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Found 29 results

  1. Grygus_Triss

    How to Play DD Against Radar?

    Hi There has been a bit of talk lately about how difficult DDs are to play. In my opinion, DDs have become more difficult to play, with many matches filled with CVs, Radar and Hydro. Does anyone have some tips and strategies on how to deal with radar in particular? Especially with the new radar signal, which gives even longer duration? Do you think WG should change radar mechanics? Or buff DDs to deal with the current meta? Or is is just a case of adapting playstyle? Discuss.
  2. I never knew my first released discussion is about Neptune using Radar instead of Smoke. Why would you even trade smoke for a long duration radar on a floating citadel that somewhat turns like a truck compared to other British CLs in the tech tree that can dance far more better than this clumsy and big ship for a CL? Well, you don't. (Are all the folks who are against the idea of a Radar Neptune gone? Then I guess I'm good to go and spread some tryhard tips on how to make a terrible idea work) Anyways, the first big bonus you get is the long duration 10km radar found in late-tier RN CLs. This marvel of British ingenuity ensures those pesky destroyers will be bamboozled the moment the knight in shining armor, which is you by the way, arrives into the heat of battle. With 35 seconds of "No DD allowed" within a 10km radius, your Neptune can fire 7 salvos of 12 AP shells that will make short work of any daring DD that wants to pay Davy Jones' Locker a visit. Oh don't worry about your AP shells, they have improved AP angles and a shorter fuse allowing them to blow up inside the poor bloke instead of passing through like paper. Afraid of torpedoes? Then let me introduce you to the fact that Neptune has a separate slot for the Hydroacoustic Search consumable! This way, you can ensure no torpedoes from that kiting DD will hit you, as long as you properly position your clumsy boat that is, but worry not if you're hit for onboard the ship is a mobile drydock able to perform emergency repairs and even rebuild the entire ship from scratch if necessary, and this includes hits in the citadel, our jolly crew are loud and proud to respond at your leisure! If heavier threats arise, the ship has 16 torpedo tubes, 8 on each side, which is more than enough to tell them facing you was a terrible decision. Unfortunately, if you're screwed, our smoke generators are disabled to power up the radar module and repair tools and it would take more than 30 minutes, perhaps even more, to redirect power back to the smoke generator if we ever need it, so there will be no smoke to cover our retreat, but our magnificent supercharged engines are more than for the task of ensuring max speed is maintained even when we're up against drag caused by turning! I say Radar Neptune is a great decision if you wish to hound DD players to their misery, but unfortunately, they're not alone and are usually supported. We'll have to plan accordingly if we are to succeed in our operation... [This is the real portion of the discussion, the introductory storytelling above was made for fun and to inspire lads the idea of a Radar Neptune] So why would you actually want to be in a Radar Neptune, what generally you should be doing to get the most out of it, and is it really worth all the pain and effort for such a situational task? Well, the big selling point of a Radar Neptune is of course the long duration 10km RN radar combined with all the assets Neptune offers, minus the smoke of course. That is the tradeoff, you're sacrificing the ability to break LoS of enemies targeting you for the ability to spot all ships within a 10km radius of your ship. That's a pretty balanced tradeoff in paper, but live action is usually very different from paper plans. The big argument here is "Why would you trade an ability to improve the chances of your survivability for an ability that improves your spotting capacity?". With smoke, you have more room to farm damage safely without totally putting your life in total danger, while with radar, there's no guarantee to farm damage and you're usually spotted first before you can pop your radar (Because Neptune has 10.3km concealment at best while only having a 10km radar, so no stealth radar for this ship). 