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Found 16 results

  1. Hello, recently I've been struggling to find a ship that is suitable for me to play and help my team out with. I'm a solo player who loves ranked and random battles. I like the role of a destroyer as they are stealthy and manuverable and have fast reloading guns. I would like to find a DD line that has fast reloading guns (3-4) seconds, stealthy and manuverable. Thanks in advance! Blind Dog 321
  2. Hello! I've been wondering if the Mogador is good or bad. I it is good, feel free to give me your opinion about the ship! I would like to know some builds for the Mogador and the playstyle for it. Hint: I was wondering if the Mogador is good because, I LOVE speed and duka duka. Thanks in advance, Blind_Dog_321
  3. Hello, I am bored already! I have been looking through the tech tree ship lines and only two tier 9's stand out to me. The FDG and the Soyuz. I would like to know the pro's and con's about them, builds and playstyle. Thanks if you could help! Kind regards, Blind_Dog_321
  4. Hello, I just recently recieved a King Of The Sea container from completing a series of tasks / missions. I unlocked the collection and I am puzzled from what to do next. Can someone explain it to me? Thanks if you could 🙂 Kind regards, Blind_Dog_321
  5. Hello, I recently got the Skane and want to get the Oland. I have a 8 point commander with the following skills of PM, LS and SE. What is good about the Oland and what is not good about it? Is my build good or should I change it? Would be helpful! 🙂 Kind regards, Blind_Dog_321
  6. Hello, a couple of months ago, I grinded to the tier 8 Russian heavy crusier, Tallinn. (CA) I sold it for credits shortly after as I need credits and I did not find the Tallinn interesting. I have researched the Riga before I sold the Tallinn and want to get back into playing Russian Bias heavy ships. I would like to know the play style of the Riga and builds for her and if she is any good. Thanks, Blind_Dog_321
  7. Hello, I have recently acquired the Algerie and want to get to the Charles Martel at tier 8. I am curious on the play style of the Charles Martel and if it is any good. I also would like to see if anyone would like to share their builds and captain skills. The point of this discussion is to share builds, captain skills and the playstyle of the Charles Martel. If you could contribute it would help out a lot! Kind Regards, Blind_Dog_321
  8. Good evening everyone, Firstly, I just wanted to introduce myself, my name is DobbyM8, I am a CC for World of Warships and a twitch stream - I have been playing the game for around 4 years or so and have been a CC for around 3 months or so. I love this game, I love the community and I enjoy the game. Taking on the role as CC I promised to provide feedback to the development and management team and to inform the community of ongoing changes. It has been raised to me that there are concerns and issues breaking peoples enjoyment of the game and also causing people to turn away and walk away from the game altogether, I personally don't want to see that and want to create a community that enjoys games and has fun - as that is what games are all about right. As such I have put it out to my community to provide feedback on what the current issues are and to assimilate some ideas on how to address these. I ask if anyone else has any issues to please flag them here to help improve the game and as such your enjoyment - the only thing I ask is clearly highlight the issue and please think of any ideas on how to address these, so we can crack on - have some fun - enjoy the games and everyone have a balanced and well structured game. Please add don't things like - "Delete CV's" but rather use some of the hightlights below to build upon and help me and help the management team guide the Dev team to fixing and addressing any issues or concerns and remember if we don't clearly highlight any issues then they won't get fixed. This isn't about being negative but rather being positive and professional and providing advice and centrally highlighting issues. Lastly I apologise for anyones name on the below from the exert of discord, I have removed your names and again this is not about being negative nor toxic but rather about making the game better for everyone and finally legends I can't wait to see you all on the high seas soon! 1. ISSUE Matchmaking issues – T6 / T8 / T10 – Match making when up or down tiered by 2 levels is game breaking the game play ability i. FIX b. Wait longer and conduct a trail and seek feedback via a server feedback form 2. ISSUE CV issues