Sunday 16 August 2015

Saturday 15 August 2015

0.4.1



Rank Battles: Healthy Competition

It is common knowledge that team effort is very important in World of Warships. Effective cooperation between allies affects the outcome of a battle no less than the individual accomplishments of each player. It is great when the matchmaker puts us together with strong allies: we can move through the battle like a steel wave smashing enemy ships. On the other hand, it can be very disappointing to win a few medals, cause some serious damage, and still face defeat. To play with seasoned players, you can always create a division or even apply to a tough clan. But not every player is ready to make such a commitment to experience a great game. In Update 0.4.1, those players who wish to find their match, both among allies and rivals, with no extra effort will find what they are looking for in Rank Battles.

Rank Battles is a season-long event available to all players not enlisted in divisions with Tier VI-VII ships and Level 9 accounts. All you need to do is pick a ship, select Rank Battles, and click Battle! Rank Battles are slightly different from usual battles: each team can have no more than 7 players, and the maximum number of aircraft carriers and battleships is limited to one and two respectively.



In addition to XP and Credits, all Rank Battles participants will earn stars. A star is awarded to each player on the winning team. When a player gets a certain number of stars, they move to the next rank which demonstrates their ongoing achievements. All ranks are divided into three groups. The first group is intended for beginners taking the first steps on their way to naval glory. It has milder conditions for reaching higher ranks. As opposed to the two senior groups where each defeat results in losing a star and, consequently, another rank, the first group doesn't threaten the player's progress. The second and third groups show higher competition among players, reaching its climax in the top ranks. Speaking of competition... Players get into battles only within their group of ranks. In fact, players are grouped based on victories. When players achieve certain ranks, they are awarded in-game resources. In future, the development team is planning to introduce some unique awards.



New Maps: Jungle Calling

In Update 0.4.1, the reach of naval battles will expand significantly, allowing players to lay their hands on two new maps.

The Strait map was inspired by the Mediterranean and Middle East Theater: here you can enter the battle near the Italian coast where the British Fleet defended Malta and carrier aviation led the first ever swarm attack against heavy ships.



The second map, Solomon Islands, is a representation of part of the archipelago of the same name which saw one of the major military campaigns of the World War II—the Battle of Guadalcanal.



While exploring the new maps, you might have noticed that the landscape in World of Warships has become more vivid—now there are trees on islands. This is another change that will notably improve the look of the game. Forests and jungles will grow on all maps with a suitable climate and in the vicinity of the Port if you set Graphics Quality to at least Medium.



Improved graphics on familiar maps is not the only thing that will make players happy. New Dawn and Fault Line were modified significantly.On Hotspot, the diagonal team arrangement and the Domination mode with five bases were removed.



Aviation: No More Single-Click Commands

Many would agree that the aircraft carrier is the most original and rare ship type in World of Warships. Their gameplay is reminiscent of a real time strategy rather than of a tactical shooter. However, not all their squadrons are fun to control. While bombers and torpedo bombers are more effective with skillful manual control, fighters are mainly used by players on a “launch and forget” basis. Update 0.4.1 fundamentally changes this approach. Now a player can order their fighters to use barrage fire by specifying an exact zone on a map just the way they do it for bombers and torpedo bombers.



The moment fighters approach the “attack window”, they will make a strike spending the major part of their ammunition and causing damage to all aircraft coming their way. When properly used, this technique will help players thin the enemy formation, even with only a few fighters. Also, the risk of being caught under barrage fire will make players control their squadrons more carefully and use them separately.

In addition, we have tried to resolve another dogfight issue, that is a great disparity in the effectiveness of fighters in adjacent tiers. Fighters have long found themselves in an unfavorable situation when facing enemy counterparts of higher tiers. Sometimes, it would seem that enemy “hawks” reign supreme in the air by destroying their rivals from inferior tiers and getting away with it. For Update 0.4.1 we have collected the necessary data and rebalanced parameters of all fighters. Now the damage they can cause increases more evenly depending on their level. Researching your aircraft is still important, but fighting off enemies from the next tier has gotten easier.



Rear gunners on many bombers and torpedo bombers have also been affected: the damage they cause has been recalculated upward.

However, fighter lovers might be saddened by the balancing of Japanese aircraft carriers of medium tiers. According to research, they demonstrate abnormally high battle performance even when used by less experienced players. This is why we increased the aircraft servicing time for squadrons and reconsidered the structure of air groups: now each air group has at least one fighter squadron.



Matchmaker: on the Way to Balance

The matchmaker is a component of the game that is responsible for assembling teams before a battle. No wonder that any shortcomings of the matchmaker get very negative feedback from players, who, from time to time, find themselves in a disadvantageous position and have to make great efforts to survive in battle. With the launch of the Open Beta Test, we could finally receive mass statistical data and continue working on identified problems. You'll be able to see the first results of our work in this update. Now, the aircraft carriers will be distributed by teams strictly symmetrically, both by quantity and by tiers. Thus, it will become impossible for one of the teams to have the only aircraft carrier in the battle or a more powerful air group. We also introduced an algorithm that will forcibly put a player on an optimally comfortable tier of battles (equal to the tier of their ship), if they played several battles in a row with higher tiers. This decision will undoubtedly increase the general comfort of gaming and powerleveling for all. By the way, you can read more about battle tiers in this article.



Finally, we improved the distribution mechanics of destroyers and cruisers in teams for a better balance. This change may not be global, but is still very welcome.



Balance Corrections: Back in Commission

Balance corrections are undoubtedly one of the most important and sensitive subjects of any major update. They always provoke a hailstorm of both positive and negative emotions from players, depending on changes made to their favorite combat machines. Be it as it may, these corrections are very important to polish the gameplay. We can't afford to "leave it alone" just to please part of the audience. However, other than worsening parameters of some Japanese aircraft carriers that we discussed earlier, Update 0.4.1 mostly brings good news.

According to the plan that was described in a separate article, we considerably increased the primary armament's precision at a range of up to three kilometers. Battleships that are most affected by this change, now have a reason for joy. They are not turning into sniper rifles of course; however, your guns will have a greater precision during exchanges at point blank range. Further tests and research will show the impact of this change on the gameplay.