300m is quite a lot for a lot of people, add the fact that Neptune is a literal floating citadel and you're basically asking a very vulnerable ship to spot using radar while being actively spotted by the target that has better concealment, there's not a lot of cruiser captains willing to take that burden and risk for such a situational task. Unless you're a DD captain playing British CLs like an oversized DD with radar. The fact that British CLs has the British Acceleration bonus that allows them to reach max speed ridiculously fast allows them to effectively maneuver similar to a DD, albeit the ship you're using is more larger and usually has larger turning circles and has a slower rudder shift time. This allows you to dodge shells like a DD would dodge incoming shells, and to compensate for your size, you have a heal to mitigate more incoming fire. Unfortunately, not all are comfortable with this playstyle and some would argue this is too risky or even dumb since you're a DD with a citadel and a very terrible concealment compared to DDs with the worst concealments (Even Khaba has 8.7km concealment at best, which is just far more superior, but who would even go for a max concealment build on a Khaba anyway? I think I would, I'm willing to try, hahaha!). Playing British CLs demands high amounts of skill, which the average cruiser or destroyer captain not usually willing to take or have. If you have what it takes or is daring enough to take up the task, then I think you get the gist of 1 playstyle Radar Neptune can offer. It's not the most optimal playstyle, but it sure does give a lot of thrill and fun for those who like it rough out there in the seas. At least you'll be a very active player in the field, and the amount of damage you deal will totally depend on your skill since you'll be using time to actively dodge shells instead of using it to farm damage. The core tip this playstyle requires is to play like a DD but with more disadvantages for some tradeoff benefits. So if you can't handle that pressure and skill demand, this might not be best for you. [Yes, I have tried this playstyle multiple times already, and yes, it works, but it's a very daunting task that you might find yourself uncomfortable if you're not used to it. I as an average player even have difficulty pulling this off successfully, but it is hella fun dodging shells and watching AP shells bounce off your very thin armor] Another way to play Radar Neptune is the typical island-hopping strategy snowflakes are more common with, although you may still have difficulty farming damage since you don't have smoke to cover your very lightly armored hull, but at least you'll feel more safer this way, but this will make you more dependent on your teammates more else you're pretty much a free EXP generator. Come to think about it, Radar Neptune is more effective if you're in a division so you can coordinate with a teammate and provide supportive fire and abilities mainly because of how fragile Neptune is. Actually, Neptune is just too fragile and has relatively poor concealment to make radar consistently viable. You have to put yourself in a lot of risk and specific situations to get the most out of a Radar Neptune, and that's a lot of skill demanded from the player. Not to mention, all that it needs to counter you is 1 precise and lucky salvo to devstrike you and the insane ride ends. So, is Radar Neptune worth it? A lot will say no, but I think it depends. There's a lot of offensive power that Neptune carries, and giving her radar improves her offensive capabilities. Radar Neptune is pretty much like playing a DD, and for me, DD play is all about tradeoffs. I've got some plays where I've done extremely well in a Radar Neptune, but I also got some plays where I was utterly ineffective as Radar Neptune. It's a tradeoff you will have to decide from, if you're willing to improve offensive and support capabilities at the cost of losing something that helps you survive sticky situations. It won't be loved by everyone, but that possibility gives players who wants to find something thrilling and exotic at the same time. So what do you think? I want to know what are your opinion on Radar Neptune. Is it really worth all the pain and effort? Leave your comments and replies down below.
  3. Low BB population, everyone grinding to Moskva, add Alaska, RN CA and pizzabotes, and top it with TX CVs and maybe a Mogami or Baltimore. I'm seeing at least two Russian cruisers on the enemy team every game lately, usually with one other 10km Radar-equipped ship. A DD is left to spectate for the first half of the game. If your team wins, you can go cap. If your team loses, the enemy cruisers will push you out of the cap zones, and unless you have 12 km of greater fish there is nothing you can do about it. Either way you are irrelevant to the game outcome. About the best thing you can do is yolo early to draw the enemy cruisers into the open and tank some damage for your team. I've found that Lightning, with its 8 km torps, takes a huge hit in the current meta. Yugumo, with 12 km torps, is OK. Kagero, so-so. Asashio is pointless. Benson and the higher USN DDs are ok since you are usually playing really close to your own team. Honestly though the best thing you can do for you team these days is to play a BB instead, preferably one with decent AA.
  4. Dendi_Superman