with AP bombs and CV Spotting i. FIX b. CV damage balance vs AA balance c. Increase rewards for Friendly CV’s dropping fighters as well as spotting in general d. Implement Spotting cool down or spotting ability request – not passive but rather on action – an idea is to have 2 x options within range and then a silhouette for those outside the range that updates via a ping system similar to a real life sonar or radar 3. ISSUE RADAR ISLAND ISSUE i. Contention POINT and many ways to tackle this b. The implementation of ("I'm using Surveillance Radar"Radar Activated") and "(I am using Hydroacoustic search)/Sonar Activated" in the Game Chat as well the Player "Ping" have been a useful addition to the game, I would love to see this extended to Ships that Launch Torpedoes, a "Torpedo Launched" pop up in chat could help players a void friendly incoming Torpedoes, the Audio indication is good, every little bit helps in a melee and it is not easy to type long messages to warn nearby players. c. f3 key has a 40 second timer, like an expendable. When a Player f3s an enemy ship, timer activates, no other f3s till timer runs down, during that time if at least 2 or more players hit that target. They get a Friendly Fire Token, and 5 or 8 in a match the players get a reward, XP, Flags etc 4. ISSUES Lack Missions and Training Scenarios to improve gameplay and gameplay style – and in return reward for conducting these skills COMMENTS from Discord for Issues: NOTE: All names have been removed and each time stamp is a new comment - over 20 people have commented in this thread topic in my discord with Ideas and concerns, [8:41 PM] Spotting delay for surface ships when cv planes spot enemy ships Yesterday at 8:41 PM fire chance then buff all HE to 1/5 pen [8:43 PM] Change 12km radar to 11km radar Yesterday at 8:43 PM Bring back mid range AA flak, instead of confining flak to just the long range Yesterday at 8:44 PM make brawling ships fun Yesterday at 8:44 PM New AA system, flak can be fired where the player clicks and aims at(edited) Yesterday at 8:49 PM The more you fire at the same ship the better the RNG gets (bracketing)(edited) [8:50 PM] remove the ridiculous torpedo protection Yesterday at 8:50 PM oooo yes Yesterday at 8:51 PM NERF! german cvs [8:51 PM] fix matchmaking Yesterday at 8:51 PM same tier games should be 80% of the time Yesterday at 8:51 PM remove two tier system and make it only same tier games every game Yesterday at 8:51 PM waiting a few mins for a game is fine Yesterday at 8:52 PM move the ship flags from behind smoke stacks to back of ship Yesterday at 8:52 PM stop punishing good aim (chalk outlining)(edited) [8:53 PM] MAKE A PROPER TRAINING SYSTEM TO TEACH PEOPLE HOW TO PLAY THE GAME [8:53 PM] like a single player mode [8:53 PM] make them do the training [8:56 PM] go back to old system for legendary modules(edited) [8:59 PM] Increase division sizes(edited) DobbyM8Yesterday at 9:02 PM Issue- Uptier or Bottom Tier games Fix- Increase wait time to allow consistent same level matchmaking Yesterday at 9:08 PM i also agree with the fixing uptier should be same or max 1 tier Yesterday at 9:36 PM Bring back the old operations Yesterday at 9:38 PM Make the rewards in operations every 6 months Yesterday at 10:40 PM Getting up tiered is not fair to all of us that use our signals to help our ship and get blasted early in the game or score little hit points due to playing up tiered Yesterday at 10:42 PM To be honest, I don't mind being up tiered, it just changes how I play a bit. What I don't like is steam rolls where you can't make any difference whatever you do. November 2, 2020 Today at 2:25 AM Uptiers and frustration caused by them made me leave the game. That s all I have to say, and that s all a dev should hear to fix this game Today at 6:58 AM there should always be ONLY one tier difference Today at 8:38 AM It's not about German CVs needing to be nerfed - ALONE. There are a few issues that can assist in making CV gameplay positive, but also less tiresome for non-CV players. 1 - Reduction in accuracy of things like AP bombers and rockets. Simply increasing dispersion will assist in reducing the terrible amount of OP damage they do. 2 - DDs need a VIABLE AA system. DDs are risking being cancelled from the game (unless Halland) by CVs. They have very little defense against CVs on spot/damage. 