Author Topic: World of Warships - Now Available  (Read 278936 times)

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Offline NGTM-1R

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Re: World of Warships - Closed Beta
Myogi in a Tier 6 match. Clevelands. Clevelands everywhere. Clevelands all up in your grill, Clevelands at long range, Clevelands setting you on fire, Clevelands penetrating your side armor with AP at couple of kilometers, Clevelands stealing your socks, Clevelands tactical genius'ing out of your underwear.

The moment when the stars align, you drop three 14" shells into one guy's citadel and blast him in half, that almost makes it worth it. Almost.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Spoon

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Re: World of Warships - Closed Beta
My favorite part of today was slaying Admiral_MS



With my ****ty DD cannons

When he was nearly dead

He nearly killed me too.

I'm the best.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Re: World of Warships - Closed Beta
I really should take a better look at other player names. Didn't notice I got mauled by Spoon Poi. I do remember one game yesterday where I was being shot at and thought it's coming from one of the cruisers far away. After some time I noticed none of them is firing at me and I'm still eating shells. Add a surprised look on the minimap to see a DD sneaking through on the border of the map followed by me trying to kill him. Needless to say I was very unhappy to be sunk by japanese DD cannons.

Well, I prefer burning down BBs at point blank range (14km +).

Spoon, you are the best!

And I will get my revenge!
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline crizza

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Re: World of Warships - Closed Beta
"Crizza are you shooting with your eyes actually open?!"
I mean... what's his problem? :D


[attachment deleted by nobody]

 

Offline Spoon

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Re: World of Warships - Closed Beta
I was actually pooping my pants so hard, I missed my torpedoes badly and I was missing shots at pointblank range, and even though you only had 2000ish hp left, the first volley you hit in retaliation hurt me so bad. I was scared you would take me with you into a watery grave  :p
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Re: World of Warships - Closed Beta
As I usually play DDs myself I can really understand that feeling, especially when engaging Cruisers on short range. If you miss your torpedoes you are in a very bad spot the moment the enemy starts to shoot at you (it hurts so much). Then panic mode comes up and you miss even harder with the cannons... :ick:

Well, I hope I'll see you again on my side or as a target to shoot at. Got to add you to the friend list :D
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Enioch

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Re: World of Warships - Closed Beta
"Minekaze is the best DD in the game. After that, the IJN DDs just suck."

Not really. It's not the ship, it's how you drive it. Coldly calculating sniper into opportunistic, merciless ganker instead of 'close' range invisible torp DPS guy.





Only 20k XP to the Fubuki. Oh, Fubuki, you beautiful little thing, I'm only a breath away.
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline crizza

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Re: World of Warships - Closed Beta
Four against one, praise the lord the CV seemed to have no planes left :D


[attachment deleted by nobody]

 
Re: World of Warships - Closed Beta
"Minekaze is the best DD in the game. After that, the IJN DDs just suck."

Not really. It's not the ship, it's how you drive it. Coldly calculating sniper into opportunistic, merciless ganker instead of 'close' range invisible torp DPS guy.

Only 20k XP to the Fubuki. Oh, Fubuki, you beautiful little thing, I'm only a breath away.
I started playing the Mutsuki yesterday and due to a lack of Free-XP I'm stuck at stock config. This is by far the worst ship I ever had to play. 6km torpedo range and those horrible cannons. No other choice than to go into short range duels where everyone can see you. Still was the best player in my team more than once just by doing a suicide run towards an enemy CV or BB sinking them while going underwater myself...

Now looking at Fubuki and higher it gets much better. Three launchers with 3-5 torpedoes and high range. You get the capability to sink a BB with one launcher instead of needing all three like on the Minekaze.  ;7

Ok I'm back in the game dying in my Mutsuki  :banghead:
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Enioch

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Re: World of Warships - Closed Beta
Mutsuki really needs the upgraded torps, and then it becomes a monster.

Seriously, I don't get the bad rap this thing gets. What people hate, apparently, is that they wanted a better Minekaze but they get something that forces a completely different playstyle. The Mutsuki is trollish in a whole host of other respects and it is the BEST trainer for the way the top-tier IJN DDs need to be played.

I'm thinking of writing a guide for the top-tier IJN DDS.

'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline StarSlayer

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Slayers Olde Guide to IJN High Tier DDs
The Art of the High Tier IJN Destroyer

"The warmth of summer
 an arrow floats on the breeze
 bringing with it death."