    How do you spec/play your DM? Me I play it like the French of the past. Full maneuver build: Propulsion, Rudder Shift, Legendary Mod etc with Spotter Plane + Incoming Fire Alert I go onto the flank of the enemy, 1/4 speed, pop spotter, dakka. Bait enemy shots, accelerate (if the incoming shots have shorter lead), after the shots miss ( or just one overpen), slow to 1/4 again, rinse and repeeeet. (With a bit of island feathering whenever possible). This may sound like a selfish play but every salvo taken from my teammates keeps them alive longer. I used to play it with radar and close to islands but I can't get the hang of that playstyle, so I switched to this after getting legendary mod.
  5. is it me being unlucky or is there something wrong ; twice in the same game today I encounter situation where I spot a Des Moines and made sure I stay out of range , one time its 10.7KM one time its 10.9KM and only other ship around is their Daring and BB ( Montana ) , but yet then I still got Radar spotted and I was like running way out to something like 12KM before its off me , hey but its Des Moines not Soviet Cruiser .. something wrong .. anyone of you ever got something like this ; hey its already too hard to play DD its just unfair this happens
  6. Even with the CV rework I've still been running my radar Mino, and you know what --- she's still a beast. It's some of the mostly fun I can have, specially given the fact I haven't seen Ocean in a year... I tell my team at the start I have radar, and everyone scrambles to smoke for me; it's just beautiful! (Not that I need or expect them to) Anyone else love man-mode Minotaur?
  7. So the 8 - 10 have Radar in the same slot as Catapult Fighter. Reload times are sub-standard for tier and spicy 1.70 sigma... Balancing factors? (They will probably buff them later on) Radar that can only detect BBs and CVs. Kinda useless if you ask me. You can read about the upcoming Russian BB line here: Tier 3 - 7: https://medium.com/@devblogwows/low-tier-ussr-bb-7d13efcf866e?fbclid=IwAR1M3T8-oU1BNai13kXGoP9IZQmvEYzbbS383RM7ZCIK_9deKVJnD1KbmTw Tier 8 - 10, and the Premium - Lenin (all of these have radar): https://medium.com/@devblogwows/high-tier-ussr-bb-9e599ee4f4b3?fbclid=IwAR1aWFt9cWNB60qYN7bl_jR4oFP_tQnw-aGANWI7KkZq-m1jjfPq12H9u9g Tier 8, 9 and 10 have more HP than German counterparts. BIAS DETECTED!!! AGAIN, where are the stat posts for the RN CVs??? They were announced EARLIER, right??? UPDATE 1: Surveillance Radar. Interface improvement. Flooding. Flooding has been changed (mostly nerfed). Sell your German and RN DDs now!!! https://medium.com/@devblogwows/radar-flooding-c8711f9e87a7?fbclid=IwAR0ycTR_PWVQpz8GNSKBvnO997oKCMPhKsr0ItByx2NORmoAbwgIjVB9NIo UPDATE 2: Russian BBs confirmed to have limited charges of Damage Control Party. Literally cyka bylat Rush B and die in the first 10 mins -OR- snipe from max range the whole match.
  8. Grygus_Triss