3 - why the thing does radar and particularly hydro work through land masses? Unrelated to CVs but this is a major accuracy flaw. Today at 8:48 AM As a poor-average player the only cv I have issue with (as a non-cv player) is tier 8, particularly if it’s top tier. Waaay op. Any other tier of cv and I pretty much ignore them, doesn’t matter what I’m playing. A good cv player will always be annoying, but I don’t come across too many of them. Today at 8:53 AM As may have said MM needs to be looked at. Also CVs need a way to meaningfully engage each other. Certainly not a return to the old rts strafe days, but fighters need to be a damn sight more useful than their current iteration. Today at 9:54 AM I’m okay with odd tier cvs if the T4 cvs move up to T5 and a few balance changes to cvs [9:55 AM] The main thing is that there needs to be viable counterplay DobbyM8Today at 9:56 AM I think CVs are great in the game and I honestly think they open up gameplay more then they close it. The issue from a gameplay and teamplay point of view is that for me it is about inconsistency of player skill for CV. Unsure how we can fix it but it does need addressing. Today at 10:05 AM I have a few things: 1. Your base XP in a win or lose should be more based on the team winning or losing than individual performance so be more like Clan Battles. 2. Training in general but particularly for cv's before they can be used in randoms 3. fix op of German cv's and the aa on other ships. Planes shouldn't be able to get near a group of ships with aa, there aa bubble should stop any chance of getting shots off. 4. Increase div sizes to minimum of 5 and max of 6 Today at 10:11 AM Other than the MM (which is a joke more than its not), the biggest concern I have that drives me crazy is how radar works. Radar should NOT work through Islands. It also seems that the majority of Cruisers T7 and above now have radar....its bloody everywhere. You can't tell I'm a DD player eh? lol Today at 10:24 AM I also agree on match making, should either be at level or 1 level up or down. Should not be a 2 tier difference in any games Today at 11:00 AM How can a Halland Have 6x1 40mm , 1x2 57mm & 2x2 120mm & have more chance of survival than a Iowa class BB which has 49 x 1 20mm, 18 x 4 40mm and 10 x 2 127mm(edited) Today at 11:07 AM Smaller target? Today at 11:13 AM as strong as the Halland AA is, you can still get smacked by CV too [11:14 AM] cant take them all down if you get charged unless they fly through flak Today at 11:17 AM What i mean is you go out in a Halland and you will more offen then not shoot down every aircraft that comes for you anything else may as well get up go make a coffee and play a youtube video because you will be lucky if you can shoot stuff down. US AA used to be good now it couldn't hit a barn from inside as can be said for most of the ships. sorry to say but there is only a few options to counter this 1. start playing as a team and stick together SEA server like that stuff is going to happen 2. stop playing 3. make more noise then the CV players that got there way to start with 4. don't recommend it until you have explained every thing about the game to new players Today at 11:21 AM 5. Play cvs Today at 11:26 AM yeh like the French DDs, i could have a squadron of planes do circles around me for 10 minutes Today at 5:12 PM I Think CV's Destroy Game Play for DD's and AP Rockets (German CV) for CA.. What's this Bouncing Bomb stuff coming to game? I want WG to - Nerf Rocket Damage and -Drop that Bouncing bomb crap none of those were use as roll out main armaments against Ships. this is why I Don't play much anyone.(edited) Today at 5:17 PM Top three on the Losing team should still get winning team benefits. [5:19 PM] If Div's could be bigger to counter language Barrier and just plain botting. [5:22 PM] Are they still going to Nerf burst AA from instant to a "Ramp Up" when you have had AA off to avoid plane spotting? because Halland's AA will mean nothing if they do that. [5:22 PM] Oh MM is Broken Today at 5:23 PM they’ve said that the air concealment changes and ramp up AA won’t make it into the live server Today at 5:29 PM Right now there is only ‘O’ to reinforce AA sector, ‘P’ to turn off AA, n Fighters that shoot down n Planes and DFAA. There is nothing else to counter planes apart from ‘just dodge’ Today at 5:31 PM yeh fighters are useless Today at 5:31 PM Carriers have excellent capabilities to detect enemy ships and can be overly effective in this regard, especially in competitive modes. We are actively engaged in this issue. However, recent tests of changes in the spotting mechanics have not yielded the desired results: the mechanics in the game should be simple and clear to everyone, and testing has shown that our latest ideas did not cope with this task and made the gameplay unnecessarily complicated. Therefore, we are in search of new possible solutions. Today at 5:34 P Ok I just