 
I've noticed a lot of folks have concluded that the Minekaze is the pinnacle of the IJN line and that the upper tiers are complete tripe.  While I also initially found the change after Tier V to be jarring I decided to embrace the suck and eventually found the upper tier IJN DDs to be my most enjoyable and statistically some of my most potent platforms.  Instead of the Minekaze being the pinnacle of the line I see it as the culmination of a certain play style.  That of the stealthy shinobi, adept at assassinating the lone and unwary.  From Mutsuki onward I feel the line instead represents the mounted skirmisher, astride a swift pony whittling down the enemy battle line with deadly arrows and throwing it into disarray.  In this way high tier IJN Destroyers can be used to telling effect.
 

 
This is not, for the most part, going to be a tutorial on basic destroyer skills but a discussion of what I find to be the best tactical employment of high tier IJN Cans.  If you want to learn about torpedo ranges, use of concealment, best equipment and so on I would recommend checking out Mr_Jc's informative video on the subject:
 

It is true that Minekaze offers a very generous blend of speed, concealment, number of launchers and rate of fire.  These attributes make her very forgiving of mistakes and supremely suited to stalking lone OpFor, getting in close and sliding a blade in between their ribs.  In short she is a Seal Clubber's dream capable of brutally punishing opponents making mistakes.  Subsequent tiers see those swift reloads disappear, with fewer launchers(with the exception of Fubuki and Shimakaze) and a slight downgrade in concealment and speed.  In place of these attributes we get long range torpedoes with powerful warheads.  As a result attempting to prison shank OpFor like you are apt to do in Minekaze generally becomes very hazardous and less productive.  That said a continuation of the close action strike style, even with the attributes of Minekaze would not necessarily be as successful at higher tiers.  As you up tier heavy capital ships gain ever larger health pools, better armor, more potent secondaries and ideally more adept skippers.  Ships like Nagato can often absorb most of a spread, remain afloat while its secondaries shred your fragile Can.  Even optimal ambushes can result in a loss of your HP, and doing so repeatedly will steadily degrade your destroyer.  Additionally because of the increasing costs to rearm and repair the results required to still turn a profit or even break even demand a more measured approach.  Ideally you should aim for matches roughly averaging 8-11 torpedo strikes and 80-100K in damage.  To achieve this means staying alive and delivering as much damage as possible. 

Thus we come to the skirmish style of play.  You want to do everything to maximize the IJN DD's defining traits: concealment and powerful long range torpedoes.  Instead of culling the loners I prefer to ply the waters were the main battle lines are engaging.  This deployment renders five important benefits. 

  • First the greater concentration of enemies means torpedoes have a better chance of hitting one or many opponents.  Type 93s especially have a splendid tendency of striking targets you didn't even now were present.
  • Second these targets are the most likely to be focused on engaging their opposites rather than maintaining situational awareness.  Given some of the issues with long range strikes that I will cover later, leveraging distraction becomes very important. 
  • Third, your fish will force OpFor to make hard evasive maneuvers, disrupting their ability to engage your battle line.  While you might not get xp and credits for it, improving your team's odds for winning is never a bad investment. 
  • Fourth, by operating close enough to your own fleet units they can capitalize on your strikes and finish the wounded and provide covering fire if you stumble upon enemies(especially USN DDs) during your reloads.
  • Finally by operating in "no man's land" between the lines you do not need to worry so much about the backstop for your torpedoes.  Longer range torpedoes require more careful usage to avoid friendly fire and opportunities to fire without consequence should be  capitalized. 

