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Found 9 results

  1. Yamato (Japan) Pros 18.1 inch main caliber guns that can overmatch up to 32mm bows (Republique, etc) Quite sturdy when bow on Great torpedo protection Cons Cheeky citadel (lewd) Very very sluggish, ship itself and turret traverse Not the top AA Montana (USA) Pros Very accurate guns Heavy hitting 'murica freedom SHS shells : great for citadeling and hitting deck armors for bow on targets. Great AA Good maneuverability Waterline citadel makes it trolly to hit. Can opt to slot secondaries or AA without forsaking accuracy. Cons Very slow shells, bad for sniping Vulnerable to IFHE spam Grosser Kurfurst (German) Pros Very tanky, great health pool Good secondaries that pen 31(128mm), 34(150mm), with IFHE all can pen 32mm (most bows of battleships) German hydro 6k Turtleback armor scheme, making it hard to citadel at close distances Fast turret traverse Cons Gets a lot of pens everywhere Very big and sluggish, easy to hit German gun dispersion BAD BAD concealment Republique (French) Pros Very accurate guns, good pen even at distances Great HE rivaling Conq fire chance Engine boost for flanking and kiting Good maneuverability High fire chance secondaries with long-range French turtleback, not as sturdy, but still usable Cons 32mm everywhere (vulnerable to IFHE spam and nose cits) Guns in A-X position + 8 guns (need to show a lot of broadside for a full salvo) Secondaries are made of glass Conquerer (British) Kremlin (Russian) Well, that was my impression of the 5 ships of the tech tree as an average player. I haven't got the Conq or Kremlin yet, so not much to put on here :)
  2. Toxic_Potato

    Kremlin - Post Release Info

    -The NA release name is Kremlin - Credit making appears to be on the low side. - NO RADAR - The WIP Ship had a Radar that would pick up BB and CV. Last for 1 min. Range 15 KM. No Radar!!! - Turning Circle - Not as bad as I expected. - Flamu and other CC's will have to do new video's - Ship appears to me to have had Buffs after removal of Radar. Significantly different from Flamu's video. - Scary in the right hands... My First Game - Highest damage ever for me in any BB. I am an average or below average BB player - 196K - Only flew Economic flags. - Did not encounter Yamato or 18 inch Conquerer. - Do not show broadsides to this ship. Many of you have to change the way you begin the game. Not angled at the start is not going to work. - Only 3 sunk. - Sunk by getting multiple hits broadside at close range by angry losing team waving pitchforks and complaining about "Russian Bias"'
  3. Yes, another one of these threads about CVs Its no secret that DD life has been very difficult with the prevalence of CVs flooding the queue. On average at least 3 of every 5 games will have a CV in it. Shouldn't be too big an issue right? For a CA or a BB, mostly not. For a DD however, CV presence makes life absolutely miserable against any CV that's even slightly competent. The trouble with playing a DD in a CV game at Tier X is not so much the damage output that a CV can do to a destroyer, but more lies with the fact that the presence of a carrier forces you, as a destroyer, to play a certain way, because playing any other way will be punished very very heavily if you catch the attention of a carrier. The damage that they can do, its not fun, sure, but with the possible exception of Midway, and to a lesser extent Lexington HE Dive Bombers, the damage is not the issue here. Think of the current DD vs CV situation as playing a BB back in the days when OWSF was still a thing. The problem with stealth firing is that it is a very frustrating mechanic to play against, because the only real counter-play option as that BB is just to hope that the DD's aim sucks. The same holds true for CVs in the current state of the game when it comes to destroyers. Outside of shooting the planes down, which lets face it, most DDs don't have the greatest AA in the world, and even the ones that do like Gearing or Grozovoi need a full AA spec to defend themselves reliably. Because of this, DDs are easy prey for a CV, and with that fact, a DD is forced to stay very close to their team for the first half of the game, which severely hinders the role of a destroyer at all, and that is the biggest problem with the current state of DD vs CV. CVs effectively act as an "on/off" switch for the entire point of a destroyer. A DD's primary job is capture point and maintaining vision control for their team. Because of this, DD operations are generally very independent and is often why the impact of bad DD players vs good ones on the outcome of a game is so prevalent, but that's a topic for another day. Back to the matter at hand; DD operations are generally very independent themselves but have a vital impact on the outcome of a game. But this is the biggest problem, any good CV player can completely shut any of that down and