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    • NikoPower

      Official Sweepstakes Rules

        OFFICIAL SWEEPSTAKES RULES PREAMBLE NO PURCHASE OR PAYMENT OF ANY KIND IS NECESSARY TO ENTER OR WIN ANY WARGAMING AMERICA INC. SWEEPSTAKES. A PURCHASE WILL NOT IMPROVE YOUR CHANCES OF WINNING. THIS SWEEPSTAKES IS VOID WHERE PROHIBITED BY LAW. THIS SWEEPSTAKES IS OPEN ONLY TO INDIVIDUALS (1) WHO ARE RESIDENTS OF A JURISDICTION WHICH DOES NOT PROHIBIT THE CONDUCT OF, OR THEIR PARTICIPATION IN, THIS SWEEPSTAKES, AND (2) WHO HAVE REACHED THE AGE OF MAJORITY IN THEIR JURISDICTION OF RESIDENCE AT THE TIME OF ENTRY, EXCEPT THAT RESIDENTS OF THE UNITED STATES MUST BE 18 YEARS OF AGE OR OLDER, OR OBTAIN THE PRIOR WRITTEN CONSENT OF A PARENT OR LEGAL GUARDIAN. PARTICIPANTS MUST ALSO MEET THE OTHER ELIGIBILITY REQUIREMENTS SET FORTH IN SECTION 4 BELOW. BY ENTERING THIS SWEEPSTAKES, EACH ENTRANT CERTIFIES THAT HE/SHE MEETS ALL ELIGIBILITY REQUIREMENTS AND AGREES TO ACCEPT AND BE BOUND BY ALL TERMS OF THESE OFFICIAL SWEEPSTAKES RULES (“OFFICIAL RULES”). If you do not agree to be bound by the official rules, you may not participate in this SWEEPSTAKES. PRIOR TO RECEIVING ANY PRIZE OR AWARD WORTH MORE THAN $500 IN THIS SWEEPSTAKES (EXCEPT A PRIZE OF IN-GAME CURRENCY), WINNERS ARE REQUIRED TO SUBMIT A COMPLETED W9 FORM AND CERTAIN OTHER PAPERWORK DETAILED BELOW. YOUR PARTICIPATION IN THIS SWEEPSTAKES REQUIRES YOU TO ACCEPT THE END USER LICENSE AGREEMENT: WORLD OF WARSHIPS [LINK]. IF YOU DO NOT AGREE TO THE TERMS OF THE END USER LICENSE AGREEMENT, YOU MAY NOT PARTICIPATE IN THE SWEEPSTAKES AND MAY NOT CONTINUE USING AND/OR PLAYING WORLD OF WARSHIPS (AS SPECIFIED IN OUR DETAILED RULES APPLICABLE TO THE SPECIFIC SWEEPSTAKES (“DETAILED RULES”)). SWEEPSTAKES RULES 1.Sponsor This sweepstakes (the “Sweepstakes”) is sponsored by Wargaming America, Inc. (the “Sponsor”), PO Box 8250, Emeryville, CA 94662. 2.Sweepstakes Dates ENTRIES WILL BE ACCEPTED ONLY DURING THE ENTRY PERIOD IDENTIFIED IN OUR DETAILED RULES (the “Entry Period”). In these Official Rules and Detailed Rules, all times are Pacific times in the USA. 3.Description of the Prize Subject to these Official Rules, the winning participant will receive the prize(s) described in the Detailed Rules (each, a “Prize”).   4.Eligibility Participation in this Sweepstakes is open only to individuals who enter in accordance with Section 5 of these Rules and provide all other eligibility requirements listed in the Detailed Rules. Notwithstanding the foregoing, the following are NOT ELIGIBLE to participate in this Sweepstakes: (i) employees, officers, directors and agents of Sponsor and/or Sponsor’s licensees (the “Sponsor Agents”); (ii) parents, spouses, children, brothers and sisters of Sponsor Agents; and (iii) individuals living in the same household as Sponsor Agents. Each Entrant is responsible for providing accurate information as to his/her name, age, residential mailing address, email address and phone number. Individuals that provide information reasonably determined by Sponsor (in its sole discretion) to be incomplete, false or deceptive, will be ineligible to participate or (if they have already participated) to win the Sweepstakes. 5.How to Enter To enter, an eligible individual must meet the Entry Criteria from Detailed Rules and enter during the Entry Period. 6.Entrant’s Certification as to His/Her Entry By entering, each entrant represents and warrants that his/her entry (and each element thereof): (i) complies with these Official Rules, and End User License Agreements applicable to Sponsor games themselves, and the Terms of Use of Sponsor’s Website; (ii) are true, accurate and correct. Entrant acknowledges and agrees that Sponsor reserves the right to disqualify any entries that, in Sponsor’s sole discretion, (a) include trademarks, logos, or copyrighted material not owned by entrant or used without permission (such as company names, music, photographs, works of art or images published on or in websites, television, movies or other media); (b) refer to public figures; © contain vulgar language, profanity, sexual content, content promoting the use of tobacco, alcohol, illegal drugs, firearms or weapons, content expressing or fomenting hate of any kind (including racism or sexism), content that promotes violence or harm to other living creatures, or any other offensive, obscene or inappropriate content; (d) promote a political agenda regardless of the political affiliation and regardless of Sponsor’s treatment of other entries that may or may not promote a political agenda; (e) misrepresent, defame or contain disparaging remarks about other people or companies; or (f) contain materials embodying the names, likenesses, photographs or other identifying elements of any person, living or dead, without submitted express written permission. 7.Receiving a Sweepstakes Prize Each entry received by one or more of the permissible entry methods will remain in a prize eligible pool until the end of the Sweepstakes. From this pool the Sponsor will select winners of Prizes on the dates indicated in the Detailed Rules. Winners will be notified by the method identified in the Detailed Rules. The potential Prize winner may be required to sign the following documents (the “Prize Claim Documents”) and return them via facsimile or email (by .pdf file attachment) within five (5) days of attempted notification (and subsequently return the original, unmodified, executed documents by mail to Sponsor’s address set forth above) [1]: (i) a W9 tax form; (ii) an Affidavit of Eligibility and Liability Waiver; and (iii) where lawful, a Personal Release. Sponsor reserves the right to substitute prizes for a less valuable prize upon the request of the participant. If the potential Prize winner is a USA resident under 18 years of age (if applicable) (or under the age of majority in his/her state of residence), the Prize Claim Documents must be signed by the potential Prize winner’s parent or legal guardian. If the Prize Claim Documents sent to the potential Prize winner by any means are returned as undeliverable, or if the potential Prize winner fails or refuses to properly sign and return all Prize Claim Documents within the above-stated time period, or if the potential Prize winner (and/or his/her entry content) is determined by Sponsor (in Sponsor’s sole discretion) to be ineligible or not in compliance with these Official Rules, the potential Prize winner will be disqualified and alternative entry will be selected as the potential Prize winner. In the event that a randomly-selected winner declines his or her prize for any reason, including to accept a prize of lesser value, the Sponsor may select any entry from the Sweepstakes in its sole discretion, (each an “Alternative Entrant”) and offer the declined prize to that Alternative Entrant, in each case in Sponsor’s sole discretion. At the end of the Sweepstakes, in Sponsor’s sole discretion, all Entry-related materials may remain posted and available for viewing on Sponsor’s website. If required, Entrant hereby grants to Sponsor a perpetual, irrevocable license to use and display the contents of any entry materials for commercial or non-commercial purposes. 8.Administration of the Sweepstakes The Sweepstakes Administration will be as set forth in the Detailed Rules. 9.Permissions Entrant grants Sponsor and its partners the right to use his or her names and certain personal information they communicate to Sponsor or its partners in Sponsor’s business and marketing efforts. Specifically, by entering this Sweepstakes, each entrant grants to Sponsor and its licensees (if any) the irrevocable, perpetual, royalty-free, non-exclusive, transferable and sublicenseable right and license to use, display, copy, edit, modify, create derivative works of, publish, distribute and otherwise exploit the content of, and elements embodied in, his/her entries in any and all media, including but not limited to digital and electronic media, audio and audiovisual media (whether now existing or hereafter devised), in any language, throughout the world, in any broadcast outlet and in any manner, for trade, advertising, promotional, commercial, or any other purposes without further approval or consideration. 