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Found 8 results

  1. legionary2099

    What i think about German CV

    Having played the IV, VI and VIII i think they need to be reworked and are not ready for this server consumption. Well long story short : they are hot garbage because of inconsistency and too much specialization thrown in. This CV is heavily reliant on enemy making basic mistakes (good luck finding that on this particular server) and circumstantial map pool. This map require very specific maps to work and 2 of it's 3 attacking option only work on one class of enemy ship. Even then it require a lot of RNG and bad enemy mistakes. Rockets : They are only good against lightly armoured cruiser. Cruiser with good inner armor (alot of them) can get away scot free with showing broadside as any slight angling will generate lots of pen and overpen that do nothing. As they are AP, they don't break modules or AA often either. BB will tank these rockets all day and laugh (no fire) while DD are unharmed as they don't break critical modules like HE rocket. Also, making rockets go against cruiser who are most often AA ship is counter intuitive and not productive; if said cruiser park behind island (they will), you have no option to clear them without taking disporportional lost. AP bomb : like all AP bomb, they sucked, because inconsistency. It doesn't help that since german dive bombers fly high, they cannot use terrain to mask their approach. Not too different from other dive bomber, but they lack what make other bombers usable : durability. Bomb take a lot of time setting up, German bomber don't have anywhere enough durability to tank enough hits to attack BB. Also , the available targets are severely limited : French BB , US BB are not good targets (their armor resist aerial cit quite well); USSR and IJN are neutral while German and English BB are quite rare nowadays. Also since BB playground is the outskirt of the map it takes eternity to get there and do something. TL:DR : IJN AP bomb are better , still fast and can go low behind terrain to slam dunk things. The heal is a trap , German bomber will not survive past it's duration. Torpedo : the only redeeming feature of the line, except British torpedo are better than them, still maneuverable and can kill dd like them. I find German torpedoes are good at steal killing, but is bad at anything else. To kill DD with it, you still need atleast 2 attack run uninterrupted ( 1 force turn and 1 real attack). With DD being cautious, just no. The torp only likeable feature is that it's fast. And they are the only reliable way of attacking cruiser , BB. You are heavily in need of these fragile planes throughout the game because of consistency. To top all that up, german planes are fragile , setting up chain attacks against same target is next to impossible ( turning radii is massive); even chaining multiple target in a straight run risk you losing all planes in the attack. German CV is at great risk of being deplaned. That said : what's they are good at ? I my opinion, they are the perfect scout bot. Encourage really passive gameplay ( and i think unhealthy for the game too) of loitering around a specific area and steal kill anything your team pick. In my games i often rack up 100k+ assist spotting (unlike other CV) simply because this CV line cannot join the fun or risk playing mario inside the match.
  2. The L 20 is a series of planned design and successor to the Bayern-class dreadnoughts, and match for Hood, Tosa, and South Dakota super-dreadnoughts. In this, we're going to talk about the L 20e α variant. Oversimplified Background in 1914, the Kaiserliche Marine began planning for the battleship design for the 1916 construction program, which would follow the Bayern-class under construction. The Germans had intended for the battleship to be superior to contemporary Queen Elizabeth and Revenge-class dreadnoughts, and called for either ten or twelve 38 cm guns with higher speed of at least 25 knots. Following the Battle of Jutland, Vizeadmiral Reinhard Scheer pushed for new, more powerful battleships, which in concert with Kaiser Wilhelm II's call for what he referred as Einheitsschiff (unified ship) that combined firepower and protection of battleships with high speed of battlecruisers, similar to what we call today as fast battleship. Scheer demanded that the new ships should have guns of 42 cm caliber, an armored belt of 350 mm (14 in) thick and capable of speeds up to 32 knots, all in displacement up to 50,000 ton. By end of 1916, these designs shows up: Ultimately, L 20e are chosen as the basis for the next battleship built. Though at the end, the ships were never built, primarily the shipyard capacity available had been diverted to U-boat construction. The final design, L 20e α, resulted in layout similar to Ersatz Yorck-class battlecruiser, with eight 42 cm gun in twin turrets arranged in two superfiring forward, and two semi-superfiring aft. Protection were broadly similar to the preceding class, but eliminated underwater belt armor due to time-consuming process and belief that the high speed of 26 knots would make up the vulnerability to torpedo attack, hence making them unnecessary. Original Specifications Displacement: Design: 43,800 long tons (44,500 t) Full: 48,700 long tons (49,500 t) Length: 781 ft (238 m) at waterline Beam: 110 ft (33.5 m) Draft: 30 ft (9 m) Installed power: 6x oil-fired and 16x coal-fired boilers, 100,000 shp (75,000 kW) Propulsion: 4x steam turbines, driving 4x propeller shafts Speed: 26 knots (48 km/h) Armament: 8 x 42 cm (16.5 in) SK L/45 guns 12 x 15 cm (5.9 in) SK L/45 guns 8 x 8.8 cm (3.5 in) SK L/45 guns 3 x 60 cm (23.6 in) submerged torpedo tubes Armor: Belt: 30 to 350 mm (1.2 to 13.8 in) Barbettes: 100 to 350 mm (3.9 to 13.8 in) Turrets: 150 to 350 mm (5.9 to 13.8 in) Deck: 60 to 120 mm (2.4 to 4.7 in) Conning tower: 350 to 400 mm (13.8 to 15.7 in) Bulkheads: 60 to 250 mm (2.4 to 9.8 in) Bow plating: 30 mm (1.2 in) Secondary armament: 170 mm (6.7 in) World of Warships - Possible Retrofit and Aspects of Balance Of course, to make her viable for World of Warships gameplay (i assume she's going to be T8), she needs a retrofit to enhance some aspects of her, especially in anti-aircraft department. In this, i drawn up a sketch based on Bayern's and Bismarck's hull in-game: Note: Removal of 2 x 15 cm (5.9 in) gun Replacement of 8.8 cm guns to 16 x 10.5 cm (4.1 in) SK C/33 DP guns in twin mount, arranged four mounts each side Addition of 10 x 3.7 cm Flak LM/42 in twin configuration Addition of 27 x 2 cm Flak 38 in various configuration Superstructure change with Deutschland-style tower and new rangefinders Catapult Some basic aspects of gameplay i can think of: Hitpoints of 68,500 (based on calculation, it should be 69,300, but for the sake of Bismarck maintaining her HP superiority from all, i reduce it) Main gun reload of 30 sec, based on her big caliber but relatively few guns Accuracy the same as other German BBs, but wider spread due to her turret layout Placement as T8 premium
  3. S0und_Theif