cost a DD at least half their HP for even trying. Yes, I can hear you already clacking away at your keyboards "Turn your AA off until you're about to get spotted and you'll be harder for the CV to find". Yes, that is true, but also consider the number of other things that can spot a destroyer. Radar and other DDs are the two most significant and common spotting threats to a DD. Once a DD has been spotted in an area, whether they fall undetected or not, a determined CV will hunt you down without too much issue. The ultimate result is forcing DD players to hang back towards the rest of their team, because they really just don't have the AA power to reliably defend themselves unless they're an AA spec Gearing or Groz, but even then if the enemy CV is good they will still get at least 1 strike off on you, with damage ranging from only 1 or 2k HP to potentially half your HP pool depending on the nation and type of planes involved. This remains true even with friendly AA support. Its a no-win situation, your only hope as a DD when being focused by a CV is praying that the enemy CV's aim sucks. Other than that you're pretty much SOL unless you can chew through the squadron via AA which is never the most reliable tactic. As a DD, your role and ability to perform your duties as a DD is effectively turned off by the presence of a CV. All you can do is really just hope to be ignored, which by any good CV the chances of that are slim to none the second you get spotted. Now, I am aware that the CV round start delay is in the works, but while it will definitely give a bit of breathing room at the start of the game, it will ultimately fail to solve the problem. While there is a significant difference between being spotted at 18:00 against being spotted at 19:15, the ultimate result is still the same. As a DD, you're still being forced to play that same certain way, hanging back huddling near friendly AA if you wish to survive. And as the match progresses, however, even this becomes increasingly unreliable as the attrition of battle sets in; AA mounts are destroyed on friendly battleships and cruisers, and usually the DD as well. This leaves an even bigger gap in AA defenses for CV players to exploit and increases both your own and your team's overall vulnerability to air attack. The fact herein is really that even huddling with your team won't always save you, which defeats the purpose of huddling with your team to begin with. Just like a DD in the RTS CV version, a CV's impact on the match grows as the match progresses, just like a destroyer's would. Really, the ultimate problem is the fact that CVs, as a DD player, will effectively force you to play a certain way, because playing any other way will cost you a significant chunk of HP with nonexistent counter-play options outside of smoke, which will not always be available. With how easily a CV can adjust their attack runs on the fly, it would take more skill to miss the target than it would to hit. CVs will severely punish, to great effect, what would otherwise be good play and positioning from a DD. A CV literally turns the role of a DD on a team into the start of a bad joke, and punishes DDs for playing DDs, basically. DDs have 0 freedom unless you're a full AA Groz or Gearing, but even both of those are a coin toss whether or not it will really help to any significant effect, especially later in the game (again, attrition of battle; AA mounts being knocked out from enemy fire and past air attacks). While DDs are by no stretch of the imagination unplayable, life can be a whole lot more challenging than it needs to be. Life as a DD was already hard enough, but now some games can be that much more incredibly frustrating to play in if the CV decides to focus on you, which a lot of CV players will target DDs first. A fair amount dont, but a fair amount do. Which is just terribly unfun to play against. Of course, there is an old saying that does "Complaining about a problem without proposing a solution is called whining." That's not what I'm here to do. I have 3 suggestions for possible solutions to help give DD players a little more breathing room in CV matches. These are all, as far as I am aware or have seen, never been suggested before, but if they have been suggested elsewhere and refuted then well, refute them again I guess. (Also if you wouldn't mind, also link the thread where the idea was proposed first, thanks) 1.) Rework the way plane attacks operate. This is a very extreme option, and will be, if even possible at all, very very difficult to pull off. This effects mostly rocket planes and dive bombers (especially USN). The current iteration of CVs, it is very easy for CVs at adjust their attack runs on the fly, which makes dodging and any form of counterplay extremely difficult. With the old RTS system of carries, bombers had a line called the Line of No Return, which means that the second that line is crossed, the bombers are committed to the drop and cannot be readjusted. I propose some sort of similar system, keeping the elements of manually controlling a large, single squadron but still retaining some element of "commitment" from the old RTS system. Torpedo bombers are fine as is attack-wise, but I propose a system of dive and rocket attacks to have an element of commitment to a direction, being unable, or very slot to, turn in either direction once the attack run initiates, increasing the value of good plane placement to maximize hits across the bow and stern of a ship. Again, this is a very, very extreme option and probably will never happen. 