10.Grant of Rights with respect to Entrants By entering this Sweepstakes, each entrant grants Sponsor and its licensees the right to use the Entrant’s name, image, likeness, voice, photograph, statements and/or Prize information, and/or any portion of any of the foregoing, for promotional, advertising and/or publicity purposes in any media, now or hereafter known, throughout the world and in perpetuity, without compensation or notice to, or further consent of, the Entrant, to the extent permitted by law. 11.Waiver and Release of Liability by Entrants By entering this Sweepstakes, each entrant, on behalf of himself/herself and his/her heirs, successors, assigns, agents and representatives, and without further compensation of any kind, waives and releases the Sponsor Agents, and each of their successor and assigns, from any and all claims that he/she may now or hereafter have in any jurisdiction based on “moral rights” or unfair competition with respect to Sponsor’s and/or Sponsor’s licensees’ exploitation of Entries or entry materials, and each entrant agrees not to instigate, support, maintain, or authorize any action, claim, or lawsuit against any Sponsor Agents, any of their heirs, successors, assigns, agents and representatives, or any other person, in connection with this Sweepstakes, the award, acceptance, possession, use or misuse of the Prize and/or on the grounds that any use of any user-generated content, or any derivative works thereof, infringes or violates any rights of entrant therein. None of the Sponsor Agents shall have any obligation, responsibility or liability with respect to: (i) notifications, communications or materials sent from an entrant to Sponsor or from Sponsor to an entrant, that are lost, late, misdirected, garbled, inaccurate, incomplete, illegible, unintelligible, damaged or otherwise not received by the intended recipient, in whole or in part, due to computer, post office or technical error of any kind, (ii) telephone, electronic, hardware, software, network, Internet or computer malfunctions, failures or difficulties, (iii) power-related or weather-related events of any kind, and/or to any events not under Sponsor’s direct control, (iv) entries or other communications from entrants that contain inaccurate information or do not comply with these Official Rules, (v) errors, omissions, interruptions, deletions, defects, delays in operation or transmissions, theft, destruction, unauthorized access or alterations by entrant or third parties, and/or (vi) any damage to entrant’s computer system that occurs in connection with accessing Sponsor’s Website and/or submitting entry materials. BY ENTERING THE SWEEPSTAKES, EACH ENTRANT, ON BEHALF OF HIMSELF/HERSELF AND HIS/HER HEIRS, SUCCESSORS, ASSIGNS, AGENTS AND REPRESENTATIVES, RELEASES EACH SPONSOR AGENT, AND EACH OF THEIR RESPECTIVE SUCCESSORS AND ASSIGNS, FROM AND OF ANY AND ALL CLAIMS AND DAMAGES ARISING OUT OF THEIR PARTICIPATION AND/OR ENTRY IN THIS SWEEPSTAKES AND/OR THE AWARD, ACCEPTANCE, POSSESSION, USE OR MISUSE OF THE PRIZE AWARDED IN THIS SWEEPSTAKES. Waiver of California Civil Code Section 1542. Further, entrants are advised that California Civil Code § 1542 provides that: A GENERAL RELEASE DOES NOT EXTEND TO CLAIMS WHICH THE CREDITOR DOES NOT KNOW OR SUSPECT TO EXIST IN HIS FAVOR AT THE TIME OF EXECUTING THE RELEASE, WHICH IF KNOWN BY HIM MUST HAVE MATERIALLY AFFECTED HIS SETTLEMENT WITH THE DEBTOR. By entering this Sweepstakes, each entrant, on behalf of himself/herself and his/her heirs, successors, assigns, agents and representatives, acknowledges that he/she understands the significance and consequences of California Civil Code § 1542 and, to the extent it may be applicable, elects to waive the benefits of its provisions, with the intent that this release and waiver of liability in these Sweepstakes Rules shall include claims known or unknown, and unknown and unsuspected. 12.Tampering Sponsor, in its sole discretion, reserves the right to disqualify and prohibit from participating any person, who Sponsor determines (in its sole discretion) is or is attempting to: (i) tamper with Sponsor’s Website and/or any part of the Sweepstakes; (ii) attempting to undermine the legitimate operation of the Sweepstakes by cheating, deception, or other unfair playing practices, (iii) intending to annoy, abuse, threaten or harass any other participants or Sponsor’s Agents; and/or (iv) otherwise violating these Official Rules or the Terms of Use of Sponsor’s Website. ANY ATTEMPT TO DELIBERATELY DAMAGE SPONSOR’S WEBSITE OR ANY OF SPONSOR’S GAMES (OR ANY PART OF EITHER) OR UNDERMINE THE OPERATION OF THIS SWEEPSTAKES MAY BE A VIOLATION OF CRIMINAL AND CIVIL LAWS. SHOULD ANY SUCH ATTEMPT BE MADE, SPONSOR AND ITS LICENSEES (IF ANY) RESERVE THE RIGHT TO SEEK DAMAGES AND ANY OTHER AVAILABLE REMEDIES FROM ANY SUCH PERSON(S) RESPONSIBLE FOR ANY SUCH ATTEMPT TO THE FULLEST EXTENT PERMITTED BY LAW. EACH ENTRANT (OR, IF THE ENTRANT IS NOT OF AGE OF MAJORITY IN HIS/HER STATE OF RESIDENCE, THE LEGAL GUARDIANS THEREOF) AGREES TO INDEMNIFY AND HOLD HARMLESS THE SPONSOR AGENTS FROM AND AGAINST ANY AND ALL CLAIMS, LOSSES, DAMAGES AND/OR LIABILITIES (INCLUDING REASONABLE ATTORNEYS' FEES AND EXPENSES) THAT MAY BE ASSERTED AGAINST OR INCURRED BY ANY OF THEM AT ANY TIME, IN CONNECTION WITH ENTRANT’S ENTRY MATERIALS, OR THE USE THEREOF, AND/OR BY ENTRANT’S BREACHES OF ANY REPRESENTATION, WARRANTY OR COVENANTS ASSOCIATED WITH THIS SWEEPSTAKES. 13.Sponsor’s Right to Void Entry Submission and Terminate this Sweepstakes If, in Sponsor’s opinion, there is any suspected or actual evidence of fraud, electronic or non-electronic tampering or unauthorized intervention with any portion of this Sweepstakes, or if fraud or technical difficulties of any sort (e.g., computer viruses, bugs) compromise the integrity of the Sweepstakes, the Sponsor reserves the right to void suspect entry submissions and/or evaluations and/or terminate the Sweepstakes and award the Prize in its sole discretion. The use of any automated launching or entry software or any other mechanical or electronic means that permits the participant to automatically enter or evaluate repeatedly is prohibited. In the event of a dispute as to the identity of an entrant based on an email address, the entry in question may be disqualified subject to the Sponsor’s discretion. 14.Identification of Winners To the extent permitted or required by law, the Prize winner(s)’ name, city and state of residence may be obtained by sending a self-addressed, stamped envelope, sixty (60) days after the announcement of the Prize winner, to: PO Box 8250, Emeryville, CA 94662. Please specify “ATTN: WINNER REQUEST: [Title] SWEEPSTAKES” on the envelope. Only one request per envelope. Such information will be available only for one (1) year after the award of the Prize. 15.General Terms This Sweepstakes is subject to these Official Rules and is governed by the laws of the State of California without reference to its rules concerning conflicts or law. By entering, each entrant agrees (and if the entrant is a United States resident who is under eighteen (or under the age of majority in his/her state of residence), his/her parent and/or legal guardian agrees) to comply with these Official Rules, the Terms of Use of Sponsor’s Website [LINK] and the Sponsor’s Privacy Policy [LINK]. Any claims relating to this Sweepstakes must be resolved in the state or federal courts of CALIFORNIA. BY ENTERING, ALL ENTRANTS AGREE TO BE BOUND BY THE DECISIONS OF SPONSOR, IN CONNECTION WITH THIS SWEEPSTAKES. In order to validly enter and in order to claim the Prize, entrants may be required to provide Sponsor with certain personally identifiable information such as name, residential address, telephone number, social security number, email address and/or other contact and/or tax information. Such information may be used for the purposes set forth in the Sponsor’s Privacy Policy, located at , in accordance with the terms set forth in that Privacy Policy and as specifically described (or licensed) in these Official Rules. Entrants (and, for entrants under 18 years of age, their parents or legal guardians) wishing that the Sponsor not contact them via postal mail, electronic mail and/or by telephone (except in connection with this Sweepstakes and/or as otherwise set forth in the Privacy Policy) may elect to opt-out of such disclosures (i.e., they may direct Sponsor not to make those disclosures other than those as to which “opting out” is not permitted) by following the procedure set forth in Sponsor’s Privacy Policy (except that contact shall be permitted in connection with this Sweepstakes and as permitted or required by law and that a winner may not opt out of providing a W9 form to claim his/her prize). The invalidity or unenforceability of any provision of these Official Rules shall not affect the validity or enforceability of any other provision. In the event that any provision is determined to be invalid or otherwise unenforceable or illegal, these Official Rules shall otherwise remain in effect and shall be construed in accordance with their terms as if the invalid or illegal provision were not contained herein. All taxes, fees and surcharges on the Prize are the sole responsibility of the Prize winner. In the event that the selected winner of the Prize is ineligible or refuses the Prize, the Prize will be forfeited and Sponsor, in its sole discretion, may choose whether to award the Prize to another entrant in the Sweepstakes.   [1] Affidavits of eligibility may be required to verify age unless we have another means of doing so. If we need persons under 18 to be allowed to participate, please call me to discuss.  
    • NikoPower

