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  1. Guess who's back with more words to write? Yep, it's me again. So first off, we need to do some housekeeping. I am an average at best WoWs player Stat-Wise. I play the game to grind upgrades and also just to have fun. In keeping with my incessant kleptomania, I have basically grinded out all the tech trees of every nation (Save for CVs. I'm working on that one still). This post is merely my opinions on how each destroyer tech tree feels to play and can be taken however you see fit. (Preferably not up your rear though. That's disgusting. I'd rather you take it with two sugars and some cream.) Okay, super serious time now. World of Warships is an ever-expanding game with a player base that grows every day. I wrote a series of posts a while back listing my opinions on various warship lines of each nation and going through the highlights, lowlights, and everything in between. With the recent updates changing the stance of the old guard and adding some new players to the board, I'd say it's time for a new set of opinions on every destroyer tech tree and how they feel to play. I'm not going to go into stats too much because other people do it way better than I ever could. Just a quick heads up, I may mention premium ships but the main line is the focus here. So here we go again - United States Navy Destroyers: United States Navy destroyers have remained the least changed throughout the history of WoWs. Since their introduction, not much has changed. They remain reliable gun destroyers with their fast firing and fast turning guns. And while their torpedoes are basically glorified sea-mines up until tier 9, they're still a fearsome tool that should not be ignored. Guns: Almost all USN DDs run 5 inch 127 mm main guns. These do about okay damage and are usually mounted in turrets with fast traverse and with good enough durability. However, their shell velocity is horrible and they arc like they're trying to reach outer space. Outside of 10km, you'd be lucky to hit anything smaller or faster than a battleship. But the high fire rate of the guns means you can spam these floaty shells out with impunity. Sometimes your perseverance might even land you a lucky hit on a very damaged target. Most of the time though, you want to be close to your enemy to be able to use your guns more effectively. Torps: USN Torps... are not very good. From low tiers to tier 7 that is. USN Destroyers only get the ability to stealth torp at tier 7 with Mahan. And even then, their range is still shorter than both IJN DDs at this tier and they travel slower and deal less damage than their Japanese counterparts. From tier 8 and up, however, the situation improves slightly with Benson, then greatly with Fletcher. Benson gets torpedoes that reach just under 10km, allowing her to torp outside of the USN radar range at this tier. Fletcher's torps are even better. While their raw damage still can't compare to her Japanese counterparts in-tier, Fletcher can output these fishes at a much faster rate. And she has two quintuple launchers. This gives her two more than Yuugumo and four more than Kitakaze (not counting TRB consumable). Moving up to Gearing, you get a choice between using Fletcher's 11.5km Torps, or new fish that have 16km range but deal less damage and take longer to reload. Back down to lower tiers, (Since this is where most new players have to start), the strategy for using low tier USN torpedos is to abuse island cover. break line of sight and let the enemy get close enough for you to use your torpedos. Once they bite, you can strike them down with devastating fire and fury. Speed and Maneuverability: United States Destroyers are alright when it comes to speed. They aren't the fastest but are still no slouch in this department. Their comparatively small sizes and shorter length compared to other nation destroyers also make them rather slippery targets to hit. They can turn fast and wiggle their cute little sterns. Additionally, the recent BBAP nerf reduces the impact battleship AP has against angled destroyers. So now you need not fear being blapped by an enemy battleship that got a lucky salvo off from sixteen kilometers away. This maneuverability also comes in handy at higher tiers where radar is prevalent and one would be hard-pressed to capture a point without at least being detected by radar once. Beating a fast retreat and dodging enemy fire in this situation is the USN destroyer's bread and butter. Armour and Concealment: Like most destroyers, the USN Destroyers have basically no armour. Everything that hits will penetrate or over penetrate. Your best bet really is to avoid getting hit in the first place. Unfortunately, USN destroyers do not have the advantage of stealth at the lower tiers. Their detection radii tend to the larger side and most of the time, enemy scouts will spot you before you spot them. Once again, the remedy for this is to use island cover, which is plentiful at lower tiers. This will allow you to detect the enemy the same time they detect you. And with your fast guns, you can react faster and fire faster than they can. Gimmicks: At higher tiers, players will be given a choice to take either defensive AA or speed boost. While speed boost gives you a potentially life-saving burst that could help you avoid incoming fire or make a hasty retreat, the USN Destroyer is one of the only two destroyer lines able to mount DFAA. Equipping this essentially allows you to point a big fat middle finger at enemy carriers looking for an easy destroyer kill and forces them to look elsewhere. A fully AA-specced destroyer is even capable of tearing enemy squadrons to shreds. To use Spood Beest or DFAA is really up to the player. Whether they feel more threatened by incoming fire or an omnipresent attack from above. Other than AA, the USN represents a pretty solid, no-frills DD experience. Highlights: Clemson (Best tier 4 seal clubber), Fletcher (Torpedo boat rivaling Yuugumo), Gearing (Perfectly balanced. As all things should be) Lowlights: Farragut (Frustrating to use sometimes), Mahan (basically Farragut but one tier higher) TL:DR: USN Destroyers are the most balanced destroyer tech tree and probably the best for new players. They don't excel in any particular role but don't sacrifice any aspect of their utility either. A thoroughly average destroyer line. Imperial Japanese Navy Destroyers (Torpedo Tree): Imperial Japanese Navy destroyers are a more torpedo focussed breed. Their fish hit hard and take a while longer to recharge. Recently though, a buff to the IJN 127 guns have seen a rise in IJN Gunnery and now, Japanese torpedo line guns, while still unable to match the USN ships for rate of fire, can actually put up a sufficient fight in close quarters. Guns: IJN Five-inch guns recently had their damage alphas increased. This means that the IJN torpedo line now has a higher damage per salvo than most other destroyers tier for tier. Their fire rate is still not fantastic and their turrets still take their own sweet time to rotate, but these new guns with flatter shell arcs than the USN guns can put up a fight in a pinch, and if you so wish, can turn you into a gunboat rivaling the Soviet destroyer tree. (Seriously have you seen Xatu run gunship Yuugumo? He actually out-damages Clevelands sometimes) Torps: Being typecast as the torpedo-centric line the IJN Torpedo tree sport these metal fish in spades. IJN ships get 10km torpedos at tier 6. And for almost the entirety of the tech tree, the IJN ships have the ability to torp enemies with great flexibility. This is due to a combination of their torpedoes' above-average range and the ships' above-average concealment. For newer players out there, here's some advice on your torps. Do not launch all of them at once. Staggering torps on a target is a great way to farm flood damage. Your torpedoes have a great flooding chance already, so if even one from your first salvo hits, the second salvo that hits will guarantee you a free flood's worth of damage which is fantastic to say the least. Additionally, Staggering allows you to attack enemy ships from different angles, confusing them and making them less able to predict where you will strike from next. Speed and Maneuverability: As Kancolle Shimakaze claims, she is the fastest. But that is not the case in World of Warships. In fact, IJN destroyers tend to the slower side. Not by much, but enough to be hunted down by most destroyers from other nation lines. Couple this with having less speed boost charges that need time to reload, and you have yourself a difficult ship to run away in. fortunately, most IJN ships are fairly maneuverable. They are also quite slender bow/stern on and make for a very difficult target to hit from a distance. Use your concealment to detect the enemy first. Always be ready to retreat and make use of your slender body to dodge shells like there's no tomorrow. Armour and Concealment: As with most other destroyers, the IJN have no armour to speak of. However, their concealment is the best tier for tier. IJN torpedo destroyers will be able to detect the enemy before the enemy detects them (most of the time and also not counting radar) Use this to your advantage and to pick your battles. Do not engage unless you can kill the enemy with reduced risk or if you have the upper hand. Rushing in headlong as a destroyer will do you and your team no good. But sitting at the far side of the map dumping torps every two minutes is also a waste of your great concealment and now somewhat usable guns. Gimmicks: From tier 8, the IJN torpedo tech tree can choose between mounting the smoke generator consumable or the torpedo reload booster consumable. The TRB reduces your torpedo reload from any duration to under ten seconds, giving you the opportunity to dump a frightening amount of torps into the water in one go. This does, however, mean you have to sacrifice the utility and teamplay potential of smoke screens. Right now at least, Smoke is the better option, allowing you to hide from aircraft and enemy ships, as well as conceal your friendly forces. This is particularly useful if you can get a friendly USN cruiser to provide AA cover for you. But when the CV rework comes, maybe the viability of hiding in smoke will be reduced. We shall see. Highlights: Fubuki (Nine torps at ten km at tier 6. Need I say more), Kagerou (Best concealment with versitile torps that can kill almost anything), Yuugumo (Just ask Xatu for the gunbote memes) Lowlights: Mutsuki (Half the guns of Minekaze and with an excruciating reload for her two triple torp launchers), Akatsuki (Bad concealment and has the same amount of torps as Bukki. Not really a great step up) TL:DR: IJN Torpedo Destroyers excel in their torpedo damage. This doesn't mean their guns are useless, however. Especially when you have such great concealment. Attack the enemy from the angles they least expect. And avoid radar ships like the plague. Imperial Japanese Navy Destroyers (Gunbote Tree): So recently the rest of the IJN gunboat tech tree was released. These ships represent the other far side of the gun argument for destroyers. Many guns with high rate of fire but with smaller shells and slower shell velocities. These ships can output shells at a terrifying rate and still come with the IJN's signature deadly torpedoes. Their concealment and maneuvering do suffer as a result, however. Putting them on the slightly higher side of the average detection radii. Guns: When you hit tier 4 on the IJN line, you are presented with a choice: Torpedo Focus or Gun Focus. Choosing guns puts you on a similar path at the start. Minekaze has more guns than Mutsuki and comes armed with faster reloading torps that do less damage. Hatsuharu has better concealment than Fubuki but sacrifices her torpedo range. Shiratsuyu is the same, sacrificing one gun barrel and one torpedo tube for better concealment. When you hit tier 8 however, there comes a radical change. Players have their 127mm guns taken, and replaced with 100mm guns. These have better initial velocity but have faster speed falloff due to their light weight and have lower damage and penetration values. The rate of fire on their guns, however, is absolutely terrifying. There's a reason why these destroyers are feared. And that's because they can shred any enemy that