Now let's discuss the use of fish themselves.  The long range strike offers the highest risk of failure and requires the most finesse to pull off.  Often maneuvers OpFor executes while oblivious to your launch can spoil your spread.  It is also  true that current spotting mechanics and the increased maneuverability in the latest patch do torp runs no favors.  Still I often find a good spread, barring dramatic enemy maneuver before hand, stands a pretty good chance of connecting 1-2 strikes even with the current mechanics.  First off you want to select the best target and have good positioning.  Look for tight enemy concentrations and select the least maneuverable ships to start with.  This typically means BBs in close formation, preferably wider turning IJN ones before the dime turning USN types.  As for position try to avoid chase shots, fish coming in roughly broadside or ahead have the best closure rate and least opportunity to be outrun.  I like to operate similar to the Cantabrian circle of old, launching on an arc closest to the opponent while putting distance between us during the reload.  Unless your initial target appears to be particularly inept it's often beneficial to select a new unsuspecting target for the next spread.  For the actual launch itself the key for me is to try and make a trap, casting as wide a net as possible but retaining a mesh fine enough to not let them slip through.  This is why, for distance launches I always employ the tight spread setting, launching the first spread a little ahead and a few seconds after the second a little behind.  Ideally this means that the target will first detect the torps ahead of them and slow thus placing them in sweet spot were the spreads overlap for the highest concentration.  While sometimes you get a big multi hit, more often only one or two will connect.  While that is not as satisfying as laying out a target with a single blow, you are playing the long game.  Instead of risking it all on close attack you are accumulating strikes and whittling down the opponent.  Furthermore its directly contributing to the main engagement and increasing your battle line's chance of success.

As the match progresses the other benefit of the skirmish style comes into play, specifically that you have husbanded you hp pool for the late game.   Now you can utilize the concealment and ability to flex native to the destroyer class to pick off the remaining wounded enemies.  This is the time you can make those HP trades in close action for telling effect.  By staying alive most of the match I've often found I've racked up 8-11 torpedo hits by the end.  With 80K to 100K damage even when losing your ship you can still turn a tidy profit.

A few side notes before we wrap up.  I personally reserve smoke specifically for concealment upon detection, close action on aware enemies, or if a friendly really needs the cover.  When using long range torpedoes I want OpFor to have no forewarning of the likely approach vector.  A big old fog bank states your intentions pretty clearly.  IJN DD Guns are not the best, especially compared with the superlative Mark 12 5"/38s mounted on US DDs.  Still high tier IJN DDs mount a strong battery of six 127mm barrels, while they traverse and reload a little slow its still a powerful salvo.  If the opportunity to presents itself and you are not opening yourself up to return fire don't be afraid to use them.  They hit hard enough to finish a cripple and a otherwise engaged enemy can do little to stop you.  USN Tin Cans present one of the most difficult challenges you can face.  They are fast, powerful platforms mounting the deadly Mark 12 mentioned above.  You can't often win a DPS game with a US DD but aside from Gearing you do outgun him, getting the first shot off and connecting can swing the duel in your favor.  Whats more from Fubuki on upward you have a two turret rear battery.  That means even in retreat, displaying your tiniest profile you can still shoot with more barrels then they can often present.  Whats more is getting gunnery kills, especially on US DDs, are always an absolute hoot.

I can't say this will work for everyone and other members may have developed superior tactics, but so far this methodology has served me well.  You will still have matches that are complete duds.  Your fish just can't seem to connect, you run into a USN DD or CA and get gunned down, heck your team can be so good they wipe the floor with OpFor while you are still reloading your tubes.   Still, achieving good matches in high tier IJN Cans are some of the most exhilarating and satisfying experiences I've had in World of Warships.  When utilized effectively, high tier IJN DDs like the Group I Special Type Destroyer Fubuki and Type A Destroyer Kagerō can achieve feats Minekaze can only dream of.

You are the Samurai of old, with a good horse beneath you, a fine yumi in hand and a quiver of deadly arrows ready to fell your foe.
 
Make Hara Sensei proud.
“Think lightly of yourself and deeply of the world”

 
Re: World of Warships - Closed Beta
In my Langley (Tier IV US CV), I dodged a Umikaze and all of its torpedoes for about 5 minutes. I only ate 2 of them. Finally, mine and the Hosho's torp bombers finally cornered and killed it. It was great fun.

 

Offline Hades

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Re: World of Warships - Closed Beta
Battleships seem really ****ty in this game. I can beat a South Carolina or the Japanese BB of the same tier with same tiered cruisers without any real issue. They also seem to be completely unable to deal with destroyers in close range as well. Is this just a low tier issue or is it like trying to fire shotguns with long reload timers at all tiers?
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 
Re: World of Warships - Closed Beta
BBs are definitely tricky to use. At close range, just a few good hits can put down a DD, and two good volleys can sink a cruiser or at least scare it away. Ideally, you don't want to LET ships get close enough for that, but if they do, a BB can put some hurt on.

It seems that they're best at medium to long range, lobbing big chunks of doom and relying on the cruisers to keep the rabble away. Sort of like a mix of heavy tanks and SPGs from Tanks.