2.) Rework DD air detection. A simple fix, simply decrease the air detection of DDs further, thus increasing their potential to both hide from, and defend While the first buff did significantly help, unless the DD is spotted by other means, I believe that this change, by decreasing the air detection range, will help throw off accurate attacks against a DD without making attacking them impossible unless the DD is spotted by other means. If this makes any sense, think of it this way: A DD is spotted by a CV at a distance that the attack run will pretty much have to be launched almost the second the squadron spots the destroyer for the most accurate attack, rewarding good plane placement to catch the DD nose or stern to attack for maximum hits as well as good reflexes. If the attack is not launched almost immediately, the resulting attack will be far less accurate due to there being a much narrower gap between the attack location and DD position. Again, this is probably an extreme option. 3.) My last, very simple solution is to simply beef up destroyer AA capabilities to improve their defense against carriers, especially those that will drop fighters over a destroyer to keep them spotted, and getting them focus fired heavily. While proposal 2 would help to alleviate this, the simplest solution I can think of that would help improve the amount of freedom and defense a DD has in a CV game would simply just beef up their AA defense not quite to cruiser or even Groz/Gearing levels, but enough to actually being able to reliably shoot down planes more consistently, although the weakness with this, again, is the attrition of battle. This is a very simple suggestion that ultimately will probably fail to fully fix the problem, but will at least help. Another possible variation of this would also just be decrease damage on CVs overall, which would help lower their effectiveness against DDs so the DD isnt a quarter at least of their HP in the first 2-4 minutes with almost nothing that can be done about it, sure, but will also cripple their damage on other classes, which I don't think is a good idea. This is my take on the current situation of CV vs DD interactions. Again, all of this is just my opinion, and my suggested solutions are definitely far from perfect by any stretch of the imagination, but I would like to know everyone else's opinions on the matter, and other possible solutions that you all may think would work better. Discuss~
  4. While browsing maplesyrup I came across a very interesting graphic. Keep in mind that all this, while pulled from WoWs API are hosted by a 3rd party site. http://maplesyrup.sweet.coocan.jp/wows/shipstats/index.html After taking a cursory glance, it seems there is some pretty convincing evidence pointing that popularity, or to be more precise lack of, of tier IX is an important issue leading to a domino effect that ends up shafting tier VIII Matchmaker. As you can see through the percentages of tiers played, in the earlier days, the higher the tier, the lower the percentage of battles played, at least for tiers VIII-X. Depending on the server, within 2017 there is some point when tier X started becoming more popular than tier IX with slowly increasing percentages. On NA for the first quarter of 2019 17,26% of battles played were at tier VIII, 10,55% at tier IX, then 15,60% at tier X. Because there are fewer tier IXs, Matchmaker pulls the tier VIIIs into tier X battles more often, leading to constant complaints. Of course, this is all relatively known, but now there is some actual evidence to back up the claims. To conclude, tier VIII Matchmaker goes through tier IX, and tech tree ships are partly to blame. With the exception of most DDs, there are almost no "keeper" tech tree tier IXs. I am pretty certain there would be even fewer battles played in tier IX if it weren't for the premiums. WG definitely needs to be careful on how to approach the subject, as too many buffs to tier IXs to make them more popular could negatively affect tier VIII even more. Maybe one solution could be to provide tier VIII exclusive modes, similar to how in World of Tanks there is a "Frontline" mode where only tier VIIIs are eligible. Anyway, thought it would be interesting to share this and maybe get some discussion going .