      World of Warships - Game Rules

        GAME RULES Additions to the End User License Agreement (“EULA”). End User License Agreement

      Terms of Service

      Privacy Policy IMPORTANT! PLEASE READ CAREFULLY!   BY INSTALLING, COPYING, OR OTHERWISE USING OUR GAME(S) OR SERVICE(S) IN ANY MANNER, YOU AGREE TO BE BOUND BY THE TERMS OF THESE RULES.   IF YOU DO NOT AGREE WITH OUR RULES, PLEASE DO NOT PROCEED WITH THE REGISTRATION PROCESS AND LEAVE OUR SITES IMMEDIATELY AND DO NOT ACCESS OR USE OUR WEBSITE(S), GAME(S), OR SERVICE(S).   1. General Provisions   1.01. In order to register, players must be thirteen (13) years of age or older, and are allowed only one account registered per server. All players are solely responsible for their behavior in both public and battle chat. Players are responsible for protecting their accounts from access by others, and are strongly encouraged to select a hard-to-guess password and not re-use that password on any other sites where it may be read by the owners or administrators of that site. It is highly discouraged for users to share accounts with others. In the case of an account that has been lost or hacked, please inform technical support immediately through their website, Support. If you are under 13 years of age or other minimum legal age where it differs under local legal requirements, please ask your parent or guardian to review and approve this EULA on your behalf. If you are under the aforesaid age, you must not use or access the Game without a parent or legal guardian supervising you.   1.02. The developers (Wargaming.net) of this software are not responsible for the behavior of any individual player, as well as for the content of his or her messages in all game chats and channels. Players are solely responsible for their behavior and the content of their messages in all game chats and channels.   1.03. Wargaming.net reserves the right to evaluate each incident on a case by case basis. The action that may be taken may be more lenient or more severe than those listed under each category.   1.04. Wargaming.net may suspend, terminate, modify, or delete accounts at any time for any reason or for no reason, with or without notice to the owner of the account. Accounts terminated by Wargaming.net for any type of abuse, including without limitation a violation of these rules or the EULA, will not be reactivated for any reason. For purposes of explanation and not limitation, most account suspensions, terminations and/or deletions are the result of violations of these rules, the End User License Agreement (EULA), or other Wargaming.net policy. Players may cancel any account registered to themselves at any time by following the instructions on the Website. Wargaming.net may stop offering and/or supporting any service at any time.   1.05. Players who decide to be involved with the game acknowledge and agree to these and all other relevant rules and will abide by them regardless of the circumstances. In addition players also agree that these Rules will apply to anyone that is allowed to use their Wargaming.net account or user ID. By allowing another user to use the account, the account owner is personally responsible for all the consequences (including termination of said account) which may result, if the above discussed person violates any of the listed rules at any time. The account owner will not be entitled to a refund of any currency or any form of credit.   1.06. Administration does not bear responsibility for any inter-clan relationship. It is at sole discretion of clan leaders, their deputies, and officers to carefully choose clan members (especially whilst assigning clan members to important offices such as the clan treasury). By assigning a clan member to a respective office clan leader confirms his confidence in the member. Privates, from their side, confirm that they accept clan rules and regulations by entering the respective clan. Note, that in the event of a conflict within a clan, information, such as treasury logs (and similar) will not be provided on request.   2. Prohibitions, restrictions and conditions of use, for all game chats and channels You agree not to do any of the following while using the Game or any Wargaming.net game chat or channels.   2.01. Excessive profanity and inappropriate language is not welcome. It is suggested to ensure that the censor filter is switched on. The censor filter is not an excuse to break the existing game and chat rules, and excessive profanity will still be sanctioned.   2.02. Typing in such a way to bypass the censor filter is prohibited.   2.03. Insults, personal attacks, abuse or harassment are not tolerated on any level.   2.04. Derogatory comments based on race, nationality, religion, culture, sex, or sexual preference are prohibited.   2.05. Allusion of racial or national supremacy, as well as discriminative propaganda on any level is prohibited.   2.06. Spamming or posting nonsensical messages is prohibited in the game and battle chats. This also includes excessive use of caps, as well as excessive posting of battle results.   2.07. Begging/Soliciting in any form is prohibited in all game chats and channels. Begging/Soliciting includes but is not limited to: requesting users to transfer real money to the virtual wallet, asking for additional credits, and requests to transfer game gold.   2.08. All types of ads for sale, exchange, or other options for the transfer of accounts from one user to another violate EULA and are prohibited in all game chats and channels.   2.09. Distribution of user’s personal information without their consent is prohibited.   2.10. Slandering users or posting false information about users in all game chats and channels is prohibited.   2.11. Attempting to extort information from users, including information necessary for the use of their account is prohibited.   2.12. Discussion on, or linking to illegal activities, such as illicit drugs, is prohibited. This includes but is not limited to the linking of, or discussion on, websites dedicated to vulgar, racist, abusive, illegal, or any other content prohibited by the EULA, or linking to the resources that contain such advertisement or content.   2.13. Discussion on, or linking to unreleased content, cheats, hacks, Trojan horses, or malicious programs is prohibited. If you suspect that a cheat or hack exists or have any other problems or concerns on these topics, provide the necessary information to technical support.   2.14. Discussion on, advertising of, or linking to websites, in relation to the selling of gold, credits, promotional codes, leveling services, or game accounts is prohibited.   2.15. Threats of destroying allied player vehicles as well as the threats of disclosure of ally positions to enemies, regardless of whether the threat was carried out, or not, are prohibited.   2.16. Death threats and other threats of violence in real life, directed either against individual users, game masters or administration of the project, are prohibited.   2.17. All types of advertising messages are prohibited in general and battle chats. With the exception that WOT related advertising such as platoon forming, company recruiting, clan recruiting is permitted with the following restrictions. It may contain no more than three (3) lines on a standard chat window, and be posted no more than once every 15 minutes within the garage chats or once per game in battle   2.18. Mentioning and discussing of other games is permitted, but it should be discontinued if the character of the discussion turns into at a direct promotion of another gaming project.   2.19. Discussion of social, religious, political, illegal or other controversial topics that may create offense is prohibited. This includes but is not limited to negative portrayal of religious and political figures is prohibited.   2.20. Discussion of decisions or sanctions made by Game Masters or Administration in all game chats and channels is prohibited.   2.21. Any kind of provocations for other players to violate the EULA as well as additions to it is strictly prohibited.   2.22. Any statements or other actions that violate any applicable laws or regulations are strictly prohibited and will be strongly suppressed.   2.23. Any attempt to create nicknames, groups, or organized communities of players associated in any fashion with organizations which violate any applicable laws or regulations is prohibited. This includes but not limited to, direct or indirect references to Nazi symbols, abbreviations and well known leaders.   2.24. The use of copyrighted, trademarked, patented, classified, or restricted material or information and the violation of any rights of any party, including rights of privacy or publicity is prohibited.   