have a General Disappointment in the Game while the issues may or may not get resolved. [5:35 PM] which is a shame I have spent A LOT of real money but it drives me bat stuff right now. Today at 5:36 PM I think they’re pushing to get as many new people playing the game as possible before they introduce subs with the recruiting station offering more rewards [5:37 PM] If they have an extra few thousand of players playing the game when the subs come out and they lose a bunch of players who will leave because of the new class it'll just go back to what it was before the push, so they don't lose any groun at 5:43 PM I've offered this a feedback before: return the ability to swap control between cv and plane. Won't really make cv more broken. Make the fighters a separate squad that cv can 'autopilot' to an area. Because i have experienced a lot of times where cv Won't go to your location Because they're busy farming the opposite side of the map. This way, they lose an excuse not to send fighters to assist when u ask. Today at 5:44 PM I enjoyed playing with you guys at Wook6,and ANZAC most of the SEA Server Aus/NZ clans except JACOB_548 or whatever it is "clan hopper" I Think CV's Destroy Game Play for DD's and AP Rockets (German CV) for CA.. What's this Bouncing Bomb stuff coming to game? I want WG to - Nerf Rocket Damage and -Drop that Bouncing bomb crap none of those were use as roll out main armaments against Ships. this is why I Don't play much anyone. no, but they were developed in the time period and planned to be used against ships like the tirpitz. Unfortunately with WG running out of existing material they are having to turn to concepts to keep new ideas flowing into the game eg. the new US BB line [6:14 PM] I believe cv's have a place in the game, the time period they ships are from cv's were coming into there own and the top dogs in the seas. In saying that, in the game the balance just isn't right at the moment (twitch) Finding a way to give people credit for something other than dmg would be great. If you hold your flank but don’t do a lot of dmg you’re at the bottom of the team score Today at 6:35 PM Thanks, I also think possibly adding the odd tier CVs could help out. Rather than trying to balance a CV for -2 tiers all the way to +2 tiers is hard. From (twitch) f3 key has a 40 second timer, like an expendable. When a Player f3s an enemy ship, timer activates, no other f3s till timer runs down, during that time if at least 2 or more players hit that target. They get a Friendly Fire Token, and 5 or 8 in a match the players get a reward, XP, Flags etc Today at 6:39 PM Top three on the Losing team should still get winning team benefits. I disagree and for the same reason as I disagree with the top person in the losing side of ranked keeping there star in that it only encourages people to do enough not to lose a star rather than working in the team for the win Today at 6:41 PM I seriously liked the 3 v 3 battles Today at 7:35 PM everything you need to know here, 1 team pushing together, the other running and working as individuals... plus Herby called UTG and I died -DobbyM8
  9. I never knew my first released discussion is about Neptune using Radar instead of Smoke. Why would you even trade smoke for a long duration radar on a floating citadel that somewhat turns like a truck compared to other British CLs in the tech tree that can dance far more better than this clumsy and big ship for a CL? Well, you don't. (Are all the folks who are against the idea of a Radar Neptune gone? Then I guess I'm good to go and spread some tryhard tips on how to make a terrible idea work) Anyways, the first big bonus you get is the long duration 10km radar found in late-tier RN CLs. This marvel of British ingenuity ensures those pesky destroyers will be bamboozled the moment the knight in shining armor, which is you by the way, arrives into the heat of battle. With 35 seconds of "No DD allowed" within a 10km radius, your Neptune can fire 7 salvos of 12 AP shells that will make short work of any daring DD that wants to pay Davy Jones' Locker a visit. Oh don't worry about your AP shells, they have improved AP angles and a shorter fuse allowing them to blow up inside the poor bloke instead of passing through like paper. Afraid of torpedoes? Then let me introduce you to the fact that Neptune has a separate slot for the Hydroacoustic Search consumable! This way, you can ensure no torpedoes from that kiting DD will hit you, as long as you properly position your clumsy boat that is, but worry not if you're hit for onboard the ship is a mobile drydock able to perform emergency repairs and even