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demonR6
Sep 4, 2012

There are too many stupid people in the world. I'm not saying we should kill them all or anything. Just take the warning labels off of everything and let the problem solve itself.



Lipstick Apathy

Welcome to the wonderful world of warships thailors!

World of Warships is a product of our Russian friends at Wargaming. Same dudes as World of Tanks and the aborted baby called World of Warplanes. It is a naval themed WWII arcade sim MMOG. Official release was September of 2015 and it has been receiving frequent updates along the way making things miserable for some while others jump for joy when their X ship is nerfed.

Naval fleets consist of Destroyers, Crusiers, Battleships and Aircraft Carriers. No, there are no Submarines, don't ask.. get over it now. There are a number of guides on the different classes which were linked above and some additional guides from Wargaming. There are loads of videos on YouTube as well from different players. Wargaming has also put together some funny videos on how not to be terrible called 'Bad Advice' that you should check out.

It is a team based game but like any other game where you have to rely on other shitters it is usually you versus the other team versus the rest of the shitters on your team determined to lose at all costs. Mercifully you can form a division of three like-minded goons who want to win and you can do surprisingly well most of the time.

UPDATE: WG in their infinite wisdom decided not to let the WoT clan name carry over and we lost SEAMN in botes to some other shitters. There are currently four goon clans in botes... DONGS, GOONS, UNCUT and 4SKIN. There are only 30 slots per clan as of this update (01/21/17)

Methods of communication that don't involve signal flags, smoke signals or morse code:

For your IRC fix there is the channel #worldofwarships on synirc.net for those of you who prefer using that, kindly provided by Bitter Beard.

TeamSpeak is dead, All hail Discord!

We are switching to a different platform and change is good! You can run it in the browser, from a stand alone app or even on your mobile device. The VOIP has been really good quality as well. Minus the shitload of custom tags we had in TS this does the job and it's free plus I don't have people pissed off at me about the server status.

The link below will take you directly to the voice chat lobby on the Discord server. From there you can jump down to the World of Warships channel, go to one of the text only channels or go AFK like everyone else seems to do. Participation is key here and sitting in AFK never being sociable won't help but it is a goon thing I guess so w/e. I run the server so I will give permissions as soon as I see you or anytime a new person has logged I can go back and add them.

https://discord.gg/0lSMRHzXe0APB3Bo


Playing this in a two or three man division using coordinated play can practically guarantee victory since these shitters in pubs for the most part do not play as a team and with the influx of people coming in with beta that have no clue what the gently caress is going on you can absolutely rear end surprise sex teams. There is a separate channel for WoWS with a looking for group lobby, two division channels with a 4 player max cap on the channel and one super division for sync drops. The super division should be viable since the server pop is so low you stand a good chance of really loving wrecking poo poo with two goon divisions. I limited the division channel to four in case you are a solo and looking to get into a division and want to drop into the channel to wait for someone to leave or die. I am trying to avoid having ten people sitting in one channel where there is an active division playing. It can be distracting to the guys playing and sometimes they don't want to say get the gently caress out please I am trying to concentrate on killing bads you shitlord.

Seriously, get in TS you bads and don't try to do this alone.

Is there organized play where we can poo poo on other bads?
For now we have to live with three man divisions and sync drops but clan wars will also be implemented in the game at some point with the different clans taking control of regions of a map but who knows what mess Wargaming will make of it knowing their level of incompetence with things like this. Currently this does not exist and there is no mention of it yet so don't cry about it. There are people forming organized clans though so you can still be part of something that technically isn't but is.

What is warships anyways and why do I want to play it?
World of Warships is another free-to-play but feel free to pay as well WWII area MMO game being produced by Wargaming. You might already be familiar with their other titles World of Tanks and aborted baby that is World of Warplanes. The game features several types of military ships fulfilling different roles although being poo poo on by torpedoes is the current meta. There will be ships you are familiar with and in true Wargaming fashion in order to fill the tech tree there will probably ships that never made it off the drawing board or worse were found scrawled on a napkin in someone's archive next to a stale cheese sandwich.

What kind of ships can I play?
Currently there are destroyers, cruisers, battleships and aircraft carriers in the game representing the US Navy and Imperial Japanese Navy. There is one lone premium Soviet Navy ship you can buy but meh. Eventually we will see the Royal Navy and Kriegsmarine for all you wehraboos.

From another thread and edited for your enjoyment..

