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BirdyGod

hey guys/pros, can i have some help identifying how ships from different nations are unique in their own way?

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Yes, cruisers, battleships and destroyer, all of them. I already know how aircraft carrier works because there's only 2 nations that have them, the concentrated Americans with their big squadrons, fighters and dive bombers, and the pressuring Japanese with their small but numerous squadrons and devastating torpedo bombers but other than aircraft carrier I'm lost. (even though i almost play 2000 games) I still need help from pros because I'm obviously not one, i know that all ships in the game have their own strengths and weaknesses and is not actually overpowered but can i still get in detail what they are good and bad for? And no, i don't want every single ship cons and pros like from tier 1 to tier 10 but actually ALL the tier 10 ships in the game and how they are unique in their own ways compared to other nations. (except aircraft carriers) THANKS!

 

Excessive Caps / Hard to Read , Thread Title Updated , User Warned

~Ephys

Edited by Ephys

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Welcome here.

You should take a look at the overview of each nation in WoWS Wiki , it is not the most accurate description and reality is different from server to server but it do list all ships' strengths and weakness.

Once you have identified what you might like watch youtube for more realistic insight on the ships of your choice.

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may wanna cut the all caps out of your thread name...

IJN: great HE for CA, don't touch the DDs only good non premium is Umikaze, BBs aree pretty good

USN: MURICA! **** YEAH! Balanced firepower and protection although still lack survivability with the cruisers. DDs have gud guns and nice torps. BBs have nice guns and decent armour. AA is glorious

KM: AP AP AP AP AP

Russian: BIAS

RN: Press T(ea) to kill enemies hiding in smoke (provided you're manly like Eurobeat and takes radar) or smoke for the lolz. Press repair to laugh at damage

French: HON HON HON

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Welcome here.

You should take a look at the overview of each nation in WoWS Wiki , it is not the most accurate description and reality is different from server to server but it do list all ships' strengths and weakness.

Once you have identified what you might like watch youtube for more realistic insight on the ships of your choice.

 

I don't trust the wiki

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IJN: What about Shimikaze and Akizuki?
USN: America rate of fire is so high and their health is still higher than that of Zao and Minotaur, their BB have have the weakest deck overall armor except for their citadel and guns.
KM: Does the DD use AP too?
Russian: How come?
RN: T is repair party
French: i don't understand

Edited by BirdyGod

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I don't trust the wiki

 

 

 

Yeah it is not trust worthy but it do give you a general idea of what the line is into , then when you have the basic concept you can ask on forum and watch Youtube on how it play out.

As i have said wiki only give you the basic ideas here , once you have that come here to ask us about the meta and how the ship perform currently.

Asking blindly w/o basic knowledge is not good you know because your questions and everyone answers might be off the mark when you have no idea or concepts of what you are into

 

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French: i don't understand

 

Just run away ,it's the only thing the french are good at. That and Baguette.

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I don't trust the wiki

 

Why don't you trust the wiki? D:

 

Generally from Tier 4-8 for USN, you're stuck with 1/1/1 for your loadout to actually manage dealing damage and simultaneously defending your team / shutting down the enemy carrier. However, they are the worst due to their lack of plane mobility and multi-tasking capabilities (lol). IJN have multitudes of squadrons which requires more multi-tasking and also more precision due to the squishy-ness of the planes. If used correctly, they can inflict heavy damage to the enemy team.

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Alpha Tester
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Reasons why you should not play:

IJN DD: they are too underage, joke aside, they are currently at the rock bottom of statistic due to, low survivalbility, slugish despite being smallest, poor gun, torp now only have 10 km range (despite being "Long Lance"), one third of the higher tier Cruiser have radar the rest have sonar, Vulnerable when detected which mean ->, Vulnerable against Air Attack and Air Recon.

Any CV: WITH GREAT POWER, COMES GREAT BLAME, literally

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Reasons why you should not play:

IJN DD: they are too underage, joke aside, they are currently at the rock bottom of statistic due to, low survivalbility, slugish despite being smallest, poor gun, torp now only have 10 km range (despite being "Long Lance"), one third of the higher tier Cruiser have radar the rest have sonar, Vulnerable when detected which mean ->, Vulnerable against Air Attack and Air Recon.

Any CV: WITH GREAT POWER, COMES GREAT BLAME, literally

Gearing already fall behind of Shima in 2 week solo WR

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Alpha Tester
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Gearing already fall behind of Shima in 2 week solo WR

 

I mean generally.... For IJN DD...

 

 

REALLY?

What happened?

Edited by Harpoon01

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Super Tester
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Okay here are some general tips for high tiers (8-10):
IJN: In general they have good HE and good speed, but corner slowly since they are long.  Also has bad AA

DDs: Useless, xp fodder for enemy team. Can't turn, hard to use to spot, can't gun, can't run.  Can't even torp.

