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Found 8 results

  1. https://replayswows.com/replay/46456#stats <-Gneisenau https://replayswows.com/replay/46455#stats <- North Carolina(this match was an absolute trip)
  2. cellum95

    Replays again

    https://replayswows.com/replay/46379 <- North Carolina https://replayswows.com/replay/46380#stats <- Iron Duke Question: Does WoWs Replay website show the results when it is updated for the current version?
  3. Guide for using the North Carolina in ranked and random battle As of the moment I see a lot of players struggling in this ship in random and in ranked and I reckon it is about time for me to write a guide and help out the less skilled players. In this thread I will cover the in-game tactics and general ship characteristics. I will be willing to answer questions about my captain skills and upgrade if anyone is interested. Keep in mind that everything in this guide is both applicable in ranked and random battles and there wont be two different sections for each battle mode. AA The North Carolina excels at providing AA escort both in real life and in the game. When all AA flags, skills and modules are equipped tier 8 CVs and below shouldn't be able to touch you provided the fact that you still have some AA battery. Tier 9 and 10 CVs will be able to kill you, but your AA battery will cause serious damage to their squadrons. What the NC AA can do to a Midway Main guns wise. Pros Highest Alpha damage out of any tier 8 battleship guns Good turret rotation speed Good guns placement High shell arc increases the chance to citadel German battleships. Especially Bismarck and Tirpitz Cons Very low shell velocity Due to RNG mechanics. Shell groupings are inconstant Shell trajectory is unusual and can take a long time before player can aim well. AA has been power-creeped by Kii Additional notes: Guns accuracy becomes tolerable under 15km. Starting from 13km guns are fairly accurate. Under 9km, almost all shells will hit the target if aimed correctly 16" shells of the North Carolina. They are big and heavy, which is very American Armour When bow on, the North Carolina can bounce almost every single AP round fired at her, an exception is the Yamato shells. When broadside, she will get citadeled really easily due to her thin belt armour. This is a result of her design and War Gaming inability to add STS platings throughout parts of the ships. However, even is she features all of her armour, she is still very squishy when showing her broadside to any ship. Her torpedo defence is garbage (19%) so the course of action is to avoid the torpedoes in the first place. Speed When fully upgraded the North Carolina can travel at 27.5 knots. Whilst slower than her counterparts, this doesn't affect her play style. Stealth Excellent stealth capability. When stealth camos, module and captain skill are equipped her detection range drop down to about 11.8 km, this is very useful as at such range, you can delete any cruisers as they won't be aware of your presence most of the time. In-game I will cover different tactics for 3 different builds (AA, survial/tank/stealth). AA Build USS Washington AA at work One of the North Carolina's 40mm battery + crew. Picture taken on March 15, 1945. 25mm Japanese gun is used as a comparison to highlight the 40mm bofors superiority The original pictures of the 40mm gun crew could be found on http://www.battleshipnc.com but the website has been shut down Required skills: Basic Firing Training, Advanced Firing Training, Manual AA Required upgrades: AA Guns modification 2. AA Guns modification 1 is not required but recommended At the start of the round, unless you spawn in the middle of the formation, follow the ships on your flank and stay within the formation to provide AA cover. If you spawn in the middle, identify the inferior flank when it comes to AA. After that, proceed to escort the ships in that particular flank. Ensure that you are at the front of the fleet, even though you are meant to provide AA support, it is still your responsibility to sink/damage enemy ships. The flert depends on you and you depends on the fleet. In the case where no CVs are present, you are now the lead ship of the fleet. Regardless if you are uptiered or not, you have to get close to deal reliable damage with your primary weapon. Be aware of the situation and make sure to be bow on to enemy ships. Survival/tank build Required skills: High Alert, Basics of survivability, Super Intendent, Fire Prevention. Jack of All Trade is not required but you may choose it if you prefer to (I never use it though). Furthermore, Fire Prevention can be switched out for Manual Secondaries. But only do this if you are skilled enough to manage fire damage. You will have have 6 points left which I recommend spending on Advanced Firing Training + Adrenaline rush or Advanced Firing Training + Expert Marksman (recommended for Seagal) Required upgrades: Main armaments modification 1, Damage control modification 1, Damage control modification 2 Required signals: India Delta, Juliet Yankee Bissotwo, India Yankee The purpose of the survival build is to be the riot shield of the team. Being the riot shield will take the enemy's attention of your teammate which ensures their survival later on in the game. At the start of the round, once again, if you spawn on either flank, travel with your formation into the battle. If you