  5. A décima temporada das classificatórias está terminando, usando experiência das temporadas passadas, já sabendo o que ia ocorrer nas partidas e jogando levando em consideração os piores cenários possíveis que podiam ocorrer fizeram com que alcançasse o rank 1 tranquilamente mais uma vez. Mas vamos aos diferenciais desta temporada em específica: Navios novos: Worcester e Harugumo. Worcester ditou o meta dessa temporada, os DDs de ambos os lados praticamente não tinham liberdade própria, tendo que jogar de acordo com o "navio novidade". Harugumo tem um DPM brutal, mas ocupa o lugar do Worcester e mesmo que um bom jogador esteja alerta pra torpedos quase todas as partidas engoliam pelo menos um, e ao contrário do Khabarovsk não consegue reparar o dano tomado. Jogadores aleatórios: sempre do mesmo... fazendo as besteiras de entregar vitórias garantidas só pra salvar a estrela, DDs suicidas e gente culpando os aliados pelos próprios erros, mas vamos o que notei de diferente. Gente insistindo com Shimakaze, sendo que a única coisa que consegue fazer é ficar cagando torpedos até dizer chega, sendo que os torpedos individualmente são ruins. Tem gente que pode argumentar que ele serve pra fazer reconhecimento por causa do bom ocultamento, mas esse papel pode ser muito bem feito pelo Gearing com módulo lendário (o ocultamento exato dele não lembro, mas é aproximadamente 5,6km como o Shima), YueYang (5,8km de detecção e tem radar) e esses dois tem canhões bem mais úteis e torpedos mais difíceis de serem detectados. O Shima brilha contra jogadores ruins, por isso dá a sensação que é bom... espera um momento... navio bom contra jogadores ruins? isso não é a metade da população das classificatórias!? Worcesters afundando DDs vacilões e machucando bastante os jogadores de DDs competentes enquanto os aliados desses DDs nem se preocupam em salvá-los. Falando em Worcesters a quantidade de jogadores usando módulo de alcance neles não era brincadeira. REEEEEEEEEEE tenho que acertar alvos em segurança a 18km de distância mesmo que as balas demorem mais de 20 segundos para alcançar o alvo Minha experiência: essa foi uma temporada mais frustrante que as duas últimas, se não solasse ao menos 3 navios sozinhos era quase garantido uma derrota. Só tive partidas mais tranquilas nos meus últimos dois dias antes de alcançar rank 1. Joguei principalmente com Grozovoi, Rèpublique e Worcester. O Grozovoi era limitado a ficar fazendo reconhecimento, capturar bases e afundar DDs. No entanto, isto está longe de ser necessário para carregar um time pra vitória ou salvar a estrela. Tentei usá-lo como um Khaba com ocultamento melhor, mas não sobrava HP o suficiente para o final da batalha para afundar algum navio ou segurar algum ponto. Pelo menos o inimigo me ignorava boa parte das vezes pra farmar algum BB ou tentar acertar um navio do outro lado do mapa. Rèpublique foi a minha opção de encouraçado, ele é o mais rápido entre os tiers 10, tem altíssimo poder de penetração, recarrega rápido, capaz de dar overmatch na blindagem lateral superior dos cruzadores tier X e tendo mais liberdade no campo de batalha que os demais encouraçados. Mas teve uma característica dos canhões que não gostei para o competitivo (base de dispersão alta dos BBs franceses e sigma alto) isso significa que tem salvas lindas, como explodir um Zao full HP com 3 cidadelas após atirar apenas com a torreta da frente ou salvas que te deixam vesgo tentando acompanhar todos os projéteis (lembranças do FdG vieram a minha mente). Como tinha experiência de apenas uma única partida de aleatória que tinha terminado em vitória em apenas 6 minutos não consegui tirar o máximo do navio. No entanto, como ganhei as partidas com ele foram de dar vergonha alheia no inimigo... vou até colocar um parágrafo só para exemplificar alguns casos (apesar de serem 6 teve muitos mais, mas estes foram os mais marcantes e todos eles resultaram em vitória). Basicamente eu entendi o porque o meu Worcester e o meu Grozovoi eram ignorados quando detectados. 