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Found 12 results

  1. RNJesus smiled on me and my Div mate last night.
  2. Today's Replay Breakdown is brought to you by the letter "C", for the huge Carry you are about to watch. Enjoy!
  3. I have been playing T8-10 and I think the players in the weekends are casual and squishy, while those during the weekdays (even weekday evenings) are significantly stronger. Is this my confirmation bias or do you also observe it this way?
  4. After unlocking my first tier X (Shimakaze) I got a personal mission for it. Do you get one of these for every tier X ship you unlock or buy?
  5. Counter_Gambit

    In Less Than a Year..

    I got back into this game some time back in December of 2017, can't remember exact date. I say "got back into" because I played the game once before, and had to give it up a short while. When I came back I had to start a new account, because I completely forgot the password to my other account, and I know for a fact that I lost access to the e-mail used for that account too... So I had to start over from scratch. Which wasn't a big deal, didn't have very many ships, 0 premium ships that's for sure. Anyway, Now is only September, so I have been playing on this new account for less than 1 year. In that time, I have received the following: Rokuro Kinjo - My First 19-Point Commander Akeno Misaki - My Second 19-Point Commander Harugumo - My First Tier 10 Ship Shimakaze - Just today September 17th, my second tier 10 ship. The Grind was long, But has been most enjoyable. I've got an even longer grind, for Shima's Legendary Upgrade (even if I am not going to use it, I still want it). Though I am still waiting for Harugumo's Legendary Upgrade... seriously, where is it? The people of the forums have been wonderful, especially those who have been extremely generous with gifts (you know who you are, and I most certainly thank you). I have gotten salty my fair share of times, and honestly, I think this game helped reveal to me just how deep my anger issues truly are... I still have my problems with getting salty (very hard habit to break), but I think the people of the forum, and the game, is helping me control that anger of mine... which is weird right? This has been one heck of a ride. My next objective, which I do not think will happen before the 1 year mark (if it does, then sweet), will be to complete the USN Cruiser Lines (both of them) to tier 10, while getting all other tech-tree lines to tier 5 minimum. HAPPY HUNTING!
  6. Avenge_December_7

    Finally Got First Tier 10!

    After over 4k games and slogging through the likes of Ranger, Lexington, and Essex (lord knows how I somehow went from a 55% WR in strike Lex to a 43% WR in the new Essex) and a nicely timed discount from WG due to the event, I finally managed to get my first tier 10! But now, after getting all the upgrades on her (the above picture was taken before I bought all her upgrades), I'm poor again... Ah well! Welcome, you big girl!
  7. For my first Ranked Replay Breakdown I am going to showcase the Hindenburg and how I use positioning and my knowledge of enemy ships against them.
  8. Hello everyone, recently I produced a YouTube video featuring replays of the USS Montana at tier 10. If you are bored and can use a distraction today, feel free to check it out. But rather than a typical ship review video, I've kind of noticed that the footage in the video showcases various issues and things that can be improved with game play at tier 10. Among the things I noticed (and suggestions for improvement): #1 Most maps features a Littoral environment with close by shorelines, islands, shallow water, and straits. I think although ships did fight in environments that fall into this category in history, it did not happen nearly as frequently as it has in game. Arguably it's probably not a good idea to sail capital ships in such confined waters in real life due to various asymmetrical threats that they cannot sufficiently defend against. Mines, attacks from much smaller units like torpedo boats that thrive in the environment, shore batteries, air attacks, arguably even sabotage largely renders heavy ships vulnerable in a littoral environment. For example, in the Battle of Surigao strait, the IJN Fuso and Yamashiro fought a futile suicidal action in such confined and unsuitable environment. Meanwhile, the attack on Pearl Harbor, the British raid on Taranto, and the Italian raid of Alexandria were extreme examples of what happened to capital ships when they can't maneuver while attacked. Obviously the game cannot be completely realistic or faithful to history, but maybe it wouldn't be a bad thing to look into this and come up with maps that features different types of environment. #2 The roles caps play in game aren't always good nor are they always conducive of good game play action. I think winning a fight in terms of damages, kills, and spots while losing because the enemy has more points is not an ideal situation. When there are more than two caps (i.e. WOT style set up) in game, the presence of the caps alone often promotes passive game play. It takes away the focus of the fight from engaging and annihilating the enemy. Rather camo, capping, spotting, and area denial become important. I think it is rare to have a situation in the history of modern naval warfare where it was key to control or contain a small patch of the ocean like a cap on WOWS. Sure if there's an amphibious or combined arms operation at