King Pariah wrote: Recently started playing and I LOVE the St. Louis just for the sheer amount of cannons it has. Finished up a battle in it with 4 kills and 1 kill was a duel between a battleship and myself.
Just find the ship to be amazing.
Rate of fire is what USN cruisers are all about. I love the Cleveland with its 12 152mm guns who can have 3 separate salvoes in the air at once when firing at a target at mix range with the appropriate skills.
chaos0xomega wrote: Well, just got myself into a New York, didnt give it a go yet. I'm starting to feel a bit of grind fatigue. The game is tons of fun, but its quickly becoming rather repetitive, especially since it seems that the same 2 or 3 maps make up 90% of all games played (at least for me). Would be nice to get a bit more variety in that. I also think some new scenarios might be nice. Beyond that, the cost of upgrades/getting into higher tiers is ballooning up pretty fast, almost to the point that I've lost interest in continuing to chase after higher tier gameplay (and thus losing interest in playing the game entirely).
Don't forget that a) it's a beta, there's only the bare minimum maps etc to keep games working right now, and b) go for your dailys, they can really help keep the edge off the grind.
Welp, it happened, I just traded away Free XP from my Yubari to research all Myogi upgrades in an effort to speed this up. How the hell I'm gonna survive 20k until Kongo, I dunno, I'll probably just cash my way out of this absolute pile of crap.
Yeah. I've been trying to suck it up to reach Kongo cause I hear its a fun ship. I need another 10k and I'll have it. I haven't played WoT in a long time, but the grind curve in WoW feels so much harsher.
Why didn't they just split the tiers into "WWI", "Inter-War" and "WWII" and balance the game around that? Maybe make actual content instead of more stuff to grind.
Try to earn the Confederate achievement. It awards you a bunch of flags that you can use to get a 50% XP bonus in a match. I used that to powerlevel my way through the Langley to the Bogue.
Loving the st.Lois having trouble getting to grips with torpedo carrying ships, doing well with battleship but the slow reload is annoying, had a mach where every time my guns reloaded the enemy battleship went behind a island and i saw my shells hitting the island every time :(
Tannhauser42 wrote: Try to earn the Confederate achievement. It awards you a bunch of flags that you can use to get a 50% XP bonus in a match. I used that to powerlevel my way through the Langley to the Bogue.
Definitely this; it also stacks with the premium and first victory bonus, I got over 4k exp one match for doing nothing overly impressive.
It is relatively difficult to get the confederate flag though (you need to damage 6 enemy ships for at least 20% of their total HPs).
Tannhauser42 wrote: Try to earn the Confederate achievement. It awards you a bunch of flags that you can use to get a 50% XP bonus in a match. I used that to powerlevel my way through the Langley to the Bogue.
Definitely this; it also stacks with the premium and first victory bonus, I got over 4k exp one match for doing nothing overly impressive.
It is relatively difficult to get the confederate flag though (you need to damage 6 enemy ships for at least 20% of their total HPs).
I'm trying to save them up for the later tiers. I got 20 from the beta and I'm attempting to hoard the things because I know I'll need them badly... Izumo stock is unbelievably bad but fully upgraded she's a sexy beast.
I am finding that I am really enjoying my time in the Wyoming, It just wrecks unarmoured cruisers, I just killed a full heath Kuma and then a full health Phenoix in 2 consecutive salvoes. Never, ever show your side to a BB at close range....
IMO none of the IJN cruisers suffer from massive grind cruisers due to them having torpedo's. They always have the option to switch to fat destroyer mode and suicide torp a BB to get some easy exp. Once you get to tier 5 you unlock 203mm guns and you can start laughing at cruisers while you citadel hit them.
Soladrin wrote: IMO none of the IJN cruisers suffer from massive grind cruisers due to them having torpedo's. They always have the option to switch to fat destroyer mode and suicide torp a BB to get some easy exp. Once you get to tier 5 you unlock 203mm guns and you can start laughing at cruisers while you citadel hit them.
For you maybe.
I still have 20k xp remaining on the Furutaka and I already hate it with the fury of a thousand burning suns! It can't turn, it can't shoot, its a sailing Citadel and has worse torps than the Kuma! Man I can hardly express how much I hate that ship.
And to think that in the CBT I thought that the Aoba was bad, now I can't wait to reach it so I can sell this pile of junk.
Well, clearly you are doing something wrong because the Aoba is an amazing ship. I'm having more trouble with the Myoko... or rather, matchmaker hates the Myoko and keeps giving me terrible teams. :( And I always get stuck with a carrier 2-3 tiers lower then the enemies.
Edit: Oh by the way. Quick tip for anyone interested in Japanese cruisers. Don't get the Atago if you are planning to go up the tier list anyway. It's a Tier 8 Myoko with some more health. I regularly beat it with the standard Myoko and I can't imagine what I'm going to do to those poor sods once I get my Mogami. Mogami for life.
Soladrin wrote: Well, clearly you are doing something wrong because the Aoba is an amazing ship. I'm having more trouble with the Myoko... or rather, matchmaker hates the Myoko and keeps giving me terrible teams. :( And I always get stuck with a carrier 2-3 tiers lower then the enemies.
Edit: Oh by the way. Quick tip for anyone interested in Japanese cruisers. Don't get the Atago if you are planning to go up the tier list anyway. It's a Tier 8 Myoko with some more health. I regularly beat it with the standard Myoko and I can't imagine what I'm going to do to those poor sods once I get my Mogami. Mogami for life.
You've misunderstood me, I mildly disliked the Aoba in CBT, not now, now I can't wait to get it. The ship that I truly hate is the Furutaka that I hadn't played in CBT because when it was released I was already at Tier 8.
Looking back, the reason why I probably didn't like the Aoba much was because the ship that came before it was the Kuma and the ship that was directly after it was the Mogami and those two are probably the best two ships in the Jap CA tree.
Soladrin wrote: Well, clearly you are doing something wrong because the Aoba is an amazing ship. I'm having more trouble with the Myoko... or rather, matchmaker hates the Myoko and keeps giving me terrible teams. :( And I always get stuck with a carrier 2-3 tiers lower then the enemies.
Edit: Oh by the way. Quick tip for anyone interested in Japanese cruisers. Don't get the Atago if you are planning to go up the tier list anyway. It's a Tier 8 Myoko with some more health. I regularly beat it with the standard Myoko and I can't imagine what I'm going to do to those poor sods once I get my Mogami. Mogami for life.
You've misunderstood me, I mildly disliked the Aoba in CBT, not now, now I can't wait to get it. The ship that I truly hate is the Furutaka that I hadn't played in CBT because when it was released I was already at Tier 8.
Looking back, the reason why I probably didn't like the Aoba much was because the ship that came before it was the Kuma and the ship that was directly after it was the Mogami and those two are probably the best two ships in the Jap CA tree.
The Zao respectfully disagrees with that statement. I had the Zao in CBT. 76 Knot torpedo's are made of magic and wizardry.
If a DD is at full speed, you have to take the aiming reticule, and touch the nose of the destroyer with the very end of the line of the tick marks, or sometimes place it ahead, the shots will land just abut on the center or rear of the speedy ships with torps. do not try to fire with the green circle on the fast ships as the shots will miss due to their speed vs the speed of the DD or torpedo cruisers.
Killed a Battleship that was trying to cap last night St. Louis with AP loaded per hints from Jingles.
2 of these kills were BBs, I'll stick with HE thanks
I got 4 AP hits that game, 3 of which were citadels on a Kuma. When in a cruiser AP for cruisers and HE for everything else seems to be working out quite well.
AP on flat trajectory can bounce, long range AP dropping down is what punches it through, plus the damage it does is higher, fires though can eat up ships as well. But the results I got spoke volumes to me compared to HE spamming.
HE burns carriers, and they can't receive or launch when fire on deck
DD can go easily with HE
Cruisers can be either or, it was recommended AP for plunging fire on BB or other armored targets in tutorial video "How not to suck at WoWS by Jingles
Long range fire is inaccurate though and citadel hits depend on accuracy (or luck). Even with plunging fire you will still get a lot of ricochets on BB's
I did go through a period of using nothing but AP in the CBT but I found that HE was simply more effective. The raw damage of HE has been reduced but I still prefer it against most targets, except in BBs of course.
shasolenzabi wrote: I was getting over 50% of shells to hit that guy' so i tore his BB up
How many of them bounced though and how many citadels did you get?
I find that I rarely get citadels with AP unless I am hitting the target in the side.
Got 6 citadels of him, and I hit and smashed with 5-7 of 8 shots he was not moving fast. did crits to turrets and engines, so he must have been cussing up a storm from me smacking him with every salvo and getting him reduced. 8 salvos it took to sink him.
Soladrin wrote: Anyone broken 200k damage in a match yet? My record in OBT is 178k. My record in CBT was 212K. It feels like a thing that needs to be achieved.
My record so far in the OBT is 161k in my Isokaze and it was in conditions that I'm pretty sure are impossible to replicate since that score involved killing a division of 3 BBs one after the other as they calmly sailed past a choke point while I was hidden behind an island, then torpedoing a cruiser that was chasing me and finally sinking a CV that was parked in the opposite team's spawn area.
I was laughing so hard at the vitriol that one of the BB players was spewing at me in chat that I almost got myself killed by the cruiser.
Silent Puffin? wrote: I just tried AP plunging fire at a Wyoming with my Omaha and didn't get a single citadel and few penetrations.
Presumably it only works on targets with lots of open deck and fairly weak deck armour.
AP plunging fire at Battleships really needs to be at the max range of your guns or it's not that effective. Fortunatly with the Omaha your reloads are quick enough that if plunging AP isn't working you can switch to HE. You can even switch between HE and AP at long range to make sure you keep your target on fire.
I don't fire much HE out of my American Cruisers anymore. I find that if I'm not at my max gun range against a Battleship then I've got bigger problems on my hands then AP shells not penetrating or bouncing.
As a guy that plays American Cruisers almost exclusivly I gotta say that Battleship captains need to start steping up and putting their ships into the thick of things. I shouldn't have to turn back and run away because I've been abandened.
I was testing out plunging AP fire and to be honest I have found it underwhelming. I am yet to get a citadel hit with my Omaha, even on other cruisers and while the damage potential is higher than HE I find that the number of ricochets and the lack of critical damage/fires just isn't worth it.. To be honest AP needs to be made worthwhile for ships other than BBs.
I have gone back to firing HE from cruisers at everything but cruisers at short-medium range.