Premium warships Yubari and Sims,game veterans, which many of our captains purchased together with the pre-order package, will receive some nice improvements.Destroyer Sims, which was looking a bit weak compared to her counterparts, can now boast two versions of torpedoes. She becomes the first Premium ship to have a variable module. New torpedoes will allow the old girl not to risk too much by engaging in close quarters combat. They have an enhanced range at the expense of speed and inflicted damage. Cruiser Yubari known, among others, for her good AA armament, can now prepare even warmer welcomes for enemy squadrons thanks to the Defensive Fire consumable. While we are on the subject of consumables, the action time of Hydroacoustic Search was increased for all cruisers, because many players considered it a controversial benefit.



Of course, not only Premium ships were improved in this update. Cruiser Omaha will get an increase in firing range when equipped with the most advanced hull to match her to the other ship of the series—Murmansk. Cruiser Furutaka, which taught many Japanese Navy enthusiasts coolness and peace of mind, now shifts the helm faster, and turns to the enemy more rapid-firing and agile primary armament turrets together with updated torpedoes. By the way, the same torpedoes are installed on the top configuration of destroyer Mutsuki, which provides a good opportunity to save on research. The Japanese Navy enthusiasts will most certainly appreciate another improvement: the rotation speed of primary armament turrets of Wakatake, Minekaze, and Mutsuki was increased. The latter also received a bonus to the reload time of torpedo tubes.

The changes of U.S. destroyers deserve a more detailed description. In general, we registered some decline in popularity and battle performance for these warships, which were always famous for excellent primary armament guns and their ability to both act as part of the team and hunt light enemy ships on their own. Low-tier destroyers Samspon and Wickes will get increased fire rate and gun rotation speeds. Their colleagues starting from Tier V will have two variants of top hulls. The alternative variant will have additional AA armament at the expense of the main battery. At the same time, the Engine Boost consumable will be replaced by Defensive Fire. Undoubtedly, these improvements will allow the Americans to fully use their versatile primary armament guns against enemy aviation. However, captains who want to concentrate their efforts on hunting down enemy destroyers can select main top hulls equipped with Engine Boost and standard artillery armament that are now necessary in order to get to the following level. Apart from that, the action time of Smoke Screens of all U.S. destroyers was increased.

Still, we had to do some fine-tuning. Minekaze, a too effective, elusive, and dangerous Japanese destroyer, will lose her top torpedoes and three kilometers of range with them.The traversing angles of her torpedo tubes were reduced a little, while the detection distance was increased by almost one kilometer. It's cool to be a ninja, but it's time to draw a line. Mutsuki's concealment was modified in the same way. Our research showed that the Japanese national bonus to the chance of causing fire with high-explosive shells needed to be balanced, that's why it was reduced depending on gun caliber. Cruiser Mogami, the terror of Tier VIII, will have to be more careful now, as the reserve durability of her primary armament turrets was decreased, while the previous Japanese cruiser Myoko will have a lower rate of fire. As for the U.S. Fleet, the test results showed that the rate of fire and the primary armament turrets’ rotation speed of battleship Wyoming needed to be reduced a little.

UPDATED: According to the latest plans we plan to increase visibility of destroyers Minekaze and Mutsuki by not much only +300 meters instead of +1000.



Other Changes

Gameplay

After long reflections and several tests we are ready to introduce a solution to the map edge problem. Here is a reminder for those of you who didn't encounter this issue: in the current version of the game, a ship that is set against a map's edge starts to slide along it at an unconventional angle, which makes targeting it difficult. Many players use this peculiarity to their advantage, but Update 0.4.1 will render this kind of behavior useless. From now on, any ship contacting a map edge will be correctly processed by the targeting system. You can set the usual target lead and fire at will. We believe this feature will stop drift enthusiasts in World of Warships as it no longer provides any advantage.



Game Client Performance

The optimization was for architecture and the data storage mode this time. We reworked the game client and now it requires about 50% less disk space, thanks to archiving a multitude of small files.



Interface

We made the first steps towards updating performance and integral characteristics of ships in the Port. We added several important performance characteristics, such as parameters for aviation torpedoes. The best thing is that the interface will now display changes to characteristics depending on installed upgrades and consumables on the base level. For now, there will be no preview, nor separation between base values and modifiers. Last, but not least, we updated the player statistics summary in the profile and made it much more informative.



Sound

The sound changes are aimed at improving the game experience, as usual. We updated the sound in general, changed the sound of flying shells fired both by you and by the enemy. We added sounds for jet planes and recorded several new music tracks.

Gonna change some stuff....

Hey Guys,

From now onward I shall also post update notes and new stuff coming into World Of Warships. 

Friday 14 August 2015

Bad Advice Ep #2: Stay Zoomed in No Matter What




This episode of Bad advice is about Tunnel vision which happens commonly with new players especially.

This happens when you zoom in fully to shoot at an enemy and stay zoomed in until you kill the enemy.

This has a lot of disadvantages:

- You can get grounded making you an easy target for enemy torpedo bombers or enemy Destroyers

- You can ram an allied ship damaging both of you

- You won't be able to see a more priority target

- You might run into the Blue Line

How to not make this happen:

Each time after you fire a salvo, hold the Right Mouse Button and look around. Then leave it and zoom in and fire again. Keep doing this.

(By Karrablaster/Me)

Thursday 13 August 2015

Ship Classes - Beginner's Guide To Tree Selection (By Noppers)

For People who don't know:
DD = Destroyer, CA/CL = Cruiser Heavy / Cruiser Light, BB = Battleship, CV = Carrier

US Destroyers:

Think "Patrol Boat". Generally short range torpedoes means that you have to see whites in eyes to get an effective strike off....which means under 5km range. That opens you up to secondary fire, especially from BBs. The guns on the US DD are pretty good though, and my understanding is that the very high tiers (7+) have some devastating continuous fire, mostly against other DDs and CA/CL. The US DDs are also tough to play at lower levels, as they're underpowered in almost every aspect. My recommended playstyle is a bit 'in your face', but using islands as cover and using guns where possible. Primary targets should be other DDs for your guns, and CLs. BBs should be the focus of your torp strikes.....followed by CVs if you can get through the enemy lines......and you need to plan and stalk your target effectively. Rule of thumb - at the start of the battle, identify where the enemy CAs are.....and head in the opposite direction.

IJN Destroyers:

You will have fun in these, providing you avoid those CAs and learn how to torpedo strike. Guns on the IJN DD are slow in all aspects, and are your second option when it comes to damaging targets (but don't forget to use them when appropriate). Generally you'll see upwards of 10km range on torps, once you upgrade your ship. Isokaze is pretty good. Minekaze is one of the top 3 ships in game IMO. Mutsuki is ok, but struggles against the larger CA/CL because it's tier 6.....and cruisers at tier 6 and above are brutal. Again, stalk a BB and / or CV and take it out. Find targets of opportunity along the way. Avoid CA/CL where possible. Use guns to supplement your firepower, but only fire them when you're already spotted.

