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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
This message was edited 1 time. Last update was at 2015/10/20 11:38:15
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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.
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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.
Don,t give up. Plenty of other ships :-)
This message was edited 2 times. Last update was at 2015/10/20 21:03:22
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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.
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
T2 Chester is surprisingly dangerous, got like 3 kills in two games, fires, crits, etgc.
OK not good for everyone, but damn good for me.
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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.
This message was edited 1 time. Last update was at 2015/10/25 17:22:19
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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.
Tons of fun, for quick games.
There great for short, quick games.
This message was edited 2 times. Last update was at 2015/10/30 21:33:49
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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).
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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.
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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.
This message was edited 2 times. Last update was at 2015/11/08 21:55:13
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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.
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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.
This message was edited 2 times. Last update was at 2015/11/09 17:34:03
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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.
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
Bad for the light gunned shell spam cruisers, but should 6 inch HE dent a T10 BB with armour for 16 inch guns?
This message was edited 1 time. Last update was at 2015/11/11 08:56:47
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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.
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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.
This message was edited 1 time. Last update was at 2015/11/11 20:24:54
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
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.