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    It is a Torpedo Fest

    Just want to say the game is now a Torpedo fest. Between the invisible Destroyers and now the planes with deadly accuracy the game is way off the charts with way too many Torp's in the water. They were not that successful in real life so what are we doing here........
  2. I understand this is a contentious issue, but battleships seem to me to be far too agile, able to stop on a dime, accelerate as though at a drag race, twist and twirl at will, and dodge perfectly honest and carefully thought out torpedo spreads. This seeming immunity of bbs to torpedo attacks, means that destroyers and carriers are being deprived of their deserved successful hits. While it is accepted that WOWS is not a simulation, it is important to retain elements that increase player immersion, and a semblance of intuitive gameplay. What does intuitive mean in this case? Making sure that physics in WOWS follow a logic which we respect and live by in the real world. Now how did battleships gain speed in real life? Assuming the warships oil fired boilers are partly heated, that the battleship is lying ahull (no power to shafts), and assuming the battleship captain knew several hours in advance, that torpedos were incoming on the starboard bow; it would take a modern ww2 era battleship 3+ hours to increase team pressure sufficiently, to then increase speed. Well you may ask, who needs speed, to turn and dodge the torpedos? All ships do, without water flow around the rudders, they cannot bite, or deflect, a slow ship turns, slowly (if at all). I am not suggesting that WOWS reflect real life, quite so precisely, but I do think, an increased initial delay between "full ahead" order and actual acceleration would be an enjoyable addition to the game, if that [insert value] delay were communicated in a clear and comprehensible manner in game. In the interest of fairness, this might be applied proportionately to all ship classes, dds, cruisers and battleships. Thankyou to @Alabamastan for suggesting this topic. edit : many interesting and informed replies, hot link directory of most recent (these guys seem to know what they are talking about ) : https://forum.worldofwarships.com/topic/184986-battleships-are-far-too-manouvreable/?do=findComment&comment=4344391 @Ares1967 https://forum.worldofwarships.com/topic/184986-battleships-are-far-too-manouvreable/?do=findComment&comment=4344401 @hipcanuck https://forum.worldofwarships.com/topic/184986-battleships-are-far-too-manouvreable/?do=findComment&comment=4344453 @So_It_Goes https://forum.worldofwarships.com/topic/184986-battleships-are-far-too-manouvreable/?do=findComment&comment=4345030 @LT_Rusty_SWO
  3. This will be the guide I wish I read before embarking on a career as a destroyer driver. For simplicity I'm going to recommend that you use an Isokaze with a 10pt captain to learn how to use torpedos effectively. If you like guns then battleships or cruisers might be a better career path for you. {TL;DR:- CHOOSE ONE NATION AND ONE SHIP TYPE, GRIND IT UNTIL YOU HAVE A TIER 10 SHIP AND A 19PT CAPTAIN IN IT. Choosing one ship type means destroyers, OR cruisers, OR battleships. Jumping around will leave you inexpert at everything.} Setting Your Intent: This is the most vital part of this guide. The other more technical aspects of the game are well covered by other posts, but i'll review them quickly. My own intent is to a) Get at least one kill per battle; b) Win the battle: c) Survive the battle. All three of those things are measured in your statistics in your profile. Take a moment to read the team list and review your intent BEFORE EACH BATTLE. Hold Alt to see the team list. Have a look for overpowered ships, names you recognize, hydro or radar ships, Is it destroyer heavy/cruiser heavy and are there 4 carriers in the match ... this will vastly affect how you can approach the match. Rookies don't do this, smart players do. How to achieve it? 'Defend10' means that you must stay alive for 10 minutes, so that you become an epic free agent roaming freely across a landscape of confused, wounded, frightened battleships and perhaps no destroyers left; the carrier fighters have been shot down and it's position is known, nobody knows where you are or where you will appear next, in fact the whole map will have thinned down a lot by this point. At this point, your power DOUBLES. The cruisers that remain will likely have taken some damage; if they know where you might be, and if they are smart, they'll come looking for you. Don't be there. When you launch torpedos at this stage of the game, they are much less likely to hit freindlies. Opposing battleships will have no way to spot you, unless you make a mistake. If they have no destroyers and cruisers close by, you can let them spot you while you are working into a sure-fire range of around 4km or less. Too many winnable games are lost because a destroyer died in the first 3minutes, contesting a cap or some other pointless nonsense like trying to gun-duel because someone said so in a forum. There is an ancient fact of war; who-sees-whom first generally decides who is victorious. You want to have the following situation: You know where they all are, particularly the battleships. The cruisers are wounded, sunk or on the other side of the map. GreenTeam® has the advantage in destroyer numbers. You know where the battleships are and you plan to take them down one by one. They don't know where you are, they rightfully fear you and they're praying that you're a new player who doesn't know what to do. Your torp range is out to 7.0km, more if you account for the ship moving toward you or into the edge of your range circle. (Only potatos drive in a straight line for that long, yet it happens a lot.) Optionally you can sit in smoke and wait for the battleships to approach; they kinda have to run down the dd's at this stage since there is nobody left to gun you down. You can fire 3 torp volleys every 38seconds - yes that is a lot of torps. Fire two at the oncoming battleship, use the 3rd group as backup when he turns or passes you and presents his broadside. Cruisers are able to fire torpedos back at you and should be treated with extra caution at close range. When torpedos pass behind the target: It's likely because the battleship accelerated. The white guidance line only calculates using the current speed of the bb, so you must put your first torps long; 2nd group on the white line; and 3rd group can be held off a little bit while you wait to see how the battleship responds. However. The Isokaze will reload torps in 38 seconds - you can afford to spam them. Guns and gunship destroyers: which destroyer is the best gunship for gunning down enemy destroyers? Is it the US close range guns, the USSR longer range beast mode guns? A: None of them. Here's why; Let's say you're in Gaede and you gunfight with Akizuki. You do really well, and win the gunfight. How does that look? It looks like you still lost 50% of your hitpoints and the RedTeam® knew exactly where you where for 2 minutes or so, plus you risked receiving torpedos which would have ended you. When you see another destroyer up close, do the following sequence: 1. Decelerate and turn, creating a torpedo launching opportunity. Try to not be spotted at all, ever. Your torps can get you a kill per game consistently; your Tier 4 Japanese (read: little) guns can get you a kill every 10 games or so ... maybe. Being exposed for 20s after firing pathetic artillery is not worth it. 2. "F3 The Target" which means point your reticle at them and press f3 on the keyboard; let your team fire at the dd. 3. Fire up your smoke if you were seen. Point directly towards/away from the destroyer who may have launched torps at you. 4. Keep turning away from the dd, once you launched your torps; DO NOT EVER sit still, sideways on, in smoke. 5. Fire your torps at the dd on a wide spread, ahead of him or into the smoke. If they smoke up the white line will be misleading (because the ship will decelerate hard, to stay within it's smoke). 6. Go re-engage the enemy somewhere else; that ship and it's torps are coming after you. *Re-engaging the enemy somewhere else is called kiting. It can be extremely valuable and effective to use. Theory and Math: Your exposure is only 5.3km, that's about as low as it gets in this game. Your torp range is 7.0km which is excellent, although they are a little slow but still sufficient for the Tier 4 Tier 5 ships you'll be aiming for. This is the math you need to learn about every destroyer you operate. In this guide we are still talking about the Isokaze; In the hands of a good player it is pretty OVERPOWERED for this tier. I've seen bb drivers threaten to ragequit cos of "Torps out of Nowhere!!!!!!!!" Which brings me to my next point: Your main targets are battleships. Ideally, they are new to the game and think that staying close to Islands provides them with cover. World of Warships has a 'circle of life', like a "Paper, Scissors, Rock" scenario which operates like this: Battleships>Cruisers>Destroyers>Battleships. Battleship guns can melt cruisers, but are not accurate enough to target dds unless they're lucky and you are really close. They have no torps, their tank is a huge hitpool; but everyone can see them. Cruiser guns can target destroyers and will melt you fast. They can easily tolerate your gunfire and are nimble enough to try to dodge your torps - they have their own torpedos too, forgetting that fact will cost you your ship. Cruisers will come hunting you. Their tank is medium mobility and medium hitpool. Do not rely on them (friendlies) to fire on the destroyer you just F3'd, they will often be so far down the back that islands will be in the way of their line of sight and their dispersal will be epic, and don't forget 73seconds in the air can affect accuracy. Destroyers can only set the larger ships on fire; which actually does help wear them down over time as they use up their damage control consumable and then burn down. But focus on putting torpedos into battleships is your main game for now. Your tank is being invisible and very nimble. When escaping the enemy 'WASD hax' should be done with your acceleration boost on, cease firing so that your Concealment Expert (CE) kicks in, and plan your direction of escape - a nearby island can hide you or keep you in the open if you run into it. *The Concealment