play, it could happen. But then that's not a factor in WOWS. When a team's stealthier ships are not up to par or incidentally get taken out early, the team will watch victory slipping away due to having a major disadvantage to contest the caps. At this point, the team with the points lead often farm damage and/or hide and milk the caps, while the losing team becomes either passive or reckless: either way it often ends badly. What if we try to set up games that has no caps at all? Not even 2? This will bring the focus of the fight back onto engaging the enemy. The points count could be determined by the number and types of surviving ships, like the way historians look at the tonnage sunk and human casualty after the Battle of Jutland? What if as an alternative to having caps, the game offer an option for damaged ships to withdraw by offering them a chance to limp away to a designated part of the map's edge? I think this is also a game play mechanic faithful to history as the withdrawing of damaged ships often have strategic implications. For example, the USS Enterprise was seriously damaged in the Pacific multiple times but its survival proven crucial. Meanwhile the survival and withdraw of the German High Sea's fleet's capital ships after the Battle of Jutland was key to the strategic situation then. I think it would be good to make people fight eagerly and then withdraw. It's a better situation than the passiveness or recklessness found in game now. #3 Some maps by design forces a team to split up into multiple sub fleets to contest different areas of the map. This seems like a forced gamble, and it often was in history. Sometimes a smaller or weaker subfleet's demise in the hands of a stronger opponent often snowballs quickly and makes the team's success elsewhere irrelevant. Some maps also kind of isolate the subfleets by the design of their geography so that once the team has been split, it's hard to once again combined forces for cooperative play: distance is too far for effective engagement or timely relocation and line of sight is blocked... This often means doing your part isn't enough for a win just cause the team kind of went the wrong way or ran into the wrong enemies. #4 Ships, battleships in particular tend to not move much but rather try to function as bow tanking artillery barges. I would say that usually the Yamatos are probably the worse offenders of this. In a sense I don't blame them cause they have the guns that can go through bow plating, their citadels are exposed on the side, they aren't particularly fast, nor do their turrets turn quickly enough for shooting while turning. But ultimately this situation is kind of odd and not fun. It penalizes ships that don't have most of its firepower concentrated in the front and devolves games into a strange naval version of trench warfare where ships try to hide while bow on behind islands and mountains and take pot shots at each other like soldiers in neighboring trenches tossing grenades over the top. Although nobody likes to eat citadels, I still think this situation is not good for the game. #5 Destroyers' playerbase seems to have the highest skill floor and ceiling in game at tier 10. As a BB player, it seems that sometimes the cap situation is already a done deal due to the DDs even before I get to engage anyone. A good DD player can take out a not so good DD player extremely quickly. How good your DD is often puts a hard limit on how the rest of your team will fare. If the friendly DDs die early or are less skilled, the BBs often suffer tremendously due to not being able to anticipate enemy intention or have sufficient situational awareness. #6 I in particular dislike having torpedo boat style Japanese DDs (Shimakaze line) on either teams. As enemies they often come in divisions and can torp spam and/or snipe in ways that's almost impossible to counter in a BB. Ever been targeted by 45 torps at once? I have. It was not pretty. As allies, the Japanese DDs often do not counter enemy DDs. They might spot and cap. But when they run into the enemy DDs they will often run away while dumping their torps which aren't always good for attacking DDs. I've noticed that many of them almost never fire their guns. An enemy's on 500hp at 6km? They fire torps but their guns stay silent. They are also often so obsessed and tunnel-visioned that they will try to saturate an area where friendly BBs are engaged in a brawl with the enemy with torps. I've lost count how many times I've been torpedoed by friendly DDs while brawling. (my video shows this happening 3 times...) #7 Ironically, at tier 10 cruisers seem to play very differently versus at mid tiers, especially from a BB player's perspective. Maybe due to their vulnerabilities to big guns, they'll often play 2nd line at most. This often means they aren't close enough to the action to counter DDs or close enough to the BBs to provide AA. So much so that DDs and BBs often fight their own fight without help. The cruiser at tier 10 seem to focus on farming damage and opportunistic moves, on a good day they usually chime in and engage enemies that are already being engaged, distracted, or has overextended. But them as a defensive screen and support against enemies BBs can't see or maneuver against, often don't exist... Just some of my observations thus far. I'm obviously a fan of the game and I want it to improve and fulfill its potential. Feel free to discuss share your thoughts on the points I brought up and how things could be improved.