rebuild the entire ship from scratch if necessary, and this includes hits in the citadel, our jolly crew are loud and proud to respond at your leisure! If heavier threats arise, the ship has 16 torpedo tubes, 8 on each side, which is more than enough to tell them facing you was a terrible decision. Unfortunately, if you're screwed, our smoke generators are disabled to power up the radar module and repair tools and it would take more than 30 minutes, perhaps even more, to redirect power back to the smoke generator if we ever need it, so there will be no smoke to cover our retreat, but our magnificent supercharged engines are more than for the task of ensuring max speed is maintained even when we're up against drag caused by turning! I say Radar Neptune is a great decision if you wish to hound DD players to their misery, but unfortunately, they're not alone and are usually supported. We'll have to plan accordingly if we are to succeed in our operation... [This is the real portion of the discussion, the introductory storytelling above was made for fun and to inspire lads the idea of a Radar Neptune] So why would you actually want to be in a Radar Neptune, what generally you should be doing to get the most out of it, and is it really worth all the pain and effort for such a situational task? Well, the big selling point of a Radar Neptune is of course the long duration 10km RN radar combined with all the assets Neptune offers, minus the smoke of course. That is the tradeoff, you're sacrificing the ability to break LoS of enemies targeting you for the ability to spot all ships within a 10km radius of your ship. That's a pretty balanced tradeoff in paper, but live action is usually very different from paper plans. The big argument here is "Why would you trade an ability to improve the chances of your survivability for an ability that improves your spotting capacity?". With smoke, you have more room to farm damage safely without totally putting your life in total danger, while with radar, there's no guarantee to farm damage and you're usually spotted first before you can pop your radar (Because Neptune has 10.3km concealment at best while only having a 10km radar, so no stealth radar for this ship). 300m is quite a lot for a lot of people, add the fact that Neptune is a literal floating citadel and you're basically asking a very vulnerable ship to spot using radar while being actively spotted by the target that has better concealment, there's not a lot of cruiser captains willing to take that burden and risk for such a situational task. Unless you're a DD captain playing British CLs like an oversized DD with radar. The fact that British CLs has the British Acceleration bonus that allows them to reach max speed ridiculously fast allows them to effectively maneuver similar to a DD, albeit the ship you're using is more larger and usually has larger turning circles and has a slower rudder shift time. This allows you to dodge shells like a DD would dodge incoming shells, and to compensate for your size, you have a heal to mitigate more incoming fire. Unfortunately, not all are comfortable with this playstyle and some would argue this is too risky or even dumb since you're a DD with a citadel and a very terrible concealment compared to DDs with the worst concealments (Even Khaba has 8.7km concealment at best, which is just far more superior, but who would even go for a max concealment build on a Khaba anyway? I think I would, I'm willing to try, hahaha!). Playing British CLs demands high amounts of skill, which the average cruiser or destroyer captain not usually willing to take or have. If you have what it takes or is daring enough to take up the task, then I think you get the gist of 1 playstyle Radar Neptune can offer. It's not the most optimal playstyle, but it sure does give a lot of thrill and fun for those who like it rough out there in the seas. At least you'll be a very active player in the field, and the amount of damage you deal will totally depend on your skill since you'll be using time to actively dodge shells instead of using it to farm damage. The core tip this playstyle requires is to play like a DD but with more disadvantages for some tradeoff benefits. So if you can't handle that pressure and skill demand, this might not be best for you. [Yes, I have tried this playstyle multiple times already, and yes, it works, but it's a very daunting task that you might find yourself uncomfortable if you're not used to it. I as an average player even have difficulty pulling this off successfully, but it is hella fun dodging shells and watching AP shells bounce off your very thin