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Got some weird server lag today and spotted planes 2 km off right as 5 torp squads dropped torps to the side. Couldn't turn in time so got hit by 3 in the end and was dead I guess Humble Bundle is to blame. (player count hit 4k+ ) Anyways I finally got New Orleans and it just feels the same as Pensacola. Maybe less likely to get citadel damage from 1 shell that manage to land through shotgunning, but I just don't feel any difference. I thought its AP shell would be better but that wasn't really the case as I only got like 1~3% of penetrated shells (Tier 7~8 cruiser/BB) actually damaging citadel even when fired within 10 km. Did wreck Tier 6 cruisers easily so I guess it just doesn't penetrate enough against higher tier. I calculated and average damage with AP and HE were roughly the same so I guess it's sometimes better to shoot HE to cause fire and force usage of Damage Control. Sidesaddle Cavalry posted:If you wish turrets would actually spin (instead of crawl) towards where you aim, start playing US destroyers instead. Aesis fucked around with this message at 05:18 on Jun 19, 2015 |
# ? Jun 19, 2015 05:14 |
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# ? Jun 5, 2024 06:31 |
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I cry at what they did to CV manual drops. Is there any guide for how to manage in this new era of wide lanes?
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# ? Jun 19, 2015 05:31 |
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Sidesaddle Cavalry posted:Depends on what part of the Furutaka you're waiting for to get better. If armor, not at all. If firepower through faster reload speed, very yes. Cool. Any recommendations for Aoba captain/upgrades?
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# ? Jun 19, 2015 05:35 |
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I get guns after a few dozen battles, but is there a trick to aiming torps? Is it just a matter of practice?
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# ? Jun 19, 2015 05:35 |
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Woodchip posted:I get guns after a few dozen battles, but is there a trick to aiming torps? Is it just a matter of practice? Hit X to lock on a target and the little gray line shows you where to aim to hit it if it keeps going straight at a constant speed. You have to account for turning or changing speed yourself. You'll never hit destroyers unless they're on top of you or very stupid.
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# ? Jun 19, 2015 05:42 |
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Yeah you need to account for enemy movement because the grey area only accounts for current enemy vector + distance to you. Also if you shoot wide then they might dodge through the gap between each torp or just take a hit if they can't turn in time. Just don't bother shooting only 4 tubes at wide angle from max range and it should be fine though. You can also use torps as last effort if you don't think you can run away, especially against battleships.
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# ? Jun 19, 2015 06:03 |
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cheese posted:What? Also, we are already playing a game with plenty of nonsense changes made for gameplay improvement (unless you think the Iowa could eat an entire broadside of torpedo's and keep on chugging). You might not like limited ammo (does it ruin World of Tanks for you?) as one of those, but its certainly something they could consider. Let's take this one, it's the only screenshot of a result screen I could find on my computer where I'm sure of the ship. This is a game in the St. Louis, a ship with a 20 knot top speed according to stats and the speedometer ingame: I was alive for 13 minutes, and since it's early in the morning and I can't do math in the morning, let's round that up to 15 minutes. I travelled 30 km in that time, so let's multiply that by four to get how many kilometers per hour. 30*4=120km/h Having Google convert that to me, 120 kilometer per hour equals just under 65 knots, over three times what all ingame numbers say. And that is with one of the slower ships in the game. And remember, we added two minutes to the time spent, that number should be slightly higher. One of the maps also have a village on one of the islands. Seen it? If not, I bet it's because it's so small. I can't find a picture of it on Google, so it would be nice if someone could get a screenshot for me. A destroyer is the size of several large houses, it's silly.