gets caught in their crosshairs. Torps: Gun line torpedoes at the start have faster reloads and do less damage compared to their torpedo line counterparts. At higher tiers, however, this gets flipped due to the launchers going from quad launchers to sextuple launchers. This is remedied by the higher tier boats having a dedicated slot for the TRB consumable, meaning that with the consumable, they can effectively launch a torp salvo of twelve fish at once. This goes surprisingly well with the higher tiers Kitakaze and Harugumo which have torp reloads upwards of two minutes. So reloading your torps takes as long as reloading your TRB consumable. Speed and Maneuverability: While the Gun line sacrifices little in the way of speed, at the higher tiers (8 and up) you will notice a significant increase in the turn radius and rudder shift time of your ships. This is because the IJN Gunships are longer and therefore need a larger radius to turn. Because of this, many an unfortunate soul have taken enemy torpedoes they could have otherwise easily avoided in a smaller ship. When engaging enemy ships, just be ready to dodge the inevitable panic salvo. In fact, start turning the moment you're detected and avoid the torps before they even come. Armour and Concealment: The IJN Harugumo is one of the only two destroyers that still take full battleship AP penetration. Due to her length and wide turn radius, she also presents a very large target no matter the angle you engage from. The lower tiers have better concealment than their torpedo counterparts as stated before. But tier 8 and up have larger detection radii. At higher tiers, you will be seen before the enemy and you will take fire first. Island camping is a useful strategy but with your less than stellar maneuvering, you do have to be careful around them, lest you beach and eat a torpedo salvo. That or you can do the other thing and play as a light cruiser, raining shells down from behind cover or in smoke. Gimmicks: The gunboat tree's gimmick is their guns with their prodigious rate of fire. These things are like mini-Atlantas (Well really more like the Flint). While they lack radar or any such detection device, they still shred enemy destroyers. Highlights: Akizuki (Holy shit was she special the first time she appeared), Harugumo (Brrt intensifies) Lowlights: Minekaze (Poor man's Kamikaze), Hatsuharu (Her stock torps are basically useless) TL:DR: The IJN Gun line provides an interesting new way to play destroyers. Honestly, at higher tiers, they function more like light cruisers. They occupy a line between the smaller destroyers with better concealment and the larger light cruisers with more utility. You can take these destroyers either way on the spectrum and have them focus more on close range brawling or extend their range to turn them into battleship-burning trebuchets (Like SaltedHambagga) Soviet Navy Destroyers (Light Cruiser Tree): So the Soviet destroyer tech tree has been around for a while. It is one of the more mature lines which did see a change a while back. The mainline still focusses on destroyers with larger hulls, high speed, and high-velocity guns. In that sense, they occupy the same middle line that the IJN gunboat line takes. Between actual destroyers and larger light cruisers. Guns: Soviet destroyer guns are... alright??? Honestly, they lie somewhere between the USN and IJN guns for the way they feel. Their gun velocity is good, and their shells at 130mm have decent penetration values. But at low tiers, they turn SOOOOOO SLOWLY. You really need to stay a little further back than you're used to and take your time with these ships. At higher tiers, the guns do feel better in their twin turrets that turn faster, and their velocities allow you to engage smaller targets at longer ranges more reliably. Torps: HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. You serious? Okay. It's not that bad. Russian torpedos are great close range uppercut tools at lower tiers, and can actually be a cause for concern at higher tiers. But goodness are they frustrating at the start. Russian Destroyers do not get the chance to stealth-torp up until tier 8. And even then, their range is only 8km. An abysmal range that is beaten by every other line in the game. Seriously. If you play Russian destroyers to use torpedoes, You are doing something very very wrong. But nonetheless, the same advice for low tier USN DDs would apply. Abuse island cover and smoke. Bait the enemy in close, and use your close range speed fish to sink them instantly. Or miss and regret your decisions in life forever Speed and Maneuverability: Russian destroyers are the fastest ships in the game. By tier 7 they can reach speeds over 40 knots, with high tier destroyers making even Shimakaze feel osoi. Their speed does come at a cost of some maneuverability though. Russian destroyers tend to have larger turning radii due to this and their increased displacement. Your speed is an effective counter to USN ships with their slower gun velocities especially at middle ranges where you can very easily tick them off by simply out-running their shells. Armour and Concealment: One notable trait of the main Russian line is that the tier 10 destroyer Khabarovsk is the only other destroyer to take full battleship AP penetration. This is due to two things. Her size and her 50mm armour plates on her sides. Yes. She has side plates that can bounce Yamato shells. Keep in mind however that these plates are only on her side and do not cover the entire ship. So do not, and I stress this, do NOT attempt to charge an enemy battleship. Because you will take full AP damage and you will die. Horribly. As for concealment, all Russian destroyers have below average concealment values. They rival some cruisers, especially at higher tiers. You can choose to embrace this and go full cruiser or attempt to negate the downsides by speccing concealment. This, however, does cost more and there are better options honestly. At the risk of sounding like a broken tape recorder again, use island cover. It will help you reduce your concealment disadvantage and level the field against the enemy. Gimmicks: Russian destroyers at higher tiers have the option to run heal instead of smoke. This basically trades your ability to fire from stealth and hide to disengage for additional longevity in combat. Your heal can sometimes be the difference between survival or death, but losing smoke will force you to use low islands or shoot out in the open. (This is even more so because of the flatter Russian gun ballistics) Highlights: Um...... Khaba? I guess? Her eight guns made her the undisputed firepower king when it came to destroyers for a while. Her concealment, however, is on the level of a light cruiser. But her speed is unmatched by any other. Lowlights: Minsk (Leningrad exists. And is way better. It's a premium, can stealth torp, and has the same guns.) TL:DR: Russian main line destroyers require patience. You cannot be the first into the cap. But you can be the first to deny the cap. Your speed and your guns mean you can run them down or keep the fire on your enemy even after they've retreated past the middle ranges. But your torps are really lacking in range. So treat them like you would on Russian cruisers. As a last resort when enemies get too close for comfort. Keep yourself in between your friendly destroyer and your supporting cruisers. Or be a jackass and snipe battleships in open water. Whatever works, works. Soviet Navy Destroyers (Concealment Tree): The concealment tree for Russian destroyers only starts at tier 8. They do, however, provide an interesting alternative to the existing Russian destroyer mainline. They have better torpedoes and concealment but sport worse guns and slightly slower speed. Guns: Starting with Ognevoi, you get a bit of a Mutsuki kind of feel. Two twin gun turrets, one front, one back, with two torpedo tubes in between. The setup is distinctly torpedo focussed and your lacking firepower says it. You have fewer guns than the main line, with some minor differences to their firing characteristics as well like slightly lower damage in exchange for slightly faster velocity. Torps: Your torpedoes are actually usable now. They aren't exactly IJN tier in damage, but you have a great number of them to fire off and they can reach out beyond your concealment radius. This gives you more options to engage and plays more like a 'normal' destroyer. It has to be noted though that the T10 Grozovoi's torpedoes have a reload time of over two minutes. That's two minutes for five torps per launcher. Almost as long as the IJN tier 9 and 10 gunboat torpedo reloads. WeeGee pls buff Grozo torp reload Speed and Maneuverability: The concealment line of the Russian destroyer tech tree sports a slightly slower speed. But because of their smaller hulls and slightly reduced speed, their turning radii are slightly better. This makes them more suited to engaging in close range knife fights and allows them to better dodge enemy fishes. With this, you can also avoid enemy fire more easily and, with your high-velocity guns, engage them from a fair distance away. Armour and Concealment: Interesting note, the tier 10 Grozovoi has the same concealment radius as the tier 10 Daring. Both sit at 6km. And while the Daring has better turning speed and faster firing guns and torps, Grozovoi has better heal, a bigger heal pool, more damage per gun, and a higher overall speed. Honestly, it is a bit surprising that not many more people give the Grozovoi a try. But back to the rest of the line, Concealment is about average. But you will still be out-spotted by a lot of the other enemy ships. And this line being in the high tiers, you have the dreaded RADAR to worry about as well. Once again, your best armour is not to get hit in the first place. Though you won't take full battleship AP penetration so that's nice. Gimmicks: At tier 10, you get to use the following: Damage Control, Smoke, Speed Boost, Repair Party (Heal) and Defensive AA, each in dedicated slots. You have the same amount of consumables as the Worcester, which gives you a great deal of added utility on top of your already usable concealment, guns, and, albeit slow reloading, torps. While you are more limited in the number of charges you have for each consumable, the fact that you have that many things to use without having to sacrifice anything is a great blessing already. Highlights: Ognevoi (Nobody expects the Russian Torpedobote), Grozovoi (Just ask Xatu what he does with his.) Lowlights: None really. There are only three ships in this line anyway. So... TL:DR: The Concealment tree, while limited in content, provides a great alternative for those who prefer to be able to get in a little closer. You still have the option to go full cruiser, but this is a bit of a disservice to the better concealment of this line. Honestly, these ships could make great counters against Royal Navy Destroyers. But I need to do more experimenting on that front to figure that one out properly. Kreigsmarine Destroyers: Some say that the KM DD line has been powercrept to the point of obsolescence. They used to be the king of the cap, able to deny any capture point they wished to with their improved hydroacoustic that has better range and longer duration. But these days you see very little use of these destroyers. Guns: KM Destroyer guns are a bit of an odd kind. Their high explosive shells have good penetration but lacklustre damage and fire chance. Their armour piercing shells on the other hand, also have good penetration, likely over-penetrating thinner targets on full broadside while lacking the power to fully penetrate all angles. Additionally, their gun reload is close to that of the IJN destroyers. Their arcs aren't bad, being rather low but are still higher than the Soviet railgun shots. Torps: German torpedoes are once again, quite odd. They don't do that much damage and aren't that great in salvo volume either. Hitting all your torps on a battleship sometimes won't guarantee you the kill. But what sets them apart is their higher reload speed. Fully upgraded, you can bring their reloads down to close to a minute, allowing you to put out fishes faster than enemy battleships can bring their damage control back up. Speed and Maneuverability: German ships have a speed in between Russian