armor] Another way to play Radar Neptune is the typical island-hopping strategy snowflakes are more common with, although you may still have difficulty farming damage since you don't have smoke to cover your very lightly armored hull, but at least you'll feel more safer this way, but this will make you more dependent on your teammates more else you're pretty much a free EXP generator. Come to think about it, Radar Neptune is more effective if you're in a division so you can coordinate with a teammate and provide supportive fire and abilities mainly because of how fragile Neptune is. Actually, Neptune is just too fragile and has relatively poor concealment to make radar consistently viable. You have to put yourself in a lot of risk and specific situations to get the most out of a Radar Neptune, and that's a lot of skill demanded from the player. Not to mention, all that it needs to counter you is 1 precise and lucky salvo to devstrike you and the insane ride ends. So, is Radar Neptune worth it? A lot will say no, but I think it depends. There's a lot of offensive power that Neptune carries, and giving her radar improves her offensive capabilities. Radar Neptune is pretty much like playing a DD, and for me, DD play is all about tradeoffs. I've got some plays where I've done extremely well in a Radar Neptune, but I also got some plays where I was utterly ineffective as Radar Neptune. It's a tradeoff you will have to decide from, if you're willing to improve offensive and support capabilities at the cost of losing something that helps you survive sticky situations. It won't be loved by everyone, but that possibility gives players who wants to find something thrilling and exotic at the same time. So what do you think? I want to know what are your opinion on Radar Neptune. Is it really worth all the pain and effort? Leave your comments and replies down below.
  10. Dendi_Superman


    How do you spec/play your DM? Me I play it like the French of the past. Full maneuver build: Propulsion, Rudder Shift, Legendary Mod etc with Spotter Plane + Incoming Fire Alert I go onto the flank of the enemy, 1/4 speed, pop spotter, dakka. Bait enemy shots, accelerate (if the incoming shots have shorter lead), after the shots miss ( or just one overpen), slow to 1/4 again, rinse and repeeeet. (With a bit of island feathering whenever possible). This may sound like a selfish play but every salvo taken from my teammates keeps them alive longer. I used to play it with radar and close to islands but I can't get the hang of that playstyle, so I switched to this after getting legendary mod.
  11. So uh... We have a few new tier 10 ships out now and some more up and coming. While I'm sure wargaming is well on the case, it'd still be fun to speculate on what the legendary upgrades will be for the tier 10 ships still without them. Harugumo Kreml Daring Audacious Kleber While we're here, why not also speculate on "Alternative playstyle" legendary upgrades. Like a Yamato upgrade for brawling
  12. (Disclaimer: This is my opinion. It is purely subjective. Take it as you will, but don't take it out of context. Also I will not be counting premium ships. So all you Asashio mains calm down.) So I, like basically every other weeb, started the game playing the IJN line. I've cut my teeth and ground my hours away to reach Shimakaze, Zao and Yamato. I have enjoyed my time with them, but over time, I find myself being drawn away from the IJN. These days, it just feels like every other tech tree can offer better alternatives at any tier (With some unique exceptions). Take the tier 6 Aoba for example. Back in the days when I first started, there were three other alternatives: Cleveland, Budyonny, Leander, Le Galissonniere and Nurnberg. Now, when we compare Aoba these ships, Cleveland provided a better fire rate and HE spammability. The newly balanced Pensacola boasts superior AP shell salvos at the same calibre. Budyonny brings better range, speed and shell velocity to the table, and Nurnberg brings 1/4 german HE penetration, higher fire rates and forward firing torps. Leander boasts heal, smoke and forward firing torps once again. And finally, I have not played Le Galissonniere enough to have an opinion on her. Now there are some exceptions. Fubuki's 10km torps are unmatched at tier 6 (Which is a great advantage especially when you get up-tiered to tier 8). Amagi is still fun to play. (And arguably superior to Izumo) Furutaka, being the first cruiser able to mount 203mm guns, is unmatched in her tier as well. (But is outclassed by Myoko in most cases with matched to tier 7 Yuro pls) There are some standouts but for a