For all Destroyers:

Turn your AA off by pressing the P key (you'll see 2 small yellow icons appear to the left of your HE ammo, indicating AA is off). Only turn on your AA if you are fully spotted by aircraft (i.e. they're above your head).
Do not drive in straight lines. Ever.
Do not expect to gun duel with anyone and live. It's the other stuff shooting at you, because you are lit, that will probably get you.


US Cruisers:

Probably one of the best trees to go down. The St Louis (T3) is a HE spamboat. The Phoenix (T4), in the right hands, is a great ship (has torps too). The Omaha (T5) is a souped-up Phoenix (I have a battle with 3200+ raw experience in one of these). And then you get to the Cleveland (T6)......again, one of the top three ships in game. You will shred ships in this. Above T6, the ships aren't bad....but they are a bit fragile sometimes against the higher tier BBs and so on. Play strategically, as an AA defense ship, as your primary role from T6 upwards. You're kind of the sniper with lower HP than the heavies (think French tanks in WoT). Using HE against BBs is your speciality......it's fun to create a giant pile of burning metal in the ocean. Your role also is to hunt and destroy the DDs. For the lower tiers, torps are a secondary role...if you're trying to use them as a primary, you're not using your ship to full potential. Use "sequential" fire.....keep your finger on the left mouse button, and walk fire into the line of travel of your target. Oh, and drive around like a maniac in these ships, if you're being shot at.


IJN Cruisers:

Kind of like the poor cousin to the US CA/CL line, in some aspects. The Tenryu (T3), in the right hands, is an amazing ship. Great torps, reasonably good guns. But, a well placed AP salvo from another cruiser or a BB will tear it apart. This is the theme of the IJN CA/CL line......can dish out the smack if played well, but as strong as wet tissue paper. The Kuma is a pretty good ship......the Furutaka is probably one of the hardest ships to play in the game (slow turrets, poor torps, sluggish ship). I tend to find myself playing these in an 'aggressively defensive' role (I hide behind stuff) as I go up the tiers. I recommend hunting DDs in these, and other cruisers at the lower levels........I don't recommend going against a Cleveland until you're in T8.


For all Cruisers:

As you get into higher tiers (5 and upwards), you should be thinking about how you support your team. One of your first roles should be to position yourself as AA cover for those who need it, for the first few minutes of battle. This may mean hanging within a grid square or so of your CV(s).....because the enemy will be sending strike aircraft your way, and you can demolish their first wave in a CA/CL.
Very important overall that you pick your targets.
Don't pretend to be a DD. They're better at it than you ever will be. Be a shepherd for your fleet instead. Either destroy DDs, or at least drive them (and their torps) away from your herd.
Use sequential fire, HE, if and when you can. Hard to avoid a storm of HE, regardless of what ship you're in.
HE is your preferred ammo type, but AP can be useful against the right targets (sometimes BBs).


US Battleships:

Slow as ten slow things, generally short ranged guns (I mean, cruisers out-range you frequently at tier 4-7 at least), but can be quite devastating with their firepower. Vulnerable to aircraft attacks, despite AA. Can absorb a fair amount of enemy fire though. Your best option with these ships is to identify an "area" of the map that you wish to dominate, and head there. However, take a CA/CL or two with you.....or follow a CA. You will need the AA support, and you will need their rate of fire to keep the pressure on the enemy ships. Fire broadsides, use AP for the majority of targets (HE is better against DDs for the crits)......and aim at waterlines with your AP for maximum chance of citadel damage.  Target enemy BBs where possible......CA as your second priority (unless the CA is more dangerous at the time, then hit it as primary).

IJN Battleships:

Generally faster than the US line. Much longer range (on average).....I'm talking 20km+. Same sorts of HP. Same horrible turn rate. Pretty much follow the advice for US BBs, except you can stay back a bit further from the enemy, if your gunnery is up to scratch. Definitely target enemy BBs.

For all Battleships
People whine about BBs all the time, but you have to play them carefully or you will die pretty quickly....and it will be your own fault. Finding yourself without CA AA cover, being attacked by DDs that pop out from islands 4km away.....these are things that you can avoid.
Battleships are awesome and difficult at the same time. Nothing gives you the warm and fuzzies more than firing a broadside at a CA and wiping out it's 30,000 HP in the one salvo. But, nothing is worse than sitting there watching torps coming at you, and knowing that you have stuffed up and you can't possibly turn in time to avoid them.
Forget chasing DDs and enemy CVs.....you're slower, you have less spotting range, and a half decent enemy will kill you before you have a chance to curse their name. Your position in your fleet is "foundation"......pick that area of the map I mentioned, and head towards it.....then adjust strategy along the way.

US Carriers:

Well, these are all about fighters honestly. Protect your fleet (stuff not covered by CA / CL AA). Put a fighter screen out there, gather intel, and seek out the enemy strike aircraft. After you have whittled them down a bit, don't be afraid to use your fighters as spotting aircraft for your team, especially to find enemy DDs. Most of the comments on CVs are in the "For all Carriers below".

IJN Carriers:

These guys are about strike. You want to try and remove enemy CVs as priority, especially if they have lots of fighters.......if you remove the CV, you remove the fighter danger, giving you freedom of manoeuvre on the battlefield. Don't be afraid to use Bombers as a diversion / bait, allowing your real damage-makers (the torp planes) to get through and hit your target.

For all Carriers:

NEVER send your fighters too far away from your ship, unless you know where the enemy CV strike aircraft are.
Don't always think that you have to kill the enemy CV(s). It is handy, but if you lose your aircraft doing it, you're useless. Enemy BBs are also very juicy targets, and can be game-changing if you remove them.
Learn how to use the ALT key to drop torps.
Sometimes, "bait" aircraft are useful. That includes baiting a lone enemy fighter flight into combat with two of your fighter flights......cut off his line of retreat by sending stuff out wide and behind him. Hard to explain this skill, but very effective.
Sometimes, it's better to try and hit the strike aircraft on their return leg home, instead of trying to chase them on their inbound leg. This means sending your fighters to the line of retreat for their strike aircraft. You may not stop this attack, but you'll probably be able to wipe them out so they can't attack again.
CVs are pretty game-changing, in the right hands.
Be aware that any DD worth his salt is going to be trying to break through your lines to hunt you down, and the average player knows exactly where you are on the map. Don't lose sight of the strategic picture, and move your ship accordingly.
 
