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Found 11 results

  1. Falls_USMC

    USS Alaska is coming!

    Facebook Dev Blog post Text from post for those on mobile. ST, American cruiser Alaska, Tier IX Hit points – 60 800. Plating - 27 mm. Armor belt – 229 mm. Torpedo damage reduction – 13%. Main battery - 3x3 305 mm. Firing range – 20 km. Maximum HE shell damage – 4300. Chance to cause fire – 27%. Maximum AP shell damage - 8900. Reload time - 20 s. 180 degree turn time - 36 s. Maximum dispersion - 216 m. HE initial velocity - 762 m/s. AP initial velocity - 808 m/s. Sigma value – 2.05. The parameters of the dispersion ellipse are equal to the values of the Graf Spee cruiser (better than battleships, but worse than common cruisers). The parameters of the ricochet angles of AP shells are equal to the values of the American cruiser Des Moines. Secondaries - 6х2 127 mm, range - 5,0 km, Maximum HE Shell Damage - 1800, Reload Time - 6.0 seсonds. AA defense - 34х1 20 mm, range - 2,0 km, damage per second - 122. 14х4 40 mm, range - 3,5 km, damage per second - 223. 6х2 127 mm, range - 5.0 km, damage per second - 91. Maximum speed - 33 kt. Turning circle radius - 850 m. Rudder shift time – 13,8 s. Surface detectability – 16,2 km. Air detectability – 12,1 km. Detectability after firing main guns in smoke – 12,8 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Defensive AA Fire / Hydroacoustic Search Slot 3 - Spotting Aircraft / Catapult Fighter / Surveillance Radar Slot 4 - Repair party All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary. USS Alaska Wiki page This thing is going to be a monster. 305mm AP with Des Moines autobounce and penetration angles is going to be disgusting. Free XP or we riot!! I'm stoked for this ship. It doesn't have as colorful a history as some ships, given how late in the war it was commissioned, but I couldn't be more excited for it.
  2. HI Ho WOWS fans Well i go off line to get some shut eye and wake up to brand world with 5 new ships, hooray I think till i have quick look through the Stats. So I would like to put my take, my view and thoughts on these new ships, bear in mind they are in WIP status. A disclaimer first as i am a average Joe in the game some may even say a potato even my views may not even count however since its us Joe's and potatoes buying these ships I may just have a few good points like anyone else here. So Friends, Romans, Countrymen and women lend me your ears, OK sorry wrong era. Alright first up USS West Virginia Pre Pearl Harbour for the collectors it will make a lovely addition to the Port Queen collection In battle this thing is slow it will be lucky to get out of the spawn area before the end of the game like most tier 6 BBs or it will sunk by high speed fast firing accurate tier 7/8 BBs or bombed into oblivion by Kaga , Enterprise, Graf Zeppelin and the rest of the tech tree CV's in game, and lets not forget the up and coming CV rework to add to its woes or stealth torpedoed to death by pack of DDs. Yeah at 21 knots in its current configuration the only place this ship is going is on a down wood spiral to bottom of the pixel ocean with great regularity. Strike 1 HMS Vanguard Modern British BB with antiquated guns see this coming a mile off,this ship will probable be fitted with Defensive Fire , Main Battery Booster and Massive HE boost so it becomes another of those fire breathing British BB's that cant do anything else . Player requirements REMOVE BRAIN load HE push fire button. Strike 2 USS Wichita Great another Radar cruiser enough said Strike 3 HMS dreadnought Well we might just have winner had a look at the ship and if my eyes deceive me a I cant see any secondaries on her if that's true that's a downer lets hope not. At least WG didn't butcher her like they did to Konig and kaiser and give her a fictional 1930/40 refit. Pass USS Charleston When I first read the name I thought WG was creating a operation scenario for the battle of Charleston and we were getting Ironclads YAY not to be its the ship and i like the blue camo it has that Derek zoolander blue steel look about it. I like the St Lo class too Pass So lets tally up the score from WG 3 strikes 2 passes not good Come on WG you have the entire world to choose ships from and you pick half the new ships that are CUT and PASTE clones. Meanwhile the entire Italian navy sits tied to wharf's and Buoys waiting to be scanned, rendered and produced and still you produce clones WG goes to great lengths to produce OP broken Russian ships at one end of the spectrum to annoy the community then goes the complete opposite end to produce ships wanted by the community but that MAY be less than game worthy and game playable and I quote MAY not be as they are WIP. Hey WG how about a happy medium for once. regards
  3. ShinaMashiro