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# ? Jun 19, 2015 06:05 |
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wdarkk posted:Cool. Any recommendations for Aoba captain/upgrades? Captain: * Both first-tier skills * I say pick Aiming Expertise unless you're a genius torpedo person, Torpedo Armament Expertise is still great but it's better to pick it up later when torps start taking like 3 minutes to reload * Defensive Fire is pretty much the only choice at third tier, Situation Awareness isn't very efficient for cruisers because your important time is spent blowing stuff up and giving away your position * Pyromania's still nice, but take Advanced Firing Training if you really enjoyed having Defensive Fire, Vigilance isn't worth 4 points because from the Aoba on up you get to launch a seaplane that loiters for quite a while and spots torpedoes for you * You'll be way past the Aoba by this tier, but Jack of All Trades to reduce Defensive Fire and Damage Control's cooldown lengths Upgrades: * Always always get Main Battery Modification 1 for the various reduced chances of bad stuff happening to your primary weapons. * Gun Fire Control System Modification 1 doesn't have any drawbacks but sometimes can feel like a placebo upgrade. Main Battery Modification 2 is a trap because it makes you take longer to reload. * Propulsion Modification 1. Going fast in this game not only affects your speed but also your ability to turn. * Same reasons for Propulsion Modification 2, unless you're an idiot like me and only care about flipping around to shoot only half of a broadside that I forgot to bring to bear before contact. (Steering Gears Mod 2 is basically a speed sacrifice for wider zig-zag maneuvers.)
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# ? Jun 19, 2015 06:25 |
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Sidesaddle Cavalry posted:Captain: Thanks. I assume that'll still hold for higher-tier cruisers more or less?
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# ? Jun 19, 2015 06:38 |
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Woodchip posted:I get guns after a few dozen battles, but is there a trick to aiming torps? Is it just a matter of practice? The white lead indidcator is excellent, and just firing on its line is reliable as long as the enemy doens't maneuver. Use the 3 key to swap from wide to narrow spreads. Narrow is almost always better unless you don't have a good read on the enemy position. For me, torps are mostly a matter of range, spread, and maximum salvo. This changes a bit at higher tiers as you have center line launchers, so you don't have to double up on salvos anymore. Range: Know your torp range. If you're good, you can fire one salvo off before the target even enters range (target speed will make up the distance) and then close and fire another after their evasion, or turn and repeat if you have torp range > detection range. Spread: Several factors here. Accounting for their evasion is the main one; when the torps are detected, they'll start a turn if they aren't stupid, so your later torps need to account for that. If they're already maneuvering, then you kind of eyeball it based on where you think they'll be. You can also time things so that later launchers in sequence fill the gaps between the early ones' torps. Finally, if you have the right angle, it's sometimes possible to fire each launcher in sequence so that they all close at different angles. This is much more difficult to dodge fully. Salvo is just about planning your turns so you can fire both sides of your ship's launchers, if you're in a low-tier destroyer or destroyer-leader cruiser. It helps to saturate an area that friendlies are already torpedoing, as the more angles the torps come in simultaneously the harder they are to dodge. Torps can work on anyone. Destroyers are often right on top of you or very stupid. Even moreso if you can hit them blind in their own fog when they think they don't have to maneuver. Cruisers are vulnerable at close to medium range and will take hits at long range because they're stupid, battleships are vulnerable from almost any range. Remember, planes can spot torpedoes, so have some awareness that planes aren't on top of you when you fire if you care about how stealthy your launch is going to be. Sometimes you're in so close that it doesn't matter, though. TheDemon fucked around with this message at 06:51 on Jun 19, 2015 |
# ? Jun 19, 2015 06:47 |
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wdarkk posted:Thanks. I assume that'll still hold for higher-tier cruisers more or less? The skill that increases AA range (I think?) gets good on the top tier cruisers, but otherwise you pretty much want the same skills on everything in the line. You could get the skill that boosts the hit point repair on the tier 9 and 10 I guess.
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# ? Jun 19, 2015 06:50 |
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Managed to get a pretty good game on my Aoba: it's so much better than the Furutaki. I got to a point in the game where I was heading for an enemy aircraft carrier (I think it was Tier IV or V) and he sent a whole bunch of dive bombers against me: I hit my Y and most of them missed. Then I got a squadron of torpedo bomber going for me, and I just kept heading for them, denying them the shot. My AA was able to shoot down most of them and by the end, only a single torpedo bomber actually fired a torpedo, which I dodged easily: HE took care of the CV after that. I then faced a full health Fuso by myself and managed to get two torp hits on him, reducing him to about 1/3 health, although I died shortly after. He was finished easily by our two remaining Fusos and CV after that. I think I made around 4.5k XP after premium bonus + 1.5x first win multiplier. I would have probably struggled to replicate the above on the Furutaka. I'm glad I'm out of that POS. How's the Myoko btw?