lot of the grind to the top, there are other ships from other tech trees that one would rather be playing. The issue which I can discern is, that the IJN cruiser and destroyer lines' sole distinguishing feature to wargaming is their torpedos. The problem with that is that torpedos are a very inconsistent damage dealing tool compared to guns. They do massive damage when they hit, but it is unlikely for more than two torpedos from a single salvo to actually hit. And that is when they are actually aimed properly on target. Additionally, these IJN torps have larger detection radii compared to other nations. So effectively, it is likely that in an average game, you won't actually be doing that much damage compared to other destroyer lines with faster torpedo launcher reloads. Now some will say that this is compensated by the IJN's better concealment values but this advantage is effectively nullified by the prevalence of cruisers with radar. It doesn't matter how well hidden you are. Once you try to contest a cap, some Worcester, Minotaur, Des Moines, Moskva, etc., etc., etc. will be waiting to spot, and annihilate you with their radar. (And that's only mentioning tier 10. Belfast please) On top of that, The IJN destroyers do not have the firepower in their guns to make use of their concealment advantage against enemy destroyers. Then there is Xatu with his gunboat Yuugumo that puts some Cleveland players to shame. So compiling these issues, the lackluster gun firepower compared to other nations, reliance on an unreliable tool to deal damage, handling that feels inferior to other nations and concealment that doesn't really matter anymore, it's easy to see why one might get burned by playing the IJN tech tree lines. It just feels like they could be playing something better at that tier. Now to move on to why wargaming should make the IJN lines more fun to play. (Especially in Asia) It is likely that most players in Asia (And a significant number from the rest of the world as well) will start out with the IJN tech tree. If they start playing with a line that feels inherently inferior to every other line in the game, they will get burned, and they will tab out of the game. I myself know many friends who have played WoWs only to quit, having started, then burning out on the IJN line. This effect trickles down, as these burned players then share their experiences with their friends, turning them off from WoWs. I stayed because halfway down the tech tree, I took a break from the IJN line to play the German line. And it turned out to be so much more fun and engaging to play. But had I stayed stubbornly on the IJN line, I would likely have burned out and left as well. (I now own a sizable fleet. And I'm happy where I stand) Wargaming should make the IJN line more fun to play. How would be another question which I do not have the answer to yet, but making the IJN line at least fun to play (NOT Overpowered), would help to draw in and retain new players which decide to start with the IJN line. These new players who stay longer could then potentially become paying players, buying doubloons for premium camo and premium ships, earning Wargaming more money. (And isn't that what business is all about?) This is my case to make the IJN more fun to play. I'm not asking for a direct buff. That may not solve the problem. Radar is definitely out of the question given the current state of the game and lowering citadels is not the way to go either. Asia is very much a growing market for gaming, with a lot of potential for revenue. America may be louder online, but the rest of the world happens to have more actual money to spend. One would spend money on a game, but only if it was fun. And because most of us have little time, we go off our first impressions. And if our first impression happens to be poor, it is unlikely that we'll come back. This has been a bit of a rant. Now I know a lot of people will be inclined to disagree. That I understand and accept. But the ultimate point I'm trying to make is that Wargaming should make the IJN lines more fun to grind and play. And not just the top tier ships. This may cost them their egos, but will definitely pay back the debt with interest. Thank you for your time. Sincerely, Eggy_Bro
  13. KM BBs have a hydro acoustic search, how about USN and IJN battleships get some love as well. What do you think about RADAR on USN BBs? What do you think about DFAA on IJN BBs? [Edit] This is not against KM BBs, nor I am suggesting to remove their Hydro. Watching all these KM BB players go defensive right from the start is kinda shocking, I did not expect to trigger them.