Overall Advice:

Division up when you can. Mad if you don't.
Don't be afraid to use Co-op to get to know a particular ship, before hitting PvP with it.
Try to avoid being the first person spotted. It draws enemy fire for some reason.....
Learn and understand your Commander's skills. Research, talk to others......before you allocate them. However, it isn't that expensive in Dubloons to reset if you muck it up. (note - the detection one is handy, even in a BB......sometimes you need to know when there's a DD nearby....)
 
As I said earlier, not an extensive guide or anything....there are plenty of other considerations, but this is just a guide for those who are starting up. Just my thoughts and playstyle. Folks are welcome to disagree with my tips here, but remember - this is my list of things. Each person might be different across a multitude of areas.
 
Cheers.
 
Noppers

Actual Format has been retained

Saturday 8 August 2015

Tuesday 4 August 2015

How to sink a ship? (Karrablaster/Me)




Pierce it!
When in doubt, just shower the enemy with armour-piercing shells and hope that some of them penetrate the hull and cause damage to internal compartments and modules. But it isn´t just like that – you need to actually aim at parts of the ship where the shells can hit more than air. You want to be firing at the citadel – the ship´s central area, housing the most essential units, such as engine rooms, boiler rooms and magazines. Hitting the engine or boiler room will stop the ship, hitting (and penetrating) the ammunition magazines will blow it up. That is what you want to see!

The downside of this approach is that penetrating the strongest armour, which the citadel is usually wrapped in, isn´t the easiest thing to do. You have to also take into account that distance, angle of attack and shell size matter. But about that some other time...

Burn it!
Don´t you just love the smell of a barbecue? Then you want to be firing High explosive (HE) shells at your enemy. The advantage of this approach is that less aiming is necessary as it doesn´t really matter where you hit, so long as you hit the deck and whatever is above or on it. Superstructures, gun mounts or smoke stacks – they all burn very nicely and in some cases significantly reduce the combat capability of the enemy ship. Burning aircraft carriers, for example, cannot launch (or land) any aircraft from their deck. And battleship commanders – well, psychological warfare works as well!

Sink it!
A bit obvious for a headline, but bear with us. If you manage to pierce a ship's hull under the water-line, she will most likely sink. There is one way of ensuring this: torpedoes. Not only will the enemy ship lose hit-points, but also slow down significantly. In naval combat, where maneuverability is key, this will likely result in a one-way ticket back to port for the enemy.

All images belong to Wargaming.net

Few Tips (Karrablaster123/Me)




While using AP, aim at the citadel and (or) ammunition magazines. This is not easy and there is some luck involved, but it can destroy the enemy ship very quickly.

Use HE shells to fight off lightly armored ships, such as destroyers and lights cruisers. They will most likely cause damage while a bigger caliber shell will probably pass through the lightly armored ship and detonate outside the hull – this mechanic is known as “overpenetration” and battleship captains will know this concept very well.

If your AP shells cause only small amounts of damage, or you can clearly see them bouncing and sliding off the hull of the enemy ship, this means your guns are not powerful enough to penetrate the armour. Switch to HE shells. When they hit the target, not only do they inflict guaranteed damage, but they can also disable various modules and cause destructive fire.

If an enemy ship is facing you with the stern or the bow, the citadel is harder to reach, therefore it is recommended to use HE shells and shoot the superstructures on the deck.



Citadel (Engine and magazine modules)

This is where all the critical modules and machinery spaces are hidden and covered by the (usually) thickest layer of armour. If you manage to penetrate the armour and damage the engine room, the ship will completely lose speed and become an easy target. At the same time, one direct hit to the magazine will disarm your enemy or even blow her up.

Stern (steering gears module)

If you damage the steering gears, the enemy ship won't be able to change the course and evade incoming fire. Damaging the steering gears while the enemy ship is maneuvering will jam the rudder, causing the ship to circulate helplessly while you shower her with a rain of shells.

Superstructure and gun turrets

Most of these modules – as well as anti-aircraft guns and torpedo launchers – are placed right on the deck's surface, making them vulnerable to artillery fire. By damaging or destroying them with HE shells, you will cripple your enemy, making his armament less efficient.


All images belong to Wargaming.net

Monday 3 August 2015

Carrier Squadron Loadouts.(Syanda)


 Abbreviations: FS - Fighter Squadron. TB - Torpedo Bombers. DB - Dive Bombers.

United States Navy
Tier 4 - Langley
Mod 1: 1 FS/1 TB/0 DB
Tier 5 - Bogue
Mod 1: 1 FS/1 TB/0 DB
Mod 2: 0 FS/1 TB/2 DB
Mod 3: 2 FS/0 TB/1 DB
Tier 6 - Independence
Mod 1: 1 FS/1 TB/1 DB
Mod 2: 0 FS/1 TB/2 DB
Mod 3: 2 FS/0 TB/1 DB
Tier 7 - Ranger
Mod 1: 1 FS/1 TB/1 DB
Mod 2: 0 FS/1 TB/3 DB
Mod 3: 2 FS/0 TB/2 DB
Tier 8 - Lexington
Mod 1: 2 FS/1 TB/1 DB
Mod 2: 0 FS/1 TB/3 DB
Mod 3: 2 FS/0 TB/2 DB
Tier 9 - Essex
Mod 1: 2 FS/1 TB/1 DB
Mod 2: 1 FS/2 TB/2 DB
Mod 3: 3 FS/0 TB/2 DB
Tier 10 -  Midway
Mod 1: 2 FS/1 TB/2 DB
Mod 2: 1 FS/2 TB/2 DB
Mod 3: 3 FS/0 TB/2 DB

Imperial Japanese Navy
Tier 4 - Houshou
Mod 1: 1 FS/2 TB/0 DB
Tier 5 - Zuihou
Mod 1: 1 FS/2 TB/1 DB
Mod 2: 0 FS/3 TB/1 DB
Tier 6 - Ryuujou
Mod 1: 1 FS/2 TB/1 DB
Mod 2: 0 FS/3 TB/2 DB
Mod 3: 1 FS/2 TB/2 DB
Tier 7 - Hiryuu
Mod 1: 1 FS/2 TB/2 DB
Mod 2: 0 FS/3 TB/3 DB
Mod 3: 2 FS/2 TB/2 DB
Tier 8 - Shoukaku
Mod 1: 1 FS/2 TB/2 DB
Mod 2: 0 FS/3 TB/3 DB
Mod 3: 2 FS/2 TB/2 DB
Tier 9 - Taihou
Mod 1: 2 FS/2 TB/2 DB
Mod 2: 1 FS/3 TB/3 DB
Mod 3: 3 FS/2 TB/2 DB
Tier 10 - Hakuryuu
Mod 1: 2 FS/3 TB/2 DB
Mod 2: 1 FS/3 TB/4 DB
Mod 3: 4 FS/2 TB/2 DB

Torpedoes (By Syanda)

United States Navy
Destroyers
General tips - lower tier destroyers feature torpedo mounts on either side, and can launch 2 mounts on their broadside. If you see a low-tier USN DD launch on one side, keep in mind that it still has torpedo mounts on it's other side as well.