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# ? Jun 19, 2015 09:56 |
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The Myoko is like a better Aoba. Then the Mogami is one of the best ships in the game. All three are quite fragile with easy to hit citadels. Always angle your ship and make peace with the fact that sometimes it will not be enough.
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# ? Jun 19, 2015 10:18 |
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So, a friend I got into the game recently is having problems with the tier 6 American cruiser. It, according to him, hasn't the guns, maneuverability or armor/hit points to fight effectively much of the time. I've recommended the steering gears upgrade to help with the maneuverability issue, but is there anything in particular that he should be doing for the ships going forward? It was kind of an abrupt shift for him.
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# ? Jun 19, 2015 10:40 |
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The Tier 6 cruiser is the cleveland which is probably pound for pound the best ship in the game so I'm not sure what to say. Tell him to shoot more things?
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# ? Jun 19, 2015 11:01 |
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Rorac posted:So, a friend I got into the game recently is having problems with the tier 6 American cruiser. It, according to him, hasn't the guns, maneuverability or armor/hit points to fight effectively much of the time. I've recommended the steering gears upgrade to help with the maneuverability issue, but is there anything in particular that he should be doing for the ships going forward? It was kind of an abrupt shift for him. Seriously, 6 inch guns with 7.5 rpm shooting HE will make quick work of any DD and will be a general pain in the rear end against cruisers and even battleships. Aesis fucked around with this message at 11:35 on Jun 19, 2015 |
# ? Jun 19, 2015 11:03 |
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Tell him to take the upgrade on the guns that increases ROF at the cost of tracking speed, it is really worth it.
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# ? Jun 19, 2015 11:22 |
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So today I encountered a tier IX jap CV, this thing is a monster.. How can people whine about CV being useless on the forum ? He sank 2 Nagato in 2 flight without losing a single squadron, a good way to start a game. He had some help from a Des Moines that was runing in circle and long range spamming the poor bastards but still.
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# ? Jun 19, 2015 11:32 |
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http://worldofwarships.com/en/news/common/post-e3-madness/ THIS IS MADNESS! I'm sad because I grinded hard to get New Orleans this morning. Krogort posted:So today I encountered a tier IX jap CV, this thing is a monster.. How can people whine about CV being useless on the forum ?
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# ? Jun 19, 2015 11:32 |
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His biggest issue seems to be the fact that it loses a lot of maneuverability jumping from tier 5 to 6, the rudder shift time becomes longer. It was just jarring, I suppose. I've told him to stick with it, and he seems to be getting a bit better with it.
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# ? Jun 19, 2015 11:32 |
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Rorac posted:His biggest issue seems to be the fact that it loses a lot of maneuverability jumping from tier 5 to 6, the rudder shift time becomes longer. It was just jarring, I suppose. I've told him to stick with it, and he seems to be getting a bit better with it. The 20% rudder module helps alot with this.
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# ? Jun 19, 2015 13:30 |
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Aesis posted:http://worldofwarships.com/en/news/common/post-e3-madness/ This is null and void since all the upgrades will be gone anyway? e: Pubbies have bad opinions on ships. Who knew.
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# ? Jun 19, 2015 13:35 |
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Sidesaddle Cavalry posted:
Seriously? I guess I didn't read it close enough, why would I want an upgrade that makes me aim slower and reload slower? This has to be a bug? I've had it on all my ships.
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# ? Jun 19, 2015 14:26 |
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jownzy posted:Seriously? I guess I didn't read it close enough, why would I want an upgrade that makes me aim slower and reload slower? This has to be a bug? I've had it on all my ships. It makes you aim faster. + Reload Time + Aiming Speed It is a horrible choice of words and the + symbol. It really ought to be - Reload Speed + Aiming Speed Michaellaneous fucked around with this message at 14:48 on Jun 19, 2015 |
# ? Jun 19, 2015 14:45 |
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+15% turret traverse speed and +10% reload time, so it lets you rotate turret faster at the cost of extra reload time. I just don't see any use for it apart from maybe Yamato, because that would cut its turret traverse time from 72 to 61.2 seconds at the cost of 3 seconds extra reload time.
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# ? Jun 19, 2015 14:59 |
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Yes, it's worded poorly, and what would help people understand this is if they showed the upgrades applied to the stats like they do with hull upgrades. Switching them out...