    Saipan and Balancing

    Dear Wargaming, This is an old topic, but I believe the Saipan needs rebalancing. With the near invincible planes, her bombers and torp planes can stay near ships for hours. And with the captain skill, she gets 4 tier 9 planes per squadron, like strafing doesn't even work against her planes, and you always get the bad end of a strafe. How do you counter that?
  4. Pretty straight forward: Had to yank my NC Captain to move to USN CL line. I don't drive NC enough to want to grind another Captain for her. I have 19 point DM and Monty Captains ready, which T8 USN premium BB should I get to replace NC? What sucks is that NC is the better ship, right?
  5. Now that I'm in the rarified air of T9 and 10 fights, I've noticed that I've carried a bit of my lower tiered tendencies with me (I fight USN and IJN dds mostly with the occasional cruisers from the same nations). My captains builds tend to keep me in the fight longer (Last Stand, Adrenaline Rush, Survivability Expert, Superintendent). I'm wondering if I should think about more aggressive builds. All my USN captains get BFT and all of my IJN captains get TAE. Should I be thinking more offense than defense at this level? I'm holding my own, but I'm not exactly lighting the game on fire in these 9 and 10 fights.
  6. Upon reaching my goal of not only getting my first Tier X ship, but also my favorite ship, USS Midway, I feel like I need to reflect on what I learned through my Journey, even though I still have a whole lot more learning to go. Tier IV-VI: Langley, Bogue, and Independence are all pretty similar; 1-1-1 loadouts across the board, still pretty on par with your IJN counterparts. I personally found them to be the least enjoyable of the line. Every battle felt like a chore, and I don't think I have any desire to re-purchase any of them. Independence is particularly rough because Tier VI MM sucks. (Both out of 5 "*") Air Superiority: **** Strike Capability: *** Tier VII: Ranger is where the line really became something to me. Despite almost never bringing it out of Co-op I still had a lot of fun with this ship. If I ever chose to get her back, I'll probably keep it to just relax in Co-op without having to worry about how much I lose from it. My 4 Random Battles with it were not enough to gauge how she holds up with her competition, but anyone will tell you she falls short pretty often. It's generally accepted Saipan runs Tier VII when she makes her now somewhat rare appearances. Kaga can be rough as well, but still a better foe than the King. Air Superiority: *** Strike Capability: *** Tier VIII: Ah, Lexington. I have mixed feelings about her. She taught me how to kind of conduct myself and my squadrons for the next 2 tiers. She also showed me my favorite targets: German Battleships. The ability to dish out insane damage numbers without a flawless Torpedo drop in one go was jaw dropping to me at first, and I never looked back at my HE DB ever again. On the other hand, she never did me many favors, and it was in her that I was utterly humiliated by a GZ, which is also where I kind of had a wake-up call, that I wasn't quite as good as I initially thought, and that things were gonna be harder from here on out. She wasn't unenjoyable, but even through the latter half of the grind she felt less than what she could be. Enterprise and Graf Zeppelin are your worst nightmares in it. Shokaku is manageable enough if you have some form of competence. Air Superiority: *** Strike Capability: *** Tier IX: Essex to me, while certainly lacking in certain departments, still felt strong. I think I can safely say I had the most fun with her, and where I think I had the most success. Taiho wasn't usually too much of a problem for me though. Very manageable to fight. It felt like the most balanced of the line, minus the starter tiers. While not the hardest hitter, she can dish out punishment where opportunity allows, especially the usual KMS BB Nuking. She was also the first Tech Tree USN CV to get 2 fighters, which are a welcome addition. 2 fighters allows so much more flexibility. Though having both the Fighters and TB stay Tier VIII seems like a bummer at first, especially the TB. The fighters being undertiered sort of makes sense, especially when you go up against a totally stock Taiho and just plow him over with little effort. Air Superiority: **** Strike Capability: *** Tier X: The Dream. The Big One. The Mother of all WW2 Carriers. Midway was always my favorite ship, and getting her in WoWS feels fantastic. Until I met her competition: Hakuryu, The favorite child. The one with full Tier X loadouts. The one with 3 fighter squads and Taiho's massive payload. What of Midway? Well, it seems she gets the short end of the stick. No awesome comeback for USN CV. They stay on the short end. For some reason someone figured that Midway was too good, so they nerfed her. Tier IX fighters, Tier VIII TB, Tier X DB in 2-2-2. Reduced hangar capacity as well. But it's not all doom and gloom. She can still put up a fight. If you let your guard down, she can smack you silly. Yamato is probably the most vulnerable BB at Tier X for CV, and for me, one of my more favorable targets. If dropped right, you can send a 60-70k damage care package all at once. Even though her TB are only Tier VIII (she gets Mods that really help with this and pretty much make them Tier IX equivalents), having 2 squads is awesome. I personally haven't found a whole lot of success with my baby yet, but I will keep at it, and keep improving. It will come in time. Air Superiority: *** Strike Capability: **** If I had to rank each Tier (From Great, good, meh, and trash), taking into accound MM and how well it can strike and fight for air superiority with it's rivals, It would go: Tier IV: Langley Great Tier V: Bogue Good Tier VI: Independence Trash (T6 MM) Tier VII: Ranger Meh Tier VIII: Lexington Meh Tier IX: Essex Good Tier X: Midway Good I am happy to have actually done it and gotten myself the ship I always wanted, but didn't think I could get. I know I'm struggling with it now, but with enough patience, diligence, and open mindedness, I will overcome my shortcomings and make myself a decent CV captain one day. If there's something you feel should have been added, feel free to share them. I know I'm no expert, but I think it would provide an interesting perspective into CV from a more casual player's perspective, rather than an expert's. Anyway, that's all. Thanks for reading. Hope I wasn't too rambly or got something horribly wrong.
  7. The need to hump islands always irks me as a requirement to play USN light cruisers. So while I was grinding down the cruiser lines an experiment was conducted on a different play style. The result shows that the alternative play style is viable. The alternative play style suggest is simply, not hump islands. Using the great concealment of USN cruisers to its fullest advantage. Using Seattle as an example, at full concealment the detection range of the ship is a mere 9.37 km. Not only the detection range is lower than any ship that can pose serious threats to Seattle. The range is also lower than the radar rage (9.45 km). This means that Seattle can always spot any ship that can kill her with artillery first and also can react to unspotted underage botes with proper radar usage. This is a powerful combination open to exploitation, especially open to exploitation in OPEN WATER (scary I know). In comparison, cruisers such as Zao or Hindenburg have at least 1 km more in detection range and thus can be easily avoided by the stealthy USN Cruisers if required. The low detection range allows the ships to closely support friendly DDs fighting for objective at the start the match. It also allows the ships not to be restricted to map features and be very unpredictable during the match and can surprise opponents. This alternative play style requires constant vigilance in regard to all the enemies's LoS and track any potential spotter at all time. It is not as easy as just sit behind a rock bow on and holding down the mouse button, but it sure is hella more fun. The Build for Seattle is here (ship and cpt): http://bit.ly/2K1r1y4 The flow of the battle is generally the following: 1. match starts, move with your friendly DD into key areas (obj or choke), stay close with the forward DD but not so close that you are the one being spotted first by red DDs. To achieve this, it is important to know the camo values of your own DD as well as any potential red DDs coming your way. You also should keep in mind enemy fast ship's camo ratings, such as cruisers, so you can deduce if the enemy DDs are being supported or is alone. 