3. Names (Players and Clans), Avatars, Images/Video, Signatures & Clan logos Please note that in certain Games clans are not available.   Certain content for names, avatars, images/video, signatures & clan logos, have no place on the forums or within the Game, due to their extremely offensive, annoying or inappropriate nature. The following list is only a summary, but it gives some idea of names, images, signatures, avatars and clan logos which are not accepted with the Game environment: Names, Avatars, Images/Video, Signatures & Clan logos ....   3.01 that contain profanity, including its abbreviated form.   3.02 that contain insults, personal attacks, abuse or harassment.   3.03 that contain unprintable words or abbreviations, or which are unattractive and/or unreadable.   3.04 which either in whole or partly contain copyrighted or registered trade mark elements.   3.05 which have (in any way) racist or nationalistic implications which may create offense to a certain nation, ethnic, religious or racial group.   3.06 that contain an allusion of racial or national supremacy, as well as discriminative propaganda on any level.   3.07 which contain insults or derogatory comments based on race, nationality, religion, culture, mental stature, sex, or sexual preference   3.08 which have an association with sexuality, pedophilia, sexual abuse; or have an offensive connection to the human body or bodily functions.   3.09 which contain nudity, sexually explicit material or content that is otherwise deemed inappropriate.   3.10 which contain excessive gore or violence, or are obscene/vulgar.   3.11 which make reference to addictive or illegal substances or their use, or any other illegal activities.   3.12 that contain Logotypes, symbols, emblems or figures connected in one way or another with organizations, that violate or were violating existing laws and rules; i.e. anything that may provoke strong negative reaction/association or promote national/ethnic/religious hatred. (For example, using different variations of Nazi symbolic, abridgments and signs [88, 14, 420, SS], or similar stylizing [such as, 55] as well as credentials, names and surnames of Nazi leaders.)   3.13 that contain reference to current mainstream religions that may create offense, i.e. names such as God, Jesus, Allah, etc.   3.14 that are connected with negative historical or political personalities, first of all those who are judged by international courts for crimes against humanity, those that generally arouse feelings of suffering or disgust in the majority of people, as well as members of currently existing terrorist organizations;   3.15 that negatively portrays the projects staff, or administration.   3.16 which in any other manner violates the End User License Agreement or local laws........ either implicitly or explicitly are prohibited (This also contains links to websites containing the above). If names (player or clan), avatars, signatures, images/video, clan logos within the forums or within the game violate these rules the offending account may be changed and/or the accounts may be sanctioned or suspended. Moreover, the administration reserves the right to delete, update or modify any names (player or clans) and avatars, images or clan images which are considered inappropriate on the forums or within the game environment.
      4. Inappropriate conduct in game / Fair play principles The following actions are prohibited in game:   4.01. Intentionally damaging vehicles belonging to a player on the same team (team damage).   4.02. Intentionally destroying vehicles belonging to a player on the same team (team kill).   4.03. Intentionally blocking (blocking from front and rear) vehicles belonging to a player on the same team.   4.04. Intentionally propping (blocking on one side, where the other side of a user's vehicle touches a fixed indestructible obstacle, preventing free movement.) vehicles belonging to a player on the same team.   4.05. Intentionally informing participants of the opposing team through battle, or voice chat, the location of vehicles belonging to players of the same team.   4.06. Intentionally exploiting the physics system to damage an allied tank, plane, ship or similar actions. This includes, but is not limited to, pushing an allied tank into line of fire, pushing allied tanks off of cliffs, bridges, into water, etc.   4.07. Using bots, clickers, macros, keyboard and mouse recorders, or any other similar methods to accumulate credits and experience without the participation or with passive participation of the player within the battle. (Excessive and repetitive passive play)   5. Rules Enforcement   The "Automated Anti-TD/TK Reporting System" is the system that actively scans the game logs searching for players who massively cause damage to vehicles of their own team (team damage), or intentionally destroy vehicles of their teammates (team kill).   Please note that the Automated Anti-TD/TK Reporting System is not available in certain Games, for instance, World of Tanks Blitz, World of Warplanes and World of Warships. In such cases, please contact us through https://na.wargaming.net/support/.   5.01. Based on combat logs for a particular period of time, usually several days, the automated system finds players involved in friendly fire and team kill incidents. The calculations are quite complicated and the main factor that is taken into account is damage inflicted to allies to total damage ratio.   5.02. If the above ratio for a particular user exceeds a certain fixed threshold value, the system identifies the user as a violator, since his main target is doing damage to allied vehicles.   5.03. If the damage ratio for such user exceeds the verifying coefficient, introduced in order to make distinction between intentional and accidental team killers, such user is identified as an offender and goes onto the suspension list.   5.04. While calculating damage to allies / total damage ratio only the battles with team kill/damage incidents are taken into account.   5.05. In connection with the introduction of Automated Anti-TK Reporting System), listed below are set uniform measures that can be taken against offenders:*. First detection of a user as a team killer and team-damager leads to 1 hour game account suspension.*. Second detection of a user as a team killer and team-damager (recidivism) leads to 1 day game account suspension.*. Multiple detections of a user as a team killer and team-damager (systemic recidivism) will resort in escalating suspensions leading to a PERMANENT game account suspension. The "Automated Anti-Bot Reporting System" is the system that actively scans the game logs searching for players who use automated bots, clickers, macros, keyboard and mouse recorders, or any other similar methods to accumulate credits and experience without the participation or with passive participation of the player.   5.06. In the case of detection of single or short-term signs of use of automated scripts (bot software) in user’s logs, user’s account is taken under thorough control by the administration. The owner of the account can be informed by special notifications sent to the registered e-mail.   5.07. In case of detection of signs of massive or overt use of automated scripts or botting software in user’s logs, the user’s account is suspended permanently, with a possibility of suspension being lifted in the future, after the administration conducts a complete rollback of vehicles, achievements, funds (credits) and research except premium tanks, premium consumables, premium shells and gold.   5.08. Automated Anti-Bot Reporting System is not meant to substitute the Technical Support service, the system aims at making their work easier. The most difficult cases thereby will be solved individually via Technical Support service.   6. Reporting in-game violations In certain Games you will be able to use the Automated Anti-TK Reporting System. In this case, an automated system of violations tracking (team damage, team kill) will operate and the administration draws your attention to the following information - with the introduction of this system, users’ complaints about the above mentioned violations will not be considered. From now on all punishments for team damage and team kill incidents will be executed automatically without support service workers' interference. The system has been customized, tested multiple times and currently works correctly. We also draw your attention to the fact that a multitude of all possible circumstances accompanying different violations (including extenuating and aggravating ones) has been taken into consideration. All requests relating to ban cancellation or minimizing the punishment period, laid by the system, will be ignored. 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LittleWhiteMouse

