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eward17

From WoT to WoWs

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Recently, I've fallen out of love of World of Tanks. The artillery bullsh*t, broken MM and hopeless teams was too much. So I'm trying out this. I was a joe average WoT player, played around 8k battles with joe average stats. Now that im trying out warshps for the first time, what should i expect? Better or worse than tanks? How is the gameplay different? What are some important begginers tips? What "ship lines" should I go down that are noob friendly. I frequently watch gameplay on youtube so I'm a quick learner. 

 

Tanks, I mean thanks, 

 

eward17

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     Personally, I find Warships to be simply better than tanks, though that may be due to my greater interest in Warships, the gameplay is definitely different, reversing out of combat is a terrible choice when compared to merely turning around and running back to support, and leading targets is much more important in this game due to the large shell travel times, ship-lines are up to you, I encourage you attempt each of them, and see how you like each one of them before progressing onwards

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Welcome to the forums, enjoy your stay o7.

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Watch videos, you'll get exactly what you watch. 

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Recently, I've fallen out of love of World of Tanks. The artillery bullsh*t, broken MM and hopeless teams was too much. So I'm trying out this. I was a joe average WoT player, played around 8k battles with joe average stats. Now that im trying out warshps for the first time, what should i expect? Better or worse than tanks? How is the gameplay different? What are some important begginers tips? What "ship lines" should I go down that are noob friendly. I frequently watch gameplay on youtube so I'm a quick learner. 

 

Tanks, I mean thanks, 

 

eward17

I got some bad news for you.

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Coming from WoT, should I consider destroyers like light tanks ( fast, torpedoes with long reload like french auto-loaders), cruisers as mediums ( good mobility and all rounder) battle ships as heavies ( monstrous armor and big guns) and carriers like artillery ( top down view)? 

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it is similar is some respects, and completely different in others.

 

the playerbase is somewhat similar, some players are really good, some are average and some are just dreadful. the MM has its quirks but overall tends to be better than WoTs. tier differences arent as large as in tanks but being bottom means you need to play smart. overall the community is better and not nearly as negative as tanks. there are still ragers, tinfoil hats etc, but no XVM so that toxicity is absent.

 

there are some huge differences. the game here is much slower with more of a focus on big picture stuff. paying attention to the minimap is supremely important because reaction times are slower, you really need to anticipate capping and movements. support is also really important due to the rock paper scissors concept of each class. each ship type is generally hard checked by another and is soft checked by itself.

 

other than that, learning to aim is generally not too hard, same with getting used to torpedoes from DDs or planes. its all about anticipation and cooperation.

 

i like this game much more, but like another poster im more interested in ships anyway.

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Coming from WoT, should I consider destroyers like light tanks ( fast, torpedoes with long reload like french auto-loaders), cruisers as mediums ( good mobility and all rounder) battle ships as heavies ( monstrous armor and big guns) and carriers like artillery ( top down view)? 

 

Its best to not make any comparisons between tanks and warships past what you have already stated. Each class will have a different role and even different nations of the same class will have different roles. 

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As a recovering tank addict (almost 15,000 games after 3 years), let me say welcome.  The water's fine.

 

There aren't ready analogues between World of Tanks and World of Warships.  You'll want to compare things, like Carriers to Artillery, Battleships to Heavy Tanks, but they don't conform that way.  Each ship class has it's own strengths and weaknesses and to make matters more complicated, there are some ships which break the mold even within their own class.  As an added level of complexity, Captain Skills and modules can greatly affect the performance of a ship in a given role, similar to how crew skills can make or break some tanks.  Here's the quick (and very incomplete) summary:

 

  • Destroyers are incredibly fragile ships that rely on stealth and speed to stay alive.  Their torpedoes can inflict massive alpha strikes.  Their guns aren't very hard hitting, but some destroyer captains are quite good at firing from open water while using (or abusing) the concealment mechanics and not being seen.  Destroyers take critical hits often and don't have a lot of hit points.  Their consumables allow them to get a temporary speed boost, or drop concealing layers of smoke to hide behind.
     