    Future Radar Changes

    I think this has potential. Think of the times you have been spotted by a ship that has rushed forward, hidden himself in a place where he cant fire at you, and used radar to light you up for the team? This will help many DDs survive the first 5 minutes. And encourage players to pay attention to their team mates, and the mini map.
  9. Dear WG modelling team, The Tier IX British DD JUTLAND's navigation radar is an old type 945 and the feed horn is at the front of the reflector (flat face of array) so you have modeled this correctly but you then have the radar rotating in an Anti-Clockwise direction, this is wrong all radars of that era and even today always rotate in a Clockwise direction. So it may be worth your while checking other vessel's navigation radars in their models. Otherwise love the models great work team. Thank You.
  10. just happen last match me (shimakaze), friendly zao and Montana try to protect middle cap enemy Worcester, Seattle and Missouri approaching ....and cyclone kick in our 'vision range' reduce to 8 kilometer BUT! radar icon popup and those three openly fire at us like.... freely undetected! radar made them see us from 10km away and open fire at us, but we can't see them! they outside 8 km vision range!! it completely one-sided! when radar icon disappear, few second later another radar pop up and they happily obliterate us freely again you all know how many shell those ship can put out during those radar time, and at least 2 of them are synchronous they radar time. 3 of us melt in few minute without any way to counter it at all! are WG sure that this is 'working as intended' ??? only option for non-radar ship in cyclone is to hide till it pass?
  11. There are more ships that are getting Radar the technology in WW2 would limit the ship with Radar as the only ship to see the enemy ie via there scope. Any other freindly ship that did not have radar equiped could not see the enemy ship but would receive an approx location indicator from the Radar Ship via signals. Now this leads me to why can't WG make it that detection for Radar and Hydro is limited to the ship that carrry these consumables why should a non radar ship get the benefit of seeing an enemy ship?
  12. How do DD's deal with so much radar? With the new US cruiser line and the new Russian cruisers with 11k radar and with 4-6 radar ships per side it have become very unpleasant to play a DD in its normal role. And when you play more passive to live, your team harasses you because your not doing your job. Yes In an ideal world the team works well together and supports each other to mitigate the problem, but as everyone knows in randoms that is a fantasy, no one listens to common sense. Is War gaming going to recognize the imbalance with DD,s and radar ships? The video link is to give reference to the problem, credit to Zerra and Flambass for highlighting the problem on their videos. #ddlivesmatter
  13. I've just been in a match in a DD with a friendly Iowa playing drakes and dragons around islands with an enemy Des Moines and Iowa. Despite using islands for cover to avoid insta death when the radar is popped, I still died despite good tactics by me and the friendly Iowa. Why? Enemy Des Moine pops radar. We hide behind island. Radar stops. We come out from behind island and start sniping at enemy Des Moine who starts to backtrack. Enemy Iowa shows up. Both me and friendly Iowa starts to make a get away. Enemy Iowa puts himself in a very tactically vulnerable position by leaving the cover of the islands to enter the open ocean and the enemy Des Moine is way back behind the islands and cannot fire at us because the Des Moine has no line of sight to fire because of the islands he's hiding behind. Meanwhile enemy Iowa is dodging my torps, I've deployed smoke and both my Akizuki and friendly Iowa are slowly tearing the enemy Iowa to pieces. That enemy Iowa should be dead because my Akizuki and friendly Iowa should be able to wail on his lonely ass long before the Des Moine is able to dig himself out of the hole he dug himself behind the island and lend supporting fire. But that's not what happened. Enemy Des Moine pops radar yet again from behind his island hidy spot (we're still within the whopping 10km range of his radar which covers 50% of the map) when we were just recovering from the last radar pop and then I get blown to smithereens because radar penetrates everything known to man except kryptonite and the Des Moine and Iowa then tag team my friendly Iowa and take him down. Complete and utter rubbish. That's not how tactics work. The following reforms need to happen to radar to not only make radar more realistic and true to life, but also to avoid rewarding players for bad gameplay and bad tactics: Radar must NOT penetrate islands. Radar doesn't penetrate islands in real life, definitely not in WWII, there is no reason why it should penetrate islands in WOWS. Radar must have a longer cool down to avoid people popping it constantly. It's ridiculous. Smoke has a longer cool down than radar and it's not nearly as deadly as radar. Radar should at least have as long a cool down as smoke. Radar should have a longer cool down than smoke. Otherwise we get this stupid situation where a Des Moine player is rewarded for bad gameplay and bad tactics. Pop radar to spot enemies near island. Back away. Wait for enemies to attack your ally who has done something tactically stupid and pop radar again from 10km away behind an island to expose them from behind smoke. Meanwhile, unlike smoke, popping radar from behind an island totally alters the gameplay in your favour and leaves you 100% tactically safe. And in their infinite wisdom, WG has given radar a much shorter cool down than smoke. (Yes smoke has a much longer duration but it is utterly meaningless given radar can cut through it at any time) It's really important that the cool down and island penetration of radar is adjusted because, unlike smoke, radar has absolutely zero ways to counter in the game. And lazy players use radar repeatedly to put themselves in bad tactical situations and then pop radar constantly to bail themselves out. I realise WOWS is only a game and a gross simplification of war, but that's not how warfare works. You put yourself in a bad tactical situation in a battle and you die. Radar ain't going to save you. The game should be about tactics and strategy, not cheap radar tricks for lazy or bad players which have no effective counter other than never attacking the enemy and constantly running away. And for the radar fan boi's out there, I challenge you to consider what WOWS would be like if the game allowed players to lay down a 10km smoke screen in all directions, including through islands, every 120 or 180 seconds. Definitely not fun. My best guess is WG likes people paying money for premium radar so they can troll other players. As long as the cash keeps rolling in via "troll face lols", why change a good thing?
  14. Hi, as the title suggests, Musashi's Haifuri camo is not accurate to the one in WoWs, and I think WG should fix it. First, Musashi is missing the modern radars that it is supposed to have: But Harekaze has the correct radars: Musashi is also supposed to have her name at the back of the ship: Again this is missing on Musashi's HSF camo: But, it is not missing on Harekaze: Even the way WG makes the red stripes is wrong: Since I also paid to buy the HSF camo for Musashi, I think WG should fix these glaring inaccuracies on the camo. If they can get it right on Harekaze, they have no reason to make so many mistakes on Musashi. Yamato's HSF camo is also missing her name and modern radars. I really think WG should fix these, or not call these HSF camos because they are inaccurate to the ships in the anime.
  15. cara_marksman