and American destroyers. They are fast and have decent maneuvering to boot. They are a bit fatter than most other ships though. So you will have a harder time dodging incoming fire. And destroyer AP will have an easier time arming inside your hull and causing full damage. Armour and Concealment: German destroyers have a higher than average detection radius. They aren't as bad as Russian Destroyers but will be detected before Japanese, American, British, and Pan-Asia destroyers. So use islands and your smoke. Your hydroacoustic search can also help force out enemies hiding in smoke or even deny the entire capture point. Gimmicks: German destroyers have hydro. At lower tiers these help you avoid blind torpedoes aimed at your smoke screen. At higher tiers, they can be used to detect anything in a capture zone, effectively denying it to enemy ships unless they have an island to hide behind or are simply plain mad. With the prevalence of radar however, you will also have to be mindful of where you set up. Highlights: Z-52 (The king of the cap. Nothing can contest this ship’s ability to contest capture points) Lowlights: T-22 (Her guns have just the most pathetic penetration) TL:DR: German ships are like a blend of Soviet Hull, American shells, and Japanese guns. While they will lose in a straight up gunfight, the point is not to get into a straight up gunfight. Play a defensive role, using your hydro to deny the enemy from entering any key area you wish to protect. But be mindful to keep an option for retreat. Royal Navy Destroyers: The newest line in the game has players enamoured with their even higher gun fire rates. They seem to be the be all-end all of gunfighting destroyers… or are they? Guns: From the lower tiers all the way to tier 8, Royal Navy DDs run 120mm guns. These are great against enemy superstructures and unprotected bows. Their shells feel about the same as USN 127mm guns, with slightly less float. But at tier 9 and 10, you get your gun calibre cut down to just 114mm. This puts it below the standard penetration threshold for most ship superstructures, making IFHE a necessity on high tier RN DDs. Torps: Royal navy torpedo systems are in between the USN and IJN torpedo systems in terms of usability. They reload decently fast, and output a significant amount of damage on impact. The fact that you can single launch them as well makes for a frightening prospect of having ten torpedoes hitting right on a single target. Speed and Maneuverability: Royal navy destroyers aren’t fast. Additionally, these ships lack speed boost. They will be beaten to the point, and if they get into trouble, they will have to rely on their smoke screens exclusively to get out. One perk they have however, is the trademark Royal Navy turning and acceleration which allows you to maintain almost full speed when turning. This also means that when aggressively dodging while running away, you won’t lose as much speed as you would normally. Armour and Concealment: Royal navy ships have good concealment, up to the higher tiers, with the tier 8 Lightning’s 5.5km coming just shy of Kagerou’s 5.4km detection radius. But at tier 10, the Daring sits at 6km, putting her on par with the Grozovoi and only slightly beating out the Z-52. Your concealment is usable, but just expect to get detected first. Islands are your best friend once again, especially since you have Hydro to detect behind or around them. Gimmicks: Royal Navy destroyers from tier 6 can equip a unique Hydro. This version only has a range of 3km, but lasts way longer. It is useful then, as a tool for sniffing out enemy ships in smoke or avoiding torpedoes while in your own smoke. Not that you’ll have that much of an issue anyway. Your smoke screens don’t last very long, and you can only set a short screen. You do have many charges though. So you are encouraged to keep moving in between your short cooldown smoke charges. Highlights: Jervis (Lucky little boat at tier 7. A bit like Gadjah Mada, but also different.), Lightning (Like a tech tree Harekaze with great guns), Daring (A great balance of guns and torps with a small heal giving her longer staying power. Even though IFHE is mandatory) Lowlights: Icarus (Poor man’s Galant), Jutland (Poor man’s Daring) TL:DR: Royal Navy Destroyers do require a bit of adjustment to get used to their short smoke screen durations. But these ships have the most aggressive and defensive potential, depending on how you play and spec them. Pan-Asia Destroyers: At first, Pan Asia destroyers appear to be just USN destroyers with deep water torpedoes. But, the truth is… well that is actually the truth. Partly at least. PA DDs do have some unique traits of their own however. Guns: Pan Asian guns are a mix of everything. You start with some low power gun calibres, then jumping to 130mm with Fushun, back down to 120mm with Gadjah, and finally settling at 127mm with the last three ships. Their fire rates are fair, decently balanced most of the way. Up to tier 10 at least. The YueYang got shafted hard with a nerf some updates ago. Her guns now reload as slowly as the Shimakaze or Z-52. This cuts her DPM hard and with the added radar nerf incoming, drastically reduces the YY’s once notorious reputation to a mere shadow of its former self. Torps: Deep water torps are a peculiarity. They do not hit destroyers, but can deal extra damage to all other ship types as they hit lower in the hull. The torpedoes reload at a fairly decent rate, around the same as USN torps. However, Pan-Asia Destroyers actually have the ability to stealth torp from tier 6. This allow them to strike enemy ships with reduced risk. But you are reliant completely on your guns when engaging enemy destroyers. Speed and Maneuverability: Pan Asia destroyers are about average in terms of speed. They are on par with USN Destroyers with some minor differences. With their small sizes, they also have the maneuverability to dodge incoming shells with relative ease. Armour and Concealment: Pan Asia Destroyers come in second overall for concealment in most tiers, being out spotted by a small margin only by IJN torpedo destroyers. This is intentional however, as Pan Asia destroyers need that concealment to engage targets first. Gimmicks: Deep water torpedoes are a gimmick in themselves. But another apparent gimmick is the Pan-Asia Smoke. With the right skills and flags, a Pan-Asia destroyer can effectively remain concealed in smoke for almost the entire match. This smoke has a long deploy time and lasts relatively long as well. Perfect for providing a concealing screen for your friendly cruisers to make a flash slash attack. Another gimmick of the PA DDs is the ability to mount radar at tier 8 and above. This radar is limited to a range of 8.7km and only lasts for 20 seconds, but 20 seconds is all you need to reduce a confident enemy DD in a cap to a shambling wreck. And don’t get me started on using teamplay and divisions. Highlights: Gadjah Mada (A tier 7 Gearing. Great concealment, great guns, alright torps), Cheng Mu (Did someone say Fletcher with Deep Waters?) Lowlights: The low tiers (Too few cruisers and battleships to engage. And your guns tend to be weak af) TL:DR: Pan Asia DDs have good guns and good concealment, making them usable in a knife fight. But their torpedoes only strike ships larger than destroyers. Keep that in mind the next time you blind-torp a smoke screen. In Summary: USN DDs are the most balanced and best for newcomers IJN Torp DDs are great when you play the flank and get in close IJN Gun DDs are great close range shredders or long range trebuchets RU Heavy DDs are light cruisers with great guns. RU Torp DDs are underrated KM DDs do tend to be overshadowed RN DDs are also a good starting point but will require some adjustment due to their different smoke screens. PA DDs are a mix of everything, but with deep water torps. General Strategy for destroyers are to identify enemy ships, avoid those that have a good chance of killing you, moving your position accordingly, engaging enemy ships and screening your own fleet. Islands can be your greatest ally or your worst enemy depending on how you or your enemy uses them. And is, as Yuro says, the greatest difference between the skilled and less skilled players. So. That was a mouthful. I hope this helps someone who is looking to get into destroyers. And if not, I hope it was at least a good read. Until next time, Fair Winds.
  2. Eh... So this one will probably be the last one I do for a while (At least until enough shifts in gameplay happen). Per the usual disclaimer, This is all just my opinion. Take it as you will, a guide, a gospel, a badly cooked salmon filet, but this is purely subjective. So. Destroyers are probably my second favourite ship type to play. Fast, agile, able to deal large amounts of burst damage with torps, Destroyers are the WoWs equivalent of the assassin characters in RPGs (Or the Scout and Spy from TF2). Understandably, this makes destroyers the first pick for edgy edge lords who generally like to live on the flank and refuse to play the objective. But most people who do stick to destroyers all the way to high tiers are those who are competent and know how to balance playing the objective and flanking to deal damage. I myself started on the IJN line but reached tier 10 on the USN DD line first. (Because USN DDs are just so much better at securing caps and winning) Now for those who are still undecided as to which Lolibote Destroyer line to start with, here is a basic description of each line with a brief guide on what playstyles they bring to the table. (Keep in mind the date this thread was created) I will not be going over the exact specifics of each and every value and statistic for every destroyer because that would detract from my point of how these ships feel to play and also make this thread way too long. I may touch on premiums, but not all of them. As usual, we begin with the United States Navy Destroyer Line: Guns and Layout: From tier 1 to tier 9, American destroyers are armed with guns mounted in single turrets along the entire ship's hull. At tier 10, Gearing gets three twin guns in AB-X. The guns get increased damage and fire rate as tier increases, but the general characteristics remain the same. These guns have low shell velocity and high arcs, making long-range engagements difficult at best. In close quarters, however, the high fire rate of these guns can shred any enemy foolish enough to get in close. (Those who have gun duelled a Myoko in a Kidd know what I mean) Armour Piercing rounds are effective against light cruisers in close range, but in general, you want to be running High Explosive. It is more effective against enemy destroyers and battleships. Torpedos: Up to tier 7, American torpedos are, as the wiki describes, a bit of a joke. You could hit an enemy battleship with every single torpedo in a single salvo, and it would still survive with a significant amount of health remaining. Seriously. But from tier 8 onward, American torpedos get a significant improvement. Admittedly they do start off a bit slow, but the tier 9 Fletcher is a very effective torpedo boat, almost rivalling Yuugumo at the same tier. Concealment, Armour and Speed: American destroyers are still quite small. Even though their concealment is larger than their torpedo ranges for most of the line, past tier 8, they have detection ranges rivalling their Japanese counterparts. Their armour is thin, but average for a destroyer. They can feel a bit sluggish when it comes to speed, especially when you swap speed boost out for defensive AA fire, but handling is in general pretty good. Gimmicks: American destroyers at higher tiers can switch out their speed boost consumable for defensive AA fire. This special DFAA multiplies the ship's AA by four, making you a nightmare for any carrier unwitting enough to attempt to drop you. American destroyers also get the longest lasting smoke screens in the tier for tier. Then there is the USS Kidd, which is the only tier 8 destroyer which gets repair party, giving it the highest potential survivability in its tier. (TL: DR) American Destroyers excel in close quarters combat. While their concealment leaves something to be desired at lower tiers, their guns can shred all who oppose you in your capping conquest. Islands are your best friend, helping you block