Missing Name posted:

A quick rundown:

BB: Battleship. Big guns, lots of armor. Or if it's an older ship, a mix of big and medium guns. Also, the Germans made some with kinda small guns.
BC: Battlecruiser. Big guns, not a lot of armor. Maybe. The Germans had smallish guns and lots of armor.
CB: Large cruiser, stupid US designation. Big guns, not a lot of armor but it's not a loving battlecruiser, ok, stop calling it that.

AC: Armored cruiser. Medium gunned ship with an armored belt. Woefully obsolete by like tier 3 or some poo poo like that, excpet for the Germans who made them in the 20's and 30's.
CA: (Usually "heavy") Cruiser. Medium gunned ship.
CL: Light cruiser. Medium gunned ship, but not in a CA way. Like, it can actually be more powerful than a heavy cruiser in terms of broadside weight but it's still "light" because of treaties. Or it can have little guns. Depends upon the decade.

SKY CANCER
CV: Fleet Carrier. Mobile airfield. Range in size from itty bitty to holy loving poo poo. May or may not be armed with medium guns.
CVL: Light carrier. A smaller mobile airfield. May or may not be seaworthy (yeah, Japan, I'm looking at you). Some early CV's could easily have been reclassed as CVL's if they were kept in service.
CVE: Escort carrier. A small, slower airfield not intended for frontline duty. Except for the ones that were.

DD: Destroyer. Small guns, torpedoes and zoom zoom. Except for the ones Germany made, they had big guns.
DE: Destroyer escort. Same as before, except smaller and not as much zoom. Good for killing submarines. We don't care because there are no submarines (ahem, submersibles, technically. Submersibles stay on the surface quite a bit. Submarines are intended to remain underwater for most of the time, like the late war German and Japanese designs) in WoWS.
PC: Patrol craft. This means a lot of poo poo depending upon who made it. A boat with guns? Yep, patrol craft.
MTB: Motor torpedo boats. These are fun and so are not in the game.

are submar- submersibles. gently caress wargaming.

hope this helps

there are of course more than this and other ships which don't fit into any one category alone

and designations have changed since then, so modern destroyers are kinda like cruisers and destroyers had a baby bote

Are there submarines?
No! There are no submarines,there never will be, there are no plans to introduce them and no matter how much you ask they will never be added. It has been stated from day one, there is no way to deal with them and they have no intention of introducing them so there we got that out of the way.

I get there are torpedoes but I have zero skills and cannot hit the side of a barn now what?
Ramming - yes you can do this. Sometimes it is a glorious last act of desperation and both ships blow up sinking to the bottom of the ocean. It's fun, try it.

I want to play with other like-minded bote spergs and rage about my battleship being sunk can I do this?
You can play in three man divisions which is similar to platoons in tanks. Matchmaker is currently not able to handle poo poo like this, case in point if you have a tier 9 ship and a tier 1 in your division then launch a match the MM will pick the lowest tier to set the bar. Congratulations your tier 9 will ship all over the other team and you can even poo poo on your own since teamkiling is not penalized right now.

Where can I get more information about the game?
World of Warships


It only took me six hours from the release of closed beta to win this distinction.



The thread will be updated as necessary with new content, just PM me if you want to contribute something.

======

Woah, wait. There's an anticollision system? Yes, it will help you by guiding your bote right into an island and run you aground or maybe even hit another bote. Remedy the problem by going into the settings > controls then under Mouse Sensitivity you should see it.. turn it off. While you are at it, turn on the Display Team Panels and Alternative Battle Interface Mode. Thank me later.

Mods please because I hate playing vanilla
Yes.. Aslain has a modpack
There is also an 'aim assist' but really you should be playing without that poo poo and learn to aim on your own. Crutches are great but you won't become a better player for it. If you really are adamant about one Google is your friend just beware of dodgy Russian websites and for the love of Lowtax don't pay for poo poo, it is out there for free.

Helpful poo poo Posted by Other Goons Area:

Magni posted:

How To NagatoBismarck:

1. Get the Secondary Battery Modification 2 upgrade
2. Get the Rudder Modification 2 upgrade
3. Get Advanced Firing Training on your captain
4. Don't spend the match sniping. Get stuck in and brawl people to death using your armor, fast rudder and the murderous short-range firepower of the 16-inchers and secondaries.

We seriously ought to just put this into the OP with how often it comes up.

MREBoy posted:

Submitting the following for OP inclusion. You folks can feel free to nitpick or something if you feel like it

Q: I keep hearing people raving about the St. Louis ? Whats up with that ?

A: The St. Louis is the USN Tier 3 cruiser, and it is literally an armored truck with guns... lots of guns.