I've been trying to pratice my AP with cruisers and I find the results very... unsatisfying. With the BB, the first thing I do is switch to AP as soon as the round starts, but CAs and APs ... eeeeh, haven't exactly had much luck
I've just been spamming the hell out of HE on the St Louis. Start eight nine fires a game if I'm lucky. Really want to get to the Cleveland. From what I've seen of it its a great spam boat.
TheDraconicLord wrote: I've been trying to pratice my AP with cruisers and I find the results very... unsatisfying.
AP is extremely effective at ranges short enough to have a flat trajectory, about 6km or less, and where the enemy is showing his side; basically aim to have your shells hit under the turrets on the waterline. You won't one shot a cruiser in a cruiser but a well aimed salvo will absolutely wreck them. If you can't get side shots or if you can't get a flat trajectory stick to HE.
Soladrin wrote: Cleveland may be getting a nerf soon. There has been talks of it being moved up to Tier 7.
Time to farm exp before that happens then! 20k to go on my Omaha.
Really enjoying this so far, nearly as much as tanks!! Just got the Myogi and I feel that now the ranges have increased I can't hit for crap :(
My only bug bear with the game is the torpedo planes. When they are used manually they pretty much do 100% damage to me with no way I can avoid it as I have no AA yet.
I almost did as much damage through fires as I did through direct damage and out of 13 AP close range hits on a Phoenix, 4 were citadels that killed him even though he was on full health.
When Im driving my CAs I switch between HE and AP constantly as the reload time is so short. With BBs I generally keep it to AP, as switching between them can sometimes be an additional 10 secs on your reload.
To the guy that said BBs need to get into the thick of it more often, theres a reason why we tend to keep their distance, for one thing torpedoes kill us dead, so getting closer to cruisers and destroyers is a bad idea. Another thing is that our turrets are hilariously slow to turn, it can take over a minute to bring them to bear from one side of a ship to another. A smart CA driver can make it impossible for us to even fire a salvo if they know what theyre doing. Beyond that, especially at higher tiers, we outrange everything else, and that range is our best defense, since both deatroyers and cruisers are a far bugger threat to us than enemy BBs.
I tend to stay at around 10-12km in BBs as that means that I still draw fire but I'm not in effective torp range. I find that this is a quite a good distance in terms of accuracy as well.
Ok, right now, as I struggle to play with Myoko, it's hell.
Once I get decent BBs, it's back to the way I think they must be played: You go in fast and you b*tch-slap them hard. This is what I feel a BB must be played and how I had the most fun, straight from one of my posts in the WoWs forum (and I'm too god damn lazy to type something like this again):
BBs should be protecting the team mates, not cowering in the back attempting to play the whole game Sniping. As a BB, you have massive firepower and secondary batteries, you want to attract attention, you want to go "OI!GITZ! LOOK AT ME!" as the rest of the team punishes the enemy! And of course, you will too, because you are a SHOELESS SEXY GOD OF WAR!!!
So laugh, LAUGH, as you puny enemies cower before your MIGHT. Use those secondary batteries, make them regret their life choices! SHOW THEM HELL!!
(Sorry, boring day at work, I'm a huge fan of BBs in medium-close range and maybe I had too much wine at lunch... :hiding
in short, I need to be close enough to make good use of the BBs secondary fire power. The God-Emperor blessed Izumo (after all upgrades) had a range of 10! 10 Kms! with the secondary batteries (if you had the captain skill and ship upgrade. Like I always had in my BBs). I WRECKED american DDs like the Sims before they could even get into torpedo range.
Long range, the only thing you'll probably hit is other BBs and you won't do much for the team. I saw enough Yamatos doing nothing because all they did was stay back and shoot.
From my experience? Yes. It made the ship a tiny bit more bearable as much as I hated to spend so much money on it. It even got AA, I've actually shot down torpedo planes.
Yeah, an upgraded Myogi is actually a decent ship, in many ways the upgraded Myogi is better than the basic Kongo IMO (but an upgraded Kongo is far and away superior). It definitely helps playing it more bearable, and IMO helped it go by a bit quicker. The hull upgrade is probably the best one to go for first, range/speed upgrades can come later.
Its usually worth upgrading, there are only a few bad 'upgrades'. Incidentally the Myogi may as well not have any AA, don't expect it to shoot down much and it certainly won't deter enemy CV captains.
I am finding loading AP against cruisers to be extremely effective. The best bit is that people just don't expect it so they turn abeam (nautical terminology ahoy!) and expose their lovely weakpoints to my gunners.
I obliterated a full health Furutaka in my last game, it seems that 3 salvoes of AP with my Omaha will kill any on tier or below cruiser if they get within about 7km.
In other news I am 1k exp away from my beloved Cleveland.
Got my Cleveland and in my first game I was hunted constantly by my own 'team mate' who did nothing but fire torp salvoes at me (poorly aimed) and eventually killed me after he crippled my steering with his guns and then torped me.
LordofHats wrote: Okay the St. Louis is fun as hell XD Talk about dakka.
Just got mine upgraded and about to get the lvl 4! But man this thing does spit lead - got 3 kills in my first random battle with the upgrades!
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chaos0xomega wrote: When Im driving my CAs I switch between HE and AP constantly as the reload time is so short. With BBs I generally keep it to AP, as switching between them can sometimes be an additional 10 secs on your reload.
To the guy that said BBs need to get into the thick of it more often, theres a reason why we tend to keep their distance, for one thing torpedoes kill us dead, so getting closer to cruisers and destroyers is a bad idea. Another thing is that our turrets are hilariously slow to turn, it can take over a minute to bring them to bear from one side of a ship to another. A smart CA driver can make it impossible for us to even fire a salvo if they know what theyre doing. Beyond that, especially at higher tiers, we outrange everything else, and that range is our best defense, since both deatroyers and cruisers are a far bugger threat to us than enemy BBs.
I only played the first time yesterday but battleship drivers do need to be more aggressive - as a lv 3 cruiser I can't really avoid torpedoes ether but it doesn't prevent me from moving into effective range which is about 10 KM. I'd love to support some battleships but they NEVER move towards the objectives.
Thats because most objectives are surrounded by islands, which gives perfect cover to destroyers, which are a BBs hard counter. Even in open water, it can be difficult for a BB to spot an enemy destroyer which can make things even more hairy for a BB driver.
I unlocked the Omaha today... I think I miss my Phoenix :C
Jehan-reznor wrote: I play aggressively with BB but you die quickly and in low tier BB they have no or almost no AA.
Don't get too close though and while you don't have any AA enemy planes at low tiers are quite rare and not all that good. If you are targeted by a torp bomber SQN turn into the SQN when it is at around 2km out and kill your speed, at the very least most of the torps will miss and its quite possible that they all will.
I unlocked the Omaha today... I think I miss my Phoenix :C
The only improvements with the Omaha are an extra 4k HPs, an extra gun for broadsides (although 2 extra forward guns) and an extra torp launcher that will rarely get used. The Phoenix however gets and extra 1km range, its faster and more nimble. I preferred my Phoenix as well.
The Cleveland is a beast although I'm sure its rate of fire has been reduced since the closed beta.
Jehan-reznor wrote: I play aggressively with BB but you die quickly and in low tier BB they have no or almost no AA.
Don't get too close though and while you don't have any AA enemy planes at low tiers are quite rare and not all that good. If you are targeted by a torp bomber SQN turn into the SQN when it is at around 2km out and kill your speed, at the very least most of the torps will miss and its quite possible that they all will.
I unlocked the Omaha today... I think I miss my Phoenix :C
The only improvements with the Omaha are an extra 4k HPs, an extra gun for broadsides (although 2 extra forward guns) and an extra torp launcher that will rarely get used. The Phoenix however gets and extra 1km range, its faster and more nimble. I preferred my Phoenix as well.
The Cleveland is a beast although I'm sure its rate of fire has been reduced since the closed beta.
The phoenix I'm having trouble with - It's got good range on it's artilery and it's quick but it's low HP makes it a pretty easy target - I prefer the lvl 3 st louis to it which seems to sling so much Dakka that even BB can't ignore them.
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Jehan-reznor wrote: I play aggressively with BB but you die quickly and in low tier BB they have no or almost no AA.
Can you get in my games please!?!? BB on my teams are always hanging in the back missing with all their shots at max range. It's like do they not understand that full broadsides at lower ranges will flat out destroy everything they hit?
The phoenix I'm having trouble with - It's got good range on it's artillery and it's quick but it's low HP makes it a pretty easy target - I prefer the lvl 3 st louis to it which seems to sling so much Dakka that even BB can't ignore them.
Stay at close to its max range and never sail in a straight line, that's basically what all USN cruisers should do. The Phoenix is nimble enough that it can dodge incoming fire quite effectively.
The St Louis has very good armour for a cruiser, and its hard to citadel, but while it does have a lot of guns its slow speed and low range mean that I find it quite frustrating to play
I also unlocked the Furutaka last night... good god what a piece of crap. It has slightly bigger guns than the Omaha, but the rate of fire of a Battleship. I dont know how Im expected to kill anything with it.
chaos0xomega wrote: I also unlocked the Furutaka last night... good god what a piece of crap. It has slightly bigger guns than the Omaha, but the rate of fire of a Battleship. I dont know how Im expected to kill anything with it.
I like that ship. Also, it's a gakky version of every ship that comes after it. So better get used to the play style of big slower guns and back mounted torps.
Soladrin wrote: Then IJN cruisers aren't for you. They have accurate long range big guns and devastating torps. US has the raw fire rate.
This. Check the rate of fire of the IJNs and compare with the USAs and you'll see some very big differences. I enjoy the IJN more because not only do they have torpedos, but when they hit, they hit like a truck. The accuracy looks better too.
I swear I have the biggest and most warm fuzzy feelings when I completely obliterate a BB with my US DD and they start complaining and calling me an hacker. I just feed on this.
I have decided to have another go at the IJN DD line. The stock Umikaze would be the worst grind in the game if it wasn't so short. Its 4.5km torps are utterly pointless but when you can finally afford the upgrade (it took me 5 games to make the 900 exp or so required and I have a premium account......) it suddenly becomes usable. In my games with the stock torps I got maybe 10 gun hits and no torp hits at all, in my first game with the upgraded torps I got 4 torp kills.
Just had an epic battle in my Minekaze tier V Jap DD. 13 torpedo hits, 5 kills, over 110K of damage. 2 BBs sunk, 2 CLs sunk (1 St. Louis, 1 Kuma), and a poor DD sunk that got in the way of part of a my spread meant for the Kawachi I hit.