sightlines and avoid damage. Use them to your advantage as much as you can. Highlights: Clemson (Seal Clubbing here we come), Fletcher (This thing is really powerful) Lowlights: Mahan (Just not very good at anything) Second on the list (with the usual weeb joke stuck here), the Imperial Japanese Destroyers: Guns and Layout: IJN Destroyers start a bit like American destroyers, with single guns but mounted on slower turning turrets. But from tier 6 onward, Japanese destroyers switch to twin gun mounts mounted in A-XY formation. This means that more of their guns are mounted on the rear than in front, making firing while retreating a more viable option. The guns themselves are relatively similar to the USN guns. The same calibre, about the same damage, but sporting a significantly lower rate of fire compared to their western counterparts. Additionally, their twin turrets turn relatively slowly. This makes IJN destroyers much less suited to gun duelling at any range. Torpedos: IJN torps are powerful, to say the least. Tier for tier, they have the best damage potential, with the range to realistically utilise them against enemy ships. From the very start of the tech tree, Japanese destroyers get the ability to torp outside of their detection range. This means that you can safely strike any enemy ship without getting detected. Their damage is also one of the highest tier for tier. With just two well-placed torpedos, they can sink an enemy cruiser with ease. And even a single hit will spell disaster for any destroyer. And the speed of these metal fishes is nothing to sneeze at either. It is advised to keep a tight spread on your target to get as many torps to hit. Concealment, Armour and Speed: Japanese destroyers have the best concealment ranges in game. The tier 8 Kagerou and Harekaze can reduce their detection range all the way down to 5.4km, making them the most stealthy ships in the game. Armour wise, the thin profile of IJN dds makes penetration damage much less of a threat. However, their armour is slightly weaker than average. (Not that that makes much difference when it comes to taking HE damage). Without speed boost, the IJN ships feel a bit slow (OSOI joke here). You will have a hard time outrunning enemy ships when trying to disengage. Gimmicks: The IJN gimmicks are once again, TORPEDOS. These fish, while questionable when it comes to hit-rate, are deadly when they do connect. Additionally, higher tier Japanese destroyers (With the exception of Shimakaze) can equip torpedo reload booster. Being able to launch up to 16 fishes at once makes for a terrifying sight, be it spread far apart or concentrated close together. This is fantastic for psychological warfare and effective in making cautious enemies think twice about entering any point. Line Split: The IJN Line splits from tier 5 to an additional, more gun focussed line. This line stops at tier 8 with Akizuki, which has an even higher shell output than Gearing and a single quad torpedo launcher. Additionally, Akizuki has the highest default health pool for any destroyer in its tier. However, it has to be noted that using the Akizuki effectively requires a lot of investment in the way of captain skills and upgrades. Without these, the duck is quite difficult to do well in. (TL: DR) IJN Destroyers can hold their own in head to head combat but will struggle. Their concealment does allow them to engage first and spot targets first, assisting their allies in spotting targets while capping objectives quietly. Torpedos have a high skill ceiling and require a lot of game sense to use effectively. Highlights: Fubuki and Shininome (The jump from the comparatively anaemic Mutsuki is very welcome), Akizuki (DAKADAKADAKADAKA), Yuugumo (Surprisingly effective gunboat) Lowlights: Mutsuki (Low output in both torps and guns), Hatsuharu (A painful stock hull grind) Next, we have my personal favourites, the Kriegsmarine destroyers: Guns and Layout: Tier 2 to 5 ships get 105mm guns. From tier 6 to 8, German Destroyers are equipped with 128mm single gun mounts that turn slowly and have average fire rates. Tier 9 and 10 ships get the same guns mounted in faster turning twin mounts. Admittedly I did skip the 150mm option all the way through, so I have no idea how those feel. The 128mm guns maintain the typically German shell characteristics. HE with better penetration but lower damage and fire chance and AP shells with high damage against broadside targets. Shell arcs are flatter than USN shells, but engaging at range is still challenging. Torpedos: German torpedos do not do a lot of damage when compared to other nations' fishes. But they travel fast and reload quickly. The most effective tactic is firing one salvo, waiting about fifteen to thirty seconds, and firing another salvo on the same target. Nothing is more satisfying than hitting an enemy with two salvos and watching them helplessly flood to death because they burned their damage control. Concealment, Armour and Speed: The KM destroyers do have above average detection ranges. Going head to head with Japanese destroyers, these ships will get detected and fired upon first. Additionally, their increased size and displacement makes taking heavy penetration damage from battleships a real risk (On top of that is the fact that you will just eat more shells because of your size). They do have decent speed and handling to compensate, allowing to dodge incoming shells with relative ease. Gimmicks: German destroyers from tier 6 onward get German Hydrocoustic search. This does not come into play that much until you reach the higher tiers where approaching an enemy ship's smoke screen and exposing them becomes more viable. And at tier 10, the Z-52 gets 5.9km hydroacoustic search range, giving them an active radar within their detection range. This makes them the king of the cap, especially if that capture point has islands in it. (TL: DR) German Destroyers start off as more support type destroyers. At higher tiers, however, they can hold their own and effectively deny any capture point they choose. Their size does make them an easier target to hit but their maneuverability can help get them out of any unfortunate scraps. Highlights: V-25/ G-101/ V-170 (Forward firing torpedos WHOO), Z-52 (My personal favourite. King of the cap with a large enough health pool) Lowlights: Z-23 (A little hard to play especially with all the competition at tier 8) On to the next, the big bears. The Russian destroyer line: Guns and Layout: Up to tier 7, Russian destroyers are equipped with single mounts. After tier 8, they get twin mounts. Their guns are 130mm guns, are similar to German guns but with better HE damage and fire chance. On top of that, they have higher shell velocities, making long-range engagements against enemy cruisers a much more viable option. AP damage is also nothing to sneeze at, allowing you to penetrate medium to lightly armoured targets. You can deal a lot of damage at range with your output and shell speed. Torpedos: There are no destroyer torpedos as useless as those found on Russian destroyers. With a minuscule four kilometers of range (Up to tier 7) coupled with long reload times, using these fish is a suicidal pursuit. Things do improve at tier 8, with the line split introducing more torpedo focussed destroyers. But in general, Russian DD torpedos are more of a deterrent or distraction than an offensive tool. Concealment, Armour and Speed: Russian destroyers are the largest destroyers of the bunch. They have thicker hulls as well however, meaning they are more likely to take penetration damage from AP, and their detection range is on par with light cruisers. They do get a healthy speed advantage though, reaching 40 knots with aplomb. Because of this speed, however, their turning circles are a bit wider. Stay at range where your speed can help you outright outrun enemy shells. Gimmicks: Russian Destroyers are pretty clear-cut. Their gimmicks are their speed and high-velocity guns which make them ideal for harassing enemy ships and rushing down unwitting destroyers in smoke. At tier 9, the main line gets the option to swap smoke out for repair party. And the secondary line can switch engine boost out for defensive AA fire. This effectively allows russian destroyers to fill the role of a light support cruiser for friendly destroyers. (TL: DR) Russian DDs are not made for contesting caps. They are at their best when harassing the enemy at range, outrunning incoming fire with their speed. Their torpedos are usible at higher tiers but once again, should not be the focus. Highlights: Ognevoi (A bit of an outlier, but the most fun I've had), Khabarovsk (Holy damn this thing can put out damage), Grozovoi (100 AA rating for a destroyer. Nuff said) Lowlights: Everything below tier 8 (AAAAAAAAAAAAAAAH. But this is just my opinion) Finally, we have the newcomers. The Pan Asia destroyers: Guns and Layout: Pan Asia destroyers are a mish-mash of ships from other nations. You have a Minekaze at tier 4, you get a russian ship at tier 6, and American DDs from tier 8 onward. One notable ship is the tier 7 Gadjah Mada, which can best be described as a tier 7 Gearing. Paired with the right upgrades, the Gadjah can sport a fire rate rivaling the tier t10 American Destroyer. This makes the Pan Asian the ultimate destroyer hunter at tier 7, overshadowing most, if not all the other options. Gun wise, the Pan Asia line sports guns which are effectively identical to the USN Line. All their advantages and weaknesses apply as well. Torpedos: Pan Asia Destroyers are unique in that they get deep water torpedos. These special fish do not hit destroyers, but can hit enemy cruisers, battleships and carriers. This is a disadvantage in the initial destroyer duel, but after the point is cleared, you will be able to deal much more damage in hits and flooding. When it comes to speed, these torps swim about as fast as their American counterparts in teir. Not bad, but not great either. Concealment, Armour and Speed: Once again, the Pan Asia destroyer characteristics are very similar to American destroyers (Almost a copy-paste). Pan Asia destroyers do trade a bit of their survivability for added concealment though. Handling is once again very similar, if not the exact same. Seriously. It's almost laughable how similar these lines are. It's almost like they just went, "What if <Ship> but with deep water torps?" Rant aside, handling is about average. Enough to get you out of the engagement should you wish to retreat. Gimmicks: Pan Asia destroyers get two unique features. A smoke screen that is active for 30 seconds and lasts 70 seconds. With premium smoke, you can reduce the cooldown time to 80 seconds, meaning you could set a new smoke screen every 10 seconds. Then, at tier 8, Pan Asia Destroyers can switch out smoke for Radar. This radar reaches a range of 7.5km and lasts for 20 seconds. A pretty poor radar for a cruiser but a very potent utility for destroyers especially if working in a pair. (TL: DR) Pan Asia destroyers have the USN guns, speed and maneuverability. While their deep water torpedos can put them at a disadvantage in a destroyer duel, their guns are more than up to the challenge. Get in close, eliminate the opposition and free up space for you to get the bigger targets. Highlights: Gadjah Mada (This is the most fun destroyer to play at t7), YueYang (The second most effective destroyer in Ranked [Z-52 forever!] Fight me.) Lowlights: The low tier destroyers up to tier 5 (Just not enough targets to hit with deep waters here) In Summary: (Because some of you would have fallen asleep by now) The USN DDs are the best all rounders and the best for newcomers The IJN DDs are focussed on stealth and torpedos. Except Akizuki, which makes her quite fun The KM DDs are great at constesting caps with their Hydro The RU DDs are focussed on ranged guns and speed The PA DDs are US DDs but with deep water torps and a tier 7 that is actually fun to play I hope my opinions have helped those who are as yet, undecided. And for those who have already been there and done that, I hope this was at least a good read. Unfortunately, this marks the end of this 'Opinions' series. I am not well versed enough on carriers to have an opinion on them. Maybe I'll do video guides in the style of Yuro and XboxAhoy when I get a new PC. Until then, Fair winds.