  14. Skooma

    Playing for fun

    So, what's you guys opinion on this subject? for me, i kinda agree with jingles. if you play for "fun" that is intentionally derping around, you're kinda selfish because some people play to win, and by doing that you take away their "fun"
  15. CromwellCruiser

    Battleship Firing

    Wow, I really am on the roll today. Throwing this out for discussion....as far as I know this hasn't been a much discussed topic--do point me in the right direction, if I'm wrong, of course! Is it better to fire a full broadside in Battleships, or single salvoes? In my experience (limited), a full broadside seems to have a tighter 'group'. But someone did point out (somewhere else on the forum) that firing a preliminary salvo to test the aim is something to do too. Which option is best, in your opinion? Or is the recommendation different for different ships?
  16. Zamuchryshkin_Asia

    Navygaming: General Discussion

    Navygaming Magazine. FAQ for readers and candidates to volunteers == Part 1. General Information == Question: What is Navygaming? Answer: First of all, Navygaming is a naval history magazine which covers the period of the first half of 20th century. Each issue is centred on a definite warship which is already ingame. There are a lot various articles where you can find all the information on the ship, and one of these articles is always written by a Lesta Studio (WG SPb) developer. Such an article not only contains a lot of interesting things about the game, but it's also illustrated with new gaming screenshots, some of which are high-detailed. By the way, we also try to publish only colourized photos in the magazines' pages. So, you see, reading our mag is a really unique opportunity both to become familiar with the naval history and learn the latest news of World of Warships. We also try to produce some videos. Like that: Question: Do I need to buy the magazine? Answer: No, you needn't. The magazine is absolutely free. It's free-to-read. So you can easily read it online or download in pdf. Question: Why do the issues tell us about the American and Japanese warships only? Answer: This is closely related with the game. As only American and Japanese warships are ingame at the moment, we publish issues focused on these ships. As soon as a new nation is added, we'll add this nation for topics of our mag. Question: How can I contact the mag's team? Answer: Oh, it's easy! If you have any questions, suggestions and so on, just send them to support@navygaming.net. == Part 2. Information for Candidates to Volunteers == Question: Are volunteers paid for their work? Answer: No. Wiki says: "Volunteering is generally considered an altruistic activity and is intended to promote goodness or improve human quality of life. In return, this activity can produce a feeling of self-worth and respect. There is no financial gain involved for the individual. Volunteering is also renowned for skill development, socialization, and fun." Navygaming Volunteers are considered to help with working on the magazine for the WoWS Community. Question: Will I have any advantages if I become a volunteer? Answer: No, I won't have any advantages compared with other users. But each volunteer could communicate to his or her peers from all the world, use a special signature, and maybe have a special forum group. Question: I don't want to post an application with my personal information in the thread. What shall I do? Answer: If so, just PM it to Zamuchryshkin. The information of such personal correspondence is confidential, i.e. no one except you and Zamu will know about it. Question: I posted an application. What next? Answer: Cool! As soon as your application is took up, you will be offered to do an entry task which depends on the position you'd chosen. == Part 3. Information about Vacancies == Question: Please explain me what I shall do if I become a Historical Content Writer. Answer: This position is the main one for us. Such a volunteer is to write articles on the topic given (for example, USS Alabama: the Development History) and pick up photos with captions to illustrate the article. Question: Please explain me what I shall do if I become a Naval History Counselor. Answer: This position requires a person who's main interest (maybe even the interest of life) is naval history and warships. A candidate must be well-educated in this area of knowledge, and his tasks are to colsult other volunteers if they need it, to help them with finding sources for articles and photos, and finally to write such articles as Content Writers yourself. Question: Please explain me what I shall do if I become a Regional Community Specialist. Answer: Navygaming is already an international project, and we always glad to expand our internationality. If you are ready to help us with publishing the mag in your native language, you are the very person we need. You may know that Community Specialist tasks are to help us with translating devs' articles and some other things from English into your language, to promote Navygaming in your region, and to gather up a regional team of Content Writers.