  • Cruisers are a versatile and very diverse class of ships.  They include everything from destroyer leads (which play very much like destroyers but are bigger and even more fragile as they can't hide nearly as well), anti-aircraft escort ships, light cruisers to heavy gunships.  Proper selection of modules and captain skills can really maximize a cruiser in its given role.  As a rule, cruisers have medium attack ranges, worse torpedoes than destroyers (when they have them at all) and utterly insufficient armour.  They are more agile and faster than battleships, though, giving them a degree of flexibility provided they can stay alive.
     
  • Battleships are tough.  Though they sport the biggest guns in the game, it's their ability to outlast opponents which allows them to stack up some of the largest damage totals between all of the classes.  Battleships are usually long ranged, usually heavy armoured, often unwieldy and sluggish.  Their guns are notoriously inaccurate, but a well placed volley can and will one-shot unwary opponents.  Despite their lack of agility, a Battleship that does not take time to maneuver is a dead Battleship, easily falling prey to torpedoes, attack aircraft or artillery fire from rival dreadnoughts.  Map awareness and planning ahead are absolute necessities to playing well in a BB.
     
  • Carriers break the mold of standard gameplay.  If Artillery in WoT is likened to whack-a-mole, then Carriers are like playing an RTS.  You micromanage your individual squadrons of planes, planning attack runs and escort duties more than you'll navigate with your own ship.  Well played carriers dominate as the highest damage dealers in the game.  Poorly played carriers, however, are simply floating victims waiting to have their hit points farmed and their planes shot down.  When coordinating with your team, a CV can force enemies to maneuver poorly, provide critical vision on lurking destroyers and force the enemy fleet to huddle in a slow moving, ineffective mass far away from objectives.

 

 

 

  • Cool 3

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There aren't ready analogues between World of Tanks and World of Warships.  You'll want to compare things, like Carriers to Artillery, Battleships to Heavy Tanks, but they don't conform that way.  Each ship class has it's own strengths and weaknesses and to make matters more complicated, there are some ships which break the mold even within their own class.  As an added level of complexity, Captain Skills and modules can greatly affect the performance of a ship in a given role, similar to how crew skills can make or break some tanks.  Here's the quick (and very incomplete) summary:

TL;DR

 

SHORT VERSION HERE

DDs = potential one-shot assasins that CAN be one-shotted in turn. They can also be scouts (light tanks). Essentially 

 

BBs = big heavy ships that LIVE for damage; i mean in the 100k range: Deal big powerful blows, but are as RNG dependent as arty in WoT. If you like insta-nuking people for fun without feeling scared, these ships are for you. Downside is that your big, fat, and slow so you can't get away from the small DDs & torp planes

 

Cruisers = med tanks in all practicality. Good guns, good range, great consistency in damage output. If you like to be constantly dealing damage, this is the class for you

 

Carriers = *insert SC2 quote here*. Arty in essence of gameplay, but be wary. YOUR PLANES ARE YOUR LIFE FORCE. Don't throw them away so easily as you would a pencil. In this case, you're given only a set amount of pencils to play with. Break them all, and you lose out on the fun.

 AvengersCarrierHasArrived.png

 

 

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Aside from what's stated, aiming in this game is a little different than World of Tanks. Because shells take a long time to travel, you need to learn how to lead targets in accordance to how they are oriented in relativity to you. Aim a little higher than the mid-line of the ship when the target is angled away from you, lower when they are angled towards you, and so on and so forth. You may need to reference the mini-map to help you with this, since it can be difficult to determine whether they are oriented towards or away from you at a slight degree, which can still make a big impact on the accuracy of your shot depending on how far away you and the target are. Watching some videos/streams of good battleship drivers can help a ton with this.

 

Oh, and armor angling still matters. Firing AP shells at ships showing their maximum side profile to you offers the greatest chances of them getting their citadel damaged (a citadel here is the hitbox that represents the most vital components of the ship, typically the magazines under the gun turrets and the engines under the smokestacks), which deals maximum AP damage instead of fractions off of over-penetrations and normal penetrations. Some ships are designed to perform better with one of the two shell types (German cruisers and AP & Japanese cruisers and HE, for instance), but mixing the two based on the situation is the most optimal.