  9. ¡BAP Ferré! Hace poco hablando con mi novia comentó el hecho de que le encantaría ver al BAP Ferré (buque peruano) en un futuro árbol tecnológico panamericano representando a la rama en el tier 10. Al principio la idea me pareció extraña pues creía que el BAP Ferré era una fragata misilera, pero luego ella me explicó que era un destructor clase Daring. Me sorprendió bastante pues consideraba la Marina de Guerra del Perú está formada en su mayoría por fragatas y cobertas misileras (con alguna excepción como el ex-Grau que era un crucero). Esta situación me tenía intrigado así que decidí investigar. *Dramatización* Encontré muchos datos interesantes (además de los que ella me comentó) y decidí revisar el artículo de un compañero (Talleyrand). Ahí pude ver que había considerado al BAP Palacios como un posible tier 8 premium (es un artículo con algo de tiempo), la explicación me pareció muy buena y sumado al hecho que Wargaming ha implementado al Daring como destructor de tier 10 me convenció aún más de escribir esto. Luego de dejarle una pequeña bardeada a Tyllerand (por no haber enaltecido más a la gloriosa Marina de Guerra del Perú) tenía todo listo para darle al BAP Ferré el reconocimiento que merece. ¡Comencemos! Primero que nada, hablemos un poco sobre el teniente primero Diego Ferré Sosa de quien el barco toma el nombre. Diego Ferré fue un marino peruano fallecido en el combate naval de Angamos el 8 de octubre de 1879. Nacido en una familia privilegiada el 13 de noviembre de 1844 se trasladó a Lima en 1859 donde cursó estudios secundarios hasta 1864 en el Colegio Nacional Nuestra Señora de Guadalupe. En 1865 se matriculó en el Colegio Naval Militar cuyo examen final fue presidido por el futuro héro del Combate del Callao y en ese entonces ministro de Guerra y Marina José Gálvez el cual le ofreció el título de guardiamarina. El 14 de enero de 1866 cumpliendo su palabra lo destinó a la corbeta América. En aquel tiempo la Escuadra Española del Pacífico tenía la misión de restituir la soberanía de España en sus antiguas colonias. Es en este ambiente que la América junto a otros buques de guerra se dirigieron a las costas de Chile para la firma del Tratado de Alianza contra España. Es el 7 de febrero de 1866 cuando, pese a contar con fuerzas muy inferiores, la flota combinada de Chile y Perú vencieron a la Escuadra Española del Pacífico. Por su participación distinguida Ferré fue ascendido a alférez de fragata. Sirvió en esta hasta su naufragio el 13 de agosto de 1868 durante el maremoto de Arica. En noviembre de ese año viaja a los Estados Unidos para remolcar a los monitores Atahualpa y Manco Cápac. Es a bordo ambos monitores que hizo la travesía desde Nueva Orleans hasta el Callao por el Estrecho de Magallanes. Llegado al Perú fue ascendido a teniente segundo el 19 de mayo de 1870. Sirvió en el vapor Tumbes en 1871 y fue asignado al Huáscar en 1872. Es ascendido a teniente primero en 1875 y fue designado al Mano Cápac en 1877 aunque fue desembarcado 1 mes después. Es en enero de 1878 cuando regresa al Huáscar. Luego del estallido de la Guerra del Pacífico pasó a ser ayudante de Miguel Grau. Participó en el combate naval de Iquique, en el Primer y Segundo combate naval de Antofagasta y en el combate naval de Angamos. Es ahí donde murió junto a Grau a causa de una granada chilena que cayó en el puente de mando. BAP Ferré, protegiendo al Mar de Grau desde 1973 Así como Diego Ferré protegió el Mar de Grau, el BAP Ferré siguió con su misión. Clase Daring La clase Daring fueron una serie de 11 destructores construidos por la Marina Real Británica (Royal Navy) y para la Armada Real Australiana (Royal Australian Navy). Construidos aplicando las enseñanzas de la guerra 8 pasaron a manos de la RN y los otros 3 a la RAN. Posteriormente 2 destructores de la Marina Real Británica fueron vendidos a la Marina de Guerra del Perú. Estos fueron: -BAP Palacios (ex-HMS Diana) desguazado en 1993. -BAP Ferré (ex-HMS Decoy) dado de baja y en espera de destino. Nos