been given the opportunity to show. https://discord.gg/dwZaeYj If we sound like a good fit for you please do not hesitate to click on that discord link and contact any of our section leaders to set up an interview, or you can PM me through Discord or the forums and I will get in touch with you as soon as I can.
  4. Hello to every soul out there who has pondered "oh what shall I do? where shall I go!?" Papa Bongo is here to say, you are invited to ARMDA today! We are made up of folks who play Warsheeps, Spacesheeps, Landsheeps, and what not. Not interested in joining a clan? No Worries, we are wanting people on our server to interact with, play with, have fun with, whether you got a clan or not! Here is our discord link, we've been around since 2016 and would love to have you aboard for future fun! https://discord.gg/xqk3F4Z
  5. South Pacific Firestorm is recruiting players that want to be a part of a fun team environment. So if you prefer to solo run 99% of the time this clan is not for you. Discord is required as we use it for division, clan battles, and pretty much all clan communication. We don't really have a requirement for win rate, but must have at least 1 T8 (non premium) ship as most of us prefer to run in the T8 - T10 range and so your more familiar with the higher tier meta of gameplay. You must be an active player (we realize that RL comes first) but you cant grow as a team if you don't run fairly regularly. If your interested then please apply in game. (just search SPF in the clan search tab to find us) or send me a message in game just search Gryphen_Ghost and I will get back to you as soon as possible.
  6. 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.
  7. Commodore_Felix

    [KILL] - I WANT YOU FOR [KILL]

    [Kill] is looking for a couple members to add our clan that are interested in Clan Battles, Ranked, Randoms, and 5 staring Operations, with a heavy emphasis on Clan Battles. We use voice comms, discord preferred. Currently battling through Storm League. We field a complete A team 100% of all clan battle days for the entire night. We are looking to add a couple more members to our A team due to RL events, wives, time zones, etc etc. We also field a B team most nights for 50-75% of the time at the same time A team is battling. Adding a few A teamers will also allow us to rotate more members in, and through the teams so that everyone can complete their missions and get their steel. Send us your requests, PM me for info, div with us if you want to try us out!!! What we offer: Steel: +5% Coal: +7% Post Battle Service: -15% Cost of re-searchable ships: -15% Free XP all tiers: +25% Commander XP: +10% XP per battle all tier: +4% What we require: Age: 21+ Adult Language No complaining the other team is cheating (this is the usual indicator that you need to improve your game play.(AKA L2P, get gud, you suck, etc. etc.)) At least 3 T10s. Seriousness about clan battles and interest in divisioning up in randoms. (Sometimes we all like to have our alone time, divisions in randoms is encouraged, not mandatory.) 52.0%+ W/R (for those under 52%, recent W/R will be taken into account, my first 1000 games sucked also). Games played: 1,500+ (exceptions are for those that are playing a second account/new account (i.e. people who want to erase their learning curve play, AKA "STAT PADDER")) Ability to take criticism and jokes is a must. Ability to discuss after battle reports of what went right and what went wrong and how to improve.
  8. Valkyrie417

    T8ER KINGS Is Recruiting!

    We are just starting off on this new venture and we are looking for people to fill the ranks!. I have been in quite a few successful clans, and had enjoyed my time there. I have decided to step out on my own with a few friends of mine that I have played WoWs with a lot. Most of us are formally apart of Team Special Forces Potato Kings. We participated in Supremacy League, and won 1st place two seasons in a row, once in bronze and the other in silver. We are very familiar and skilled in team play. We want to create a fun and exciting clan. Our main focus will be on clan wars just like everyone else lol. How are we different you might ask? One we are willing to take in new people that are looking for a chill, competitive atmosphere. We want people to win and have fun while they are winning. We are fostering a competitive environment with a focus on teamwork and having the time of your life sinking the enemy. Send me a pm or hop over to our discord! Discord: https://discord.gg/JuAzgYy
  9. Clan DD214 is recruiting players who want to take part in team play and the next round of Clan battles. We are a fairly relaxed ground, most military veterans-though that is not a requirement. Preference given to those that like division play and have reached at least T9.
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