The Minekaze is the most fun you'll ever have in a Jap DD though as I feel the tier 6-10 stuff is significantly less ninja assassin-like and more long bow archer.
As a note, DO NOT upgrade the Minekaze's torpedo armament. Although the extra 3 km of range is nice and all, the 11 knots of torpedo speed you lose means you will more often miss as the enemy has more time to maneuver to avoid. 68 knot torpedoes are mean. 58 knots, not so much. The Minekaze, even with un-upgraded torpedo launchers has 1.2 km sweet spot that you can launch torpedoes from without being seen by the enemy as its torpedoes have a 7 km range while the ship only has a 5.8 km spotting distance.
Japanese guns really arent that good. At least no the Furutakas (or the Myogis) which are horribly inaccurate and really dont hit any harder than my Omahas.
chaos0xomega wrote: Japanese guns really arent that good. At least no the Furutakas (or the Myogis) which are horribly inaccurate and really dont hit any harder than my Omahas.
See how Soladrin would make sweet love to Mogami? Yeah, there's a reason for that.
The phoenix I'm having trouble with - It's got good range on it's artillery and it's quick but it's low HP makes it a pretty easy target - I prefer the lvl 3 st louis to it which seems to sling so much Dakka that even BB can't ignore them.
Stay at close to its max range and never sail in a straight line, that's basically what all USN cruisers should do. The Phoenix is nimble enough that it can dodge incoming fire quite effectively.
The St Louis has very good armour for a cruiser, and its hard to citadel, but while it does have a lot of guns its slow speed and low range mean that I find it quite frustrating to play
Thanks for that advice - it has worked wonders - I had some epic games yesterday.
One of which I destroyed 2 cruisers at range taking the whole left flank then took to the rear to kill 2 carriers! I did however close range with the carriers. I was dodging torps like crazy! This boat really starts to hurt once you fit out it's upgrades. I am about to get the omaha and from what I hear the phoenix is kinda better?
chaos0xomega wrote: Japanese guns really arent that good. At least no the Furutakas (or the Myogis) which are horribly inaccurate and really dont hit any harder than my Omahas.
See how Soladrin would make sweet love to Mogami? Yeah, there's a reason for that.
chaos0xomega wrote: Japanese guns really arent that good. At least no the Furutakas (or the Myogis) which are horribly inaccurate and really dont hit any harder than my Omahas.
See how Soladrin would make sweet love to Mogami? Yeah, there's a reason for that.
The reason for that is what I did with in CBT.
Which is this.
Spoiler:
It's funny their are people that think BB are under-powered. Clearly they are not.
chaos0xomega wrote: Japanese guns really arent that good. At least no the Furutakas (or the Myogis) which are horribly inaccurate and really dont hit any harder than my Omahas.
See how Soladrin would make sweet love to Mogami? Yeah, there's a reason for that.
The reason for that is what I did with in CBT.
Which is this.
Spoiler:
It's funny their are people that think BB are under-powered. Clearly they are not.
chaos0xomega wrote: Japanese guns really arent that good. At least no the Furutakas (or the Myogis) which are horribly inaccurate and really dont hit any harder than my Omahas.
See how Soladrin would make sweet love to Mogami? Yeah, there's a reason for that.
The reason for that is what I did with in CBT.
Which is this.
Spoiler:
It's funny their are people that think BB are under-powered. Clearly they are not.
You have no idea how much I'd love to be able to hit that many times in High-Tier games as a BB. Or use Torpedos.
I just played a game with my Omaha, 114 hits, 3 citadels, 3 crits, 9 fires, 2 destroyed.
I followed this up with a game in my Furutaka. Played for about 10-12 minutes, during which time I didnt get a single hit, and got destroyed by 2 torpedoes which I initially dodged, but due to a stupidly long rudder shift time,continued turning into until they hit me, well after I had ordered it to stop turning.
Soladrin wrote: If the are moving even slightly diagonal away from you while your firing at max range you will probably miss.
I have discovered the problem. For some reason I am getting the targeting reticule from about 15.5km while I only have a 14.6km range. I am only 13k Captain exp away from advanced fire training and a 17 km range though
Uh, seriously? When I played with her at CBT, close range was the only way I loved to play with the Kongo. Since it was such a fast ship, I could close in the gap and start broad siding other ships.I'm guessing they nerfed something.
Then again, it's the only way I play with any BB. If I don't see the white of their eyes, I'm not close enough
Silent Puffin? wrote: She has weak armour and a low number of main guns. Plus BBs tend to be vulnerable at close range anyway.
I have no idea if any BB has less armor than Izumo and her 157mm It had less armor than some tier X cruisers (and she's a IX BB) You can't see armor thickness now which is really annoying.
With the exception of the New York i was shooting at (not a kill, but took about 50% of his health) that whole match was within 10km. I did get one lucky shot, and one shotted a SC as she came around an island, but that was about it. It's how you manage your secondary bubble and what skills you have for it. And being used to turning the ship TOWARD the torps. I have no idea how many times I've tried to explain that you turn TOWARD the torps to dodge them...
Kongo isn't dead at close range, i do it all the time. Kongo just takes some skill and some thought fitting her out to do it with.
(Hell, I mean, look how close that last ship was to me in the first screen cap.)
10km is medium range. At close range DDs and CLs can fairly easily stay out of a BBs arc of fire and torp you or just smash you with HE.
I just had a game in my Wyoming where a Kuma was being extremely aggravating at around 3km until he showed me his flank and I citadelled him to tiny little bits after he missed me with his entire torp salvo.
Still, Kongo has long range with those 14inch guns! also fair decent secondary weapons. at 31knots though Kongo is fast enough to get in trouble having 3 or more enemy ships attacking at once
shasolenzabi wrote: Still, Kongo has long range with those 14inch guns! also fair decent secondary weapons. at 31knots though Kongo is fast enough to get in trouble having 3 or more enemy ships attacking at once
Yeah, but because of how wonky RNG is with BBs atm you need to get close to consistently do cits. At long range you're best chance is to double fire them.
turning towards torps is only a good general rule to follow if the torps are roughly perpendicular to your path of travel at the time you initiate maneuvers. I take advantage of the tendency to turn towards torps by launching torpedo attacks at slight angles that put ships at a disadvantage if they do so
shasolenzabi wrote: Still, Kongo has long range with those 14inch guns! also fair decent secondary weapons. at 31knots though Kongo is fast enough to get in trouble having 3 or more enemy ships attacking at once
Yeah, but because of how wonky RNG is with BBs atm you need to get close to consistently do cits. At long range you're best chance is to double fire them.
I do try my best with the Arkansas Beta and multi-fire all the turrets at my targets
chaos0xomega wrote: turning towards torps is only a good general rule to follow if the torps are roughly perpendicular to your path of travel at the time you initiate maneuvers. I take advantage of the tendency to turn towards torps by launching torpedo attacks at slight angles that put ships at a disadvantage if they do so
Turning still works although I would strongly advocate killing speed as well as turning.'I'm getting quite good at dodging torps now, even in BBs.
How did you cause flooding without torpedoes? Ramming?
This is probably one of my best runs to date:
Two of my 3 destroyed results were against battleships. I nearly had a 3rd battleship in that I took him from full health down to 300 hp, caused 2 floods and 3 fires, but another ships shots landed on him before the continuous damage effect could do him in :(
chaos0xomega wrote: How did you cause flooding without torpedoes? Ramming?
Two of my 3 destroyed results were against battleships. I nearly had a 3rd battleship in that I took him from full health down to 300 hp, caused 2 floods and 3 fires, but another ships shots landed on him before the continuous damage effect could do him in :(
Ramming causes flooding, its a pretty risky thing to do though as you stand a good chance of killing yourself unless your target is significantly smaller than you are.
Getting the kill means very little in terms of credit/exp rewards, its the damage you do that counts.
I didnt know you could ram by doing that either, good to know
Also, I tried doing the thing with driving a BB into the midst of the enemy a few times yesterday, yeah it didnt work. Im going back to playing intelligently and keeping my distance.
chaos0xomega wrote: I didnt know you could ram by doing that either, good to know
Also, I tried doing the thing with driving a BB into the midst of the enemy a few times yesterday, yeah it didnt work. Im going back to playing intelligently and keeping my distance.
Driving BB at enemy team also needs to be played intelligently, you don't just straight up charge in without any clue. Also very much depends on the map IMO.
chaos0xomega wrote: I didnt know you could ram by doing that either, good to know
Also, I tried doing the thing with driving a BB into the midst of the enemy a few times yesterday, yeah it didnt work. Im going back to playing intelligently and keeping my distance.
Driving BB at enemy team also needs to be played intelligently, you don't just straight up charge in without any clue. Also very much depends on the map IMO.
Exactly. You need to close the distance by using the islands as cover and make sure you have some backup. It's impossible to do this in the "Ocean" map for instance, there's no cover. You are going in to protect your team mates; when that enormous juicy target shows up, odds are the enemy team is going to lick their lips and aim at you. While they are trying to screw you, your team mates will be bringing in the pain. Many times I have put myself in front of a friendly CA that's being targeted by the enemy, and when they see a BB closing in they forget about the CA.
And yes, odds are you will not survive. Many times I am either destroyer or near death after a successful close quarters battle but man, oh man, it's so worth it. It's like an orgy of death and destruction: the main batteries firing, the secondary bringing hell, the AAs shooting down those pesky torpedo planes, the sound of the grinding metal as you are hit time and time again.
Ofc there are those moments when you destroy a flank and you have a clear path straight to the enemy to deliver some epic surprise butt sex.
I solo'd 2 Carriers and a Destroyer + a half beaten Kongo that showed up towards the end simultaneously, by myself, killed a carrier and the destroyer, launched torps at the second carrier and was about to finish off the Kongo by putting one last broadside into him, but he got his last salvo in just before I did and scored a couple citadel hits to end me. My torps contacted the last carrier just afterwards. It was disgusting how many torpedoes they were launching at me between 2 langleys and the Isokaze, yet somehow I managed to avoid all but maybe one or two.
Tannhauser42 wrote: Premium account adds some more, and if you can mount a signal flag that grants an additional 50%.
I don't use the flag, but I do have prem. Notice that I'm also getting Confederate and High Caliber, meaning I dealt in excess of 30% of the entire enemy team's collective HP in damage.
Baronlveagh is an Alpha Tester. He probably knows a thing or two about how to correctly use the shining beacon of hope that's the Kongo to deliver massive quantities OF BURNING LOVE!!!!!