  3. Here we go again... Disclaimer: This is all just my opinion. Take it as you will, a guide, a gospel, a potato, but this is purely subjective. Now I have completed almost every cruiser line other than the French cruiser tech tree. Having cut my teeth grinding through the lines, I feel it safe to say I've earned my stripes. Most people gravitate towards cruisers because they are more versatile and have significantly higher damage output compared to battleships. (Especially at high tiers) Though I myself started off on the IJN cruiser line because waifus. For those who stand undecided on which line to start with, here is a basic description of each line with a brief guide on what playstyles they bring to the table. (Keep in mind the date this thread was created) I will not be going over the exact specifics of each and every value and statistic for every cruiser because that would detract from my point of how these ships feel to play and also make this thread way too long. I may touch on premiums, but not all of them. And now, we begin with the pre-split US Cruiser Line: USN Cruisers are in a bit of a spot right now. They're supposedly getting changed soon, but no one knows exactly when. Could be the next update, could be later. This section will be edited after the line splits and I've had enough time to go through the ships. Guns and Layout: At the start, American cruisers sport the pre-war gun layout, or as I like to call it, the 'GUNS FACING EVERYWHERE' layout. This design style prevails up to tier 6 with Cleveland where the guns switch to a more conventional configuration of two front, two back (AB-XY). At tier 8, the ships lose a rear turret, swapping out for gradually increasing fire rate all the way up to tier 10 with Des Moines' 5.5 second reload guns. Gun-wise, the ships sport the classic American type shells. Decent high explosive shells with good damage but somewhat mediocre fire chance and Armour-Piercing shells that travel high and slow, but have very good penetration, enough to penetrate battleships in some cases. (Usually aiming at the ship's upper belt will grant the most damage in penetrations) The high arcs and long travel times can frustrate at longer ranges, but allow you to throw shells over islands most cruiser shells would simply slam into. Not to mention, the shell dispersion is decently tight, allowing you to actually hit where you aim. Armour and Speed: American ships have very mediocre armour and speed. Nothing really stands out as good, let alone great. Battleships will be able to penetrate you even when angled sometimes and you will have a hard time dodging shells especially when under concentrated fire because of your lacklustre speed and maneuverability. Some special cases like Pensacola have Deja-Vu levels of rudder shift with the right upgrades, allowing them to dodge decently well. As such, US cruisers require you either hug islands or sit at long range and lob shells at the enemy. Either way, you can’t tank many shells, and you will need to be very patient in your playing Gimmicks: Past tier 8, American cruisers are one of the three tech tree lines that get that most sacred of consumables: Radar. (The other two being the Russian line and the Royal Navy Line) This allows one to instantly spot any enemies within their radar range regardless of smoke or any islands in between you and them. Radar range for US cruisers maxes out at 9.9km (starting at 8.9km with New Orleans) and lasts between 30 to 45 seconds, depending on the tier. (With the notable exception of Atlanta with an 8.7km range) With the radar upgrade, Des Moines can increase her radar duration to a whopping 56 seconds. (That’s a whole minute of middle fingers to destroyers) American cruisers also sport the second most powerful anti-air suites tier for tier. With the right upgrades and captain skills, you can make Carriers weep as you swat their flies out of the sky. (TL: DR) American cruisers rely heavily on their guns and their captains. Skill in navigating islands, managing consumables, angling and kiting and supporting your team are just as important as being able to hit targets with your heavy freedom guns. The line is a bit of a grind as it is, but that may not be for much longer. Highlights: Cleveland (A tier 8 at tier 6), Atlanta (If the P90 were a ship), Des Moines (11 salvos per minute of heavy American steel is no joke) Lowlights: Omaha (To tier 7s, you are merely free citadel ribbons), New Orleans (This thing is painful to use sometimes) Next on the list, the Imperial weeb Japanese Navy Cruisers: Guns and Layout: The IJN cruisers have somewhat more sensible gun layouts right from the start. From tier 3, the gun layouts generally stick to the ‘all along the middle of the ship’ type of layout. At tier 5, the Furutaka mixes things up by being the first cruiser to mount 20.3cm guns, able to cit-pen every other cruiser in her tier bow on with her AP. As tier increases, the number of guns and volume of fire increases as well. A notable exception to this trend is the tier 8 Mogami which comes with 15 15.5cm guns as stock, with her 10 20.3 layouts available as a researchable module. IJN cruisers have the best cruiser HE alpha in the game. Their opening salvos can deal a heavy initial strike, should your aim be true. IJN ships also get better fire chance per shell, allowing them to deal additional damage by fires. AP, however, is still effective, especially against broadside enemy cruisers. The trade-off here is that the ships’ turrets turn very slowly (almost painfully so), and the guns have lower fire rates compared to their counterparts. Another thing to add is that IJN cruisers get very good team killers torpedoes. With ranges up to 10km and raw damage up to 20k, these metal fish are more than capable of killing a battleship in a single salvo. The catch is that to fire these, one has to angle themselves perpendicular to their target, exposing their juicy broadside and citadel. This means that your torps should only be used when the enemy is distracted, or when you are undetected. Keep in mind that your torpedoes can also damage your teammates. So make sure your line of fire is clear. Armour and Speed: The Japanese were the original creators of the concept of ‘troll armour’. IJN cruisers have an uncanny ability to dodge enemy fire with their small turning circles and fast rudder shift. Additionally, at medium to close ranges, the unique armour layout means that shells can simply over-penetrate or just bounce off, dealing little or no damage. Keep in mind though, you still are a cruiser with squishy armour. You cannot tank shells for an extended period unless you wish to be sent straight back to port barely five minutes into a game. Coupled with slow firing, slow turning guns, the IJN ships are the worst ships to use in close range duelling. Kiting and keeping the enemy at range is a better option. With your high shell speeds, you can hit them, while your speed, fast shifting rudder and comparatively small turning radius allow you to get away should you need to. Gimmicks: The IJN’s focus is its torpedoes. However, one can make a case for the secondary gimmick being their universally high HE alpha. Couple that with their great shell velocities (Just behind the Russian cruisers) and you have a ship that can knock out destroyers surprisingly well. Your comparatively small detection range also helps, allowing you to get closer than most other ships. (TL: DR) IJN cruisers are the flip-side of the USN line. Slow firing, fast turning and speedy. They perform surprisingly well as ‘dive bombers’, Running in with their high speed, dealing damage, then running back out while dodging incoming fire. For all your troll armour, you can’t take hits for an extended period of time. Highlights: Furutaka (You have big guns, the biggest gun of all cruisers in your tier), Atago (First T8 with heal) Lowlights: Aoba (Wot is this. You can’t fire forward?!), Ibuki (Basically just a Mogami with a heal) And now, on to the German Kriegsmarine cruiser line: Guns and Layout: Germans are very sensible in their gun layout. Their ships get penetrated easily? Have the guns on the back so you can fire while running away. Is the ship better armoured? Have them in AB-XY. Turrets turn quite well, faster than Japanese cruisers at least. Their guns come with built-in IFHE, meaning better penetration but worse fire chance. AP is the same classic German AP. Fat, heavy, able to devastate enemy broadsides. It does have worse penetration compared to the freedom American type but is still very effective. The rate of fire is decent and can be improved with adrenaline rush. And arcs are quite flat, but once again not the best. Overall, the guns are very much a jack-of-all-trades. Good at everything, but not particularly great. German cruisers do get torpedoes, but they can only swim as far as 6km. As such, they are really only effective in a close-range knife fight, or when rushing an unaware enemy. (But the amount of satisfaction you get when you uppercut enemies with those. #feelsgoodman) Armour and Speed: Up to tier 6, German cruisers have almost non-existent armour. The Nurnberg at tier 6 is famously known as the floating citadel. Do NOT show even a hint of broadside in a fight, especially against enemy battleships. Fortunately, your handling is serviceable, enough to get you by and help you dodge shells with relative ease. Past tier 7, you do get more armour in exchange for slightly decreased speed and slightly more sluggish handling. The upshot is that you can actually angle yourself to fire all your guns at the enemy. Gimmicks: German cruisers get cruiser turtleback. It does its job, but only semi-reliably. Exposing full side will still send you on a fast track right back to port. German Hydroacoustic is as good as always, allowing you to detect torpedoes and enemy ships at close range with ease. (It’s almost like having a short-range radar) The armoured turtleback is good for close range duelling. Couple that with the close range forward firing torpedoes, and you already know where this is going. CLOSE RANGE DUELING. GARRRRRR. (TL: DR) German ships are good in medium to close range. They are better at tanking, but will still melt under concentrated fire. If you have a chance to shine, get in close and you can shred any enemy that stands in your way. Highlights: Konigsberg (360 guns!), Hindenburg (The CQB king. Minotaur mains fight me.) Lowlights: Nurnberg (Eats citadels so much), (Pre Buff) Hipper & Prinz Eugen (Not bad, just underwhelming) On to the next. The Russian Navy cruisers: Guns and Layout: After tier 4, Russian cruisers have the conventional gun layout throughout their whole progression line. The turrets have decent turn rates and good range tier for tier. Their gun calibre at the middle tiers are comparatively small, but the fire rate and shell speeds are higher to compensate. As such, the obvious purpose of these guns is to shred less armoured ships. (ie. Lolibotes Destroyers) Up to tier 9, Russian cruisers get torpedoes, but they only reach an abysmal 3km. (A usable 9km in the tier 9 Donskoi but that one is an exception) This means you have to get suicidally close to use them. Armour and Speed: Russian cruisers are fast. But because of that they do tend to turn a little slower. On top of that, Russian cruisers are lightly armoured up to tier 10. This means you can’t tank. Seriously. Do NOT, and I mean do NOT try to tank. (Unless you’re in a Moskva with overpowered bow tanking) Gimmicks: Russians get a longer ranged variant of radar that lasts for a shorter period of time. Their radar reaches out to 11.7km, which puts you safely out of most destroyer torpedo ranges. The radar duration is only 20 seconds but that can be just enough to tear a helpless destroyer to shreds. At tier 10, the Moskva also gets arguably the most powerful cruiser guns in the game. Fast reloads (Not as fast as Des Moines though), long range, great AP and HE. (Russian Bias much?) (TL: DR) Russian cruisers are paper as all hell. They have to stay at range, but they don’t really need to get in close. They are the most comfortable at long range where dodging shells from enemies are much easier. At the same time, their high-velocity railguns can strike any target even at maximum range. (Unless you’re a Stormtrooper) Highlights: Dimitri Donskoi (People rag on about it, but it was pretty good, even at tier 9), Moskva (Glorious guns when used properly) Lowlights: Shchors (Just way too awkward at t7) Rolling up in the penultimate spot, the Royal Navy cruisers: Guns and Layout: RN cruisers all run 152mm guns. The gun volume and rate of fire increases drastically as tier increases. The layout is AB-XY all the way from tier 6 to tier 9, with the tier 10 Minotaur running ABC-XY with twin turrets. (An AP only Atlanta at T10 almost. We’ll have to wait for Worcester to see how that fares) Shell arcs are high, and the shells do very little damage at range anyway. These guns are very much suited for close range engagements against enemy destroyers and cruisers. Turret rotation is fair, not fast but not slow either. RN CLs have torpedoes as well. In fact, the tier 10 Minotaur is the only cruiser capable of stealth firing torpedoes. Per torp damage is not great, but being able to fire eight torpedoes into a single spot on a target is nothing to sneeze at. Armour and Speed: These ships are called RN CLs for a reason. They are light cruisers. Armour is not really their thing. If you expose your broadside even a little, you will absolutely eat citadel hits. Unfortunately, the rudder shifts are a little slow so you will have to be careful when turning. Ideally, you will be engaging only enemy destroyers. However, game balance dictates you will also have to fight enemy battleships and cruisers. When you have to do that, keep yourself behind an island or at range, or smoked. (Or all of the above.) Gimmicks: RN cruisers get the smoke generator and repair party consumable from tier 3 up to tier 10. This gives them better survivability in combat (Which helps when your armour is paper). Additionally, from tier 8 and up, RN cruisers can equip the radar consumable. This makes RN cruisers the ultimate destroyer killers from tier 7 onward. (TL: DR) Royal Navy cruisers cannot survive out in the open. They have to rely on navigation, islands and their consumables to keep them alive. If you need to engage face to face, stay angled and shred their citadels. Highlights: Belfast (There’s a reason why this is no longer available, Edinburg (Pronounced Ed-in-bruh. Radar Edinburg is surprisingly effective), Minotaur (Also known as the shredder) Lowlights: Low tier cruisers (Not being able to fire HE in low tiers is actually painful) And finally, the French: Guns and Layout: Most of the French cruiser line has either the AB-X configuration or the AB-XY layout. Their guns do decent damage and reload quite quickly, but the shells feel very draggy and slow. Both AP and HE have that problem. Despite their faults, the shells do do quite a considerable amount of damage. And the HE fire chance is not bad either. One just has to get behind the slightly slow shell travel time to do well. Torpedoes on French cruisers are not bad, but the ships only have only one launcher on either side. This means one has to aim very well (or have a straight-lining target) to get any hits. Armour and Speed: French armour is weird. It takes damage so often, but also somehow manages to randomly eat critical damage when shot from the side. This is because of the unique layout of French cruiser armour. And I can’t explain it either. In close range, it really is up to RNG. At longer ranges, your speed and maneuverability can get you out of any situation you get into. The problem is, at this range, your guns’ effectiveness becomes a little problematic. Gimmicks: The French gimmick is once again SPEED. Apparently the French love going fast. But really, that’s about it for French cruisers. All they have is that speed. And their guns. (TL: DR) Run fast, shoot at targets, be a bit selfish. You are basically the IJN line but with even less teamwork involved. Also, make sure you don’t get hit. Because you really don’t want to play the ‘do you feel lucky’ game. Highlights: None yet Lowlights: La Galissonnière (Bloody glass cannon) In summary: (For those who got impatient and skipped here) There is no Noob friendly cruiser line. All of them will punish you for making the slightest of mistakes. The American Line is great for the reward at the end (But this line is getting changed) The Japanese line is for those who like setting fires on helpless battleships The German line is for REAL FOKKIN' MEN The Russian line is for those who like to snipe The British line is for those who enjoy a bit of a close-range tussle The French line is for cowardly bastards damage farmers I hope my opinions have helped those who are as yet, undecided. And for those who have already been there and done that, I hope this was at least a good read. I may do the DDs when I get more time on them. Until then, Fair winds.