centraremos más en el ex-BAP Ferré (ya fue decomisionado) en su configuración al momento de su adquisición. Traten de no confundirlos, en la Marina de Guerra del Perú es común repetir los nombres. Los actuales BAP Ferré y BAP Palacios son una corbeta misilera y una fragata misilera respectivamente. Especificaciones al momento de ser adquirido: HMAS Vampire, uno de los clase Daring existentes. Desplazamiento: 3820 toneladas a plena carga Velocidad: 35 nudos Armamento: 6 cañones (3×2) Vickers de 114mm (QF 4.5 inch/45 Mark V) 4 antiaéreas 40mm (60 Bofors A/A en 2 montajes gemelos STAAG Mk. II) 2 antiaéreas 40mm (60 Bofors A/A en 1 montaje gemelo Mk. V) 10 tubos lanzatorpedos (5×2) de 533mm Mk. IX Lo que acabamos de ver es más que todo una descripción bastante superficial de lo que fue el BAP Ferré antes de su modernización. Debido a la futura implementación del Daring en el juego podemos darnos una idea de la jugabilidad que tendrá, claro que con algún cambio para que no ver a un simple “clon”. Tenemos el caso de Yue Yang que pese a pertenecer a una clase muy similar a la de Gearing tiene rasgos distintivos como el posible uso de radar y los torpedos de profundidad. Algún “gimmick” bien implementado podría darle una jugabilidad distinta y hacerlo “especial” a comparación de Daring. Por ejemplo, me encantaría verlo con una cortina de humo cuya funcionalidad sea como la de Perth (mi crucero favorito) creo que daría lugar a muy interesantes jugadas. Todos sabemos que la Armada Argentina, la Armada de Chile y la Marina de Brasil (Marinha do Brasil) tendrán participaciones destacadas a futuro en el juego así que ¿por qué no variar un poco las cosas? Ahora seguro pensarán: -¿Qué tiene especial la Marina de Guerra del Perú? -¿Crees que a esa marina sin historia la tomarán en cuenta? No voy a negar que otras marinas como las que ya mencioné antes tienen muchos puntos a destacar, como el haber tenido portaaviones y acorazados. Pero la Marina de Guerra del Perú tiene lo suyo y a continuación unos ejemplos. Perú Virreinal: -La creación de la Armada de la Mar del Sur así como repeler las “expediciones” de Francis Drake, Thomas Cavendish, Richard Hwakins, Joris van Spielbergen y Jacques Clerk L’Hermite. Perú Independiente: -Guerra con la Gran Colombia: Bloqueo a Guayaquil y apoyo a las fuerzas que ocuparon la ciudad. Perú del Siglo XIX: -Combate del 2 de mayo y expulsión definitiva española de Sudamérica. -El Huáscar se convirtió en el primer buque en esquivar torpedos autopropulsados. -Guerra del Pacífico así como la implementación del primer submarino en Sudamérica (Toro Submarino). -Correrías del Huáscar. Perú del Siglo XX: -Se orden la construcción de los cruceros Almirante Grau y Coronel Bolognesi así como la adquisición de los submarinos Teniente Palacios y Teniente Ferré los cuales serían los primeros de su tipo en Sudamérica. -Conflicto con Ecuador de 1941. -Segunda Guerra Mundial. Defensa del litoral desempeñada eficazmente. -Compra de cruceros clase De Ryuter asi como destructores clase Daring, fragatas Lupo, destructores antisubmarinos, Proyecto Tiburón así como la adición de muchas otras naves. Como se puede apreciar, historia hay mucha y motivos no faltan. ¡Gracias por haber leído! Agradezco a UsagiGumi por aclararme el tema y a Talleyrand por permitirme usar su información. Artículo de UsagiGumi: https://forum.worldofwarships.com/topic/166109-destructores-británicos-parte-iii/ Artículo de Talleyrand: https://forum.worldofwarships.com/topic/143715-árbol-latino-destructores/ Artículo original: https://reportedebatalla.com/2018/07/31/porque-todos-merecemos-destacar/ Informa: YamiSugi