 

Offline Darius

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Re: World of Warships - Closed Beta
A good cruiser driver who escorts and screens well is worth his weight in gold.

 

Offline The E

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Re: World of Warships - Closed Beta
Things I learned as a BB driver:

1. A lonely BB is a dead BB. Always stay within mutual support range of other ships. Until you get to Tier VI or so, your AA is going to suck, and so having Cruisers around to do the flyswatting is crucial to your continued survival. On higher tiers, your AA gets better, but it will still not be good enough to allow you to go alone.
2. Always use AP ammo. The BBs natural prey are Cruisers and other BBs, and given that your guns generally have reload times upward of 25 seconds, your chances of causing fires are minimal. Now, HE isn't completely useless; it always gives you a predictable damage output which isn't nothing while you're still getting used to the intricacies of BB gunnery, but once you're comfortable enough that you can score hits on most salvoes, switch to AP and go for those sweet sweet Citadel hits.
3. DDs are for your Cruisers and DDs to deal with, not you. While it is obviously important to keep an eye on those little devils to dodge their torpedoes, you should not be expending main battery salvoes on them. Yes, if you hit them, they will blow up real pretty. But while you're concentrating on getting a firing solution on that little bastard, his buddies will lock you up and kill you real quick.
4. Remember that you have a lot of hitpoints, and save your Repairs for the important stuff. A fire or two won't kill you, and you can regenerate some health through the DC Party consumable. Wait with the Repairs until you get flooded or your engine/steering dies.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Hades

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Re: World of Warships - Closed Beta
Yeah, I do those already because going off on your own is a bad thing to do, same as WoT. It's just the two US battleships I've played have absolute dick for accuracy, whereas the destroyers of the same tier are incredibly accurate and feel much better for actually projecting fire at range onto other ships.

e: To be honest it's probably just the main guns on the South Carolina and Wyoming, from what I've seen higher tiers tend to have fairly accurate guns.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline StarSlayer

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Re: World of Warships - Closed Beta
I find BB guns are the finickiest to use in game, big alpha, low RoF and tough dispersion.  I need to get a bunch of reps with a particular gun type before I get the feel for using them effectively.  Because of the long reload you need to master the guns and hit pretty much every salvo, unlike cruisers that can simply walk their fire to the target.  Heck, even if I take a break from BBs I need to spend a little time to reacclimate to their guns.  That said once you get nuances of the naval rifles, especially with relatively accurate platforms like Kongo or Nagato, BBs can be absolutely brutal.  Multiple citadels in a single salvo and suddenly cruisers and even other BBs just start evaporating.  Mag detonating an Atlanta on the first salvo salvo of a match or taking out a Mutsuki trying to make a run for your CV at maximum range are they types of hilarious things you can pull off when you get the hang of those guns.

I think a lot of folks expect BBs to be an easy "I win" class but they are subtly difficult to master.  They demand foresight to navigate to effective positions, good situation awareness to react to problems before they develop, require an understanding of angling to get the most out of their armor and you need to know their guns in and out because you can't afford to waste shots.

The people who just drive around thinking they are a badass battlewagon are fodder for my Tin Cans, but the folks who focus BBs and learn their ins and outs get crazy awesome results.  I spread my playtime around to the different classes too much to commit to BBs but I know when I get enough reps in Kongo, Nagato or Amagi to get into the groove they are a lot of fun and very effective.
“Think lightly of yourself and deeply of the world”

 

Offline Rodo

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Re: World of Warships - Closed Beta
Not as good as the St Louis but hey! It's not a bad grind towards the Cleveland.
el hombre vicio...

 

Offline NGTM-1R

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Re: World of Warships - Closed Beta
The early tier battleships are slower than everything else and don't have the guns to to fight it off in a rapid manner. The US line in particular is a bit of a grind, as it's not really good until New Mexico. The Japanese can actually get tolerable at Myogi, as long as you're willing to exploit your range and your ability to run away while still using two out of three turrets.

Remember that dispersion in the game is not proper Circular Error Probable, but actually flattened out in such a way as to make targeting a broadside-on ship easier. Myogis get to exploit this in a way no other ship really does.
« Last Edit: July 29, 2015, 06:58:51 pm by NGTM-1R »
"Load sabot. Target Zaku, direct front!"

A Feddie Story