  4. Disclaimer: This is all just my opinion. Take it as you will, a guide, a gospel, a potato, but this is purely subjective. So I've played through almost the entirety of every battleship line in the game. (With the notable exception of the French T9 Alsace and T10 Republique, for now) With over a thousand battles in BBs, I think it's safe to call me a battleship main. (Take that as an insult or a compliment however you will) With battleships having the lowest entry skill level in the game, most new players do tend to gravitate toward the battleship line of their favourite tech tree. For those who stand undecided on which line to start with, here is a basic description of each line with a brief guide on what playstyles they bring to the table. (Keep in mind the date this thread was created) I will not be going over the exact specifics of each and every value and statistic for every battleship because that would detract from my point of how these ships feel to play and also make this thread way too long. I may touch on premiums, but not all of them. First up, the United States Navy Battleships: Guns And Layout: USN BBs start already in the classic 'dreadnought' configuration, with their primary turrets all aligned down the middle and able to fire all their guns on either broadside. All US BBs follow a two-front, two-back configuration (AB-XY) up until tier 8. At tier 8 and 9, the ships move to an AB-X design, and tier 10 rounds off with AB-XY. The guns themselves are good. Armour Piercing rounds have good damage and gun reloads are average to long (30s for most, with 35s being the highest). Velocity is a bit on the slower side, but that can be compensated for with an increased lead on target. High Explosive is good, with decent penetration and fire chance, but in most cases, shooting AP is better. Also, tier 9 Iowa (Tech Tree) and Missouri (Premium: No longer available) and tier 10 Montana are able to mount the artillery plotting room mod 2 upgrade that gives them ludicrously good accuracy, allowing you to hit those devastating strikes on distracted broadsiding cruisers (and even battleships! #feelsgoodman) Armour and Speed: US BBs start off in the classic 'tanky dreadnought' form. Heavy armour, covering all the ship's vital areas and low speed with slow turning rudders. The ships themselves have alright turning circles, making maneuvering less of a problem as long as you can get to grips with the lack of speed. At tier 8 however, there is a shift in playstyle. If low tier American battleships are heavy duty tractors, high tier American battleships are V8 muscle cars. The line drops some of the armour for more speed. This does make their turning circles wider, however. So turning to retreat is a more perilous affair. Angling is very much recommended as such. Usually having your bow pointed around 30 degrees from the enemy can help you bounce most of the damage you can't avoid. Gimmicks: The US Battleship line really puts all its card on the table right from the start. The only real gimmick ship is the T9 Missouri with its 9.9km radar and ridiculous credits multiplier, but that ship is no longer available. (TL: DR) US BBs Are a comfortable entry point if a bit slow at the start. Keep yourself angled in most cases and you should have enough time to react to incoming shots. USN AP does tend to have slower shell speeds, so adding a bit more distance to your lead is advisable. Highlights: Wisconson and Arkansas Beta (12 guns at T4. Wew.), New Mexico and Arizona (BLAPPING T6 Cruisers), Alabama (A more maneuverable North Carolina), Missouri (There's a reason why she's been removed) Lowlights: Colorado (OSOI), North Carolina (Jarring transition and a turning radius larger than the moon) Next, the Imperial Japanese Navy. First pick for weebs who came over from Kancolle: (This includes me) Guns and Layout: The IJN line starts off a little bumpy. Kawachi is an oddball with its pre-dreadnought era layout and Myogi will frustrate players with her low output and bad accuracy. But things pick up with Kongou (desu~) at tier 5. Their guns are good, with good accuracy tier for tier and only slightly worse penetration compared to American battleships. Once again, armour piercing is preferable to HE. Their gun layouts and angles do force them to show a bit more juicy broadside when firing though, so do be aware of your surroundings because if you don't, some cheeky BB will chunk your side and send you back to port quickly. Armour and Speed: IJN ships sacrifice some of the tankiness of the USN battleships for increased speed and better handling at said speed. Battleships are defined by their armour, and the IJN's philosophy of spreading their armour evenly across the entire ship lasts up to the Izumo at tier 9. At tier 10, the armour reverts to something more similar to the American line, with heavy armour covering only the most vital of parts. The IJN line sports the best torpedo protection in the game, able to block a significant portion of a torpedo's damage should a metal fish hit the ship's belt. The best way to mitigate torpedo damage, however, is still just to avoid taking hits in the first place. Gimmicks: Izumo is the big stinker of the IJN line. She has fewer guns than her predecessor (Amagi at T8 has 10 410mm guns, Izumo only has 9 410mm guns), Her layout is very alien (All three turrets mounted up front with the third turret being rear-facing), and her handling is just... horrible. However, after the darkest night comes the brightest day. And that brightest day manifests itself as the tier 10 Yamato. Mighty 460mm guns that penetrate everything short of a bow on Kurfurst, good accuracy, on par with the American BBs, heavy armour with the all or nothing design, and the best torpedo belt in the game. (Though dodging torps is still the best way to deal with those metal fishes) (TL: DR) IJN BBs Make a faster alternative to USN BBs. Their weaker armour and exposed citadel make duelling less advisable. Bait the enemy into chasing you, angle against them and punish them for showing too much side. Highlights: Fuso (The OG shotgun at T6), Amagi and Kii (Stands on her own as one of the most powerful T8 ships when it comes to primary armament), Yamato (Need I say more) Lowlights: Myogi (Slow, inaccurate, long reloads. 6 shells per salvo at t4 is just... pathetic), Ashitaka (Wargaming censored the name of this ship. Yeah), Izumo (THIS SHIP) Third on the list, Ze Krauts. The KriegsMarine: Guns and Layout: Germans are good at consistency. Past tier 3, all their ships As such, their ships remain relatively similar in terms of playstyle. German shells also have consistently inconsistent accuracy. Some salvos can be perfect, striking citadels from the most unlikely of angles. But some can completely miss a broadside target, even under 10km. German AP is heavy but somewhat fat. So even the slightest angling can bounce those shells. HE has good penetration values, but poor damage and the worst HE fire chance among BBs. Their turrets have good turning speeds (With the exception of Bayern), giving them better reactivity against enemy ships coming from unexpected angles. Of note are the secondary armaments on these ships from tier 8 onward. With secondaries capable of reaching over 11km, the 150mm and 100mm guns can do a surprising amount of damage to any ship foolish enough to wander within range while detected. Armour and Speed: From tier 3 to tier 10, The Germans get heavy armour, a (more or less) impenetrable citadel and poor deck armour. Bow on, high tier German battleships can tank even the almighty Yamato and her 460mm guns. Speed steadily increases for every tier until tier 8, trading health and armour for turning speed and turning radius. The tier 10 Kurfurst is the largest ship in the game, as such, she has one of the slowest rudder shifts and largest turning radii. This makes dodging torpedos more difficult, but still not impossible. Gimmicks: German ships seem like the obvious pick for one thing: BRAWLING. German battleships do excel in close range battles against larger enemy ships. With their secondaries on par with strapping a light cruiser to your side with the right upgrades, great turret traverse from tier 7 and heavy German armour protecting their citadel, Germans should get in close to fight. From tier 8 and up, German BBs also get Hydroacoustic Search. This effectively nullifies your lacking torpedo belt weakness for a good minute or two. That could potentially save you from two full salvos from a Shimakaze. (TL: DR) KM BBs are the best duelers when it comes to battleships. They are almost indestructible as long as you can angle and your torpedo dodging is on point. Outside of 14km, your effectiveness drops so keep it close, but not too close. Highlights: Gneisenau and Scharnhorst (TORPS ON A BATTLESHIP), Bismarck and Tirpitz (YE GODS THESE SECONDARIES) Lowlights: Stock Freiderich Der Grobe (This thing can't turn for sh*t) Now, a slightly (very) controversial line, Her Majesty's Royal Navy: Guns and Layout: Layout wise, the ubiquitous dreadnought configuration reigns. However, Royal Navy Battleships bring the most interesting curveball to the Battleship lineup when it comes to ammunition. Their Armour Piercing shells have shorter fuses, which makes them less effective at penetrating battleship armour but more effective in penetrating cruiser and destroyer armour. However, their High Explosive shells have the highest fire chance of all battleships in the game. For every salvo, you are almost guaranteed at least one fire on your target, should your shells hit the target. Some might argue that these ships can get by firing purely High Explosive. That is true in some cases, King George V can farm witherers if you match up to T9 and get lucky. However, Armour Piercing can still be deadly in ranges under 12km. To do very well, switch between ammo types as and when appropriate. Armour and Speed: RN BBs have weaker armour, but have underwater citadels, making critical hits almost impossible. That means RN ships tend to get away with more when it comes to close range duelling unless torpedos are added to the equation. RN Ships are very weak to torpedos. Their belts do little to block torpedo damage and a hit almost always also incapacitates additional vital systems. With the exception of Duke of York with its hydro, these ships have little defence against metal fishes. Keep your WASD hax on and never drive in a straight line for too long, especially if you've been detected. Speed and maneuverability are about average. Gimmicks: Borderline overpowered High Explosive aside, at tier 9, RN battleships gain a 'super heal' similar to high tier British Cruisers. This allows them to heal up to 40% of their healable HP, which sounds like they are literally building a new ship every time the heal is active. It also has to