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Where as in WOT everyone hates arty, here in WOW, everyone is arty...lol

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welcome to the game, I left wot for some of the same reason but also, been a navy fan all my life, lots of people willing to help, you ever want to division up in game, hit me up, I am not the best but have been playing a good while and can give some pointer and have a ts to make it easier,  enjoy, great game

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welcome aboard hope you enjoy your stay here and i see that the littlewhitemouse has already posted a bang up reply to your inquiry so have fun and just like WOT you will have the traffic jams and bumps from friendlies. You just need to be on the look out for the accidental friendly torpedo every now and then . :izmena:

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As usual Mouse covered it pretty well; only thing she didn't mention was that the biggest difference in gameplay is you cannot camp in WoWS. You will get the occasional idiot that stops moving so they can fire more accurately, or a topedo boat lurking near terrain to ambush someone but in general you don't sit still like you do in tanks. Gameplay is dynamic, with everyone moving while firing so you have to be aware of where the terrain is, where your teammates are and how they're moving, plus where the enemies are and where they're moving. Ships will also rise, fall and angle depending on ocean swell, speed and rudder movements - usually this won't affect your fire but occasionally you'll knife the enemy (miss but scorch their paint in passing) because of it - nice touch to the game.

 

TL;DR = Mouse's post was awesome, but this game also means less camping and more tactical movement

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As a recovering tank addict (almost 15,000 games after 3 years), let me say welcome.  The water's fine.

 

There aren't ready analogues between World of Tanks and World of Warships.  You'll want to compare things, like Carriers to Artillery, Battleships to Heavy Tanks, but they don't conform that way.  Each ship class has it's own strengths and weaknesses and to make matters more complicated, there are some ships which break the mold even within their own class.  As an added level of complexity, Captain Skills and modules can greatly affect the performance of a ship in a given role, similar to how crew skills can make or break some tanks.  Here's the quick (and very incomplete) summary:

 

  • Destroyers are incredibly fragile ships that rely on stealth and speed to stay alive.  Their torpedoes can inflict massive alpha strikes.  Their guns aren't very hard hitting, but some destroyer captains are quite good at firing from open water while using (or abusing) the concealment mechanics and not being seen.  Destroyers take critical hits often and don't have a lot of hit points.  Their consumables allow them to get a temporary speed boost, or drop concealing layers of smoke to hide behind.

     

  • Cruisers are a versatile and very diverse class of ships.  They include everything from destroyer leads (which play very much like destroyers but are bigger and even more fragile as they can't hide nearly as well), anti-aircraft escort ships, light cruisers to heavy gunships.  Proper selection of modules and captain skills can really maximize a cruiser in its given role.  As a rule, cruisers have medium attack ranges, worse torpedoes than destroyers (when they have them at all) and utterly insufficient armour.  They are more agile and faster than battleships, though, giving them a degree of flexibility provided they can stay alive.

     

  • Battleships are tough.  Though they sport the biggest guns in the game, it's their ability to outlast opponents which allows them to stack up some of the largest damage totals between all of the classes.  Battleships are usually long ranged, usually heavy armoured, often unwieldy and sluggish.  Their guns are notoriously inaccurate, but a well placed volley can and will one-shot unwary opponents.  Despite their lack of agility, a Battleship that does not take time to maneuver is a dead Battleship, easily falling prey to torpedoes, attack aircraft or artillery fire from rival dreadnoughts.  Map awareness and planning ahead are absolute necessities to playing well in a BB.

     

  • Carriers break the mold of standard gameplay.  If Artillery in WoT is likened to whack-a-mole, then Carriers are like playing an RTS.  You micromanage your individual squadrons of planes, planning attack runs and escort duties more than you'll navigate with your own ship.  Well played carriers dominate as the highest damage dealers in the game.  Poorly played carriers, however, are simply floating victims waiting to have their hit points farmed and their planes shot down.  When coordinating with your team, a CV can force enemies to maneuver poorly, provide critical vision on lurking destroyers and force the enemy fleet to huddle in a slow moving, ineffective mass far away from objectives.

 

 

 

 

Always trust Mouse to deliver a great introductory post for new people who wish to try out the game, +1 Mouse :) !   

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