Premium Ship Review - IRN Aurora

  • You need to play a total of 5 battles to post in this section.

19 posts in this topic

The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash.  The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun.  The idea here is to elabourate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase.  The usual disclaimers apply:  everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note.

 

Other articles in this series:

 

Without further ado: 

 

The Imperial Russian Navy Pallada-class Cruiser

Aurora

The Survivor

 

Quick Summary:   A slow, soft skinned protected cruiser with excellent firepower for her tier.

Cost:  May be purchased through the online store for approximately $13 USD or through the Soviet tech tree for 2250 doubloons.  Note that the Aurora is the ship most often gifted to players through online giveaways and bundle deals.  Keep your eyes peeled here for information on if you can get this ship for free.

 

PROs

  • Good broadside weight.
  • Best range of all the tier 3 cruisers at 11.2km
  • Nice, tight turning circle at 400m.
  • Sees a maximum of tier 4 opponents.

 

CONs

  • One of the slowest ships in the game at 19kts
  • Very weak armour, with 6mm covering most of the ship and only 80mm over the citadel.
  • Slow turret rotation at 36s for 180'.
  • Poor AP performance except at very close range
  • Different AP & HE shell flight times.
  • No secondary armament.
  • Horrible AA rating

 

155mcsw.jpg

Often mistaken for a clone of the St.Louis, the Aurora has a personality all of her own.

 

 

The Full Review

The Aurora is a curious throwback in World of Warships, joining the few other examples in game of pre-Dreadnought era vessels.  She is one of only a handful of vessels where her main armament isn't primarily housed in center line rotating turret, but rather gun emplacements along her port and starboard sides.  Sharing the same tier and gameplay style as the American St.Louis, the Aurora often finds itself directly compared and measured against this American Protected Cruiser.  The parallels are obvious.  But is the Aurora simply a slower, smaller, squishier and slightly longer ranged St.Louis?

 

2r2vpdz.jpg

Givin' them 'the business'.

The Aurora has a broadside of eight guns -- 6 off each side plus a free rotating turret on the bow and aft portions of the ship.  This can make her very quick to respond to a threat on the opposite side, able to immediately train 6 guns while the front and rear guns rotate.

 

Primary Armament

The Aurora has fourteen 152mm guns with six down its starboard side, six down its port side and a fully rotating turret on the bow and stern.  This gives her a combined maximum broadside weight of eight guns which should sound very familiar to anyone that has played the American St.Louis.  The weight of firepower for her tier is just staggering.  Firing at once every eight and a half seconds, when ripple firing this works out to a shell every second which quickly feels like an overwhelming deluge to poor ships caught under her crosshairs.  Once the Aurora finds her range, she will steadily batter anything she encounters into submission through the sheer weight of fire.

 

Though boasting among the best range of any of the tier 3 vessels (matched only by the US Battleship South Carolina), the Aurora doesn't usually get to enjoy this advantage for very long.  Her slow speed prevents her from being able to kite very effectively.  The small map sizes on which she plays when top tier also limits the ability to keep opponents at maximum distance.  So while range is one of the Aurora's strengths, it's not one she gets to enjoy with much regularity.  This is compounded by the relatively high shell arc from her guns, requiring a long lead for vessels at even modest distances.  At ranges over 6km, the shells will feel like they 'float' down towards their targets.  This is even more exaggerated with AP rounds which have a longer flight time than t

 

This leads to some rather poor AP performance at anything other than very close range.  While the baseline alpha values for her AP rounds look good enough, in my experience, in order to wrack up citadel hits, I was required to get within 4km or 5km at most to reliably punch through the flush sides of my targets.  Once shells adopted a bit of their long-range drift, I gave up seeing anything but modest returns.  Her HE rounds are very reliable by contrast, provided you can ensure they strike the superstructure of your opponents.  Aiming for the funnels and bridge of your targets can stack up damage quickly.  She has a very good chance of setting low tier vessels on fire too.

 

It should be noted that the Aurora's gun mounts are very slow to turn, at 36s for a 180' rotation.  This only really affects the guns mounted on the bow and stern, but it can lead to some tracking issues against close ranged ships even with the guns mounted on her sides.