1. Harugumo e Henry inimigos rusham o meu encouraçado encalhado num flanco, o primeiro falha miseravelmente em me afundar com torpedos mesmo a 3km de distância mesmo usando o historicamente preciso boost de recarga de torpedos, o outro toma uma surra de AP do nosso Henry que tava me acompanhando, mostrando uma uma lateral deliciosa sem reação nenhuma pq tava fissurado em me afundar e não notou o próprio HP despencar, dps disso o time inimigo me notou com HP baixo e um Yamato e Montana colocaram seus aviãozinhos no ar para tentar me acertar a quase incríveis 30km de distância, mas já estava me movendo de novo a velocidade máxima, ignorando DDs e cruzadores que estavam a apenas 8-10km de distância deles só para tentar bancar uma de fodão miseravelmente. Adivinha? esses BBs afundaram por ignorar a ameaça a eles próprios para tentar me pegar do outro lado do mapa, todos os navios do time não perderam mais que 10k de HP, menos o meu que tinha tomado um monte de torpedos no começo. 2. Harugumos sabendo que podem penetrar toda a blindagem do Rèpublique com PE tacavam smoke a 13km de distância do meu navio e começavam a infernizar com cosquinhas, mas depois de 15 segundos não conseguiam mais fazer nada pq além de estarem longe pros canhões deles eram ELES que estavam me detectando, assim gastando smoke a tôa e fazendo erro de posicionamento crucial. 3. Zaos e Henrys pensando que estão a salvos de canhões de calibre 431mm a 18km de distância, só para serem lembrados que aquela blindagem lateral e o deck de 30mm não aguenta. 4. Worcesters com módulo de alcance tentando me farmar a 17-18km de distância com aquelas balas lerdas. 5. Montana com aviãozinho tentando me acertar a 28km (estava com 50k de HP longe de ser afundado) só pra tomar um rush de um DD nosso sem que ele percebesse, perguntei sobre o "tunnel vision" de proporções épicas e ele responde pq simplesmente me odeia... ok, aceito a vitória de graça. 6. um BR num Yamato ignorou um Zao que estava fazendo churrasco do navio dele a apenas 12 km de distância só pra me afundar a 25km, ele eventualmente conseguiu pq um Grozovoi estava me detectando, mas troco um BB de apenas 20k de HP por um com 97k qualquer dia, pois o Zao pegou ele menos de 1 minuto dps sem tomar nenhum dano em retorno. Worcester foi o meu navio principal pra temporada, simplesmente pq é um massacrador de DDs (a principal chave para ganhar uma partida de ranked, ou seja afundar os DDs inimigos e manter os próprios a salvo ), é manobrável o suficiente para ser jogado em águas abertas, ao contrário do Des Moines e não tem a ciadela tão grande como esse que mencionei e o Minotaur, além de ser capaz de enfrentar qualquer navio em engajamentos curtos que não tenham AP com ângulos de ricochete melhorados (Minotaur, DM e Stalingrad) e estranhamente era frequentemente ignorado pelo inimigo ... sim! o motivos foram tão simples como esses. Com o rank 1 comprei a camuflagem permanente roubada pro Black (+150% de XP, +150% de XP de comandandante, +150% de XP livre, -20% dos gastos do navio), além de refrescar meu estoque de dobrões dps de ter comprado o Lo Yang. Enquanto a experiência de vcs... como foram?
  6. Today's Replay Breakdown is brought to you by the letter "C", for the huge Carry you are about to watch. Enjoy!
  7. So, fresh from the oven Dev Bulletin for 0.7.9 https://worldofwarships.com/en/news/development/bulletin-079/ We got the following info: Seems like this is part of an effort of WG to provide a better experience to Tier VIII ships, by introducing a mode exclusive to Tiers IX and X. Personally I don't feel this will change much, and to be honest I dislike game modes that give bonuses to ship parameters. However it is what it is, (and still in testing), let's get some discussion going! .
  8. so I get to spend down the account as soon as I got it... ;) Top tier French BB - man I seem to connect with the higher tier French BBs. FIrst time I really felt I could play and to an extent - control things around me in the Rich and Alsace. Never had cits so easy in any other ship I have played then with the Alsace. I don't do double digits over an entire game but finally gotten good enough to get double and quad cits in a salvo.
  9. It seems like every game I take out in Midway is a *crap*show. Everything I do is wrong. Every single person in game is just ripping on me. "Go back to Co-op". "Worthless CV". "You're useless". "/s Thanks for the air cover CV". I never got that much flak ever. They pretty much left me alone in Tier VIII and IX, but all of a sudden I have an off game and I'm satan's lieutenant? Is that kind of toxicity normal for Tier X? Is there any chill? I'm seriously considering turning chat off completely just to try to focus. I know I'm not great at CV. I'm trying. But geez, this is really not making me want to play my favorite ship in the world. -How does one turn off chat anyhow? Figured I might as well figure it out now in case I decide to turn it off.
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