    현실성 없는 radar

    월쉽 초기에 한섭에서 조금하다가 크게 흥미를 느끼지 못해서 접었다가 이번에 복귀유저 접속하면 경품준다는 메일 보고 접속해서 요즘 그냥 저냥 플레이 하고있는데요 새로 바뀐게 엄청 많은거 같은데... radar 기능이 새로 생겼내요 한글로 그냥 레이더라고 하겠습니다. 해군 출신이라 대충 뭐하는 기능인지는 알고있습니다. 큰배는 아니지만 구축함도 승선 했었구요 근데 이 워쉽에서 레이더는 좀 말이 안되는게... 벽이나 산, 섬 같은것도 무시하고 다 뚫어 버리내요... 와... 첨 당해보고 소름 끼쳤내요 아니.. 다른거는 역사자료 뒤져가면서 철저하게 검증하고 고증받고 만들고 또 그걸 자랑스럽게 유튜브 영상으로 기록을 남겨서 이렇게 만들었다~ 박수좀~ 하면서 이런 말도 안되는 레이더는 왜 구현해놓은건지... 현대기술 그 어떤 신호로도 못뚥는것이 장애물, 건물 또는 벽인데 이걸 뚫어버리내요... 설정이 뭐 전투위성에서 신호 받아서 보는거라면 모르겠지만 역사고증물인 워쉽에서 전투위성같은게 있을리는 없고... 도데체 이런 벨런스 파괴 사기적 반영구 맵핵같은 기술을 적용한 이유가 궁금하내요 말이 레이더지 숨어있은 적을 레이더만 쓰면 육안으로 똿하고 보이게 만들어 버려서 근처에 있는 아군의 플레이 화면에도 그냥 바로 적위치를 까발려 버리는 이런 말도안되는 기술은 왜 만든건가요? 첨단기술의 집합체라하는 이지스 함에서 쏘는 레이더도 적함또는 장애물에 대한 정보를 레이더 화면에서만 볼수있게 탐지하는기술이지 바로 육안으로 볼수있게 하지는 못합니다. 이럴거면 그동안 왜 굳이 밤새서 역사자료 뒤지고 기밀문서 제발 좀 보게 해달라고 굽신거려가면서 정보 얻어서 고증받고 검증받아가면서 게임제작했는지요???? 실제로 해군에서 타국과 연합훈련진행하면 모의대잠전투 같은걸 진행합니다. 가상의 잠수함을 만들어 놓고 소나같은 장비로 그가상의 잠수함을 어뢰로 격침하는 훈련내용인데 훈련 끝나고 훈련하는 동안 발생한 모든 데이터 취합해보면 과관이랍니다. 적잠수함소리라고 잡은 데이터가 아군함 스크류에서 난 소리를 엉뚱하게 잡은경우라던지... 이런 현대 장비로도 안되는걸 해버리는 클라스.... lte 5g기술로도 못하는 벽뚫기도 해버리는 ... 와... 할말이 없내요 P.S. 여담인데 좀... 부탁좀할게요 모델료가 아까우면 차라리 캐릭터를 만드세요 몇일전 패치후로는 안보이긴하는데.. 왜 못생긴 아줌마를 시작화면에 똿하고 띄워놓는건지... 눈 썩어요
  16. Recently, there are alot more radar ships around, too many of them in fact. Forget about the T8 mm, it's still broken but I know you guys will never fix it. Look at the screenshot, the enemy has 6 radar ships! Yes the minotaur is also running radar. I always see THREE Missouri in a team. This did not just happen in one game, pretty much these few days this has been a real problem. We don't mind having to wait a little longer for the mm to balance the shit out. Please address this issue ASAP, especially since you want to remove the Missouri, lots of players are rushing to get that [content removed]. Inappropriate/derogatory. Post edited, user sanctioned. ~amade
  17. the moment when a ship like French Cruiser is rarely played...... no one realize it got radar.... so there is Amagi and Lo Yang at 14km.... the Amagi have only 1/2 HP..... the GG Lo Yang try to smoke it up.... i am getting closer.... pop up radar and keep shooting Amagi..... it sunk..... i also shoot kidd inside the smoke with radar, deal 5K damage but someone steal my kill...... i am always wonder why Charles Martel got very high stat on wows.number.... why Algerie is so Trash Compared to Charles Martel.... now i am understand..... it got radar! Note : This is Ranked Battle
  18. sugcheong

    new anti radar smoke

    radar is op increase dd hp 2times or not effect when in smoke if u dont like it [content removed] Derogatory. Post edited, user sanctioned. ~amade
  19. Skarhabek