be noted that RN Battleships have the very powerful AA, even better than American and German AA. (Japanese AA is, of course, the worst) The state of the RN battleship line is a point of contention, but arguments against the line are very well founded. They are by far the easiest battleships to do well in thus far, with the least punishing design and playstyle. (TL: DR) Best for newbies so far. High explosive is ideal for long to medium ranges and against angled targets, but AP is still something to consider. Keep your ship angled and you should be fine. Just don't eat torps. Highlights: Duke of York (Yeah, I like it. It's a good damage dealer with hydro.), Conqueror (Holy crepe the damage you can do with this thing) Lowlights: Queen Elizabeth (All the cons of Warspite with none of the pros) Finally, the newcomers. The Marine Nationale: Guns and Layout: MN battleships are weird. They start off pretty normal, then you get to tier 6 and 7, where the gun volumes get increased hard, then suddenly it gets cut down by half from tier 7 to 8, then you get Alsace, then whatever the Republique is. In general, French battleships have lower calibre guns which have better penetration and higher shell speed in exchange for raw damage. This might lead you to think that they are good for punishing cruisers who show a bit too much side, but those who have tried fighting a Prinz Eugen in close range will know the pain of using these ships. These shells are good against cruisers in medium to long range but will overpen those teenage ships like no one's business in close range. Against battleships, these shells can penetrate sides and superstructures well, but a fully angled ship will bounce every AP shell you throw at it. HE is good. Not RN levels but serviceable in damaging angled targets. Of note, tier 7 Lyon. This shotgun will shred anything it sneezes at, or miss everything but one shell. Armour and Speed: In terms of Tanking, French BBs are similar to RN BBs quite a bit. Squishy outer armour with an underwater citadel protecting them from critical hits. However, French battleships boast the highest battleship speeds tier for teir. Additionally, tier 8 and above get access to *Spood Beest*, allowing you to retreat from the battlefield faster. (Dem French Jokes. Kek.) Turning radius and turning speeds are about average for battleships. Gimmicks: The Classic French gimmick is SPEED. Except this time, you can actually impact the game early on because you have survivability and heavy pen-ing guns on your side. In that sense, MN BBs could utilise their speed to get in and take the initiative away from the enemy and surprise them from unexpected angles. This will, of course, require a DD spot for you, but with the new spotting counter, that should happen more often. Another thing French BBs get are almost KM tier secondaries, reaching out to the same distance with almost the same level of output and damage. Spec-ed right, a French bb could go toe-to-toe with a German bb in close range. (TL: DR) The French are fast and exacting. (with the exception of Lyon and Normandie) They have the potential to surprise enemies with their speed and penetration power. HE has great volume when shooting against angled targets. And with it's protected citadel, you can brawl and go head to head with any enemy you please. Just watch those torps. Highlights: Lyon and Alsace (DAT. SHELL. VOLUME.) Lowlights: Richelieu (Eh. The output is a bit lacking) In summary: (For those who have fallen asleep halfway through) The British line is the most newb friendly (But quite boring after a while) The German line is the manliest (And the most fun) The American line is a Jack of All Traits (But does not really excel at anything) The ~Weeb~ Japanese line is for those who do not care for Angling (When you get the Yamato that is) The French line is for the other kind of manly man (The one who prefers a coffee jacket over going bare-top) I hope my opinions have helped those who are as yet, undecided. And for those who have already been there and done that, I hope this was at least a good read. I may do more of these if people wish for me to do so. (Cruisers next probably. I haven't had enough time on all the dds) Until then, Fair winds.
  5. One of the many great things about WoWS is you are free to set your own goals. Fitting then that my sweetest "victory" of all was completing a task which was entirely of my own design: I wanted to claw back 14 losses accumulated in my Furutaka and a 42% WR to draw an even 50%. Make no mistake, that 42% was earned. No MM unfairness, I really was that bad. So this wasn't just about grinding out the wins, it was about getting good enough to win at all. And 14 losses is a lot to ground to make up. Consider if you play at a win rate of 52%, it would take 350 games to accumulate 14 net wins. I managed to do it in about 150 games (I was 42% after I had about 160 Furutaka games), and now sit on a clean 50%+ WR in all my IJN cruisers (see below). Consider also that Furutaka only has a 49% WR ship average. In celebration, indulge me while tell you how I did it and gush about why Furutaka C is my favorite ship in the game. ***** (Since the A and B hulls blow by in less than 20 games, I'll focus on the C hull exclusively. It's for all intents an purpose a different ship.) I struggled mightily with Furutaka for the longest time. The Eureka moment came 150 games in, when I replaced Main Battery Mod 2 with Aiming Systems Mod 1 and starting trying to hit citadels (or other specific parts of a ship) rather than just trying to hit the ship period. The next advance was understanding the guns(tm) and realizing how much more powerful they can be at 8 km compared to 12 km. The final pieces of the Furutaka "git gud" equation is learning to kite like a boss(tm), together with the sister skill, timing the turn(tm). Secondary but still important addons to the Furutaka captain portfolio include the ever popular shoot over islands(tm) and how to avoid knife fights(tm). Furutaka is a beautiful ship. Not pretty, but well-balanced and purposeful. A Furutaka is well-suited to perform just about any in-game support role you can name: destroyer hunter, cruiser killer, battleship harasser, guard, escort, and scout duties, even capping is possible in a pinch. She has powerful, long range torps, high caliber guns, good AP and HE shells, reasonable armor, good firing angles, decent speed, and reasonable maneuverability. The only real limitations that must be accepted and worked around is the mediocre AA, the slow turret traverse, and the long reload times on both guns and torps. It might be said that the 13.9 km gun range is a limitation, but I would disagree. Furutaka is not meant to hang back and snipe like Konigsberg. The engagement distance you should be looking at is 6-8 km for DD, 8-10 km for CA, and up around the detection circle (~12 km base) for BBs. Furutaka is one of the few T5 ships I can take out in T5-7 MM and not feel disadvantaged in. The trick is to work closely with friendly ships and always keep the exits open. ..... ps. screenshot is of my 322nd furutaka game, the one I crossed over to 50% with. Not my best, but definitely good enough to commemorate the occasion with.
  6. cellum95

    Personality of.....

    The 'Personality of...' is an open-discussion in which you guys can comment on the personality(game-wise) of your most favorite ship in the game. It can be in any tier, class, and nation. Describe the things/personality of the ship that makes it so special to you. It can be simple, or it can be as detailed as you want. Note: This is a very opinionated discussion and as such, the opinions of others must be respected. Here's mine: The Tier VIII North American Battleship, USS North Carolina, is one of my most favorite ships in the game. This is by far the most irreplaceable ship that I have in my port and shall be for a long time. While I did play the USS Iowa at Tier IX, I find my N.C much more enjoyable. It's friendly, and it can do the job done. Here are the personalities that I find in it that make it as such: 1.) Maneuverability: The N.C. can turn tighter than the Iowa. The shorter frame of the North Carolina, coupled with the Steering Gears Mod. 2, can dodge torpedoes and incoming shells with much more comfortable ease than the Iowa. Even misplays can be corrected with a higher chance than its successor. The speed is welcoming as well. While it's not an Iowa, it's still comfortable enough to go from point A to point B. 2.) Anti-Aircraft Firepower: The AA rating on the ship is ridiculous. Even with just the AA Mod., it can cause headaches to Aircraft Carrier players -2/+2 tiers of it. Incoming planes melt quickly because of it. Add in the captain skills and flag that boost the AA creep of this thing, and well, it's an easier life than before. 3.) Main Battery Firepower: The firepower of this thing actually surprises me. While I was dismayed at first by the rather abysmal shell speed of the 16"/45 calibers Mk. 6, I soon come to love it as the Mk. 8 Superheavy Shells come at such steep angles that they can hit those citadels comfortably. Even if they do not hit that sweet spot, the penetration of Mk. 8 is so high that even numerous pen and overpens can hurt badly. 4.) Armor: It's a risk-reward type. 5.) Stealth: It's one of the few battleships to go ninja. Should I say more? 6.) Credit Earnings: Because it's at Tier VIII, the North Carolina has much greater earning potential than its successor as repair and shell costs are more manageable. The matchmaking of the ship also gave it an advantage here, as it can face much higher tier opponents to boost credits and exp earnings. Even top tier it can still earn because one can rack up a respectable amount of damage in one game.
  7. So there I was, poking the EU forums, and I found this guy's post and decided to shamelessly rip it off do a cross comparison between the meta on different servers: http://forum.worldofwarships.eu/index.php?/topic/66470-elimination-thread-number-two-tier-v/ Here is the list of ships: Starting list: Bogue (2/0/1): 15 Bogue (1/1/0): 15 Bogue (0/1/2): 15 New York: 15 Texas: 15 Omaha: 15 Marblehead: 15 Nicholas: 15 Zuiho (1/1/2): 15 Zuiho (1/2/1): 15 Kongo+ARP clones: 15 Furutaka: 15 Kamikaze/Fujin: 15 Minekaze: 15 Gnevny: 15 Gremy: 15 Kirov: 15 Murmansk: 15 Kazny Krym: 15 Konig: 15 Konigsberg: 15 Emerald: 15 Basically the rule is that when you post, you choose the best ship and give it one point and choose the worst ship and subtract 3 points. When doing so you must explain your choice. The next guy follows on from where you left off. When a ship hits 0 points, it is eliminated and removed from further consideration. Copy-paste the list when you make the edits please! List of ships in order of elimination: Krasny Krym Marblehead Emerald Bogue (0/1/2) Omaha