spawn in the middle of the spawn formation, proceed to identify the weaker flank and travel to that particular flank to provide support. You are not part of the spearhead force. The only ships that you should be ahead of you are destroyers and some cruisers. However, don't get too carried away and drive straight into the middle of the battlefield and get burnt down by 3 Atagos. In most situations, you should only be 1-2km ahead of the formation. No more, No less. When you come into the contact with enemy, use the throttle carefully. You move with the battlefield, stay with me, I'll explain. Let's say that the enemy forces are approaching you, unless they are rushing the position, set the throttle to reverse, you cannot be caught without your teammates. If multiple ships are rushing the position and you are sure that the team cannot hold the position, turn the ship around and run. You might take heavy damage but it's better to be alive than dead. In the case that the enemy team is withdrawing, set throttle to 1/4 or 1/2. Never go full speed unless the fleet is also doing the same thing. Doing this prevent the enemy team from turning around and catching you out in the open. During the battle you will be repetitively set on fire. However, this is the point of the build, to tank damage for the team. You shouldn't be too worried about the fires because you can only be set on fire in 3 places and the fires will go out in 33 seconds. If you use your damage control party and repair party at the right time and at the right place, fires shouldn't be a huge issue for you. One advantage of this build is that you can get in close range with the enemy ships and deals huge damage, which is always nice. However, this build have one severe disadvantage is that you are more prone to torpedoes attacks. North Carolina garbage torpedo defense system makes the ship a torpedo magnet. However, the best way to counter against this threat is team play and having good situational awareness. Also, communication is key. Make sure to tell chat what you are doing and when you are doing that/those particular action/actions. IF you have manual secondaries, don't be shy to close the distant with enemy ships, your secondaries have a reputation of being shit and whilst that is true to a certain extent, most people underestimate them and use that to your advantage. DDs captains always underestimate your secondaries and they must be punished for doing so. Destroyers making suicide torp runs, the manual secondaries provide, in my opinion, a decisive advantage and can make the difference between eating a spread of torps, and getting a kill. Just to be on the safe side, put a few 16" into them as well. Against cruisers and BB, they don't do very well and you still have to rely on your main battery to do most of the killing. You can set fires, sure, but it'll take way too long to kill ships that way. Remember, at the end of the day, you are no Bismarck. But at point blank range NC main battery against any cruisers or BB is already so devastating that manual secondaries becomes irrelevant. The choice to use manual secondaries is yours, choose it if it fits your play style, I don't use it because it doesn't fit mine. Stealth Build Required skill: Concealment Expert Required upgrades: Concealment mod 1, Required flags: None (Sierra Mike is recommended) Required camo: Anything that reduce detection Stealth NC is a very fun build. Your detection range drops down to 11.8 km which means any cruisers or battleships that is not paying attention will get shit on. You have to be rather aggressive with this build because the closer you are to enemy ships, the more dangerous you become, remember to stay at the edge of your detection range because you really don't want people to know that you are lurking around until you've deleted them. The role of this build is to stay stealthy and eliminate key ships in the enemy team. By doing so, the enemy fleet will be weakened which means that it will be easier to be victorious. However, a stealth NC have another very important role and that is DD hunting, your priority targets are DDs and OP ships (looking at you Belfast and Kutuzov). You have to eliminate them as soon as you see them because they will have the influence later on in the battle. General build Required skill: Choose as you wish Required upgrades: Concealment mod 1, Main armaments modification 1, Damage control modification 1 Required flags: India Delta, Juliet Yankee Bissotwo, India Yankee Required camo: Choose as you wish Before I start I would like to say that my general build is likely to be different to everyone else. This is the case because the NC is simply just too versatile and everyone also has different play style. I will not recommend captain skills because once again, versatility and different play style. You have to experiment with captain skills, I cannot do that for you. However, I will talk about some tactics for the general build. At the start of a match, same as before, you need to travel to the weaker flank to provide support for your team mates. From that moment beyond, stay at a distance of 11-13km away from the enemy ships as this is the optimal range for the North Carolina. DO NOT let the distance between you and your enemy to exceed 15km (minus start of round), the North Carolina is not a sniper, if you see anyone sniping with the North Carolina from the back