Tier 2 - Sampson - 4x 2 torpedoes, two mounts on each side. 4.5km range. RoF: 2.6/min
Tier 3 -  Wickes - 4x 3 torpedoes, two mounts on each side.  4.5km range. RoF: 1.9/min
Tier 4 -  Clemson - 4x 3 torpedoes, two mounts on each side. 5/5.5km range. RoF 1.5/min or 0.9/min
Tier 5 - Nicholas - 4x 3 torpedoes, two mounts on each side. 5.5km range. RoF: 0.9/min
Tier 6 - Farragut - 2x 4 torpedoes, centre mounts. 5.5km/5km range. RoF: 0.7/min or 0.6/min
Tier 7 - Mahan - 3x 4 torpedoes, one mount on each side, one centre mount. 4.5km/6.4km range. RoF: 0.6/min or 0.7/min
Tier 7 - Sims - 2x 4 torpedoes, centre mounts. 5.5km range. RoF: 0.7/min
Tier 8 - Benson - 2x 5 torpedoes, centre mounts. 6.4km/8.2km range. RoF: 0.5/min or 0.6/min
Tier 9 - Fletcher - 2x 5 torpedoes, centre mounts. 8.2km/10.5km range. RoF: 0.6/min
Tier 10 - Gearing - 2x 5 torpedoes, centre mounts. 16.5km range. RoF: 0.4/min

Cruisers

Tier 4 - Phoenix - Stock: 2x 2 torpedoes, one mount on each side. Hull B/C: 2x3 torpedoes, one mount on each side. 5.5km range. RoF: 0.9/min. Note: Phoenix's hull B has a more prominent superstructure and enclosed bridge.
Tier 5 - Omaha - Stock: 4x2 torpedoes, two mounts on each side. Hull B: 4x3 torpedoes, two mounts on each side. Hull C: 2x3 torpedoes, one mount on each side. 5.5km range. RoF: 1.4/min. Note: Omaha hull C has a larger bridge superstructure and bridge wings, and has less smallcraft on its decks.
Tier 7 - Atlanta - 2x 4 torpedoes, one mount on each side. 4.5km range. RoF: 0.6/min.

Imperial Japanese Navy
Destroyers
All IJN destroyers have their torpedoes on centre mounts, which can swivel to either side, and generally have longer range torpedoes compared to the USN. Lower tier destroyers have fast torpedo reloads, so beware. At higher tiers, IJN destroyers can launch torpedoes outside of their detection range.

Tier 2 - Umikaze - 2x 2 torpedoes. 4.5km/8km range. RoF: 2.7/min or 2.5/min.
Tier 3 - Wakatake - 2x 2 torpedoes. 7km range. RoF: 1.5/min or 1.4/min
Tier 4 - Isokaze - 3x 2 torpedoes. 7km range. RoF: 1.4/min or 1.3/min
Tier 5 - Minekaze - 3x 2 torpedoes. 7km/10km range. RoF: 1.3/min.
Tier 6 - Mutsuki - 2x 3 torpedoes. 6km/10km range. RoF: 0.8/min
Tier 7 - Hatsuharu - 2x 3 torpedoes. 10km range. RoF: 0.8/min or 0.7/min
Tier 8 - Fubuki - 3x 3 torpedoes. 10km/15km range. RoF: 0.7/min.
Tier 9 - Kagerou - 2x 4 torpedoes. 15km/20km range. RoF: 0.6/min or 0.5/min
Tier 10 - Shimakaze - 3x 5 torpedoes. 20km/15km range. RoF: 0.4/min.

Cruisers
Apart from Tenryuu and Iwaki, IJN cruisers mount their torpedoes in side mounts, usually to the rear of the crusier. Starting from Tier 5 onwards, IJN cruisers generally fire their torpedoes in the rear quarters of the ship, and telegraph this by turning away from targets.

Tier 3 - Tenryuu - 2x 3 torpedoes, centre mount. 7km range. RoF: 1.0/min
Tier 4 - Kuma - 4x 2 torpedoes, two mounts on each side. 7km range. RoF: 1.4/min
Tier 4 - Iwaki Alpha -  2x 3 torpedoes, centre mounts. 10km range. RoF: 0.8/min
Tier 4 - Yuubari - 2x 2 torpedoes, centre mounts. 6km range. RoF: 1.2/min. Note: Yuubari's torpedo arc is extremely restricted and can only fire virtually perpendicular to her.
Tier 5 - Furutaka - 2x 3 torpedoes, one mount on each side. 6km range. RoF: 0.8/min
Tier 6 - Aoba - 2x 4 torpedoes, one mount on each side. 10km range. RoF: 0.6/min
Tier 7 - Myoukou - Stock: 2x 3 torpedoes, one mount on each side. Hull B: 4x 3 torpedoes, two mounts on each side. 10km range. RoF: 0.8/min or 0.7/min
Tier 8 - Mogami - 4x 4 torpedoes, two mounts on each side. 10km range. RoF: 0.6/min
Tier 8 - Kitakami -  10x 4 torpedoes, five mounts on each side. 10km range. RoF: 0.6/min. Note: Kitakami is not available in-game, but may be very rarely encountered in the possession of staff accounts...
Tier 8 - Atago - 4x 4 torpedoes, two mounts on each side. 10km range. RoF: 0.6/min. Note: Atago is has a torpedo firing arc similar to that of Tenryuu/Iwaki/Destroyers, as her torpedoes are mounted just under the bridge superstructure.
Tier 9 - Ibuki - 4x 4 torpedoes, two mounts on each side. 10km range. RoF: 0.6/min or 0.5/min.
Tier 10 - Zaou - 4x 5 torpedoes, two mounts on each side. 8km range. RoF: 0.4/min.

Russian Navy
Only a few premium ships in the game currently, so I won't divide this by class.