  10. Name: Worcester Ship type: light cruiser Class: Worcester Nation: United States of America Tier: X Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the third installment of Naval Intelligence, I bring you the last "all-gun" light cruiser built for any navy in the world; the pinnacle of the United States Navy light cruiser line: Worcester. My objective is to inform players about a different, and factual piece of information that hopefully will aid you in deciding whether to obtain this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “History doesn't repeat itself, but it does rhyme.” - Mark Twain Worcester belonged to a class of ten ships; however, the number was considered surplus to the war effort as the year of 1945 passed and so, only two vessels: Worcester (CL-144) and Roanoke (CL-145) were constructed. This new class of cruisers was conceived as a successor of the Cleveland-class, but their new 152 mm gun mounts and further modification (that were based on experience from World War II) turned them into a much heavier design. The development of the Worcester-class dates back to May 1942, as the General Board requested designs for a new light cruiser class; this new class would fulfill several roles and specifications: destroyer-like speed and maneuverability, dual-purpose artillery, destroyer flotilla leaders, cruiser dimensions, scouting operations, and seakeeping capabilities in almost any weather. USS Worcester was laid down on 26 January 1945 by the New York Shipbuilding Corporation in Camden, New Jersey. She was launched in February 1947 and entered service on 26 June 1948. Though she didn't participate in World War II or any particularly remarkable engagement afterward; Worcester played a secondary role at the beginning of the Korean War (1950-1953). The ship and her crew were complimented by their comrades and superiors several times during their short time in Asia; Worcester received some awards, citations and campaign ribbons during her service career (such as the Republic of Korea Presidential Unit Citation, and the United Nations Korean Service Medal). Being the embodiment of a design philosophy pertaining to a bygone era, Worcester was deemed obsolete shortly after her commissioning, and unlike the contemporary Des Moines-class of heavy cruisers, she did not find a new life in the era of the Cold War and newer technologies. USS Worcester was decommissioned on 19 December 1958 and was stricken from the Naval Registry on 1 December 1970. She was sold for scrap to Zidell Explorations, Inc. in July 1972. Two-hundred tons of Worcester's armor plating has been used by the Fermi National Accelerator Laboratory, in Illinois. Specifications “It's supposed to be automatic, but actually you have to push this button.” - John Brunner Worcester was powered by four Westinghouse 620psi boilers; each fed steam to a General Electric geared steam turbine that turned one shaft respectively. Her power plant was rated at 120,000 shaft horsepower and produced a speed of 33 knots. She had a maximum cruising range of 8,000 nautical miles at a speed of 15 knots. The cruiser was also considered as one of the largest ships of this type in the world; with a length of 207.3 m (680 ft), and a displacement of 14,700 tons when commissioned, she is truly one of the heaviest and biggest light cruisers to ever be commissioned (though the Courageous-class of battlecruisers built for the Royal Navy during World War I are considered by sources as "large light cruisers", which dwarf Worcester in comparison). In-game, her dimensions grant her a rated turning circle of 740 m with a stock rudder shift time of 8.1 seconds; the latter can be considerably decreased by utilizing (separately or simultaneously) Steering Gears Modification 2 in Slot 4 (-20% rudder shift time), and Steering Gears Modification 3 in Slot 5 (-40% to rudder shift time, and -80% to repair time). Her armament consisted of twelve 152 mm (6")/47 Mark 16DP dual-purpose guns encased in six twin turrets, with turrets 3 and 4 being the only ones in a superfiring position (this means that they're mounted at a higher level than the rest of the main battery mounts). These 152 mm guns have a stock rate of fire of 4.6 seconds and can be brought further down with the relevant Slot 6 Upgrade and the Adrenaline Rush skill. These guns are complimented by a 180° turret traverse speed of 7.2 