CAs: high HE alpha, huge citadel, good torps (but poor launch angles T6+)

BBs: good range and horizontal dispersion, good shell velocity throughout the tiers, good penetration in general.
CVs: Great, very versatile loadouts

USN: More PTFO compared to IJN, great AA, generally corners well.  Excellent in divisions.
DDs: OP, ultimate PTFO line.  Great torps and gun dpm, some can take DFAA too.  High tiers have excellent stealth and cap well.  Generally corner extremely well.

CAs: Radar to PTFO, slow but turns tight, shell velocity is slow but good for island camping.  No torps tho.  AP is heavy and has great penetration

BBs: Worse horizontal dispersion than IJN, slow shell speed, good AA, great vertical dispersion, plus shells plunge more than other BBs (ie 13km KM BB citadels)

CVs: Generally shitty loadouts, less versatile than IJN.  AS loadouts cannot do damage, and strike, while more damage potential than IJN has no fighters.

 

KM: Good hydro, but otherwise hard to generalise.  Generally good AA.

DDs: Have hydro, but are fat and unmaneuverable.  Large turning radius, long RST, and poor cornering speed.  Gun DPM and fires per minute are decent however.  Torps lack DPM and alpha but reload very quickly.  Good AP alpha, shit HE alpha.  Stealth slightly worse than USN.

CAs: Excellent hydro, good AA, many torps at good angles for brawling.  Also has turtleback so not easy to citadel while angled.  Good AP alpha, shit HE alpha.  Similar to DDs, AP shells are light and lose penetration with range.

BBs: quite OP.  Have hydro, and turtleback. Hard to get citadelled.  Also decent AA if you spec for it.  Poor TDS, large turning radius means you need to time hydro properly to dodge fish.  DPM is good for guns tho guns have worst vertical and horizontal dispersion of all BBs.  Still, very survivable since it is hard to citadel, and decks are thick, immune to any Cruiser HE except notable exceptions

 

RU: Generally fast ships with poor turning, very good shell arcs, excellent at starting fires. 

DDs:  Speed tank king, very fast, very good guns, but shit stealth. 

CAs: Radar for teamplay, longest range radar in the game, long range guns, flat shell arcs, but huge citadels.  Although in T9-10 you turn pretty tight so you can dodge or bounce BB shells.

 

FR: Speed boost in the FR cruisers make them very survivable by speed tanking.  Armour profile also makes it easy to bounce BB shells and dodge HE (you will fear HE more than AP in this).  Guns have average arcs but high fires per minute.  Very long ranged guns. Has torps but bad damage.  Overall great damage dealer, can both push and kite very well.

 

RN: Huge citadels, great AP DPM, great torpedoes, has hydro, choice between smoke and radar.  Very good if camping in strategic locations to deny enemy pushes.  However also very easily deleted.

These are all generalisations for high tiers tho, low tiers definitely differ.  Also it depends on particular ships.

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Okay here are some general tips for high tiers (8-10):

IJN: In general they have good HE and good speed, but corner slowly since they are long.  Also has bad AA

DDs: Useless, xp fodder for enemy team. Can't turn, hard to use to spot, can't gun, can't run.  Can't even torp.

CAs: high HE alpha, huge citadel, good torps (but poor launch angles T6+)

BBs: good range and horizontal dispersion, good shell velocity throughout the tiers, good penetration in general.

CVs: Great, very versatile loadouts

 

USN: More PTFO compared to IJN, great AA, generally corners well.  Excellent in divisions.

DDs: OP, ultimate PTFO line.  Great torps and gun dpm, some can take DFAA too.  High tiers have excellent stealth and cap well.  Generally corner extremely well.

CAs: Radar to PTFO, slow but turns tight, shell velocity is slow but good for island camping.  No torps tho.  AP is heavy and has great penetration

BBs: Worse horizontal dispersion than IJN, slow shell speed, good AA, great vertical dispersion, plus shells plunge more than other BBs (ie 13km KM BB citadels)

CVs: Generally shitty loadouts, less versatile than IJN.  AS loadouts cannot do damage, and strike, while more damage potential than IJN has no fighters.

 

KM: Good hydro, but otherwise hard to generalise.  Generally good AA.

DDs: Have hydro, but are fat and unmaneuverable.  Large turning radius, long RST, and poor cornering speed.  Gun DPM and fires per minute are decent however.  Torps lack DPM and alpha but reload very quickly.  Good AP alpha, shit HE alpha.  Stealth slightly worse than USN.

CAs: Excellent hydro, good AA, many torps at good angles for brawling.  Also has turtleback so not easy to citadel while angled.  Good AP alpha, shit HE alpha.  Similar to DDs, AP shells are light and lose penetration with range.