Expert skill brings your detection range down by 10% on any destroyer and with camo it's 5.3km which is why I emphasize using a 10pt captain. *"Bow tanking" battleships: It can be fun, if you like cheap thrills and GreenTeam® is looking at a safe win, to try driving right up to a battleship before launching torpedos at her. Get right in there and get it done, Captain! -They hate that- Carriers: UGH Just hope that yours are better than theirs. DO use smoke to hide from their planes; many CV players know what a serious risk a loose destroyer can be. YES they will send 3 torpedo bomber squads against you to eliminate the risk. Avoid the section of the map that they are focusing on; stay in the part of the map near your own CV since that is probably where all the GreenTeam® planes will be. Stay nearby to your own cruisers and bbs to be a part of the "AA Bubble". Bonus strategy against CV's:- Fire your HE shells at the deck until it ignites; their planes cannot take off or land while it's on fire. (Sinking the whole bloody thing is better of course.) DO ask your own CV politely for help in locating the red CV; he may not be able to, but you can still watch the minimap to see where the red planes are coming/going to. Potato's: Are everywhere. If the West side of map gets crushed and your CV is sitting in it's starting position, DO take a sec to double click him on the map and suggest he move to the East side, something to that effect. A note about destroyers; It is not the way to have an easy life. For instance an average match might have 2 destroyers and 5 cruisers each side - so your natural predator outnumbers you 2:1 in most games. CV's are worse as they spot you with planes, you've never got enough AA to deal with it and the CV can just keep sending planes after you. If an enemy dd gets through to the CV, you will be blamed. If you called F3 on it repeatedly, it won't matter. If you take the cap and die, you contributed to the loss; if you don't take the cap someone may shoot/ram you. Tier 1 to 5 can be fun, from tier 6 you have to keep all of your existing skills plus learn how to deal with radar and not die plus learn that your smoke might well do precisely nothing at all to help you. *To be fair, there's only about 3 or 4 radar ships per side per tier 8 match these days as it has settled down a little. If cruisers are in range of your location they won't necessarily be able to get a line on your target, or they may simply choose to keep firing at a battleship for 2minutes as they are 'farming damage' instead of helping you out, So that you can sink the bb and the next one and the next. An Atlanta on the RedTeam® will be an epic demi-Unicum from hell, your Atlanta will be the squishiest potato you ever saw. Many low Tier cruisers will never consider sitting back at medium gunnery range when instead, they can be driving in front of your torps, costing you a ship kill plus a teamkill penalty; cruisers with their own torps won't understand you complaining about them firing torpedos up your [edited]. It's a lot to think about. I recently sighted the RedTeam®'s Atlanta captain on shore leave: Firing from smoke: The following things happen after you launch smoke; Everyone sees the smoke. People shoot into the smoke. They fire torpedos into the smoke. Cruisers and destroyers drive into the smoke with Hydroacoustic search on, so that they can hunt you down. So, Use your smoke to LEAVE AN ENGAGEMENT or to Hide your teammates. But mainly smoke is there for you to be able to GTFO safely. That is the pro-tip. Consumables: Always upgrade them and set to purchase using silver not doubloons. Containers: Always choose the signals and flags; you can buy the other stuff with 'currency' in the game. Super Containers (SC) are too unreliable. Silver: is [edited] (I mean that it is not fungible, not exchangable for goods and services and therefore not currency) and can only be used for buying a couple of things, and almost everything you have is not sellable for silver. Doubloons: means spending money from RL to get free XP (FXP) and should only be used for upgrading your captain until one of them is 19pts; then he will generate FXP quite rapidly. FOCUS ON GETTING A CAPTAIN TO 19 POINTS. Making money in the game: is not the point. If you grind your destroyers up tier by tier you'll have enough silver for the next ship, including fitout. If you are short on silver then perhaps you are simply not doing enough damage to get paid. Survive each battle until the end, get at least one red ribbon. High tiers and large vessels seem to have more issues with silver, I haven't yet had an issue with it perhaps because I don't play battleships/cruisers much at all. Concentrating: If there are idiots in the chat channel use your CTRL+Mouse button to click on the chat box and turn off chat. If someone is spamming the function keys (you can't stop them) you can report them for misconduct in chat. AFK players can be reported but also remember; if some player (it'll be a cruiser) refuses to push and does not help the team at all; he can be reported for 'Unsporting Conduct' instead. If you still can't concentrate then turn off the radio or whatever is distracting you; or just get sufficient