seconds. The High Explosive (HE) (2,200 maximum damage, 12% base fire chance) and Armor Piercing shells (3,200 maximum damage, standard cruiser AP) used by the Worcester are fitting to the magnificent rate of fire that it possesses. They also have a base firing range of 16.7 km, which is sufficient for these guns due to their shell arcs; but more about them on the following section. The anti-aircraft suite on the Worcester is unrivaled in terms of damage and range. The 152 mm dual-purpose mounts have a stock average damage per second of 121.2, and a base firing range of 6 km. Worcester is also equipped with twenty-four 76.2 mm (3")/50 Mark 33/34 mounts which can also be found on Des Moines-class cruisers. Twenty-two of these barrels are mounted in Mark 33 dual mounts; ten of them are mounted on the sides of the cruiser while a single dual mount is located near the bow, they have an average damage per second of 306.9. The other two 3" barrels are located on the stern in single mounts with an average damage of 39.4. Both dual and single mounts share the same firing range of 5 km. The ship also has six dual 20 mm Oerlikon Mark 20 mounts that have an average damage of 73.2 and a stock firing range of 2.01 km. Worcester's armor is typical of an American light cruiser: thin armor plating covering the citadel with a relatively small portion of it above the waterline, while the rest of the citadel is submerged. The entirety of the cruiser's hull is covered by 25 mm of armor, which is sufficient against high tier cruisers, but is defective against any warship that sports a gun caliber equal or above 380 mm. The gun turrets have 38 mm covering their sides and rear, while their faces are covered by 127 mm of armor; though not heavily armored, these values allow the turrets to bounce incoming shells sporadically. The barbettes also possess a thin skin, which can make the main battery mounts prone to being knocked out (it is advised to equip the relevant upgrades and commander skills to enhance the turrets' survivability). Playstyle “Adapt what is useful, reject what is useless, and add what is specifically your own.” - Bruce Lee At first, she may not be that appealing to those that treasure short shell flight times and flat travel arcs; but she makes up for the lack of fast shell velocities with an impressive array of consumables and impressive rate of fire that allow Worcester to adapt to most situations that arise on the battlefield. It is noteworthy that Worcester's 152 mm guns benefit from utilizing Inertia Fuse for High Explosive Shells (IFHE); this commander skill increases shell penetration by 30% while reducing the probability of causing a fire upon hitting a target by 3%, though the sheer volume of fire is sufficient to compensate the fire chance reduction. The usage of this skill grants Worcester an HE penetration number of 33 mm, which is enough to cause penetration damage to any battleship with a conventional armor scheme (i.e. Conqueror/Montana). Those players that own the Tier VII USS Atlanta will find Worcester as a much-improved version of her. Worcester's core features are (similar to Atlanta's): the ability to hurl shells over islands towards incoming enemy vessels; searching and eliminating hostile destroyers; support the fleet with a no-fly-zone of anti-aircraft artillery; and, since she can handle open water engagements more appropriately than Atlanta (though perilous in nature), Worcester is capable of kiting and evading incoming shells while providing suppressive fire that can soften or sink hostile vessels outright. Worcester can prove to be a difficult enemy to bring down if handled correctly, though her fragility compensates the potential havoc she can bring down upon the enemy team. She is not to be taken lightly, as her varied consumable lineup mixed with a high rate of fire and proper positioning can turn Worcester into the fulcrum of her team in terms of damage and support; alas, like most warships in the game, Worcester requires a team