    German Tech Tree Suggestion

    Hi WG Dev team, Good day to you all, I would like to propose branch lines for the German tech tree. Please have a look and consider this suggestion. BB will have 2 branch, the battleship and battlecruiser branch CA/CL will have 3 branch, light cruiser, heavy cruiser, and pocket battleship The pocket battleship branch will merge together with the battlecruiser branch at T9. This is due to limited information on Germany's Plan Z, and since Gneisenau's main armament was upgraded to DD will have 2 branch, the 128 mm (5 in) branch and the 150 mm (5.9 in) branch. At T8, Z 23 had the option to mount wither 128 mm (5 in) or 150 mm (5.9 in), but looses the 150 mm (5.9 in) at T9, the Z46. The branch line will allow the player to play the 150 mm (5.9 in) at T9 and T10. Like the Italian T9 and T10, Germany also labeled them as cruisers "Spahkreuzer / SP" but they are comparable to France's Mogador class Large Destroyer, hence they can still be counted as destroyers "Zerstorer / Z" Today I'll start in the reverse order. I'll start from the destroyer aka "loliboats" Original DD line is untouched and will only explain the branch line or the "150 mm (5.9 in) branch" T9 SP1 / Z40 Note: Basically a Z46 armed with 6 - 150 mm (5.9 in)/ 48 guns (3 x 2). Arrangement of 1 forward, 2 aft turret. Note: Due to her size, she is also mounted with 10 - 533 mm (21 in) torpedo tubes (2 x 5) Note: Germany intended to hide her "cruiser" size by naming her Z40, only later to be named SP1. T10 SP? / Z ?? Note: Basically a Z52 armed with 6 - 150 mm (5.9 in)/ 48 guns (3 x 2). Arrangement of 2 forward, 1 aft turret. Note: Due to her size, she is also mounted with 10 - 533 mm (21 in) torpedo tubes (2 x 5) Note: Like in the previous tier, Germany intended to hide her "cruiser" size by naming her Z??, only later to be named SP?. Note: Due to her design, she can counter the French Mogador, French Le Fantastique, Italian Etna, Italian Attilio Regolo " Capitani Romani", and the Russian Khabarovsk. Next is Cruisers. Will update in the following days.
  4. OverlordTofflez

    How to Bismarck?