 

In terms of overall gun performance, the Aurora favours competitively with her peers, being stronger in some areas and weaker in others but without any glaring flaws. 

 

Tier Three Cruiser Firepower Comparison

  HE AP RoF

Fire

Chance

Range

Number of

Broadside Guns

Maximum DPM
Kolberg, 105mm 1200 2300 15 rpm 5% 9.1 km 6 108,000 / 207,000
St.Louis, 152mm 2100 3000 7.5 rpm 7% 10.4 km 8 126,000 / 180,000
Aurora, 152mm 2100 2700 7.0 rpm 8% 11.2 km 8 117,600 / 151,200
Tenryu, 140mm 2400 2700 10.0 rpm 10% 11.0 km 4 96,000 / 108,000


HE Shell Flight Times (seconds)

  1km 2km 3km 4km 5km 6km 7km 8km 9km 10km 11km
Kolberg, 105mm 0.54 1.15 1.88 2.64 3.49 4.45 5.67 6.91 8.48 NA NA
St.Louis, 152mm 0.60 0.94 1.44 2.07 2.70 3.38 4.22 5.04 6.05 7.03 NA
Aurora, 152mm 0.51 1.07 1.64 2.38 3.10 4.00 4.89 5.86 6.93 8.25 9.42
Tenryu, 140mm 0.44 0.93 1.42 2.04 2.64 3.29 4.08 4.84 5.67 6.68 7.59

 

AP Shell Flight Time (seconds)

  1km 2km 3km 4km 5km 6km 7km 8km 9km 10km 11km
  Aurora, 152mm   0.49 1.05 1.65 2.45 3.26 4.31 5.38 6.59 7.97 9.77 11.65

 

Secondary Armament

The Aurora has no secondary armament to speak of.  In this way she matches the German Kolberg class cruiser.  This is a little odd, given the plethora of 76mm guns loaded onto her decks.

 

Maneuverability

First and foremost, the Aurora is slow.  She has a maximum speed of 19 knots, but bleeds this down regularly with any form of slight maneuver to 16 knots.  Even minor course adjustments to bring more guns to bear will see your speed limited in this manner and she will take a long time to get from point A to B.  This makes her among the slowest ships in the game at present.  Even the slower Kawachi and South Carolina class Battleships will sometimes feel faster if only grace that she needn't maneuver as much to maximize their firepower with their rotating turrets.  Still, in a straight line, she can out pace these early Battlewagons though they're about the only ships she can outrun.

 

That said, she is wonderfully maneuverable.  She has a tighter turning circle than Destroyers, meaning that short of the Albany, she can out turn any vessel she normally faces in the game.  While this does mean she's very easy to throw around, this does not make her immune to the horrors of torpedoes.  Being caught broadside on by approaching warheads will still see your vessel sent to the bottom.  When you see approaching destroyers, use your maneuverability to get your bow or stern facing towards these attackers and prepare to dodge the inevitable wave of fish.

 

wj7wcp.jpg

The Aurora is one of the most maneuverable ships in the game.  Her turning circle of 400m is only outmatched by tier 1 cruisers and the Albany.  She is hampered by a slow top speed of 19 knots which she struggles to reach.

 

Durability & Defense

Where the Aurora lacks is in protection.  She has 22,500 hit points which is more than most of the other tier 3 cruisers, but still 7,000 less than the St.Louis.  This is combined by having weak armour --  with 6mm over the majority of the whole ship.  The small exception is a 9mm plate over her machine spaces combined with a 71mm bit of belt along the waterline.  This pales compared to the dual layers of the 102mm belt of the St.Louis followed by a 76mm turtleback. High explosive shells are very effective against the Aurora, while AP tends to over penetrate if not properly aimed.

 

Once she's no longer top tier, though, the game changes significantly.  Tier 4 cruisers, nevermind Battleships, will eat her alive.  Attempts to use her broadside guns invites taking citadel penetration after citadel penetration if your opponents have the inclination to use AP rounds.  Taking hits here will very often see your engine knocked out.  High explosive hits often damage her steering gears, giving her a sense of startling fragility.  When things go wrong for the Aurora, they go wrong quickly.

 

Against even the rudimentary attack craft seen at tier 4, she is almost defenseless, with a 2.0km range on her 76mm AAA. 

 

34finpe.jpg

The Aurora has more HP than most other cruisers of her tier but this is contrasted by having very poor armour. 

This Aurora had her engines knocked out from Battleship AP rounds through her front port quarter which slammed through the length of the ship into her Citadel.  The visible damage to her rear starboard quarter was mostly high explosive rounds from a St.Louis.

 

How to Kill It

It's important not to under estimate the Aurora when she locks onto a target.  Her high explosive spam, when walked across the decks of a target vessel can stack fire criticals with alarming alacrity.  You have effectively two options when engaged by the Aurora -- opt to trade damage with her or outrun her.  Any cruiser or Battleship facing her is spoiled for choice, though I would strongly suggest AP rounds over HE when facing the Aurora to sink her quickly.  Aim for her waterline and watch the damage stack quickly.  High explosive can work, but be respectful of her DPM.  Aim for her gun turrets and see if you can knock them out while peppering her with your shells.

 

Destroyers have to be wary of her tight turning circle.  If you can catch her unawares, two to three torpedoes are usually sufficient to cripple her.  These should be launched at very close range if you can't get her broadside to ensure they strike true. 

 

Carriers have little to worry about the Aurora.  She's too slow to ever manage to get into the backfield ahead of her team mates.  In addition, she has little to no AA defense.

 

Overall Impressions

The Aurora is a very comfortable ship to play.  She ticks all of the right boxes with responsive handling, fun firepower and relaxed game play.  This comes in part from her low tier, which is often less stressful, more chaotic and downright silly than the more cut throat and punitive play styles that begin appearing at higher tiers.  She does feel a bit like a glass cannon at times -- able to deal out damage but not take it well.  In collecting examples of game play, very often I found my poor ship burned and battered to near catastrophic levels but still holding on.  The Aurora has the firepower to make a good account of herself if under estimated.  I found I could reliably sink her nemesis, the St.Louis, if I caught her unawares. Things never went quite so well when the tables were turned.  Overall, she feels much more balanced than the St.Louis, having appreciable (but not crippling by any means) weaknesses.

 

245yb6q.jpg

The Aurora offers comfortable, fun, low tier gameplay.

 

Would I recommend?  Yes, I would.  Though the Aurora doesn't offer any unique form of game play, it is a fun bit of game play.  That said, comparing her to the Murmansk, the other Soviet premium cruiser, the Murmansk is hands down the better vessel for training and grinding credits for your Russian Captains.  Still, if you have gold or cash to spend, the Aurora is a fun ship to play.

 

Recommended Modules:  The Aurora can mount two upgrades. 

  • Main Battery Armament 1 is the only reasonable choice for the first slot.
  • The Aurora takes internal critical hits often, so I would strongly recommend Propulsion Modification 1.

 

Recommended Captain Skills: 

For the Aurora, you want to emphasize her gunnery with Captain skills. 