Tier 5 - Gremyashchy - 2x 3 torpedoes, centre mounts. 8km range. RoF: 0.9/min
Tier 5 - Murmansk - 2x 3 torpedoes, one mount on each side. 8km range. RoF: 0.9/min.

Sunday 2 August 2015

What Shell shall I use?


Citadel Hits (By Syanda)

Ever been oneshot by an enemy ship, or seen a massive chunk of your hitpoints suddenly disappear in a single salvo? You probably had your citadel zone wrecked. Here's a quick guide on how to do it back to other people.

<-Boring historical section->
Quick-and-dirty explanation: As naval designers started building larger ships to handle the bigger guns going out to see, they began to realize that they couldn't afford to fit armour everywhere. As such, the decision was made to only armour up the critical zones that were absolutely necessary for the ship's survival. Most, if not all of the armour was concentrated to form a "citadel" around a ship's engines and magazine spaces - so long as these citadel zones remained intact, a ship could still survive. Conversely, if these citadels were breached by gunfire, it would suffer critical damage.

If you'd like more information about warship protection, look up "all-or-nothing" armour and various articles on the sort.
<-/Boring historical section->

Locating the citadel
Now, where are the citadel zones on a ship? These are typically buried in the bowels of the ship and under the most amount of protection. Cruisers and Battleships are the ships who have citadel construction in place. Destroyers are virtually unarmoured everywhere, and don't really have a citadel to hit - any HE shot to their sides will knock out their engines

Note that different ships will have different locations for their citadels, but as a general rule, they're located under the ship's funnels and under their turrets.

Hitting the citadel
Striking the citadel zone requires penetration of the most protected part of the ship, and thus requires proper shell selection, good aiming, and a healthy amount of luck.

First things first - Both HE and AP shells are capable of getting Citadel Hits. However, hitting the citadels require penetrating a ship at the right place and angle. Therefore, you'll want to be using AP shells in order to get citadel hits.

As a general rule, in order to get citadel hits, your shells must land as close to the waterline on the target ship as possible, and impact under the funnels or the turrets. Therefore, match your aim marker to the same area where the target ship's hull meets the waterline. If you manage to hit the citadel, you'll see this pop up instead of the standard hit ribbon:





If you're in a battleship, you are capable of hitting other battleships' citadels with AP at all ranges, and cruiser citadels with AP at all ranges (or HE if they're lightly armoured enough). If you're in a cruiser, you are capable of hitting other cruisers' citadels with AP. It is possible, just unlikely, to manage to citadel a battleship as a cruiser - your guns may not have enough penetration to break through a battleship's side armour. If you're in a destroyer, don't bother trying to citadel a battleship - your AP shells will likely just bounce. It's possible, but very unlikely that you can manage to citadel a cruiser in a destroyer - it typically happens when you're firing at a very close range. However, note that when your torpedoes breach the citadel zones, it might be possible to deal extremely massive damage to your target and kill them in 1-2 torpedo hits. Note that it's possible to get citadel hits at very long range due to plunging fire. When shells are striking at near their maximum range, they fall almost vertically impact on a ship's deck instead of its sides. If AP shells land on a ships (usually more thinly armoured) deck, they may penetrate the citadel zones if they hit juuuuuust right. It's really difficult to actually actively seek these, but its always worth it to shell targets at long range in the hopes of getting it.

Saturday 1 August 2015

CV tactics (By Chawp)

1. Don't go and camp in a corner, stay close to your team but far back enough not to be in the line of sight of enemies. This will allow friendly ships to come to your aid faster if you disaster strikes and reduces the travel distance of your aircraft.
2. When manual dropping with torpedo, always leave a enough room for them to arm. You'll find the sweet spot eventually. 
3. If your fighters aren't engaging enemy aircraft, have them stick close to team to act as a deterrent or as a scout for those sneaky destroyers.
3.5. Have your idle fighters stalk an enemy DD so that they are always visible to your team. Be careful not to leave them within AA range for too long.
4. If possible, when vsing an enemy CV, try to leave at least one enemy bomber alive after it made its run. This increases the turn around time for the enemy bombers as a single bomber flying back to its carrier to then rearm and re service is significantly longer than allowing the enemy CV to re spawn a fresh new squadron. Needless to say, if killing the final bomber can save a life of a teammate then shoot it down.

Ships on the minimap (By karrablaster123/Me)

Arrow Head/Triangle DD, 1 diagonal line CA/CL, 2 diagonal lines BB, horizontal line CV

General Tips (By Syanda, benlisquare, _Storm, Makise_Kuristina)

Movement
1. The bottom left hand of the screen has your engine setting. Tap W to increase, tap S to decrease. You can set your engines to 1/4 power, 1/2, 3/4, and Full, as well as setting it to 0 and setting it to full reverse. Note that it takes time to build up to full steam, and you won't hit your top speed right away. Generally speaking, destroyers accelerate the fastest, followed by cruisers/aircraft carriers, followed by battleships. Look up the different ships on the tech tree to find out their top speeds.

2. Steering is done with your rudder. Hold A to steer your ship to port (left), hold D to steer your ship to starboard (right). Q and E can also set your rudder to 1/2 and full to port and starboard respectively. Again, note that it takes time for the rudder to move and for your ship to begin to turn, so plan your course out ahead. Destroyers turn the fastest, followed by cruisers, followed by battleships, followed by aircraft carriers.

3. Try not to cut across a ship's bow. Keep aware of where your teammates are. Some ships, like battleships take a LONG time to accelerate/decelerate, and turn, so don't expect them to be able to take evasive action to dodge you.

4. You are not less accurate when firing on the move. Don't stop to fire.

5. Please do not hit the blue map border. Seriously. Don't do it.

6. Try to move erratically in order to make it harder for the other team to hit you, sailing in a straight line is a good way to quickly lose a lot of your health.

Shooting
1. All ships have multiple turrets, and the turrets will aim as close as possible to where your mouse cursor is. Where each turret is pointing is denoted by an orange circle. When it turns green and is over your pointer, it is able to fire.

2. Left click to fire one turret. Double-click to fire all your guns pointing at a target (broadside). Hold down left click to fire all guns in sequence (rolling broadside).

3. When switching to any of your weapons, a white dotted circle will appear around your ship in a minimap. That indicates the maximum range of your selected weapon.