Baronlveagh is an Alpha Tester. He probably knows a thing or two about how to correctly use the shining beacon of hope that's the Kongo to deliver massive quantities OF BURNING LOVE!!!!!
The Kongo is a fantastic ship and from his results screen he keeps those guns firing. Your not earning credits or xp when the guns aren't firing.
Once you fully upgrade the Myogi its like a different ship... unfortunately, the basic Kongo without upgrades is about as bad as the basic Myogi, so its abit of a downgrade once you hit the next tier.
How much of an XP bonus do you get for premium, anyone know? Considering getting a few days of it to help me XP to the Cleveland/Aoba faster (and also possibly New Mexico/Fuso while Im at it).
chaos0xomega wrote: Once you fully upgrade the Myogi its like a different ship... unfortunately, the basic Kongo without upgrades is about as bad as the basic Myogi, so its abit of a downgrade once you hit the next tier.
How much of an XP bonus do you get for premium, anyone know? Considering getting a few days of it to help me XP to the Cleveland/Aoba faster (and also possibly New Mexico/Fuso while Im at it).
The premium account also tracks over to WoT and WoWp.
I just can't get my win rate above 48%, When the OBT started I managed to drop down to 28% due to the sheer uselessness of the teams that I was on and things haven't gotten much better since.
Wargaming really, really need to get their act together and create a functional match maker.
I just can't get my win rate above 48%, When the OBT started I managed to drop down to 28% due to the sheer uselessness of the teams that I was on and things haven't gotten much better since.
Wargaming really, really need to get their act together and create a functional match maker.
I hate to be that guy. But I think you are doing something wrong. I never went below 48% in Closed beta (in over 1000 games) and haven't gone below 50% since OBT started.
Not saying you are. However, there is a big difference between someone who's a good individual player and someone who works towards helping the team win. Not saying you fall in either category, god knows RNGezus is the ruling deity of wargaming.
I hate to be that guy. But I think you are doing something wrong. I never went below 48% in Closed beta (in over 1000 games) and haven't gone below 50% since OBT started.
What am I doing wrong then?
Because I'm only at 48% and I play at a pretty high level of skill most battles that I'm not torped by my own team right out of the gate. During alpha and closed beta I was pushing 56-60%.
IMO, it's the same as most teambased games. It all comes down to map awareness. You may get a couple of kills and do amazing on your flank. If that means your other flank get's overrun it's all moot anyway.
Soladrin wrote: IMO, it's the same as most teambased games. It all comes down to map awareness. You may get a couple of kills and do amazing on your flank. If that means your other flank get's overrun it's all moot anyway.
And not being on the team that starts team killing. (Seriously, my last eight losses have all been someone torping one or more team mates...)
Top 3 is a bit a of an exaggeration but its certainly unusual for me to be in the bottom half of my team.
The big problem that I have is that virtually everyone lemmings down one flank, there is only so much you can do in such circumstances given that virtually no one listens to direction. From time to time I will attempt to direct my team to do something useful but they usually carry on with whatever they were doing anyway.
Got my Cleveland, disappointed to discover I dont have torps anymore :C
I'm not really enjoying my Cleveland in OBT which is odd because I loved it in CBT. I suspect that is was quite heavily nerfed from what it used to be.
I'm all but certain its shell velocity has been drastically reduced which makes hitting distant targets a lot harder.
Looks nice, but absolute garbage to play as, it feels drastically underpowered even by way of comparison to Tier 1 ships.
Albany was an old tier II premium ship that was removed. Yes, it is absolute garbage and you can check Jingles' video about it. This gift translates to: free ship slot and some cash
Had a funny game, went in to attack the enemy left flank of the enemy in my slow south carolina, had a Wyoming and a kongo with me, came out between 2 island evaded 3 torpedo bomber swarms, took on a lot of damage from the enemy battleships, looked back and all my support had fled
Jehan-reznor wrote: Had a funny game, went in to attack the enemy left flank of the enemy in my slow south carolina, had a Wyoming and a kongo with me, came out between 2 island evaded 3 torpedo bomber swarms, took on a lot of damage from the enemy battleships, looked back and all my support had fled
Battleships ran away? My gosh. Never would have expected this!
When I'm on my NY there is only 1 direction I'm going and it is into the frey.
Yeah in another game in my kongo, i paired up with a wyoming running circles around the enemy and killing them one by one, have issues with shooting at long range though, haven't still got the hang of it.
Yeah, beyond 15kms i havent really had much success. unless the target was stationary or backing up after beaching itself. I often either account for too much or too little travel time, meaning my shells either land just in front or just behind the target ship. Even if I estimate travel time correctly, dispersion usually means I dont get any hits at all, rather my gaks just splash harmlessly into the drink on either side of the ship. If I do manage any hits, its usually just one, sometimes two, which does insignificant damage, if anything at all.
Another issue is that with the spotter plane up shooting at long range targets youre no longer targeting something that you only have a flat view of against your on screen ruler, instead youre usually firing at something traveling at an oblique angle to your ruler, which forces you to try to estimate all the factors, even the rative position to which you should be aiming at, without the benefit of any sort of guide or measurement device.
Soladrin wrote: So, found the perfect skill/upgrades set up for my Mogami now.
Hull C, 155mm guns instead of the 203's.
Upgrades:
Main Battery 1
Gun Fire Control 1
Damage Control 1
Damage Control 2
Target Acquisition System 1
Skills:
Basics of Survivability
Basic Fire Training
Expert Marksman
Super Intendent
Advanced Fire Training
Basics of Survivability
Result: 18,3km range accurate fire with 15 guns and a ship that's decent at shrugging off fires.
I wonder why they didn't include the 8inch gun for the range boost in the captains skills? It just seems that 6 inch crusiers are getting too much out of that skill but really it makes more sense that the bigger guns get the range boost.
Automatically Appended Next Post:
Jehan-reznor wrote: Yeah in another game in my kongo, i paired up with a wyoming running circles around the enemy and killing them one by one, have issues with shooting at long range though, haven't still got the hang of it.
Long range shooting is tough.
When your shells are in the air for more than 6 seconds - hitting anything is a matter of luck or a bad enemy. Plus being a BB luck is also a factor in your shots hitting due to dispersion. If you see your shots landing very near your target you were aiming correctly - it's just RNG where your shots land in these cases. So I'd say keep shooting at long range and you will come up with some big hits. I destroyed a Fuso at full HP in my NY yesterday at 17.5 KM (DETONATION) haha.
I doubt it - it is made by Russians. Did world of tanks go to consoles? It's the same people.
Yes, World of tanks has been on Xbox for over a year. So odds are, so will this at some point, but it will be way after beta.
Also, Xenomancer, I agree with you on the 6inch-8inch gun thing. It makes no sense that the range of guns isn't related to their size and type.
In real life shell diameter doesn't really have an effect on range, except that you can generally fit more propellent in a larger barrel. Range is more based upon propellent quantity/type, maximum barrel elevation and targeting/control systems. Mostly though I think it was done for balance reasons. An 8 inch shell in my opinion is much more capable then a 155mm.
I'm having a hard time getting back into the swing of things with my Cleaveland, I can't hit gak anymore...
I doubt it - it is made by Russians. Did world of tanks go to consoles? It's the same people.
Yes, World of tanks has been on Xbox for over a year. So odds are, so will this at some point, but it will be way after beta.
Also, Xenomancer, I agree with you on the 6inch-8inch gun thing. It makes no sense that the range of guns isn't related to their size and type.
In real life shell diameter doesn't really have an effect on range, except that you can generally fit more propellent in a larger barrel. Range is more based upon propellent quantity/type, maximum barrel elevation and targeting/control systems. Mostly though I think it was done for balance reasons. An 8 inch shell in my opinion is much more capable then a 155mm.
I'm having a hard time getting back into the swing of things with my Cleveland, I can't hit gak anymore...
Just got a friend into the game and he just got his Cleveland - so we did some Cleveland division. I was just having 3/4 kill games back to back to back. I always advance in the cleve - the closer you get - the easier the hits come. I had almost 400 hits 1 game. At long range though - don't fire full salvo - stagger your shots till you get a good bearing. This will at least get you SOME hits.
has anyone else noticed that the shell velocity of the cleveland seems abnormally low? like compared to other ships it feels like they have a singificantly greater flight time.
chaos0xomega wrote: has anyone else noticed that the shell velocity of the cleveland seems abnormally low? like compared to other ships it feels like they have a singificantly greater flight time.
It has been massively nerfed since the OBT, I used to be able to have 3 salvos in the air at once when firing at max range. I suppose that was a little bit excessive though.
I doubt it - it is made by Russians. Did world of tanks go to consoles? It's the same people.
Yes, World of tanks has been on Xbox for over a year. So odds are, so will this at some point, but it will be way after beta.
Also, Xenomancer, I agree with you on the 6inch-8inch gun thing. It makes no sense that the range of guns isn't related to their size and type.
In real life shell diameter doesn't really have an effect on range, except that you can generally fit more propellent in a larger barrel. Range is more based upon propellent quantity/type, maximum barrel elevation and targeting/control systems. Mostly though I think it was done for balance reasons. An 8 inch shell in my opinion is much more capable then a 155mm.
I'm having a hard time getting back into the swing of things with my Cleveland, I can't hit gak anymore...
Just got a friend into the game and he just got his Cleveland - so we did some Cleveland division. I was just having 3/4 kill games back to back to back. I always advance in the cleve - the closer you get - the easier the hits come. I had almost 400 hits 1 game. At long range though - don't fire full salvo - stagger your shots till you get a good bearing. This will at least get you SOME hits.
I'll just chalk it up to the horrible match making I've been getting lately. I had a great time with the cleaveland in the closed beat but I haven't gotten decent mm in it yet in ob. I really don't need to be going up against Tier 9 Battleships...
I doubt it - it is made by Russians. Did world of tanks go to consoles? It's the same people.
Yes, World of tanks has been on Xbox for over a year. So odds are, so will this at some point, but it will be way after beta.
Also, Xenomancer, I agree with you on the 6inch-8inch gun thing. It makes no sense that the range of guns isn't related to their size and type.
In real life shell diameter doesn't really have an effect on range, except that you can generally fit more propellent in a larger barrel. Range is more based upon propellent quantity/type, maximum barrel elevation and targeting/control systems. Mostly though I think it was done for balance reasons. An 8 inch shell in my opinion is much more capable then a 155mm.