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# ? Jun 19, 2015 15:31 |
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jownzy posted:Yes, it's worded poorly, and what would help people understand this is if they showed the upgrades applied to the stats like they do with hull upgrades. Don't feel bad, you're not the first one to do this.
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# ? Jun 19, 2015 16:22 |
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El Disco posted:Don't feel bad, you're not the first one to do this.
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# ? Jun 19, 2015 16:55 |
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They don''t even need to reword it, a simple colour code of red = bad, green = good gets the job done
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# ? Jun 19, 2015 17:11 |
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The 4.0 public test server is up. The paid consumables are like the standard Repair and Smoke Screen, except they cost 15 gold per battle and have a 33% lower cooldown. On a Kuma, that means the free Repair is 90s cooldown versus 60s for the 15 gold one. There are two sets of Camoflauge so far. One reduces enemy accuracy against you by 4%. The other modifies concealment range by 3%. They were around 10k silver. No idea if costs scale with tier.
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# ? Jun 19, 2015 17:29 |
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grrarg posted:The 4.0 public test server is up. The paid consumables are like the standard Repair and Smoke Screen, except they cost 15 gold per battle and have a 33% lower cooldown. On a Kuma, that means the free Repair is 90s cooldown versus 60s for the 15 gold one. That's... less awful than I expected, p2w-wise. I think I'm okay with it?
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# ? Jun 19, 2015 17:52 |
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Finally got this installed (after like 5 updates). I seem to have some framerate issues on high settings, and the sound gets really shaky. I guess I'll downgrade to medium for now and mess with settings later. I got obliterated in my first co-op battle. My rudder got damaged and I ended up doing circles in the middle of one of the cap points, not realizing I could repair. oops.
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# ? Jun 19, 2015 17:55 |
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I can't get in, thing is rejecting my un/pw combo
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# ? Jun 19, 2015 18:11 |
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NTRabbit posted:I can't get in, thing is rejecting my un/pw combo Try using your email/pw.
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# ? Jun 19, 2015 18:12 |
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When does AP on BB's start becoming the go to ammo? I'm at tier 4 American BB's now and it just feels better to always shoot HE.
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# ? Jun 19, 2015 18:27 |
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wdarkk posted:Try using your email/pw. That's what I have been using - works on CBT, works on tanks, works on the forums, works on account management, rejected by the botes test client. Others reporting the same problem in the official forum thread. Wargaming can't even do the simple stuff without loving up.
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# ? Jun 19, 2015 18:28 |
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cheese posted:When does AP on BB's start becoming the go to ammo? I'm at tier 4 American BB's now and it just feels better to always shoot HE. Basic rule : Shoot AP at ennemy BB if they are same tier or lower. Shoot AP at ennemy CL/CA if they are Same tier or higher Shoot HE at anything else Advanced rule involve range and shell impact angle but I'm too lazy/bad to worry about that.
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# ? Jun 19, 2015 18:52 |
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NA beta code, please quote when used. F93KZ-X7ZB9-6PMK4-9MRU5 Support didn't want to convert my bonus code from NA to EU, a lucky murican can enter this to get free premium stuff. M539R-TGCHK-KMWK4-UTAA3 Krogort fucked around with this message at 18:59 on Jun 19, 2015 |
# ? Jun 19, 2015 18:55 |
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It did say NA only
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# ? Jun 19, 2015 19:21 |
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# ? Jun 5, 2024 06:31 |
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Ugh I hope this Cleveland grind is worth it, I'm tired of the Omaha and its 5.5km torps. First game in my stock Cleveland. You beautiful bastard. Its fast, nimble, its turrets rotate well, ranged is solid and the HE volleys just spew death to anything your size or smaller. Started the game off by 2 volleying a Minekaze on A (while dodging his torps with my good turning), then absolutely crushed an Omaha who got beached on the corner of an island. Next up was a Fuso at 7km who had his guns turned 180. I kept HE loaded and basically either lit him on fire or blew up a secondary gun/engine/steering with every volley. Used speed to get in range of an enemy Cleveland trying to cap B and then just spread HE goodness all over their carrier as the game winded down.
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# ? Jun 19, 2015 19:41 |