2. Once friendly DD spots enemy DDs, turn, mid turn, open fire on enemy DDs, do as much damage as you can while the turn is on going, then once the 180's complete, stop firing and go back to stealth. If you are a good marks man, you should have completely surprise against red DDs, 2 or 3 salvos is enough to cripple any DDs within 9.5 km of you and your friendly DDs and other ships can do the rest. - if the enemy DD is unsupported or supported by light ships, press on with your friendly DD even closer, use your radar and hydro to kill the enemy DDs outright. - you will take damage doing this, but your HP really doesn't matter in fact lower HP helps to boost your DPM with AR, find out why below. 3. if enemy capital ships are spotted, re-stealth, and move back to a position that's at least 15km away, with plotting room module the ship can achieve 18.22km firing range. A very comfortable range to harrass all BBs and camping cruisers with very little risk to yourself. At more than 15 km range, incoming shell travel time will be > than your rudder turn and with engine module equipped > your acceleration time. It means that you can comfortably dodge incoming AP shells, even if you are broadside on. The chance to get hit in the citadel, one shotted or even hitting you at all is EXTREMELY low, if you are vigilant enough to keep track of incoming shells and potential capital ships with LoS. Tried using both engine module and rudder shift, the better acceleration provided by engine module is far better than decrease in rudder shift time in this context. 4. Set everything on fire. This is where the fun begins. You should have longer range than almost all other island humpers, and at long range your shells will drop straight down, and enemy campers will have no where to hide, no rock can protect them from your sky shells. Even the ones that can match your range (like Worcester), since they are humping islands and thus stationary, you will land more hits on them than they do to you. That is if they can see you in the first place, because you've routed or killed their DD in step 1 & 2. If there are enemy BBs in key positions, such as a Yamato bow on holding down a flank, harass them and force them to move. If there are cruisers holding down a position behind an island, force them to move with your sky shells. The beauty with 18.22 km range is that you can support other key areas on the map more easily. - keep an eye out on random smokes around the map, you can put them between you and potential enemy spotters and you can remain stealthed while still firing in open water. This is easier said than done, and really requires eyes to be fixated on the minimap. But once if you master it, WoWS in its entirety is your oyster. My DD experience helps greatly in this regard. - also calculate where you can sail and put potential map features to their fullest LoS blocking potential. It doesn't mean hump an island, but simply put it between you and any potential spotters. - keep scanning all enemy ships, especially capital ships. The reason is to find opportunities to fire without getting any retaliation. For example, a Yamato needs almost a min to turn their turrets, so if you surprise one from opposite direction of their guns, you can just sit there for a min and do whatever without any risk of retaliation. 18 in guns can't do nothing if they are not aiming at you. - the general idea in this phase is to force enemies out of favorable positions. If they choose to stay, with IFHE and great rate of fire and fire chance. You can easily help to destroy even a Yamato or Kurfurst. - you are NOT kiting. Kiting is firing while running away, if you do that in light cruisers you will have a bad time, because you'll still be constantly detected and even from your stern BBs can punch clean through into your citadel. It is "hit and run", once you scanned enemies with LoS to you and determined the chance of being focused is low, let it rip. Once enemies start to target you, re-stealth and relocate. While relocation move to a direction opposite of where the enemies are pointing their guns. Then fire again. If no one bothers you, just keep firing. If you are firing from 15-18 km range, chances are you will be ignored because no one likes to miss their salvos on a dodging cruisers that far away. So you weave in and out of enemy LoS as well as weaving between several positions. 5. Mop up, all remaining enemies near the end of a match should all have vastly inferior camo values. You can pick your targets at will, hit and run, or sneak up and open with a broadside of AP at 9 km against other cruisers. The few, if at all, surviving DDs can only spot you if they enter your radar range. So if you are stealthed, but they suddenly spotted and can't see anything, that means a DD is within your radar range. Your hydro will also make torpedo attacks pointless and is a great alternative to detect enemies doing going around the rosy near islands. This means by yourself alone you can zone out and pick apart any surviving enemy ships. People should try some alternative ways to play light cruisers, especially the more experienced among you. Since this strategy really requires the player to have good knowledge of potential enemies as well as maps. As the pictures above suggest, this play style is tried on Baltimore, Seattle, and the new Cleveland.
  8. Hello friends, I recently got the iowa after a long grind, and the first thing I did was install the artillery plotting room 2 modules for that -11% bonus. However playing it in the past few games has been anything but accurate. I constantly struggle to get past 40k damage on average for a game with this ship. First I thought I was just bad, but I do very well with cruisers and even when I took out the New Mexico again for a spin. I've seen videos from Noster, etc. on youtube playing with the Iowa and their shot groupings are very tight, however when I shoot most of the time my shots end up all over the place. I try to limit my engagement range between 13 to 16km so I should not be having these problems. Did something change in recent updates, why is the Iowa so bad?
  9. VERY excited to have my first 19 pt captain! Big shout out to RedSeaBear and Xanthro for advice in an earlier post about using my premium ships to get him to this point. First question, what is the optimum skill set for a USN dd captain? Here is his skill set: 1- PT, PM 2- LS, AR 3 - SE, DE, BFT 4 - CE I might be willing to trade PM and DE for one 4 pt skill IF it's worth it. I've tried AFT (the long-range arcs are bad) and RL (didn't find it that helpful). Is inertia Fuse a big enough skill to give up DE? Second question, should he stay in the Benson? My Fletcher captain is currently a 12 pointer (have a ways to go before I go for the Gearing). Would be nice to have the Benson's captain's skills in my Fletcher fights. Is it worth the doubloons to retrain the 2 captains to switch ships?
  10. Hanger_18