I'm having a hard time getting back into the swing of things with my Cleveland, I can't hit gak anymore...
Just got a friend into the game and he just got his Cleveland - so we did some Cleveland division. I was just having 3/4 kill games back to back to back. I always advance in the cleve - the closer you get - the easier the hits come. I had almost 400 hits 1 game. At long range though - don't fire full salvo - stagger your shots till you get a good bearing. This will at least get you SOME hits.
I'll just chalk it up to the horrible match making I've been getting lately. I had a great time with the cleaveland in the closed beat but I haven't gotten decent mm in it yet in ob. I really don't need to be going up against Tier 9 Battleships...
Shell velocity has been droped, its annoying.
I never played it with the higher velocity shells - from that I could understand why people said it was OP. Because I think even with slower velocity I think the ship is very strong. It takes some warming up though - I useually miss my first 40 shots or so when I am on cleve LOL.
Soladrin wrote: I've never understood people who salvo at long range.
My reasons:
- Shotgun effect where it seems more likely that something will hit. This is more of a mental thing as it feels like you get some hits, rather the shoot, miss, shoot, miss, shoot, hit, shoot, miss.
- Easier to line up one set of shots than to continually hold aim on the enemy. This also allows you to swap in and out of normal and gun sights to see what is going on around you. It helps prevent tunnel vision.
- Less time you need to point your broadside at the enemy while still advancing / retreating. By firing salvos, you can swing out your rear / front fire the shots, and then swing it back to continue moving to or away from target.
- Puts all the guns on the same timer, making it a bit more productive when switching ammo
- Allows you to duck around and island or move to a different target while still putting a full volley into someone.
Only time I ripple fire is to keep the mental pressure on someone when they start flailing around because they are being hit. I only ripple fire cruisers and destroyers.
Soladrin wrote: I've never understood people who salvo at long range.
My reasons:
- Shotgun effect where it seems more likely that something will hit. This is more of a mental thing as it feels like you get some hits, rather the shoot, miss, shoot, miss, shoot, hit, shoot, miss.
- Easier to line up one set of shots than to continually hold aim on the enemy. This also allows you to swap in and out of normal and gun sights to see what is going on around you. It helps prevent tunnel vision.
- Less time you need to point your broadside at the enemy while still advancing / retreating. By firing salvos, you can swing out your rear / front fire the shots, and then swing it back to continue moving to or away from target.
- Puts all the guns on the same timer, making it a bit more productive when switching ammo
- Allows you to duck around and island or move to a different target while still putting a full volley into someone.
Only time I ripple fire is to keep the mental pressure on someone when they start flailing around because they are being hit. I only ripple fire cruisers and destroyers.
None of that really addressed my point. I said very specifically, at long range. All of the situations you mention won't really occur at long range and obviously I adjust where required.
the reason I dont is because a smart opponent, of which there arent many, will change up their speed and heading to avoid incoming fire when theyre faced with ripple fire, whereas they tend to trade salvos at relatively constant speed and heading if you let them all fly at once.
In my experience its easier to dodge ripple fire than it is a salvo. With a salvo you're sending everything roughly concurrently which means your response window is much smaller. With ripple fire your response window is expanded, typically the first 1-2 shots will be on target but unless the firer is really good about correcting their shots the last 1-2 shots will fall wide since most people don't adjust their aim as they shoot. Really, IMO it ends up being a wash between the two but generally I prefer to keep my weapons firing in salvos as its much more efficient on reloading/ammo swaps.
Has anyone been testing the new patch yet? Im curious what the balance changes look like.
Oh that's simple, because the baseline BB player seems have a vacant lot in their head.
Had a game yesterday in my Minekaze, BB on enemy team was calling all destroyers cheaters because of invisibility etc. I told him he should learn to dodge. Later that game, I launched a full spread at him, from 8km away, while I was spotted. They all hit.
I blame it on the evident lack of a tutorial or user/player guide. Yesterday during a game a teammate driving a Wyoming was complaining about how the other team was hacking/using aimbots because they were nailing him with salvos from like 20km away. Eventually I got tired of his bitching and told him that when he gets into a real battleship he'll realize that they have a 20-25km range
BaronIveagh wrote: The only real issue is atm high tier play is overrun with Tirpitz because no one does high tier play in regular ships. It's breaking MM.
Thats probably because a lot of the open beta playerbase (like myself) who had higher tier stuff got burnt out by the game and quit before it went live, so what you're seeing is a lot of the remaining players and newer players are lower tier and bought their way into the higher tiers (or perhaps even returning higher tier players who came back for the new content). I certainly don't consider Tirps to necessarily be superior to other Tier 7/8/9 (never got to 10) ships, but (IMO) they're a lot more interesting and fun to drive.
I've also noticed that a lot of Tirp drivers don't seem to have any idea as to what theyre doing, which to me suggests that they didn't learn the lessons taught by playing in lower tier BBs.
Yeah, but getting BBS to close these days is like pulling teeth. Everyone still wants to try and sit back and snipe, even though the difference in DPS now is staggering.
Tirpitz is practically holding up a huge assed sign that reads 'Brawl with Me' and they still try and stay as far back as possible.
Tirpitz (and my freshly acquired New Mexico) are still beasts (Im hitting for 10-20k pts of damage regularly). Though I have noticed that it seems like something is out of whack with the New Mexicos dispersion, the shots seem like theyre landing wider than they should be recently. The Kongo also feels a bit off to me, I think more in terms of damage than in terms of dispersion. Im hitting, just not doing a lot.
Historically big BB gunnery was never 100% accurate. American ships had very advanced fire control system's and radar but still dropping a shell from a moving to moving target counting for delay and course is a art in itself.
While it is a game, big guns packed one hell of a punch but also where not shooting like lasers.
I think all of us are aware of that, we're talking about, mechanically, since the game has released following the open beta, the accuracy/dispersion of the shots has felt off compared to what it was beforehand.
Finally got the hang of my Furutaka. Damn, I hated that ship the first 20 matches I played with it. Now I'm regularly sinking multiple ships and doing a boat load of damage. Those 203mm cannons at tier 5 are brutal.
I play it as a battleship escort that ranges slightly ahead of the big guns in search of marauding DDs and light cruisers like Kumas, Omahas, and Phoenixes. The 203 AP rounds will shred any light cruiser and the HE rounds absolutely wreck DDs. You also have a nice torpedo armament to deal with any interfering BBs.
WG is looking, apparently, at closing WoWP, and has revised the EULA so that they have to give neither advanced warning, nor refunds if they suddenly decide to close, and that players waive all rights to a class action suit. And you agree to it... .by reading the revised EULA.
So, basically, they're figuring on collecting cash until the moment the shut off the server and the players can go fly a kite if they don't like it.
I just started the other day with the Japanese tree and I have just purchased the Tenyruu.
Oh sweet Goddess she is amazing. In my first game I sank two cruisers and a Battleship and in my fourth (and most recent) with her I sank a Cruiser, torpedoed and sank a Battleship and sunk a Destroyer with a volley at my maximum range - and I was firing over an island too.
I LOVE this cruiser.
master of ordinance wrote: I just started the other day with the Japanese tree and I have just purchased the Tenyruu.
Oh sweet Goddess she is amazing. In my first game I sank two cruisers and a Battleship and in my fourth (and most recent) with her I sank a Cruiser, torpedoed and sank a Battleship and sunk a Destroyer with a volley at my maximum range - and I was firing over an island too.
I LOVE this cruiser.
Nice, I got better with the Chester, tough ship in lower tier now I upgraded the hull.
Japanese torps are nightmares for any us ship! Some can be loosing them at ranges in excess of us tracking ranges.
Aye, I can see why people dont like them. At the moment I am using my Umikaze to aid me in mastering the basics (with guns like that you really dont have another choice ) as long range strikes are still a little difficult.
Japanese torps are nightmares for any us ship! Some can be loosing them at ranges in excess of us tracking ranges.
All IJN DDs above tier 3(?) can fire torps from outside their detection range, it doesn't work that well though as they are fairly easy to avoid and torps are really inaccurate at long range. The best way to use torps is to fire them around terrain in such a way that they will strike as your target just as they come into view, leaving him no chance to maneuver; this is the only realistic way to use USN torps.
The best way to avoid them is to keep varying your speed and heading and you will be a very hard target. If you have torps incoming turn directly into or away from them, that way they will probably miss you entirely or at least most of the spread will. You shouldn't be getting hit in open water with a cruiser or a DD.
Japanese torps are nightmares for any us ship! Some can be loosing them at ranges in excess of us tracking ranges.
All IJN DDs above tier 3(?) can fire torps from outside their detection range, it doesn't work that well though as they are fairly easy to avoid and torps are really inaccurate at long range. The best way to use torps is to fire them around terrain in such a way that they will strike as your target just as they come into view, leaving him no chance to maneuver; this is the only realistic way to use USN torps.
The best way to avoid them is to keep varying your speed and heading and you will be a very hard target. If you have torps incoming turn directly into or away from them, that way they will probably miss you entirely or at least most of the spread will. You shouldn't be getting hit in open water with a cruiser or a DD.
True but danger is it forces as us group to scatter by instinct if you see a wave of torps in coming., and throws off all the turrets when you hard to port for example, or aim when you have to suddenly pick up pace. Though I tend to travel at 3/4 and save flank for the evasive times. Dds have it easier but cruisers need time to rotate back to firing positions.
They have a deterrent and distraction value even when there low risk of hitting. If a bb has to turn though, those massive turrets, your guns need more time to get a new lock
I just wish Torpedoes where easier to use than they are. Currently mine just seem to miss EVERYTHING.
From a recent game, fire a full volley from my fully upgraded Umikaze at a Cruiser 0.6 KM away which is turning towards me and moving extremely slow. not one fething torp hits as the blasted thing dodges all of them.
Hell, the only time I had a decent run set up (enemy cruiser with its engine shot up at 0.2 KM) some donkey-cave on the other team hit me with an AT shell. My Umikaze had take no hits whatsoever. The shell hits my magazine. Suffice to say I didnt get those blasted snails off.
Your only t2, ships Gert far more powerful, I only have a upgraded Chester so far as highest ship. Later ones have fearsome torp capacity, even cruisers
My firepower ain't what it will be later on. Everything gets more powerful and later ships have less ability to dodge potentially if its a bb.
master of ordinance wrote: I just wish Torpedoes where easier to use than they are. Currently mine just seem to miss EVERYTHING.
From a recent game, fire a full volley from my fully upgraded Umikaze at a Cruiser 0.6 KM away which is turning towards me and moving extremely slow. not one fething torp hits as the blasted thing dodges all of them.