    The Bismarck doesn't seem to have very strong armor, her main battery guns are subpar at her tier and her secondary guns don't seem to be very significant in damage dealing at close to medium range. What is the best way to play the Bismarck, especially when facing higher tier opponents?
  5. archebuster

    Why the hate?

    In many videos and in many reddits, I have seen people hating on German DDs or basically put them at the bottom end of their wish list? What makes the DDs that bad, compared to the reputation of its battleship and cruiser lineups? Really sorry if anyone thinks otherwise. And I have personally played only the first two American DDs and not fare much well with them(my nourish rush b tendency gets me killed early
  6. Since there is no MOD for Yorck that interests me, so I made one by myself. This is my first time to share MOD here, hope you like it. Download link: address.txt 159bytes(mega+mediafire)http://www.mediafire.com/download/488qz6kpitbrgl6/york_skin_made_by_kancollection.rar Installation: Extract the all contents to the WoWs latest update in the res_mods folder C.>games>WOWs>res_mods> Replace the original files if asked(replace content) Enjoy DISCLAIMER :I don’t own anything in this mod, the rights belongs to their respective owners. address.txt
  7. Commander_Dusty

    Ships Ahoy!

    So if anyone noticed yet, the WoWs Asia Facebook page just posted a picture with 3 scale model battleships with the words coming soon... The 3 Battleships being: Yamato (foreground), Iowa (i think, to the right) .....and hype hype hype the Bismark I'm pretty sure, which means the German BB tech tree is set for release, or am I just imagining things?
  8. Guten tag Kapitäne zur See! It has come to the Oberführer's attention that the performance in the SMS DKM Tirpitz has been lacking, leading to some complaints of under performance. Command finds this excuse unacceptable. Command has issued the following directive to help you defeat the enemies of the Reich! Stock Statistics Suvivablity and Armour Compared to the HP of the IJN Amagi (66200HP) or USS North Carolina (66000 HP), the German engineering is superior in every way with your Tirpitz having 69300HP. Your ship is heavily armoured with stronk German Krupt steel armour protecting your ship. Stronk vertical armour means at close and medium range Tirpitz will reign supreme. As we expect close fights, Kommandeure are advised to vary their speed and direction to decrease the change of being penetrated at long range, as your horizontal deck armour is not as strong as the enemy battleships you will face. Turrets are also stonk, made of the same Krupt steel and will rarely be incapacitated by enemy fire (Not the HE kind) however your deck mounted torpedoes and AA guns can be easily be taken out of action due to their position amid ship. Armament Your main battery composes of 4x2 380mm (15") guns. Light shells fired by your guns means higher shell velocity, shorter travel time and flatter trajectory. Kapitäne may need to adjust their aim if they've served on other vessels. Superior German engineering means your shells will reload in 26 seconds, meaning you can put the hurt on the enemy at any range up to 21km. Penetration for AP is good against all known threats, so long as threats such as Yamatos and Montanas remain in the Pacific theatre, where HE is recommended at long range, although AP citadel hits are possible but not guaranteed. Your turret traverse speed in combination with fast speed means that you will be able to quickly switch between threats, Experience of close quarters fighting from the kinship Bismark means we have mounted a set of 4x1 533mm torpedo tubes on port and starboard sides to combat close threats. Use your stronk vertical armour at close range to to get in close and make your enemies as surprised as Poland when Anschluss'd if they dare to stay in range. Your secondary guns are a mix of 8x2 105mm DP guns and 6x2 155mm guns, to help finish off any close range foes. While the Tiriptz does have less secondaries than other US and IJN battleships, you still have your torpedoes that more than make up for it. AA has also been improved over kinship Bismark, but again lacks the firepower of the North Carolina or even the Amagi. However with proper training this can be addressed (Refer to Kapitäne zur See skills) Manoeuvrability With a maximum speed of 30.9knts, the Tirpitz is the fasted ship on the seas, being 3 knots faster than the North Carolina, and slightly faster than the Amagi, meaning it is very easy to turn to avoid incoming torpedoes and turn away from enemy fighter attacks. (As long as your Kapitän is vigilant) however this comes at a cost of a slower rudder shift time, although with improvements (See upgrades) it is possible to increase the ship speed. Concealment Unfortunately German engineering has not found a way to mount artificial fog generators to Tirpitz and these must remain in the in the Fjords of Norway. Ergo; If you're relying on concealment for protection and you're not hiding in a fjord, then you're doing it wrong. Summary Use your heavy vertical armour as an advantage at close range, in combination with your torpedoes to make a fool out of any close range combatant. Stock AA is not terrible, but don't expect to liberate the skies above German minorities any time soon. This can be fixed with Fregattenkapitän (Commander) skills, otherwise a friendly cruiser escort is a must. Dat reload and turret traverse! 