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Found 8 results

  1. 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.
  2. Dendi_Superman

    Des Moines SPEC/PLAYSTYLE

    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.
  3. 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
  4. (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
  5. 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.
  6. 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"
  7. 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?
  8. 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.
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