  8. Any thoughts about it ? do you like it or not ? opinions anyone ?
  9. Greetings fellow captains, for quite some time now (Actually since Alpha) I've never really gotten warm with higher tiers in WoWS. The most enjoyment I have in WoWS is around tier III to VI. I do own a Tirpitz (tier VIII) and a few tier VII ships, but I honestly don't feel like playing them too much. In fact, I'd rather set sails on a tier IV or V ship than a tier VI, but I've never quite gotten to the point where I fully understood why that is. I've put together a few theories to answer my self-imposed question. It all begins with a seemingly basic and easily identified issue of mine, firing range. Around tier V the firing ranges for ships suddenly make huge leaps, battleships gain the ability to open fire at ranges that mostly cover the whole map and cruisers don't have to get too much closer either. And these numbers don't stop, as the progression to higher tiers occurs the maximum firing range also increases. At first glance that's a decent idea, higher tiers equals stronger and more modern warships with the technology behind them to support long range engagements. It makes sense that a Yamato can fire far further than a Kawachi. However this brings up a completely different issue. Higher firing range translates into maps needing to be bigger and islands or other props have to be placed less frequently, since you'd otherwise be back to square one where everyone just fights at knife fighting distance due to being stuck inside a maze of islands. So already you've now got large maps that have large open parts of water with very focused island groups that amount to pretty much nothing much in terms of cover, be it from enemy fire or enemy spotting. And that wouldn't be too bad if another issue raised from the high firing range wouldn't interfere with this, too. The issue is that you simply can't get closer to enemies. Ideally you'd want to open up on long range, grab as many hits as you can and soften your target, then finish it at close range. However that's not viable, atleast not when the enemy team is playing halfway decently. Getting close to one enemy automatically means entering the firing range of one-third to half the enemy team. So now you find yourself in a situation where attacking isn't really a great idea unless you got the people behind you to support it. What's the end result of it? Players stay at mid/long range, firing salvo after salvo and those that haven't learned how to dodge enemy fire or angle their armor will prolly die sooner rather than later. Adding to this comes the way ship movement works. A person can turn on a dime, a car doesn't need much either, but a ship needs time and space to turn around. Hence once you're committed to a course, especially when trying to close in on an enemy, then you're committed. There's no driving around the corner of a hill, spotting six tanks and going "Nope.png!". There aren't any "panic buttons" either. (Atleast not on all ships) Sure a battleship (and high tier cruisers) can withstand some punishment and regenrate health, however at the end of the day even if a battleship survives a turning maneuver to get out of a nasty situation, it'll likely pay for it with a large number of lost hitpoints. Destroyers on the other hand can pop their smoke, turn considerably quickly and get the cake out of most situations. Which is probably why I enjoy playing destroyers the most. Cruisers on the other hand are likely screwed, especially before tier VIII where they can't regenerate their health. And this, again, punishes aggressive playstyles. Is it still possible to play aggressively and do well? Of course it is, playing aggressively is a core requirement to deny the enemy area, and that translates into more options for the player and his team. The problem though is, that it's extremely difficult to play aggressively when so many game mechanics counteract your efforts. These issues are lowered or completely removed in lower tiers. A tier V Kongou can fire it's first salvo pretty much from one spawn point to the other, but her accuracy is unlikely to grant her more than 2-3 hits and it's just opening salvoes... the Kongou will still have to move closer, because the map design on lower tiers supports mid to short range combat rather than fire fights at 18km range. At the same time despite the maps being smaller the ships can somewhat steadily attack without fearing salvoes being lobbed over mountains from outside their own firing range. This among other things makes the battles feel much more intense for me. High tier battles feel like a slow waltz while low tier battles are a speedy, upbeat melody. And that's what's breaking them for me. In WoT high tier battles are just as fast paced as low tier ones outside of the few people that don't want their "precious" to be "hurt". They require more knowledge and experience to properly execute maneuvers that improve one's survivability, but none of these take anything away from the arcady pace the game has set for itself. ... unless you're playing a T95, I guess. WoWS high tier battles are just way too slow, and I'm not refering to the basic truth that naval combat is slower than tank combat. In WoWS, atleast from my point of view, any of the high tier ships I've played since alpha felt like playing the Maus tank in WoT. Constantly busy fine tuning my angle, taking shots of opportunity and where it hurts most while keeping the enemy just far enough away from me. It's interesting for a short while, but quickly kills my motivation to play more. As for a solution... I don't really have one. Atleast none that wouldn't require major overhauls of core game mechanics like firing range or complete remakes of maps. Things that we know haven't really been an interest of the WoWS team so far. (*Cough* CV gameplay overhaul when? *cough*) So, at this point I doubt that we'll see any major changes and I might be writing about this more for the sake of discussion rather than in hopes for actually witnessing changes, however I still find it a topic worth posting. See ya on the SEAs, Retia
  10. Greetings fellow captains, for quite some time now (Actually since Alpha) I've never really gotten warm with higher tiers in WoWS. The most enjoyment I have in WoWS is around tier III to VI. I do own a Tirpitz (tier VIII) and a few tier VII ships, but I honestly don't feel like playing them too much. In fact, I'd rather set sails on a tier IV or V ship than a tier VI, but I've never quite gotten to the point where I fully understood why that is. I've put together a few theories to answer my self-imposed question. It all begins with a seemingly basic and easily identified issue of mine, firing range. Around tier V the firing ranges for ships suddenly make huge leaps, battleships gain the ability to open fire at ranges that mostly cover the whole map and cruisers don't have to get too much closer either. And these numbers don't stop, as the progression to higher tiers occurs the maximum firing range also increases. At first glance that's a decent idea, higher tiers equals stronger and more modern warships with the technology behind them to support long range engagements. It makes sense that a Yamato can fire far further than a Kawachi. However this brings up a completely different issue. Higher firing range translates into maps needing to be bigger and islands or other props have to be placed less frequently, since you'd otherwise be back to square one where everyone just fights at knife fighting distance due to being stuck inside a maze of islands. So already you've now got large maps that have large open parts of water with very focused island groups that amount to pretty much nothing much in terms of cover, be it from enemy fire or enemy spotting. And that wouldn't be too bad if another issue raised from the high firing range wouldn't interfere with this, too. The issue is that you simply can't get closer to enemies. Ideally you'd want to open up on long range, grab as many hits as you can and soften your target, then finish it at close range. However that's not viable, atleast not when the enemy team is playing halfway decently. Getting close to one enemy automatically means entering the firing range of one-third to half the enemy team. So now you find yourself in a situation where attacking isn't really a great idea unless you got the people behind you to support it. What's the end result of it? Players stay at mid/long range, firing salvo after salvo and those that haven't learned how to dodge enemy fire or angle their armor will prolly die sooner rather than later. Adding to this comes the way ship movement works. A person can turn on a dime, a car doesn't need much either, but a ship needs time and space to turn around. Hence once you're committed to a course, especially when trying to close in on an enemy, then you're committed. There's no driving around the corner of a hill, spotting six tanks and going "Nope.png!". There aren't any "panic buttons" either. (Atleast not on all ships) Sure a battleship (and high tier cruisers) can withstand some punishment and regenrate health, however at the end of the day even if a battleship survives a turning maneuver to get out of a nasty situation, it'll likely pay for it with a large number of lost hitpoints. Destroyers on the other hand can pop their smoke, turn considerably quickly and get the cake out of most situations. Which is probably why I enjoy playing destroyers the most. Cruisers on the other hand are likely screwed, especially before tier VIII where they can't regenerate their health. And this, again, punishes aggressive playstyles. Is it still possible to play aggressively and do well? Of course it is, playing aggressively is a core requirement to deny the enemy area, and that translates into more options for the player and his team. The problem though is, that it's extremely difficult to play aggressively when so many game mechanics counteract your efforts. These issues are lowered or completely removed in lower tiers. A tier V Kongou can fire it's first salvo pretty much from one spawn point to the other, but her accuracy is unlikely to grant her more than 2-3 hits and it's just opening salvoes... the Kongou will still have to move closer, because the map design on lower tiers supports mid to short range combat rather than fire fights at 18km range. At the same time despite the maps being smaller the ships can somewhat steadily attack without fearing salvoes being lobbed over mountains from outside their own firing range. This among other things makes the battles feel much more intense for me. High tier battles feel like a slow waltz while low tier battles are a speedy, upbeat melody. And that's what's breaking them for me. In WoT high tier battles are just as fast paced as low tier ones outside of the few people that don't want their "precious" to be "hurt". They require more knowledge and experience to properly execute maneuvers that improve one's survivability, but none of these take anything away from the arcady pace the game has set for itself. ... unless you're playing a T95, I guess. WoWS high tier battles are just way too slow, and I'm not refering to the basic truth that naval combat is slower than tank combat. In WoWS, atleast from my point of view, any of the high tier ships I've played since alpha felt like playing the Maus tank in WoT. Constantly busy fine tuning my angle, taking shots of opportunity and where it hurts most while keeping the enemy just far enough away from me. It's interesting for a short while, but quickly kills my motivation to play more. As for a solution... I don't really have one. Atleast none that wouldn't require major overhauls of core game mechanics like firing range or complete remakes of maps. Things that we know haven't really been an interest of the WoWS team so far. (*Cough* CV gameplay overhaul when? *cough*) So, at this point I doubt that we'll see any major changes and I might be writing about this more for the sake of discussion rather than in hopes for actually witnessing changes, however I still find it a topic worth posting. See ya on the SEAs, Retia
  11. Since I've been pestered by many people in World of Tanks to do a review of World of Warships, here it is. However, due to the unique way that Wargaming is run (does his best Jeremy Clarkson impersonation), I am not allowed to post this in the World of Tanks forum. That being said, it did have 21k players on the second day of its opening (on the Asia server alone). Where do I start? What you know about World of Tanks, throw it all out the window. World of Warships comprises of 4 classes (so far): Destroyer (DD), Cruiser (CA, or CL), Battleship (BB) and Aircraft Carrier (CV). The destroyers have access to torpedoes, and speed, but no armour. The battleships are hulking masses; heavily armoured, heavily armed, packing firepower that would still shock and awe in this day and age. Cruisers are a mix between DDs and BBs (multi-purpose; can do anything to anything). Some cruisers may even contain torpedoes (mostly Japanese, but I digress). In case you missed it, here is the trailer: One thing to take away from the trailer is that it likes to play up the fact that ship-to-ship interactions are basically a rock-paper-scissors (lizard Spock?) relationship: Note that this is not an ironclad rule; this is merely a guideline. Do not, for instance, be surprised if a destroyer manages to kill your cruiser. One of the key things about WoT was that if you want to win, you need to destroy the enemy that are in the way of your win. To destroy the enemy, you have to do damage. This has not changed much in World of Warships. You do this by either cannons or torpedoes. Torpedoes are fairly self-explanatory. The cannons are basically artillery pieces (which makes us all arty fa...cigarettes), but the feel is very different compared to World of Tanks. The amount of lag in the form of shell travel time is much greater than anything experienced in World of Tanks, and a player has to learn and master gunnery in order to do damage. Do you want to win? Do you know that little aspect called teamwork that you ignored in WoT? Embrace it. Teamwork is much more integral compared to WoT in this game. The DPS style of play in WoT? Forget it. Lone wolves will be punished for it, very severely. A symbiotic relationship exists between the ship classes; battleships are vulnerable to aircraft (owing to lousy AA systems). Cruisers have good AA systems, and can form a protective screen for the battleship to protect it from enemy aircraft. That is one of several symbioses that are present in the game. Simply put, always stay together. No matter what. If everyone is going one way, go with them. Otherwise, you could will end up like this poor fellow. Personally, I like World of Warships. It is a great game, slower than World of Tanks and very much more teamwork-oriented. It is a welcome and refreshing change to World of Tanks, and brings out the engineering geek in me. Right now, the newbies are out in force; that is to be expected considering that it was just opened to the public. This allows for a lot of easy grinding and easy kills, but once the community figures out how to play, it should be great!
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