Hell, the only time I had a decent run set up (enemy cruiser with its engine shot up at 0.2 KM) some donkey-cave on the other team hit me with an AT shell. My Umikaze had take no hits whatsoever. The shell hits my magazine. Suffice to say I didnt get those blasted snails off.
Yeah T2 torps aren't really representative of general torp use in the game. Oh and the torp prediction thing should be ignored when enemy is turning.
Actually guys I just realised it was my own fault....
I hadnt realised that there was an aiming mechanism within the game and I was trying to aim them by guess work, rather like on Battle Stations Midway.
I find that the German cruisers play much like the USN one except better. Yes their range is shorter but their RoF is insane and they are maneuverable which is the main weakness of USN cruisers.
The Russian destroyers are weird. Suicidally short ranged torps, but lots of them but good artillery; like USN DDs but more so.
Island torps or hilarious with these. I hit a BB with 6 torps yesterday in 1 salvo.
.the extra range is a advantage though. I sank a German cruiser, it was pretty battered when it closed range. That rate of fire is dangerous close up though.
Still like the USN cruisers extra range and durability though, they can stick in the fight quite well.
Automatically Appended Next Post: Suicidal short range, I just had one battle they could have worked.
Turned round a island and a bb is 2km away, head on, guns facing to side. Got about 4-5 volleys of AP into its forward turret and claimed the kill.
master of ordinance wrote: Actually guys I just realised it was my own fault....
I hadnt realised that there was an aiming mechanism within the game and I was trying to aim them by guess work, rather like on Battle Stations Midway.
Spray and pray, try the Russian Destroyers 3 km range torpedoes makes for interesting but short games
Spray and pray, try the Russian Destroyers 3 km range torpedoes makes for interesting but short games
I had a game the other day against the tier 3 Russian DD who released torps from about 2km out. They were so dense that they were impossible to avoid even though I was also in a DD.
Wow, had a game on Hotspot, before i was even moving i was hit by long range fire in my Fuso (my games takes long to load), i got only a few shots in on the Tirpitz before i got citadeled
Some strange things happening, one shotted an aoba in my Cleveland, the aoba was still at 75% health, didn't get a detonation notification, it just went puff and i went wut?
Jehan-reznor wrote: Some strange things happening, one shotted an aoba in my Cleveland, the aoba was still at 75% health, didn't get a detonation notification, it just went puff and i went wut?
The same thing happened in my Yubari yesterday (but the other way around). Full health and then dead with no award. I presume that one of the shells in the salvo hit my magazine or similar but didn't actually kill me and subsequent shell did normal damage and sank me.
Critcal hits can be quite fun though. I took a random 'target is just moving into to cover so may as well' shot, only 1 shell hit but it hit his magazine and BOOOOOOOOM.
But the 15 rounds per minute guns on the German.... Took a t1 American to bits in very short order. Tops 60 per minute vas 16 is it?
Once I closed things got unfair fast.
Just finished a match in my Watake, torp spamming as usual.
teammate: you cant hit a Battleship from the front
Me: Just watch me
seconds later and BOOM! the enemy BB sinks with all hands, followed a few minutes later by the last enemy cruiser (I was the last ship afloat on my team).
master of ordinance wrote: Just finished a match in my Watake, torp spamming as usual.
teammate: you cant hit a Battleship from the front
Me: Just watch me
seconds later and BOOM! the enemy BB sinks with all hands, followed a few minutes later by the last enemy cruiser (I was the last ship afloat on my team).
Nice, I have been doing well in the St Louis and dresdon, shell spam, and the wall o gun armoured turtle. Still slowest thing bar a t3 battleship.
master of ordinance wrote: Just finished a match in my Watake, torp spamming as usual.
teammate: you cant hit a Battleship from the front
Me: Just watch me
seconds later and BOOM! the enemy BB sinks with all hands, followed a few minutes later by the last enemy cruiser (I was the last ship afloat on my team).
I had exactly the opposite. a player in an Umikaze tried to sink me with torpedoes in my fuso i evaded them several times it was the torpedo bombers that dropped them next to me that got me in the end, was still funny though.
Just got the south Carolina, T3 US , and the upgraded engines to bring it up to a snail like 18 knots, from a glacial 14. Range is not ideal but a Chester that tried to fight me soon learned fast lol
Seriously bad being out paced by the St Louis and I though that could be slow aboard the old doom turtle. Though insanely the HP gap between a stock T3 BB and a same tier doom turtle cruiser with B Hull is not that big.
jhe90 wrote: Anyone got any tips for a Battleship noob?
Just got the south Carolina, T3 US , and the upgraded engines to bring it up to a snail like 18 knots, from a glacial 14. Range is not ideal but a Chester that tried to fight me soon learned fast lol
Seriously bad being out paced by the St Louis and I though that could be slow aboard the old doom turtle. Though insanely the HP gap between a stock T3 BB and a same tier doom turtle cruiser with B Hull is not that big.
I cant speak too much on the American junk as I run Japanese ships. However I find that Battleships do best when standing off at long range - if you get too close then cruisers will pound you to death and any torpedo equipped vessels will rub their hands in glee.
Stay behind the cruisers and destroyers and let them go in first. Once you spot your targets choose your angle of approach, which side you wish to present and get your turrets turning - do this now or you will have to wait ages instead of shooting. Once you get within maximum range try to hang back there, dont charge in. Prioritise other BB's and CL's, ignore DD's as they are usually too fast to waist your shells on and your reload is massive. When firing at long range fire one turret to get your range in then adjust and follow up with the rest.
Only engage in close quarters (sub 8KM) if you really have too and watch out for sneaky CL's and DD's trying to get close whilst you are distracted.
I cant speak too much on the American junk as I run Japanese ships. However I find that Battleships do best when standing off at long range - if you get too close then cruisers will pound you to death and any torpedo equipped vessels will rub their hands in glee.
Stay behind the cruisers and destroyers and let them go in first. Once you spot your targets choose your angle of approach, which side you wish to present and get your turrets turning - do this now or you will have to wait ages instead of shooting. Once you get within maximum range try to hang back there, dont charge in. Prioritise other BB's and CL's, ignore DD's as they are usually too fast to waist your shells on and your reload is massive. When firing at long range fire one turret to get your range in then adjust and follow up with the rest.
Only engage in close quarters (sub 8KM) if you really have too and watch out for sneaky CL's and DD's trying to get close whilst you are distracted.
Low tier BBs do best at medium range as their accuracy at long range is terrible. Approaching at around a 45 degree angle is about the best as you are a smaller target, you will get more ricochets and you will still get most/all of your turrets, when you are reloading turn towards your target slightly as this will make you a harder target without affecting your gunnery.
Load HE against cruisers (except possibly the St Louis) and DDs as you can still get citadels with HE against lightly armoured targets (virtually everyone at low tiers) and AP will generally overmatch at this tier but switch the AP against enemy BBs and aim to hit them under the turrets on the waterline as this often gets citadels.
Be extremely wary of enemy DDs as they can easily kill you in 1 torp salvo, if one appears within 5km of you be as evasive as possible, if nothing else vary your speed, and make it a priority target.
I cant speak too much on the American junk as I run Japanese ships. However I find that Battleships do best when standing off at long range - if you get too close then cruisers will pound you to death and any torpedo equipped vessels will rub their hands in glee.
Stay behind the cruisers and destroyers and let them go in first. Once you spot your targets choose your angle of approach, which side you wish to present and get your turrets turning - do this now or you will have to wait ages instead of shooting. Once you get within maximum range try to hang back there, dont charge in. Prioritise other BB's and CL's, ignore DD's as they are usually too fast to waist your shells on and your reload is massive. When firing at long range fire one turret to get your range in then adjust and follow up with the rest.
Only engage in close quarters (sub 8KM) if you really have too and watch out for sneaky CL's and DD's trying to get close whilst you are distracted.
Low tier BBs do best at medium range as their accuracy at long range is terrible. Approaching at around a 45 degree angle is about the best as you are a smaller target, you will get more ricochets and you will still get most/all of your turrets, when you are reloading turn towards your target slightly as this will make you a harder target without affecting your gunnery.
Load HE against cruisers (except possibly the St Louis) and DDs as you can still get citadels with HE against lightly armoured targets (virtually everyone at low tiers) and AP will generally overmatch at this tier but switch the AP against enemy BBs and aim to hit them under the turrets on the waterline as this often gets citadels.
Be extremely wary of enemy DDs as they can easily kill you in 1 torp salvo, if one appears within 5km of you be as evasive as possible, if nothing else vary your speed, and make it a priority target.
Thanks, yeah now I have it up to a still slow 18 knots I can at least keep up better with the fleet, oh yes in St Louis, sent 14 inch he into it and it did very little with a direct hit. The Chester well, engines gone, on fire, and maybe more, took a single hit to the aft. St Louis is basicly a pocket battleship, treat it as such. Heck it's HP is near a south Carolina fiully upgraded, 2+ I'd say could take down a BB by sheer mass of fire.
Has a good deterrent value, no one darts down a gap facing aa BB broadside, certainly effective fear factor of seeing 8 guns aimed down the gap.
45, yeah sounds a good tactic, I was working with more 30, and holding the rear turrets in reserve so I had a second chance on hitting them.
Thanks for the advice, yes I played DD a tad, I know how dangerous islands can be to any ship that under estimates a small ship. Even the Russian suicidal ranged torps.
jhe90 wrote: Heck it's HP is near a south Carolina fiully upgraded, 2+ I'd say could take down a BB by sheer mass of fire.
At least the St louis can't repair itself In the beta I soloed 2 BBs (a Myogi and a New York) with my Nicholas using nothing but gunfire, never under estimate the power of HE rain
jhe90 wrote: Heck it's HP is near a south Carolina fiully upgraded, 2+ I'd say could take down a BB by sheer mass of fire.
At least the St louis can't repair itself In the beta I soloed 2 BBs (a Myogi and a New York) with my Nicholas using nothing but gunfire, never under estimate the power of HE rain
Oh yes, I have a T2 German capable of 90 105mm he a minute. I can bring a 6 gun broadside at 15 rounds a minute per gun.
It's so many fires, destroyed guns, they never keep up.
Good. A big problem which I found BB's where having was fast firing Cruisers just spamming masses of rapid fire HE which basically ate the BB's HP pool. The BB would struggle as the length of time in which its main guns took to reload meant that it was actually struggling to sink the Cruiser before it had taken crippling damage.