of the map, make sure to tell them to move up to the front line. You may also close the distant to below 9km, but make sure that it is safe to do so, like any BB, the NC will fall under focused fire. Before closing in the distant, always ask yourself these three questions: Is the risk worth it ? Do I have teammates with me ? Will this contribute to our victory ? IF the answer is no for any of the questions above, don't push! It's that simple, there is no point wasting HP and time advancing if it does not benefit you or your team. However, this doesn't mean tha you should go snipe from the back line either! What I am saying is that you should be sensible with your positioning. You don't want to throw your ship away because your overextended or be useless at the back line trying to snipe like an idiot either! I cannot emphasize how important it is to be sensible with your positioning when you are playing the NC. Most people do not position themselves correctly and either get slaughtered to early or be useless the entire game and then they go into the forum whining about how the NC is garbage because it has shit accuracy etc etc. No, the NC is not garbage, you are. The NC is probably the best T8 BB out there because of how versatile it is and how it does everything well (debatable from sniping). Oh, did I forget ? Make sure to escort people with your amazing AA if possible. That's probably all that I can say for the general build because as I said earlier, 'general' is subjective. Weebfriendly TLDR: That's all I have to say. It's my second time writing a guide so it's probably shitty. If you have any suggestions or questions? Just pop them down below and I'm more than happy to reply/answer. Excuse my English at time, it stills need improvement . If ya all want guides in the form of a video I'll leave some below. They may be old but they are still relevant. WHAT ARE YOU WAITING FOR ? ALL HANDS MAN BATTLE STATION! Written on 22/1/2017 Updated on 25/12/2017 Videos
  4. As the title suggests, my situation is that I've recently purchased the North Carolina and transferred my Colorado commander to the NC. Right now, Colorado has no commander so I'm thinking of selling it. However, after a few matches in the NC, I noticed that you can't really make a profit on it, even in good games you still lose credits (BTW I don't have premium in my account, and not planning to buy one). TBH, I'm still trying to get used to tier8 since it's my first time getting here as NC is my first tier8 ship. I still have 2 other tier7s, the Mahan and Pensacola (which are both good in my opinion), and tier6 ships as well (Cleveland, New Mex, Indipendence) to do a bit if credit grinding, but my real concern is if I can have fun playing in tier8 without worrying too much on repair costs. A little of topic here as well would be what premium ship would be good for grinding credits? I am planning on getting a high tier ship, tier7-8 maybe.
  5. Hey guys, I saw a few North Carolina (Nocar) Threads about various things but figured there wasn't a comprehensive rant about the problems I have in this boat. I Had a lot of fun in the Colorado, but after 30ish games I still haven't figured out what I'm meant to do in this ship that makes it 'fun'. Be interested to hear if I'm missing something here. Admittedly I'm still in the stock hull because I've been making an average of -30k creds per game i've played so...no money to buy the hull upgrade even though I have the Exp. I think it comes down to 3 parts, which affect the performance of the Nocar at Long, Medium and Short ranges: Terrible accuracy at range: Long Shell Hangtime + Terrible dispersion The main batteries are simply horrendous on the Nocar because you can't hit anything reliably. Shells take a Loooong time to land (something like 10 seconds at 15km) giving people plenty of time to turn, making it very difficult to aim. Added to that is the massive shell dispersion, so basically even if you do aim properly and the target doesn't turn, you're still relying on RNG to do any damage at all. Hard to get citadels at Medium range: High shell arcs This s a problem on it's own because it means you can't really penetrate people's broadsides at medium range (10-15km), I have atagos bouncing 16" shells because it hits their deck from 12 kms out. This means either you stay far and hit deck, which is impossible due to the above point about shit accuracy, or try and go in really close (<8km) for belt shots. But the problem with that is... Can't escape at short range: Terrible turning/rudder shift It's really easy to die if you're up close/ahead of the team. If you charge in and the enemy team focus fires you then you're toast, turning around takes too long and you'll probably get hit by waves of torpedos now with this silly DD buff. There doesn't seem to be a range or role where the Nocar is effective, unlike the colorado which does well at medium/short ranges. Theoretically the boat should do well at long ranges but I'm pretty much out played by anything from a Mogami upwards because the guns have terrible spread, basically rely on RNG to sometimes land the odd citadel which isn't really 'fun' for me. The only way I do well right now is if my Team is doing well and drawing attention away from me so I can charge in and do damage. Thoughts/tips? Ideally practical strategies and explanations on how you'd do well. Thanks
  6. Commander_Dusty