 

  • For tier 1, Basic Fire Training will increase her rate of fire from 7.0rpm to 7.8rpm.
  • For tier 2, Expert Marksman to increase her gun rotation from 36.0s to 22.5s for 180' turn.
  • For tier 3, High Alert to reduce the cooldown on your Damage Control Party.
  • For tier 4, Demolition Expert is slightly preferable to Advanced Firing Training, giving roughly 1-2% increased chance overall to start a fire.
  • For tier 5, None really appeal, I would instead suggest getting Advanced Firing Training at tier 4.

 

Other useful skills include Situational Awareness, Basics of Survivability and Fire Prevention.

Edited by LittleWhiteMouse

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Every time i see your avatar... i cant help but be mesmerized :3

anyways thanks for the post


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LittleWhiteMouse  sez:    For tier 4, Demolition Expert is slightly preferable to Advanced Firing Training, giving roughly 1-2% increased chance overall to start a fire.   <---- WHAT?


 

The only good use to put this ship is to load it with HE and fire away at whatever is close enough to hit.  It's only role is as a firestarter or to kill DD's who wander in too close.  Be sure to lead the target at about twice the normal tics on the rangefinder as the shells have to go to the moon and back before landing.                        


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Absolutely can't agree on the Tier 4 captains skill suggestion, but otherwise pretty good.  Among other benefits the extra range from AFT really helps you get into the fight faster considering the horrible top speed. 

Edited by ClockworkSpectre

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LittleWhiteMouse  sez:    For tier 4, Demolition Expert is slightly preferable to Advanced Firing Training, giving roughly 1-2% increased chance overall to start a fire.   <---- WHAT?

 

 

The only good use to put this ship is to load it with HE and fire away at whatever is close enough to hit.  It's only role is as a firestarter or to kill DD's who wander in too close.  Be sure to lead the target at about twice the normal tics on the rangefinder as the shells have to go to the moon and back before landing.                        

 

Because of the math in regards to starting a fire vs flat bonus in range increase:

 

("Ammo's fire rate" + Pyromania perk) * ("Ship's fire rate" * (1-(Modification from upgrade + Modification from perk))

 

For the Aurora against the squishiest of targets (ships without upgrades / captain skills):

 

("Ammo's fire rate" + Pyromania perk) * ("Ship's fire rate" * (1-(Modification from upgrade + Modification from perk))

(0.08 + 0) * (0.80 * (1-(0.00 + 0.00))

6.4%

 

With Pyromaniac, it will look like this:

 

("Ammo's fire rate" + Pyromania perk) * ("Ship's fire rate" * (1-(Modification from upgrade + Modification from perk))

(0.08 + 0.03)*(0.80 * (1-(0.00 + 0.00))

8.8%

 

This gives an average number of fires that could be caused per minute with 100% shooting accuracy:

 

  • @ 7.0 RPM without Pyromaniac:  3.58 fires per minute,
  • @ 7.8 RPM without Pyromaniac:  3.99 fires per minute.
  • @ 7.0 RPM with Pyromanic:  4.93 fires per minute.
  • @ 7.8 RPM with Pyromanic:  5.49 fires per minute.

 

Notice how a simple rate of fire increase bumps up the fires per minute -- an on par skill investment for aspiring fire bugs.

 

This is contingent, of course, on landing on sections of the ship that aren't already burning.  Mitigation due to the critical immunity period from an activated damage control cooldown (5 seconds for most ships, 20s on Wyoming, Arkansas and South Carolina, 10s on Kawachi, Ishizuchi and Myogi) will still register as fire criticals, though no fire will ignite.  Pyromania works out to about one extra fire every 120s, again assuming 100% accuracy.  The value of Pyromania decreases slightly against upgraded targets with experienced Captains, but these are a rarity at low tiers.

 

Fires will deal 0.3% of a ship's HP per second for one minute with a maximum of four fires running at one time.  Getting these fires to spread out over the target ship is difficult and one of the challenges of HE-spamming cruiser gameplay.

 

The pay off for Pyromaniac isn't as immediately tangible as Advanced Fire Training which increases her range from 11.2km to 13.44km.  This opens up the possibilities of a new meta when the Aurora is top tier, allowing her to kite some targets (notably enemy Battleships) while keeping continually out of range of return fire.  This is invaluable given the difficulties she can face while trying to trade shots with these larger ships which are often the last survivors in a given match.  The range bonus, like Pyromania, is situational. Pyromania, however, is more ubiquitous.  Most encounters throughout the match will be at ranges well inside of the bonus provided by Advanced Fire Training. 

 

Theory crafting aside, it's difficult to appreciate the benefits of a skill like Pyromaniac when looking at results in game.  We simply do not know if the trait's bonus was the deciding factor between a fire lighting or not.  That said, the math can't be argued that it is more likely.  But without the skill set -- namely the ability to aim and spray shells across the decks of a ship to maximize fires to back it up, Pyromaniac becomes 4 wasted skill points.

Edited by LittleWhiteMouse

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Excellent review as usual...you win the upvote race. lol

 

And concerning getting Aurora for free, like I have, WG and its partners usually give this ship away every few weeks on average...and there's a lot of codes in those giveaways. It's a very good ship in my opinion.


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Theory crafting on that Demo Expert is just pencil whipping.  I've run about 20 rounds of AP from an Aurora and about a gazillion rounds of HE.  Starting fires is NO PROBLEM!  The extra range would be much more welcome.  Mattter of fact,  I rarely use AP in any of my cruisers (LVL 5 and lower) as HE just gives every ship fits when stonked with 8 rounds of HE per volley.

 

 

 

LittleWhiteMouse     sez:                   

 

 

But without the skill set -- namely the ability to aim and spray shells across the decks of a ship to maximize fires to back it up, Pyromaniac becomes 4 wasted skill points.

---------

Did you not just contradict yourself?

Edited by DelroyMonjo

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Theory crafting on that Demo Expert is just pencil whipping.  I've run about 20 rounds of AP from an Aurora and about a gazillion rounds of HE.  Starting fires is NO PROBLEM!  The extra range would be much more welcome.  Mattter of fact,  I rarely use AP in any of my cruisers (LVL 5 and lower) as HE just gives every ship fits when stonked with 8 rounds of HE per volley.

 

 

 

LittleWhiteMouse     sez:                   

 

 

But without the skill set -- namely the ability to aim and spray shells across the decks of a ship to maximize fires to back it up, Pyromaniac becomes 4 wasted skill points.

---------

Did you not just contradict yourself?

 

We're talking about the fire increasing skill? Or the fire decreasing skill? Whatever it is, I can't remember, I'd agree that it is wasted skill points most likely. Edited by ShermanMedium

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Theory crafting on that Demo Expert is just pencil whipping.  I've run about 20 rounds of AP from an Aurora and about a gazillion rounds of HE.  Starting fires is NO PROBLEM!  The extra range would be much more welcome.  Mattter of fact,  I rarely use AP in any of my cruisers (LVL 5 and lower) as HE just gives every ship fits when stonked with 8 rounds of HE per volley.

 

 

 

LittleWhiteMouse     sez:                   

 

 

But without the skill set -- namely the ability to aim and spray shells across the decks of a ship to maximize fires to back it up, Pyromaniac becomes 4 wasted skill points.

---------

Did you not just contradict yourself?