25s reload means you should have the advantage in a fight amongst tier 8s and below with AP, and a pain with HE rounds for higher tier ships. Quickly turning turrets means that you can turn and have your guns ready to fight quicker than any battleship in the game. TORPEDOES! Yes, the rudder shift time is slow, and is possibly a balancing factor by WG. The ocean would be much saltier if a Tirpitz could unleash its full complement of torpedoes otherwise. Speed! Catch enemy carriers and be able to chase down cruisers, while not having to slow your speed for friendly cruisers to catch up. Movement is you're advantage; vary speed and direction like you would with any cruiser but don't stay stationary for long: CV players like to re-enact the actual sinking of the Tirpitz often as the weak AA makes it an ideal target. Kapitän Skills Skill walkthrough 1 Point Skills Situational Awareness aka 6th Sense: A Mandatory skill, there's simply no reason to not use it. If you keep getting torpedoed by stealth DDs, then this is partly why. Basic of survivability: Reduces the duration of DoT (Damage over time) effects such as fire and flooding by letting you repair and put out fire quicker. Basic fire training: If you're worried about aircraft, then this is the skill to get. Efficiency of AA is increased by 10% 2 Point skills While I have firefighting selected (this was before I knew better) my preference is for expert markman to help maximise your turret rotation but torpedo armament expertise is also a valid choice, especially if you end up in close quarters fights often. 3 Point Skills. Superintendent: Again a no brainer; the extra charge on repair party and on your scout plane is always welcome and you know you be missing them if they weren't there. 4 Point Skills Advanced Fire training: Increases your AA range by 20%. With this skill alone, my Tirpitz AA rating gets increased to 51 making it on par with an elite Amagi (Minus this skill of course) Demolition Expert: For the close pyromaniac, or for when your faced with taking down a Yamato at long range. 5 Point Skills Jack of all Trades: There really aren't a lot of 5 point skills that are exceptional stand outs, but if I had a choice it would be JOAT. Otherwise consider distributing the points on lower cost skills. (If you want an overall guide to skills then check out Deathskyz' repost of a brilliant wotlabs guide here) Upgrades No upgrades available for torpedoes. Again most likely a balance decision from WG. Slot 1: Main Battery Mod 1: Buffs your guns so when they'll be back in the fight quicker, while also reducing the change of a magazine detonation or being completely knocked out (A rare event, make it ever rarer) Slot 2: Gun FCS (Fire control system) Mod 1: While the dispersion may or may not effect you (The opinion was pretty split during discussions with other super testers) this should help make things easier for you by reducing your dispersion by 20m. Alternatives: AA Gun mod 1: For those with a fear of enemy torpedo bombers. Slot 3: An empty slot really, your steering doesn't get taken out often and if your engine is knocked out, it's generally from multiple torpedo hits (You are not long from this world anyway by this point) I've used Damage control system mod 1 but I'm unsure of the mechanics on this. Slot 4: Steering Gears mod 2: Buff that rudder shift time and make a fool out of enemy destroyers. Also makes bringing both torpedo launcher to bear a little bit easier. Slot 5: Another empty slot, although Concealment System mod 1 would allow you to get the first shot off by not being able to be spotted first. Consumables Given that this is a money making ship, with my credit take varying from 180k for a bad game to 600-800k for a great game, it's generally premium consumables for me except for scout plane. Again it's at the player's discretion whether they use premium consumables or the free ones. I use type 2 camouflage to give my a squeeze all the advantage out of my ship My Tirpitz's current form (Compare to stock stats to observe buffs) My Current Stats IRL Tirpitz's Final Form Hopefully with my run down of the Tirptiz, you will now be able to bring in the mad dosh and XP and avoid similar circumstances. This has been my first gameplay guide ever (WoT or WoWS), constructive criticism and questions are welcome, bad poasts are not. Amendments 10/9/15: Added historically accurate ship prefix.