BBs: quite OP.  Have hydro, and turtleback. Hard to get citadelled.  Also decent AA if you spec for it.  Poor TDS, large turning radius means you need to time hydro properly to dodge fish.  DPM is good for guns tho guns have worst vertical and horizontal dispersion of all BBs.  Still, very survivable since it is hard to citadel, and decks are thick, immune to any Cruiser HE except notable exceptions

 

RU: Generally fast ships with poor turning, very good shell arcs, excellent at starting fires. 

DDs:  Speed tank king, very fast, very good guns, but shit stealth. 

CAs: Radar for teamplay, longest range radar in the game, long range guns, flat shell arcs, but huge citadels.  Although in T9-10 you turn pretty tight so you can dodge or bounce BB shells.

 

FR: Speed boost in the FR cruisers make them very survivable by speed tanking.  Armour profile also makes it easy to bounce BB shells and dodge HE (you will fear HE more than AP in this).  Guns have average arcs but high fires per minute.  Very long ranged guns. Has torps but bad damage.  Overall great damage dealer, can both push and kite very well.

 

RN: Huge citadels, great AP DPM, great torpedoes, has hydro, choice between smoke and radar.  Very good if camping in strategic locations to deny enemy pushes.  However also very easily deleted under sustained fire. If given time, can heal almost all health

 

These are all generalisations for high tiers tho, low tiers definitely differ.  Also it depends on particular ships.

 

Minor RN change

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Okay here are some general tips for high tiers (8-10):

IJN: In general they have good HE and good speed, but corner slowly since they are long.  Also has bad AA and turret transverse.

DDs: Nearly useless in brawling, xp fodder for enemy team. Can't turn, good concealment, can gun but not as good as the other nations, average speed and best torpedo damage in game, only the reload time is the problem

CAs: High HE alpha, Huge citadel, Good torps (but poor launch angles T6+)

BBs: Good range and horizontal dispersion, good shell velocity throughout the tiers, good penetration in general.

CVs: Great, very versatile loadouts but requires good multitasking

 

USN: More PTFO compared to IJN, great AA, generally corners well.  Excellent in divisions.

DDs: OP, ultimate PTFO line.  Great torps and gun dpm, some can take DFAA too.  High tiers have excellent stealth and cap well.  Generally corner extremely well.

CAs: Radar to PTFO, slow but turns tight, shell velocity is slow but good for island camping.  No torps tho.  AP is heavy and has great penetration

BBs: Worse horizontal dispersion than IJN, slow shell speed, good AA, great vertical dispersion, plus shells plunge more than other BBs (ie 13km KM BB citadels)

CVs: Generally shitty loadouts, less versatile than IJN.  AS loadouts cannot do damage, and strike, while more damage potential than IJN has no fighters.

 

KM: Good hydro, but otherwise hard to generalise.  Generally good AA.

DDs: Have hydro, but are fat and unmaneuverable.  Large turning radius, long RST, and poor cornering speed.  Gun DPM and fires per minute are decent however.  Torps lack DPM and alpha but reload very quickly.  Good AP alpha, shit HE alpha.  Stealth slightly worse than USN.

CAs: Excellent hydro, good AA, many torps at good angles for brawling.  Also has turtleback so not easy to citadel while angled.  Good AP alpha, shit HE alpha.  Similar to DDs, AP shells are light and lose penetration with range.

BBs: Quite OP.  Have hydro, and turtleback. Hard to get citadeled.  Also decent AA if you spec for it.  Poor TDS, large turning radius means you need to time hydro properly to dodge fish.  DPM is good for guns tho guns have worst vertical and horizontal dispersion of all BBs.  Still, very survivable since it is hard to citadel, and decks are thick, immune to any Cruiser HE except notable exceptions

 

RU: Generally fast ships with poor turning, very good shell arcs, excellent at starting fires. 

DDs:  Speed tank king, very fast, very good guns, bad torpedo range with good speed and damage but shit stealth. 

CAs: Radar for teamplay, longest range radar in the game, long range guns, flat shell arcs, but huge citadels.  Although in T9-10 you turn pretty tight so you can dodge or bounce BB shells.

 

FR: Speed boost in the FR cruisers make them very survivable by speed tanking.  Armour profile also makes it easy to bounce BB shells and dodge HE (you will fear HE more than AP in this).  Guns have average arcs but high rate of fire per minute.  Very long ranged guns. Has torps but bad damage. Strongest AP and HE shell damage with the highest chance of settling fires. Overall great damage dealer, can both push and kite very well.

 

RN: Huge citadels, great AP DPM, great torpedoes, has hydro, choice between smoke ,radar, catapult or spotter aircraft. Very good if camping in strategic locations to deny enemy pushes.  However also very easily deleted under sustained fire. If given time, can heal almost all health.

 

These are all generalisations for high tiers though, low tiers definitely differ.  Also it depends on particular ships.

 

Some changes to IJN, RU, FR AND RN, feel free to correct me if i'm wrong

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