4. AP deals damage when penetrating a target. As a general rule, battleships should fire AP at other battleships and cruisers, cruisers should fire AP at other cruisers, destroyers should avoid firing AP. If an AP round is fired at a target with little or no armour, it will overpenetrate and deal very little damage. Ideally, you want your AP shots to be hitting the ship's hull as close to the waterline as possible when firing at close range, or plunging down on the deck at long range. AP fire hitting at a bad angle will simple ricochet.

5. HE deals damage when impacting on a target, and has a higher chance of setting a target on fire. As a general rule, battleships should *try* to fire HE at destroyers (but frankly, the slow reload means you can't really switch shell types often), cruisers should fire HE at battleships and destroyers, and destroyers should be firing HE almost all the time. HE rounds deal the most damage when impacting on the deck and superstructure, and may deal no damage if you hit armoured sides where there are no modules present.

6. When your cursor is over a target, press X to lock onto the target. This helps when firing over obstacles. Press G to highlight a target to allies and request fire support. You can only lock on to targets within your range, and call for support on targets you can see.

7. Some ships carry torpedoes. Hit 3 to switch to torpedo. Press 3 again to toggle between wide and narrow torpedo spreads. A green/yellow arc will appear on either side of your ship indicating where your torpedoes can fire. If you have locked onto a target in range, a white segment will appear to assist your aim. That is where you have to fire in order to hit the direct centre of the targetted ship, assuming the ship does not change its course.

8. NOTE THAT FRIENDLY FIRE IS ALWAYS ON. Always, always, ALWAYS watch your firing arcs when shootings. Do not fire torpedoes in an area where friendly ships are maneuvering. Dealing too much allied damage will result in the team damage system penalizing you.

9. AA guns and secondary batteries fire automatically at targets in range. Hold control to bring up your cursor and left click on a target ship/squadron to get your AI guns to focus fire on it.

10. Tap Z toggle your camera to follow your shells/torpedoes so you can see where they hit. I believe when Z is toggled on, C allows you to switch between seeing each shell/torpedo.

Taking Damage
1. Ships can have their modules knocked out by gunfire - Rudder, Engines, AA guns, Secondary guns, Torpedoes, Ammunition, Main guns. When engines or rudder are knocked out, ships will not be able to maintain speed or change their course respectively. When AA guns/secondary guns/torpedoes/main guns are knocked out, they will be unable to fire. Generally, modules will recover damage over time, but I believe that AA guns and secondary batteries can be knocked out permanently, and main guns have a chance of being permanently destroyed in a battle. 

2. Ships have something called a citadel zone. Generally, this is very near the waterline directly underneath turrets and smokestacks. Suffering a hit to a citadel zone results in massive, massive damage. Citadels, generally speaking, require high penetration and the correct angle to be damaged, so they're usually seen when hitting/being hit with AP shells. Destroyers don't really have citadels, as they're practically completely unarmoured.

3. Suffering a hit in the ammunition store (either torpedoes, or directly under the turrets in the hull) may result in an explosion, which is capable of instantly killing a ship. If you see the "Detonation" achievement appear in chat, some poor sod just blew up.

4. Carriers that are set on fire cannot launch or recover their planes. Want to give a carrier a bad day? Fire HE at it.

Misc
1. Settings > Graphics > tick Animate small objects if you want to watch your secondary guns move, planes appear as squadrons, and a rave party when your AA guns fire. This may result in an fps drop.

2. Settings > Gameplay > tick Alternate battle interface to see healthbars and ship names, as well as the distances ships are from you. This may result in an fps drop



1. Keep an eye on the game timer. If the clock hits zero the match becomes a draw, which is technically a loss for both sides (as far as XP gain is concerned).

2. If you hear a siren sound, check the minimap and see if your base needs assistance, as there are enemy ships currently capping.





Abbreviations
1. BB - Battleship. Some battleships in game are actually battlecruisers, but using BB on them is fine. 
2. CL - Light cruiser.
3. CA - Heavy cruiser, can also be used to refer to cruisers in general. Comes from Cruiser, Armored.
4. CV - Aircraft Carrier. Comes from Cruiser, Voler (French for "to fly")
5. DD - Destroyer
6. Poi means poi.




Accuracy
  • Stopping to fire NEVER increases accuracy for you. It increases the accuracy for the ENEMY.

Survivability
  • Survivability means movement
  • NEVER EVER get too close to enemy IJN CA, CL and all DDs in general. The next thing that you'll need is a BIG fishing net to catch those fish before they touch you

Destroyers..... Briefing (By MasterWolf)

Excellent choice - one of the most fun classes in WoWS

But you ask - what is the difference between USA and IJN ??

As this is the newcomers area i'll confine myself to tiers 2 -5 and talk in fairly general terms

At these low tiers both are primarily torpedo boats - they have really fast torp reload times and fairly average guns so the torp is their main weapon.

So USN - DD killers - The US Navy DD's are dedicated destroyer hunters - their torps are short ranged, slowish and do not hit very hard - but they have lots of them and separate port and starboard broadsides so you get double the fun.  They also have guns that excel at killing other Destroyers and can even annoy a cruiser if used right.

What they are not however is brawlers - they lack the armour and HP to do this as well as a cruiser and must rely on agility to stay alive - so fire off a spread, then snap of a few HE rounds and RUN until your torps reload.

With USN DD's try to pick your targets - lower tier cruisers are fair game but and equal or better tier cruiser or any BB is going to eat you alive in short order.  You can sometimes get in really good torp runs on these big opponents, but don't expect to sink too many unless you get lucky.  What you will do is annoy the heck out of them and soften them up for the main fleet.

Spread your torps out unless you have a sure thing - you fire a lot so a wide spread can make it hard for the enemy to dodge them all - you don't do as much damage but if you are hunting DD's one is enough.

ok so onto the IJN - the glass cannons of the WoWS lineup at low tiers

They have a limited number of long rage fast running, hard hitting torps and are a terror to any unsuspecting or inattentive ship of any size.

IJN DD's are ship killers - they can drop a BB in one salvo and many Cruisers in 1 or 2 torps  (what they do to enemy DD's if they hit is best not described using PG language)

The problem is - they are fragile and they do not have a lot of torps - so you need to pick your shots to make them count.

On IJN guns - forget it - at best they are handy for finishing off a crippled ship or setting fire to a fleeing carrier - other than that - the guns on an IJN DD are best left as decoration - if you are concentraing on shooting the guns you are not dodging, or setting up your next run and both of these are much more important

A pair of IJN DD's especially isokazes (as at their tier one torp is deadly) can own an entire match by combining their fire and flooding the enemy fleet with an un-avoidable spread of torps.