 

Skill set in that sentence meant:  "The ability to aim and spray shells across the decks of a ship to maximize fires."

If you don't know how to, or reliably can't do this, then Pyromaniac isn't a worth while skill.


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Excellent review Mouse.

 

On the Pyromaniac recommendation, it would not work for me. The reason is I keep all my premium ships without a Captain, just sharing, and using whichever needs help or best applies, at the time. As I trade captains with Murmansk/Aurora, and RU DDs, I am more inclined to have AFT for these DDs. It would be nice and I might agree if I had a permanent Aurora Captain, but not at the moment, and at my RU Tree level (Ognevoi is my highest, going soon for Kiev), I do not have captains high enough to have both Pyro and AFT/Last Stand (also important for RU DDs).

 


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Excellent review Mouse.

 

On the Pyromaniac recommendation, it would not work for me. The reason is I keep all my premium ships without a Captain, just sharing, and using whichever needs help or best applies, at the time. As I trade captains with Murmansk/Aurora, and RU DDs, I am more inclined to have AFT for these DDs. It would be nice and I might agree if I had a permanent Aurora Captain, but not at the moment, and at my RU Tree level (Ognevoi is my highest, going soon for Kiev), I do not have captains high enough to have both Pyro and AFT/Last Stand (also important for RU DDs).

 

 

This is one of the pitfalls of running premiums.  Alex24 hits the nail on the head on that if you're not running a dedicated premium crew you'll find you have a hodge podge of skills that may not mesh with the given premium you place them in.  Though Soviet DDs do benefit from Pyromania and Advanced Firing Training, the latter is easily more valuable, especially at mid tiers.  With the camouflage bonus provided by the tier 5 Captain Skill furthering the Soviet Destroyer meta, it can be difficult finding a way to squeeze out an extra 4pts worth of Captain Skills to justify gaining a 1% bonus to starting a fire.

 

For your favourite ships, I can see the justification of running a dedicated crew, or for pre-training one in anticipation for tech tree lines yet to come.  Otherwise, you'll have to make do with what your Captains bring over from their other vessels.


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My all time kills of 7 says yes to getting this ship.


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Mouse, I suppose that it all depends on how one uses their premium ships.  I always use them as trainers and have no dedicated Captain for them.  And the result of this is that I feel that it's generally pointless to discuss skills for a premium ship CO, IF you're always using the premium ship as a trainer for non-premium ship CO's.  Thus, the skills the CO has when captaining the premium ship will simply be those best suited to his normal ship, the one he's really trained for, not the premium ship.

 

Regardless, I have to say that I really like having AFT on the CO I put in my Aurora (the CO of my tier 6 Russian DD).  That extra range comes in really handy.  And while the shell arc of the Aurora seems similar to that of the Atlanta, the ships the Aurora is shooting at (often enemy BBs) tend to be much slower and thus easier to hit, in spite of the sky high shell arc.  Hey, I'll admit that I'd love to have more fires.  But since AFT is important to my DD captain, that's what I'm stuck with, and it's hard to argue with extra range either.

 

And it's hard to argue with the results, seeing as I average 32k damage and a 2.0 Kill/Death ratio in my Aurora, which is substantially more than the NA average of 25k damage and a 0.69 K/D ratio.

 

 


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Mouse, I suppose that it all depends on how one uses their premium ships.  I always use them as trainers and have no dedicated Captain for them.  And the result of this is that I feel that it's generally pointless to discuss skills for a premium ship CO, IF you're always using the premium ship as a trainer for non-premium ship CO's.  Thus, the skills the CO has when captaining the premium ship will simply be those best suited to his normal ship, the one he's really trained for, not the premium ship.

 

Regardless, I have to say that I really like having AFT on the CO I put in my Aurora (the CO of my tier 6 Russian DD).  That extra range comes in really handy.  And while the shell arc of the Aurora seems similar to that of the Atlanta, the ships the Aurora is shooting at (often enemy BBs) tend to be much slower and thus easier to hit, in spite of the sky high shell arc.  Hey, I'll admit that I'd love to have more fires.  But since AFT is important to my DD captain, that's what I'm stuck with, and it's hard to argue with extra range either.

 

And it's hard to argue with the results, seeing as I average 32k damage and a 2.0 Kill/Death ratio in my Aurora, which is substantially more than the NA average of 25k damage and a 0.69 K/D ratio.

 

 

 

Aurora's shell arc is not as high as the Atlanta's, it's an allusion.

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Every time i see your avatar... i cant help but be mesmerized :3

anyways thanks for the post

 

Yes, but by which?

 

Her hair?

Her eyes?

Her...um....huuuuuge tracks of land?


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I would agree with those who have talked about not having a dedicated Captain for this ship.  I have a Murmansk, Nickolai, and this Aurora.  All three run exclusively with my RU DD Captain.  All the skills are still good for each ship.  The few skill that are not the "perfect" set up are vastly outweighed by the fact that my Captain has so many points already and is gaining them far faster than otherwise.  Between the 4 ships that is 4 first victory bonuses a day even on the days I don't play much.

 

Also with the 2nd highest range in Tier the Aurora gets the most benefit from the % added by AFT.  At tier III it is never hard to find something that is fat and slow and as this ship is fragile out ranging things is great.  I would take AFT over DE even if I did not already have AFT because it is key for RU DD.

 

Last bit.  This is a fun little tier three relaxed play ship and I would not recommend buying it.  Why?  This ship has "Giveaway/Prize Premium" written all over it.  Codes, holidays, anniversaries, contests, you name it this little honey is gonna be available for free on a regular basis.  That is how I got mine.  It is also the only Premium my pure F2P kids have.  (Same giveaway.)  Keep your St. Louis for your slow tier three gun spam enjoyment until WG gives you an Aurora.  :honoring:


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Thank you for this review, LWM, and for your follow-up post about fire. I am debating getting the Aurora, and this is exactly the information I was looking for.

 

I think the power of demoliton expert is not fully appreciated; I put it on my Murmansk ahead of AFT. If you start one fire, the enemy can put it out. However, if you start two fires with the second coming after they used their repair party, their ship is going to burn! In other words, the damage from two fires can be worth much, much more than twice the damage of one fire.


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Diana > Aurora

 

The Aurora is just, soooo bad. She's way to fragile, and way to big of a target. Her arc is terrible, and even with a good turning radius, she's so slow that you can't dodge surprise torpedoes anyway.


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Keep in mind that a mere 1% improvement in fire setting is not just a 1% improvement. Assuming 6 hits per salvo:

Stock chance= 1- (.92^6) = 39.4% / salvo

1% Improved chance= 1-(.91^6)=43.2%/salvo

2% Improved chance= 1-(.90^6)=46.9%/salvo

 

Assuming 7 hits per salvo:

Stock chance= 1- (.92^7) = 44.2% / salvo

1% Improved chance= 1-(.91^7)=48.3%/salvo

2% Improved chance= 1-(.90^7)=52.2%/salvo

 

These numbers are not quite accurate, since the target ships have various fire reduction values, but you get the idea. Will AFT raise your hits per salvo or total salvos fired enough to equate to one extra hit per salvo? If so, go with it. I suspect it depends on individual player style.


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