that can synergize well to bring victory, and this cannot go unnoticed or unspoken. Consumables “You will need to be mature and pragmatic. You must use your heart to decide the destination, but use your head to plot the journey.” - Amish Tripathi Worcester has the most amount of consumables at Tier X; starting with a standard cruiser Damage Control Party, standard-issue Defensive Fire AA, Tier X USN Surveillance Radar (range: 9.9 km, duration: 40 seconds), cruiser Repair Party, and a standard Tier X Hydroacoustic Search with a 4.9 km range. Using these consumables at the right moment is key to performing well in Worcester; though running an all-premium consumable lineup is quite expensive without Premium Account, and necessary precautions must be taken if one is low on credits (such as prioritizing some premium consumables over others, signal flags, and camouflages). As a Tier X ship, Worcester gets access to a unique Legendary Module named "Enhanced Countermeasures". This consumable increases by 20% the duration of Hydroacoustic Search and Defensive Fire; additionally, it increases by 10% the duration of Surveillance Radar. Aesthetics “Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated.” - Paul Rand This class of light cruisers, like those before it, were based on the hull of the Brooklyn class cruisers, which gives them an interesting appearance when looking at their bow from an oblique angle. The superstructure is not cramped, and the funnels don't have that "crooked" aspect that Cleveland-class cruisers have. The gun turrets, unlike Seattle's, are not overly wide nor tall, they give an interesting flair to the design which certainly makes it stand out from its predecessors. Conclusion “Any fool can know. The point is to understand.” - Albert Einstein This light cruiser is a challenging ship to master at the beginning, but once one gets used to the shell arcs, the odd engine acceleration, and the idea of being a support ship that has damage-dealing potential; it is one of the most enjoyable ships to play in my book. In my opinion, the grind to Worcester is worthwhile, and a triple division of Worcester's is a frightening sight to behold. "Ad Astra Per Aspera" Phantom out. References and resources Baterman, T. & Yarnall, P. (May, 2018). USS Worcester (CL 144). NavSource Online: Cruiser Photo Archive. Recovered from: https://www.navsource.org/archives/04/144/04144.htm GlobalSecurity.org. (July, 2011). CL-144 Worcester. Military. Retrieved from: https://www.globalsecurity.org/military/systems/ship/cl-144.htm Wargaming.net. (2018). Upgrades. Retrieved from: http://wiki.wargaming.net/en/Ship:Upgrades#Enhanced_Countermeasures Wargaming.net. (2018). Worcester. Retrieved from: http://wiki.wargaming.net/en/Ship:Worcester Wikipedia. (2018). Courageous-class battlecruiser. Retrieved from: https://en.wikipedia.org/wiki/Courageous-class_battlecruiser Wikipedia. (2018). 6"/47 caliber gun. Retrieved from: https://en.wikipedia.org/wiki/6"/47_caliber_gun Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes Armor scheme GIF created with GIF Maker, website: http://gifmaker.org/ In-game images and icons recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images.
  11. I know, it's a dead horse but I'm going to beat it some more The uptiering of T8 boats into T10 matches seems the norm now, and it's really not fair to the players that are grinding out T8's to get T9's. Why can't T10's battle with 9 or 10 boats? Or give an option to be uptiered if the player wishes too otherwise they can just wait to fill a T8 battle. Both my kids have stopped playing because after T5 they felt like the game was against them, they stopped having fun and we're killed so fast that they learned nothing. There has to be a way to keep the game fun for new players, uptiered in a new boat with limited experience isn't good for the player base. The "old" player base doesn't want potatoes in the higher tiers, then why does the game uptier them into tiers they don't even have boats for?