    Rant : its called RADAR

    1 CV, 1 DD, 1 BB(its me)..... the rest are Cruiser with OBVIously have "Radar" well, i am tanking their sheep, got pew pew... its alright that is my role... EVERYONE IS ALIVE.... tower 1 still there... no enemy seen and they are right behind me, while i am healing them..... NO ONE USE RADAR i am shout, RADAR and RADAR..... no fleet seen from filth. finally the most annoying thing Rasputin APPEAR very-very close to me! here is the problem : the clock show 1:20 sec before gate closing Rasputin : oh its Skarhabek, it must be ty to ram our GG Expensive sheep..... RUUUNN Skarhabek : no i am promise i wont ram, also i am swear i am not equip any Yankee flag Rasputin : oh boi, i am forget to equip ramming flag.... bye (turning away the ship) Skarhabek : G@D D#MN !T get back here, i am going to ram now Rasputin : i knew it! you got ramming flag! Activate SPOOD BEEST! (and then lost in the filth) Skarhabek : howling sheet where is my RADAAAR!! Gorgon unspotted, Rasputin Flee.... only 3 star ____________________ #when playing Svatozar why the heck only 1 BB and 2 DD, and its got killed -_- # when playing Urashima hehehe snipe Gorgon TIME! hide behind the rock..... all fleet got deleted.... # playing CV Disconnected.... .... Always (2 times so far) its weird... why everytime i play CV its get DC? ______________________________________ best strategy : 1 DD rekt gorgon 2 BB tank 3 CA DPS and spam radar 1 CV just do nothing except eclipse :v
  20. This is a video I made. I think I went overboard with the Minotaur and its radar....
  21. Fortgas_Sabo

    Fix MM please

    Hi captains, this morning I had a match like this, and guess what? Our DDs can't do anything, they have 3 radar CAs and a division with 2 radar BBs, and how much we have? Only 1 radar CL. I really wonder how MM system work and how it give us this kind of team.
  22. On domination maps radar can be absolutely crucial as it allows teams to drive out or kill DDs that attempt to cap or defend caps from smoke, while using their own smokes to repel cruisers and BBs. In matches like this team assignment should be balanced out so both sides have same or at least close number of radars. 5 radars(and 2 belfasts) vs 0 radars is quite miserable. -
  23. TanyaDesjani

    Radar in Tier 5 matches?

    I just completed a Tier 5 match in which I was sitting in smoke with only two enemy ships within 8km (roughly) of me when the indicator for "spotted by radar appeared". The two ships closest were an Omaha within 4 km and a Wyoming. The Omaha did the deed and removed me from the game....(No replay available from me I'm afraid). According to Wiki; neither of those ships should have radar. Is it a bug?
  24. Aniket_Sengupta

    Smoke working as intended?

    Currently smoke is hiding the ships completely. However if radar assisted fire control mechanics are to be considered the target in smoke should appear in the minimap, much like detected enemies in cyclone. I know this will be a big drawback for the DDs and CLs but then again can this not be applied for the select ships that had radar assisted fire control systems?
  25. anonym_MnSIst5Oe5yN

    Matchmaker balancing Radar ships

    Is it possible someone seriously considers balancing Radar based ships like they do CV's? It is lethal to any Domination based game in random or ranked with there is unequal amounts of radar. In Ranked it is so common to see Atlanta's and Belfasts on one side that the outcome is almost guaranteed at the start. Really you need to look at this as now there is no point taking Schors, Myoko, Pensacola into Ranked as you almost guarantee the other side has an advantage. Basically you are dooming these ships never to be played after R10. In Randoms - the problem is compounded with new players who just do not understand the mechanic and get blasted early on. DD is stressful enough without never been able to cap due to the Belfast imbalance. Have seen a few games where there were 4 x Belfast on one side and 1 on the other. Just ludicrous.