sleep to concentrate properly. YOU ARE NOT REQUIRED TO PLAY SOMEONE ELSE'S GAME. Remember that if you have a superior grasp of strategy, then by definition he/she won't understand what you are doing. Reporting and Complimenting: (definitely worth it's own post.) I DO COMPLIMENT a player who gets 3 kills, even if he's a tool/[edited]/doughboy or anything else. I DO NOT usually report a player who has made a kill which helps the team. oh and the teamkill/teamdamage system is a joke so don't waste your energy on it. (A battleships shoots me with main guns. He turns pink. Ouch.) That system has multiple failures so it isn't worth much of your time. Spotting: happens automatically so you don't need to think about 'how do I spot", but a team player will be thinking "Where do I need to spot?" and it's fairly simple: put yourself in front of your team and in spotting range of the RedTeam®, such that your battleships have something to shoot at when you spot them. Taking Caps: Is a privilege you get for winning the game; winning the game means sinking enemy ships. The caps distract many players from their jobs so they get out of position, ignore the flanks, or sit in the 'B' cap in the centre of the map and imagine that the entire RedTeam® won't melt them down. This explains why so many teams are winning on points but then lose the battle; the opposition has spent it's time owning 3/4 of the map and can't be eliminated as they come around the corner in massive numbers; the team "defending the cap" is immobile, highly visible, and gave the RedTeam® a lot of time to choose the terms of engagement. The team with numbers can continue chasing down ship after ship; the caps will be taken accidentally as various ships run across the map to find new targets. In the picture below, Green team has sunk one more ship than RedTeam® and surrounds the enemy. Capping will be irrelevant in this battle. Taking the extra cap did not result in sinking an extra enemy ship, but the reverse may be true. Notice the upgraded consumables. Also notice the clock reads 6 minutes remaining - The Fubuki gets a nice position for a volley on the bb thanks to surviving well into the 2nd half of the match. GreenTeam® has more caps, RedTeam® has more ships. Which side would you like to be on. Team strategy: The 'Attacking/Aggressive Strategy':- an example of attacking strategy is, for example; Blob goes to A, a few go to B, and a spotter goes to C since that vessel may have landed close to C at the outset of the match. *But you wouldn't actually sail straight into that 2x2 grid square would you ... why give away your location for free? When it goes red, launch torps down it. If the other team also plays aggressively, you will have quite a battle on your hands. If you're lucky, they play the defensive strategy. An aggressive strategy usually includes having someone stay behind to watch the cap you already hold. This is very different from 'The Defensive Strategy'. The 'Defensive Strategy': There is no such thing. It's just a bunch of people sitting around waiting to be murdered. Allow me to labour the point: The defenders give away mobility. They don't support their own attacking players who went out to prosecute the RedTeam®. (It's rare to find all 12players on a team so stupid as to agree to this idea. ) They lose a couple flanking ships. They give away Intel in the form of their present location, with the result the aggressive team attacks when where and how they like, and each vessel can remain unseen until they fire the first volley. The bb's come around the corner together, and focus fire (aka focus down) one ship at a time. The opposing destroyers spot you before you spot them, simply because they choose to remain unseen and usually the 'defensive' destroyers get mown down by superior numbers. The defending team never, ever focuses fire on attacking ships coming around from both flanks or in numbers. Or, the West side of the map is lost and the defenders try to hold one cap, making certain that the aggressive team can choose the best angle of attack while remaining covered, wether covered by landscape or covered within the blob of 4, 5 or 6 ships. I have never seen this strategy work in any game. "Yo Cletus!" "Wut!" "There goes them thar cruiser out West!" "Cawl 'im back!" "Wha?" "We want thum thar RedTeam® ta know where ALL dem Green ships is!" If your team goes defensive you might be able to do a) Gain a kill but probably not b) Winning or c) Surviving. ***** THERES A TON OF STUFF I HAVEN'T COVERED. This guide is already too long. I haven't covered U.S. and USSR destroyer gunship strategy because I don't play that way, however many players do so and they do very well out of it. This is not that guide. ***** Use the following captain skills on Isokaze to obtain the numbers I have used: Bonus Material: Managing your winrate: Here is the excellent guide from LWM :- Getting 19pt captains, and why bother? Keep this link bookmarked once you get into a Tier 6 destroyer and write it down or memorize it (the section pertaining to radar). http://wiki.wargaming.net/en/Ship:Consumables /surveillance radar. PS, Kronshtadt is missing from that list. Yes I learnt that the hard way. Revolution. Shibby.