    Alaska "gimmick" idea

    Just curious as to what the rest of the community thought of this idea. How about giving Alaska the USN BB upgrades, artillery plotting room 1/2, as it's "gimmick" (removing the mods they replace is debatable). using the assumed range of 18.05km (this is the expected number based off RF height) . I would also assume a sigma of, or between 2.05 or 1.9, and a dispersion between 142M and 293M ( based off 3 mount USN battleship and cruisers) for those who don't know what they do off hand I believe this is something that a lot of people can be happy about for a few reasons. It's very flavorful, the USN named her after a territory to signify her middle ground between battleships and cruisers. This reinforces that further. Would compliment the guns well, as they only get better as range increases. This just helps the guns achieve the plunging fire they were designed for. increasing the range would play well with the armor scheme (the deck in particular). This would help differentiate it from the kronstadt. The ships are close in a lot a ways with some subtle differences. Highlighting the guns would help get away from that, especially with kronstadts poor dispersion as a contrast. It's not a very outlandish gimmick, it makes sense, it's not going to be some new wild concept. It's neither to hot or to cold. everyone likes consistent guns. offsets the awful concealment value of 16.9/13.9 giving the ship a little more breathing space. 1km of stealth fire room is really tight and uncomfortable. It allows for player choice. it opens up room for a lot more builds (especially if you dont remove the mods that that the plotting rooms replace) all of the following are mods i would expect players to use as alternatives, or in tandem with. Thoughts everyone? thanks for making it this far. Credit where its due because i stole some numbers from here-
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