A word to the wise - spam torps with care - your torps will run a long way and an incautious drop can often see your team mates being the in intended victims of your enthusiasm.  - They will not thank you for it!!!

Try to use the close spread setting as it increases your chance of a deadly blow and means that even at the end of your run the chance of a hit is high if they do not dodge.


onto a bit about the DD's worst enemy AA fire - TURN IT OFF - if you are trying to be stealthy - the moment you open up on enemy aircraft you generate spotting checks and almost certainly loose any cover you had.

Turn it back on once you are in the thick of things - but your smoke is far less effective if some ensign is rattling of 100 round bursts off AA tracer from the back deck at a spotter plane when you are trying to run for your life..

How to Evade Torpedoes (All credits to Syanda)

It's generally basic situational awareness. Not many ships carry torpedoes, and only IJN DDs can launch torpedoes before they're seen. The moment you realize there's a ship present that is capable of launching on you, you really ought to be taking steps to mess up their launch calculations. Torpedoes travel in a straight line up until their maximum range, and simply varying speeds and moving the rudder back and forth will cause them to miss.
Furthermore, the moment torpedoes enter your detection range, an icon denoting where they are appears on your HUD, triangles appear in the water where they are, and there is an insistent beeping that grows louder as the torpedoes get closer. For most ships, that means there's sufficient time to pull hard on the rudder and evade the worst of the damage, or even pull parallel to the torpedo tracks and drive between them. Torpedoes can be easily dodged outside of a minimum-range point-blank launches. As for minimum-range launches...well, that's typically the player's fault for letting a torpedo-armed ship get that close.
Now plane-dropped torpedoes are another matter. The general counter to this is to always have your nose pointed towards any torpedo squadrons as much as possible, and find a friendly cruiser to sail near.

Note that with OBT - your crew will now call out the location of torpedoes (ahead, astern, port, starboard).

/u/limitbroken

To expound on planes, since dealing with torpedo bombers can be a little complicated until you're familiar with how they work: TBs have a minimum distance that they need to be beyond to lock into their final run prior to dropping torps. Any TB within about ~2.2km of you and flying at you or on a vector that intersects your path is almost certainly already locked into its final run: at this point, unless you're a DD or a very agile CA you need to be pointing as close to dead on at or dead on away from them as possible to dodge the full spread. Once it's over the threshold and locked into its run, it'll dip, drop torps, fly ridiculously close to you, and then either turn immediately back towards the CV or continue to its next waypoint if it has one. Plane torps still have an arming range, too, so if they make a particularly aggressive manual drop and misread how close you are or how narrow your turning radius is, you can sometimes bonk them harmlessly.
Any TB making an indirect approach or pass inside this minimum distance is one of four things:
  • the CV making a ballsy and likely ill-considered redirect for a different torp run right over you (possibly because he knows your AA sucks or he out-tiers you enough that it doesn't matter): ctrl+click his air group and try to blow it out of the sky, shaking your fist impotently if he knows he's got you beat
  • the CV being blind as a bat and flying straight over you en route to something else: ctrl+click his air group and blow part of it out of the sky so the next guy has less to worry about
  • the CV botching a manual run by trying to assign or change the drop target while his plane is already past the run threshold, causing it to bounce and try to do a slow fly around so it can try to attempt the run a second time, which it will probably also botch because plane AI is dumb as bricks: ctrl+click his air group and blow it out of the sky, and laugh at his failure
  • the CV somehow managing to botch an automatic run by changing its vector while it's too close but not locked in, or you managing to steer such that you screw its vector up entirely: ctrl+click his air group and blow it out of the sky, and laugh at his misfortune, and also that he auto-drops
The big takeaway here is that you can generally figure out if a set of TBs is coming at you from at least 5km away - even if you're alone so they can come from any direction AND they're competent enough to make indirect long passes and then divert into flanking torpedo runs, they still have to deal with plane turning radius AND minimum distance which all contributes to telegraphing their intent. For all but the slowest ships, this is a pretty fair amount of time to designate them primary secondary/AA target and begin maneuvering. Even if you don't blow the entire air group out of the sky, every plane you take down is another torp that you're not going to have to dodge. For spreads that aren't just every TB dropping on you in the same vector at the same time, this can mean the difference between getting splattered and escaping mostly without harm.
Sometimes you're still going to get caught in what's basically a cat's cradle of torpedo f***ery, where they get a crossing run from both sides, and sometimes throw another one down in front of you just to spit on your corpse and catch you out turning into one of the others. Pretty much every CV wants to do this to you, whether they actually get to depends on how much other shit is going on around them, how many allied fighters are dogging them, and how much AA you have around you. The easiest solution is to never have to deal with this by staying with a pack and keeping at least a CA around (or being the CA) - the AA booster that starts showing up on tier 6+ CAs is not just extra good at shitting on planes, but also causes the spread to blow up even larger with more holes to sneak through and a better chance of turning a 6x+ torp hit run into a 1x/2x. Fighters do the same thing to whatever unit they're attacking, for whatever that's worth to you.
If you missed the inbound run or things went wrong some other way and they've got you dead to rights and turning seems hopeless and you have no idea what to do, come to a full stop. Pretty much all TBs drops are going to be leading you to some degree, so at least this way you're not going to sail right into some more torpedoes and absolutely certain death, just mostly certain death.
I'm sleep deprived so this was all pretty babbly but whatever, take this if you can't be bothered to read the whole thing:
TL;DR:
  • ctrl+click to designate TBs as your primary AA target when they get within AA distance of you, no matter where you think they're going
  • watch their approach vector(s) and steer accordingly
  • you can see the trajectory of their run long before torps hit the water
  • if they catch you out and you're f***ed anyway, try coming to a full stop, it might help a bit
  • please forget all of these tips if you wind up against me in a game, thanks

And as an additional note - plane AI coming in on auto-drop doesn't really like it when their target is turning, and will drop a very weird spread that is extremely easy to dodge. So keep on turning when you see planes approach

Bad Advice EP#1

This is the series by Wargaming about what to do and what not to........



This Video is about how not to spam AP shells at everyone. This is because some ships with very little armor won't be affected by them as the shells will go through one side and come out through the other without exploding so doing little to no damage.

How to use:

If BB:
CA - HE
DD - HE
CV - HE
BB - AP
If CA:
CA - AP/HE(If lower tier HE, if higher AP)
DD - HE
CV - HE
BB - HE
If DD:
CA - HE
CV - HE
DD - HE
BB - HE
PS. You'll most likely use torps