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Found 8 results

  1. So the Shima's legendary upgrade is garbage unless you're firing at max range or you lock your tubes and aim with your boat. I have two proposals to make this more usable or change it entirely. Current stats of the legendary upgrade: –25% to torpedo tube reload time. +50% to risk of torpedo tubes becoming incapacitated. –80% to torpedo tube traverse speed. Proposal 1: Simple fix you gain damage output at the cost of durability and some aiming speed. –25% to torpedo tube reload time. +65% to risk of torpedo tubes becoming incapacitated. +70% to risk of torpedo tubes becoming incapacitated. –10% to torpedo tube traverse speed. Proposal 2: Redesign. Makes the shima both more stealthy and slightly more durable at the cost of torp reload –10% to torpedo tube reload time. +30% to risk of torpedo tubes becoming incapacitated. –10% to ship detection by sea –5% to ship detection by sea The shima is a specialized boat doing two things very well, being sneaky and torping, the legendary upgrade should frankly upgrade those parameters on the Shimakaze rather than endorse passive play on an already passive ship. Thoughts? Opinions?
  2. RNJesus smiled on me and my Div mate last night.
  3. Today's Replay Breakdown is brought to you by the letter "C", for the huge Carry you are about to watch. Enjoy!
  4. 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?
  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. 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.
  8. 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?
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