Yeah, I have been starting to play them and feared he spam and fires almost more than torp attacks.
In 30 seconds a St Louis might fire 24-30+ shells at me in time I fire 12, and with the awful dispersion im barely landing a few hits out of that volley.
Granted AP one solid citidel is basicly going to wack a huge chunk into there hp pool and land potential magazine explosion. A 6000-7000 crit citidel shot is a wonderful thing.
The 0.5.1.0 update brought some great changes to the game. However, as you probably noticed (especially if you’re a Battleship captain), the 0.5.1 update also brought some significant changes to the Armor Piercing shell damage model.
We received a large amount of feedback from all regions on this matter immediately after update deployment on the live servers. Based on the feedback we launched an investigation into the issue and our dev team started working tirelessly to find what caused such a big difference in gameplay, considering the obvious intent of fixing an issue, not causing a new one.
In the 0.5.1 patch notes there is a line stating:
Improved how shots ricochet when they hit armour joints.
To give some background information, in case you are not aware - the World of Warships damage model of every single ship is extremely complex and is based on every ship being divided into several parts. The most critical and at the same time usually most heavily armoured part is the Citadel.
Technically all ship parts have some armour from all sides - it can be the real armour, some hull plating or even “dummy” 0 mm armour, which is needed only for correct functioning of the game mechanics. There is no room without a wall, so to say.
As you can see on this simplified, but explicit picture, there are two layers of armour covering the joint of citadel, casemate and bow of the vessel. There is both real Armor and dummy armour. Real Armour thickness depends on the ship, but as stated before, Citadel is the most armoured part of the ship. Dummy armour, on the other hand, is just 0 mm and does not play any actual role in ship survivability.
Unfortunately, there was a bug in this mechanics and it was addressed in the 0.5.1 update. The bug was quite simple – the mechanism mistakenly considered shots with Armor Piercing shells ricocheting from armour of the citadel as if they actually had penetrated the real armour of the Citadel and made its way into the critical and fragile area of the ship.
On the second picture, an Armour Piercing shell penetrates Casemate armour and goes into the armoured deck. But due to sharp angle, it ricochets, arms and explodes inside the Casemate.
It is obvious that in this case the damage should go into the Casemate - where the shell has actually exploded. But because of the bug mentioned before, Citadel suffered the damage.
As you can see the bug was quite critical and it basically neglected the role of internal armour layers. As soon as we discovered it, we started working on fix, and this fix appeared in 0.5.1 patch.
It was anticipated that the change would only impact calculations and the impact on the feel and battle performance of ships would be minimal. Unfortunately the rule “if it isn’t completely broken, don’t fix it” applied. As a result of the fix, two things worth highlighting happened:
The impact of the change became really big in regards to battle performance of vessels relying strongly on Armour Piercing shells.
There is high probability that during this fix, something else was broken in the damage model as well. We’re currently investigating the chain reaction as well.
These two issues combined have resulted in situation we have now - it has become a way more difficult to damage the Citadel. The survivability of many ships has greatly increased.
We believe that going back to the 0.5.0 damage model is not a good way out of this situation. One serious bug was fixed, and it is a good thing. However, we also do realize that the highest priority now is to check the rest of damage model and to make all necessary fixes, so we can all relax and play for fun and pleasure.
To sum up, we owe you an apology for harsh and unannounced change to game mechanics. The intention was not to impact your experience, but to improve the game.
Thank you for the patience and your timely feedback on the issue. We’ve put considerable resources into investigating every aspect of damage model that may have been broken or altered and we will do our best to make it right as soon as possible.
To address a comment that will most likely appear in just a few moments – yes, we could launch a guess-fix almost immediately. Keep in mind that we do not want to make matters worse and we are working hard on testing a solution and hope to deliver it to you in the quality we wish it to be delivered.
We will update you on the progress, so stay in touch.
I thought Battleship shooting at close range was improved? Shot a DD at close range and the shots made nice little puddles around the ship, i was in a Fuso
How close? My South Carolina ended one at close range, 4km ish. HE, several hits, sunk. After 2 south Carolinas playing hunt the DD for nearly 5 minutes at longer range, and some ,80+ rounds each. Player was very good though, very hard to get a course or speed.
At closer range a BB gets its Secondary batteries and its Main Batteries are also more accurate, though American guns are more accurate at shorter ranges and Japanese at longer ranges.
Personally I try to avoid getting within 8KM of a target, especially those armed with Torpedoes and I prefer to keep them at a range of at least 12KM as this allows me to pound them with little risk of return fire.
South Carolina despite what some say ive found not that bad. the T4 US im finding harder to get due to that rather odd turret layout placing most of my guns aft.
meeting a Kongo in a T3 battleship, well that hurts alot though. despite its thin armour it has a massive range and speed advantage.
19 vs 11.5 km range..... and it had 14 inch guns not my 12's.
Not too sure about this one; there are things that make me skeptical about the continued level of playability and long-term health of the game as a whole for those not into it as a hard core playstyle.
Or else those with some kind of potential masochistic streak that playing this outside of coop or low Tier satisfies for the time being.
Namely, a bit too much of it has turned out to be rather unfun.
I can accept micro-transaction as a basis for getting ahead, because after all WG has to pay for creating and upkeeping the game.
Or the folks who charge ahead and die right off, only to then spend the rest of the game complaining about how no one supported their unannounced maneuver, often followed by how no one else knows how to perfectly play a less than four month old public release.
A lot of that is just the nature of PvP gaming, and also due to the choice made by the designers to award XP points based on damage more than winning.
Some of the (I assume) deliberately designed ships you have to grind through seem more likely to drive folks away however instead of just being a paywall; you finally eke out enough XP for the next ship only to immediately end up playing the exact same thing all over again.
For the most part I'm talking about the Tier 4 & Tier 5 USNavy and German cruisers; I imagine sniper ships are probably a lot of fun for Beta testing folks who've played the game a year or more.
But for the general public, not so much, and not just for myself judging by the comments in game and on the official forums.
Problem is that these ships as implemented depend both on your ability to aim while dodging fire/capturing/whatnot as well as how the random number generator in the game engine trends for that match, not to mention whatever amount of ping/system lag/FPS bug may be occurring.
Watching shells impact, and doing no damage, then finding out in the after game report that you didn't actually hit at all as you thought is very off-putting.
The aptly named Phoenix is almost always instantly on fire after just one hit all game long, as well as the follow-on Omaha, just not as much.
You get out of the ''everybody shoot at this easy to kill yet all but ineffective'' Karlsruhe only to end up in the Königsberg, which is even more fragile if possible.
I mean literally, you're incredibly lucky if each hit isn't incapacitating the engine, steering, or magazines if not outright destroying a turret or making the ship go BOOM.
I looked over the WoWs forum and Beta testers noted all of these faults; yet here we are in public release with a ship that may not last the first few minutes of a battle simply to net that player a whopping 80 XP points (if that, as zero is also a possibility).
Experience necessary for the next ship (also a sniper type); 8K for Hull (B) upgrade path + 38K = 46,000 points, with a very good game probably netting you as much as 1,500 XP.
A good game might net the player of such a ship ~900 points, with a typical game usually in the 200 to 500 range.
Another problem is allowing one specific type of ship to be able to exploit (yes, I said exploit) how the game functions; by this I'm talking destroyers.
Starting at Tier 5, if you even see one in the first place you can't hardly hit it, and if you do hit it you'll usually just incapacitate it instead of doing any serious damage; which the DD captain then either instantly repairs or simply ignores with the appropriate skill.
I haven't kept track, but it is not uncommon for a destroyer at those Tiers to be in one of the top three for XP each battle on each team, if not in the number one position.
One noticeable instance of this happened just last night on the Straits map; a Farragut was able to chase down and all but destroy a Königsberg; which managed to hit the DD at least once right in the bow within >3KM from both aft (triple 15 cm) turrets yet hardly even scratched the paint.
That destroyer's XP points fort the battle; 2,100-odd, which is not atypical at those tiers for those ship types.
Eventually I hope to grind up to a cruiser tougher than an equal Tier destroyer; in the mean time I'll be playing sniper whilst a single DD takes out four or more of the team in quick succession at a capture point.
What a division (3+) of such ships can do in one place should be pretty obvious.
jhe90 wrote: [..] Not many ships useless, just got to play right.
I might call Bravo Sierra on that; how many folks are going to bother finding a guide or video online to figure out a better strategy instead of just giving up on a ship that is an endless source of frustration rather than fun.
Case in point being the Königsberg, as earlier I gave one most of two HE broadsides with a Kongo from inside a capture circle yet it didn't blow, just module hits; which is completely contrary to every time I've played that ship where the health simply evaporates if you don't BOOM.
One big potential problem is that the beta test folks who are probably getting to some point of burn out by now aren't going to keep the game financed either if other folks lose interest, as seems to be happening with World of Warplanes.
Community-wise, the only thing of major annoyance I've seen so far is carrier-fever, especially when the folks who go haring off after it in a battle don't manage to actually kill it, even more so if they all get slaughtered whilst trying to find/reach it.
The Kongo seems okay even with just the speed upgrade, if it would stop getting sunk by phantom torpedoes on and off - where you apparently don't actually see the entire spread or whatnot until in the end of game report.
Cleveland can be fun, despite still having trouble fighting DDs as well as the huge bulls-eye you paint on yourself, apart from not really having anywhere to go from then on with the XP except to yet another light cruiser variation.
For the USNavy BBs, I think it is a mistake including the Montana as Tier-10 instead of being a premium, Iowa should have been fine to allow more variation in the tech tree than going from the Wyoming to the almost identical New York.
Something folks might have liked to play was the Lexington-class battlecruiser and the WG folks certainly don't have any problems using paper designs.
USN cruisers should probably have gone Erie -> Chester -> St. Louis -> Omaha -> Pensacola -> Cleveland -> (New Orleans/Brooklyn/something else) -> Baltimore -> Des Moines -> Alaska as well for more variety, and because the Orleans/Northampton seems a bit pointless in both the tech tree and its Tier.
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jhe90 wrote: Kongo packs a real wallop though, and speed wise is unmatched. Just don,t brawl close up with a Wyoming! Kongo did not like it.
I've brawled it against a New Mexico and won. What did you do that the Wyoming killed you?
Caught the kongo with its guns facing the wrong way, had AP loaded and was close enough that the accuracy was OK on usn guns. Must have been doing as large turn before I rounded corner.