    North Carolina Advice

    Hi all, thought I'd start an advice thread since its been a while since I've seen a productive discussion on ship playstyle and advice I'm about to unlock and purchase the North Carolina, and personally I didn't find the Colorado to be a bad ship as all, given how tough she was and the excellent arcs of fire she had while maintaining a sloped profile against the enemy. AA was excellent and secondary's were adequate, the only major flaw being the slow speed which at tier 7 was quite the drag. This is most current information I've gathered and was wondering what else I've missed or got wrong. Edit: Finally Purshased and have played several games on this ship and have to say it is definitely a change from the Colorado, faster, slower turning and with better gun range, at the expense of armour and secondary battery health. AA good as always Tactics/Firepower: Tactics wise, from fighting against them and looking through other forums, it seems this ship is best played by fighting at medium range and ideally using only the front two turrets and keeping the nose at the enemy (6 guns) as the rear turret has a bad arc of fire and leaves this ship vulnerable to citadel hits being so long and having thinner armor to compensate for the speed boost. The ships turning circle is rather big and the lacking torpedo protection is a pain, so avoiding Destroyers's and Torpedo bombers are a must I gather. The range is adequate and shouldn't need any upgrades and the 16" guns hit hard and fairly accurate I hear AA: AA I can see is excellent and whenever I face these in my Ranger, I would personally avoid unless i absolutely have to take one out as it would leave me with large losses, even when stock and without any AA boosts from captains or modules. Despite being a big target with a larger turning circle... Secondaries: Secondaries being in DP turrets is nice and increases long range AA firepower, but I feel as though they are more vulnerable than they were in case-mates of the previous USN Battleships. Equipment Dilemma: 1. Either Main Battery Protection, as getting a single turret knocked out is 1/3 of the firepower gone or Secondary Battery Protection - being exposed DP turrets, they are vulnerable to damage and having more survivability to ensure more AA and close quarters firepower could be good? 2. Either AA Range Boost - as aircraft at this tier are faster and are tougher, problem being I often have games with no CV's at all and the AA is already fearsome to the point where I'd avoid attacking North Carolina's with planes anyways Secondary Range Boost - with Advanced firing training already I feel as though this can prove to be a nice bacon saver in a unexpected close quarters or DD attack? Main battery range upgrade I feel is unnecessary as it is already above adequate 3. Either Damage control 1 or steering gear protection, I'd say steering protection is more useful than a minor fire/flood protection, but not sure 4. Definitely Steering upgrade, but possibly damage control 5. Camo or Spotting range upgrade, not sure
  7. Nishizumi_AnkoSP

    Thought MM Is fixed?

    So to my surprise just now went to play with my New Mexico and guess what I met 3 tier 8 Battleships that include the Tirpitz but in the end make the game to a draw..
  8. Zamuchryshkin_Asia

    "Navygaming", naval history free-to-read magazine

    Sailors and Captains! We are very glad to present you a naval history magazine "Navygaming"! The magazine is absolutely free to read and contatins a lot of interesting information on a currect warship together with articles written by WoWS developers... At the moment just two issues are published. Their topics are the battleship USS North Carolina and aircraft carrier Zuikaku. Just click on the cover, and the magazine chosen will be opened in a new tab. You can both read mags online and download them (click on the links below covers). Downloading Link 1 Downloading Link 2 Well, I hope you'll enjoy reading our magazine. If so, please write your opinion right in this topic. You may also be interested in: Navygaming: General Discussion with FAQ for readers Navygaming Recruitment of Japanese Volunteers (in Japanese) We are also interesting in Chinese Community. If you're interested in volunteering for Navygaming and developing WoWS Community, just contact me.
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