Normally die horribley at range. But close up could not use speed as well, and with some luck and I think there mistakes, I sunk her. Why you put a fast agile warship in close qauters islands?
Automatically Appended Next Post: Got to go , leave a extended and worthy reply when I can
jhe90 wrote: Why you put a fast agile warship in close quarters islands?
Kongo, with upgrades and skills, has a secondary damage bubble that rivals her main guns dps that extends out to about 6km. Also, the 'agile' part means that you can maneuver in close and screen with the islands. It sounds like he plain did not know you were there until it was too late.
jhe90 wrote: Why you put a fast agile warship in close quarters islands?
Kongo, with upgrades and skills, has a secondary damage bubble that rivals her main guns dps that extends out to about 6km. Also, the 'agile' part means that you can maneuver in close and screen with the islands. It sounds like he plain did not know you were there until it was too late.
True. Though I have seen some pretty high scoring kongo players stay abit further out, using the extra range and speep to rapidly move between islands, not the smaller gaps but wider ones and using the sheer pace to get round, shoot and be gone before they can turn
there guns.
I mainly usn warships so i have got used to the paper thin cruisers and slow but tough battleships.
Never quite mastered torps. A ijn key skill.
Key skill for most lines. Including German BBs. It's not called 'Torpitz' in the forums for no reason.
That said, yeah, ijn revolves around torps. I used the Iwaki Alpha to get a lot of practice in, but that's not really available anymore. I'd use low tier IJN cruisers to practice. Most are DD leads so they play like bigger upgunned DDs.
Key skill for most lines. Including German BBs. It's not called 'Torpitz' in the forums for no reason.
That said, yeah, ijn revolves around torps. I used the Iwaki Alpha to get a lot of practice in, but that's not really available anymore. I'd use low tier IJN cruisers to practice. Most are DD leads so they play like bigger upgunned DDs.
Thanks, il try and work up to a t3 ijn, should be a good ship to learn on without excessive grinding to get 4-5
Usn cruisers mostly, so I've been using as more a sting in tail or to mess with persuers.
Tried a soviet destroyer. That was just suicidal with 3km torps or somthing...fasst but, that's inside secondary range...
jhe90 wrote: [..]Tried a soviet destroyer. That was just suicidal with 3km torps or something...fast but, that's inside secondary range...
My read on the Russian DDs, and what I've seen online that mentions them while looking at something else, is that they're more like a hunter of other destroyers than a torpedo hauler.
IIRC, at Tier5 the (Gevny?) gets 130mm guns, as compared to most everything else of the DD type having ~105mm guns until much higher in their own national tiers, if ever.
There really aren't many actually useless ships. They just require different skills. I've played a wide range too, such as both Jap and US BB Lines to some extent, and most of the maligned US Destroyers.
The key is to know how to aim for battleships, and not to judge them based on the T3s, which are deliberately awful to prevent you from coming to the conclusion that BBs are solo-pwn-mobiles.
T4 Wyoming and Myogi are perfectly servicible ships and teach lessons about armor angling and proper shot placement.
For cruisers, learning the damage models is huge. Landing HE on deck will damage battleships, as will shooting up the superstructure UNTIL the superstructure section runs out of HP. Then further hits won't do anything for a while.
Randomly as well, I put 5$ into the secret santa promo. Got a Tirpitz out of it! Now that thing can really work wonders.
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If you really want to learn advanced gameplay while still having a good time, master the T5 US Cruiser, Omaha. You'll have a good mix of learning how to citadel enemy cruisers with AP, do opportunistic torpedoing, and engaging both DDs and enemy BBs with HE rounds, while maneuvering to hide your vulnerable midships and dodge fire.
Battleships only suffer the awful shot spread, even at close range the shots are pretty inaccurate.i fired 12 rounds that hit infrint, behind and around a destroyer.....
One shot would have wrecked it, 12 missed
The key thing is not always aiming but pre turning guns, thinking your moves further ahead so when you do turn or roate, you are ready when the goliath bulk starts moving round.
A bb requires more pre thinking than the cruiser.
Cruisers need to know when to dodge, go agressive and when to bug out, your armours not always very good, and you cannot hang about under fire from a bb.
Destroyers, well that class I've never mastered. Closest is phoenix. Its tactic is closer to destroyer than cruiser. Its more a destroyer leader.
Straddling fire is a part of the game. It means you aimed right, but the dispersion just happened not to be on your side. That's OK.
Why? Because BB firepower for all their guns is actually absurd. If you get a full broadside against an enemy BB with say, 14 inchers, you're doing over 40k damage in a single volley even discounting any citadel penetrations for 3x that damage!
That's too much. And thanks to dispersion, damage numbers are more sensible in the 7-10k range per properly aimed volley.
Destroyers need a lot of skill in evasion, map reading, and planning an attack despite your speed. Rushing in will cause you to die. But a crafty approach that leads to last minute torps at 4km will lead to great results.
Killionaire wrote: Straddling fire is a part of the game. It means you aimed right, but the dispersion just happened not to be on your side. That's OK.
Why? Because BB firepower for all their guns is actually absurd. If you get a full broadside against an enemy BB with say, 14 inchers, you're doing over 40k damage in a single volley even discounting any citadel penetrations for 3x that damage!
That's too much. And thanks to dispersion, damage numbers are more sensible in the 7-10k range per properly aimed volley.
Destroyers need a lot of skill in evasion, map reading, and planning an attack despite your speed. Rushing in will cause you to die. But a crafty approach that leads to last minute torps at 4km will lead to great results.
True, or cruiser being shot right the moment they start engines and destroyed. Watching a st Louis in a Wyoming with 12 guns us kinda cruel already. The ap citadeled the doom turtle. Rare.
Though I stand by, best BB skill is forward planning, everything takes Time in a BB, you need to be moving and acting not reacting. Reacting meands often a dead BB .
I mean if you see the torps, its often too late, you need to moving to counter when you see the destroyer coming, if you can.
BB's take skill, planning and luck, i keep my nose pointed to enemy BB's as much as possible, but sometimes some BB at the other side of the map which is not visible to me citadel me, i go " where the hell did that come from"
One battle though i took on 3 BB's with skillful use of an island and nice shooting i killed them all, was my best moment in a BB yet
BB's do take a hell of a lot of skill but then again so do most ships. I do have to say that my Myogi's worst nightmare is an enemy carrier with Torpedo bombers. I can usually dodge most of the first spread. The second though?......
Cruisers can be more forgiving, yes they take skill but used right can be very good and threats battleships.
Hydrstatic seach makes destroyers hiding in smoke hate you Tripples detection range through it, its fun watching them see a pheonix burst out the smoke.
That is true they are easy to damage if your hit. Though regular turns, speed changing and taking advantage of its ability to peform quite rapid turns and pick up speed can mitigate it.
And don t be afraid to back off and move about when you see things not going your way. One game, a pair of Omaha, German and ijn T5 doing that managed to hold off a surprisingly powerful T6 group.
Worked with islands etc, and did abit of a relay race to throw off there guns. lost in end but we delayed them enough to win on points as a team. Working with the map, support and abit of teamwork they can hold there own very well.
Well I have seen some bad teams today including my most recent where our cruisers sat at the rear, our DD's suicided and the Carrier sat back and whined that noone sat at spawn to babysit him.
Unsurprisingly my Kongou was sunk when, along with the other three BB's we tried to work together and got mobbed by Torpedo Bombers and DD's.
Any particular reason why? Or did they just nerf a ship you like?
As a side note, R.I.P. Mogami, you were great while it lasted..
I have the problem that even with battleships that my shots don't citadel or just do spauling damage, waiting time before i become active in a game is longer?
I had a few times that the game starts and i am already dead :(, getting citadelled even when angled? (New mexico doesn't do it for me). Fuso has supposedly
thinner armor but i never get much citadels on me.
I don't really play battleships other then my warspite so I can't comment on particular ships. I haven't noticed any change in citadel hitting though so I don't know if that has anything to do with the patch.
I've been citadelling gak as usual, even with my 130mm gremyashy guns.
Soladrin wrote: I don't really play battleships other then my warspite so I can't comment on particular ships. I haven't noticed any change in citadel hitting though so I don't know if that has anything to do with the patch.
I've been citadelling gak as usual, even with my 130mm gremyashy guns.
Well I logged on today.
I am not sure what they have done but the awful lag I was getting a few patches ago is back. I guess I will never get my ARP Kongou
Why would they? I know how to angle my armor. Hell, my entire ship and captain are fitted for close combat where my secondaries come in (at 7.3Km) and also, it's stealthy, spotted at 14km is pretty damn great on a BB. 16km range (19-20 with spotting aircraft) is enough when you can hide your fat ass.
master of ordinance wrote: Well I logged on today.
I am not sure what they have done but the awful lag I was getting a few patches ago is back.
I tried to give WoWs a second chance here today. Instead, after patching ~4 hours, it now crashes every time as soon as the loading screen comes up after clicking PLAY.
I checked a few things, restarted, etc etc and then went to the forums only to find this has been happening almost a month now with no fix? ; c'mon, that is pretty lame, by any standard.
Not to mention that uninstalling to try a reinstall failed because the ''why are you uninstalling'' survey page mucked up the uninstall process.
That one person had a great game, whether anecdotally or ''imaged'', is no more and/or no less valid than those who have repeated crappy games.
Chance is just that, chance, random, arbitrary.
We are also trying to play a game made by folks who have no problem with the meta where certain ships are deliberately designed to go BOOM if not otherwise provide some kind of hurdle to grinding.
Matches with an almost even split between battleships and destroyers but very few cruisers (if any) seem to be a thing now as well down to T4.
Another new thing is ships can be invisible at even closer ranges than before (on top of server/personal lag), including BBs at ~5 kilometers not begin observed until they start shooting at you.
Something I've noticed is just since December (not over the holidays, but earlier in the month) the NA server population when I was on during various times through the day up to late morning was 8-9K online; now it's only like 5-6K folks.
edit: If you patch and the game keeps crashing right away, the quick fix is don't bother checking anything on your PC or hunting updates for your graphics card.
Restart to safe mode (no internet) and either let the game uninstall itself or use control panel; if you don't go to safe mode you'll probably have to delete the WoWs folder itself piece by piece given the size (about 28 gigs).
Restart again (maybe defrag) and get the launchpad download, then the game will patch the same ~4.5 and ~5.5 gig torrent patches, let it install, then it should be ready to go.
I officially done with the game for a while broadsided several cruisers with the fuso, new mexico and nagato only to get some spalling damage, not fun.