A stock St. Louis starts out with 10x 152mm primary guns and 18x 76mm secondary guns. That's right, this thing has 28 guns stock. And the 152s have a base reload of 10 seconds. But wait! It gets better! Fully upgraded, it gets 14x 152s with an 8 second base reload. With the Tier 1 skill "Firing Training" this gets cut to a smidge over 7 seconds. The layout of the main armament is such that a full broadside can use 8 of the 14 main guns (6 on a side + 2 deck guns). So think about that - 8 shells out every 7 seconds or so. Someone did the math and this means this thing can actually do better sustained DPS than most same/near tier battleships. If you feel like going full poopsock, the Tier 4 skill "Advanced Firing Training" boosts the 10.4km max range to 12.4km. For comparison, a fully upgraded Tier 5 Omaha (without AFT) caps out at 12.6km.

Q: So it has so many guns, Neo was asking about it ! LOL!! But what's this I hear about it being hard to kill too ?

A: For starters, the B hull has a HP pool of 29,500 points. For USN Cruisers, the first ship to beat this in a stock configuration is the Tier 6 Cleveland with 30,500 HP, and it beats a stock Tier 6 Aoba (26,500) by 3,000 points (but not an upgraded Aoba @ 30,500) Then there's the armor... take a look:



See that red ? Thats 102mm of armor. The dark orange ? An internal 76mm belt that is also sloped at approximately 45 degrees. Capping it off (literally) is a unbroken cover of 51mm, that like the belt extends completely from bow to stern. Ever heard of the Titanium Bathtub on an A-10 Warthog ? Same concept, except upside down. If you are shooting at the sides of a St Louis at a low angle, in many cases your shells will have to defeat 102+76 = 178mm of armor, a good bit of which is sloped, in order to get a citadel hit. Higher angle shells would have to deal with 13 (the deck) + 51mm. In comparison, no other USN or IJN cruisers get a single layer side armor thicker than this 102mm until you get into Tier 6 and 7 ships - the sides of the Aoba have a thin strip of 76mm surrounded by 13-25mm armor, and the Cleveland has a thin strip of 127mm surrounded by 13-16mm !

Q: Ok, there has to be a catch somewhere..

A: And that would be a combo of poor speed and effectively no AA ability. The ship caps out in a straight line at 22 knots, and B hull has just 8x WWI era 7.62mm MGs for AA. Also, NONE of the above described Bullshittium armor extends below the waterline - its all 13 - 6mm underwater from bow to stern! Therefore you are exceedingly vulnerable to torpedo damage as they will almost always get a near max or max damage roll. This means you are a prime attractor for anything that fires torpedoes.

grrarg posted:

Long range artillery warning is pretty useless. 6+ second flight times are either from a battleship sniping and hoping to get lucky or a cruiser that should be immediately obvious without wasting two skill points.

Aiming Expert cuts off a significant chunk of traversal time. Someone posted a chart in the thread a couple of days ago.

Fire prevention is also good.

Edit: Found the traversal chart. Furutaka and Myoko are 45 seconds base. Aoba, Ibuki, and Zao are 36 seconds. Mogami is 40s on 155mm and 30s on 203mm.


I seriously can't hit poo poo, how do I aim this thing and actually hit something?

Click this. https://www.youtube.com/watch?v=UdcqYAUP1vQ

+++++++++++++
Should I fire AP or HE?
+++++++++++++

xthetenth posted:

Here's my raving AP fanboy take on matters (actually the raving AP fanboy answer is shoot AP at everything, and it's viable).

AP you want to punch through enough stuff to fuze the shell, and if you do, it's mindblowingly awesome.

You can use AP on destroyers, and if you catch the vitals just right or shoot them through the nose so there's plenty of ship in the way of the shell you can do a bunch of damage. Frankly, this is a bad decision unless you really know what you're doing. Destroyers are not built with armor, they are built with hitboxes. Shoot them with HE in their midsection and you can take out their turbines for a bit which damages their speed and makes them much more vulnerable, and can knock out torpedo tubes and weaken their salvo.

AP against cruisers and battleships, is pretty simple, it follows a good-bad-good-bad pattern. At extreme range your shots are falling on the enemy at a sharp angle and can penetrate the deck. When I say extreme I mean fist-pumpingly extreme edge of range sort of things, and in low tiers it doesn't happen. Then closer in you can do good hits with AP but it's really not better than consistent damage and fire from HE. Against cruisers this zone is tiny and who cares, keep shooting AP. The next stage is when you can penetrate their belt armor into their vitals, as illustrated here:



You're aiming for the purple section or the bits right under the turrets pretty much. Once you're punching salvoes into the belt armor and they're going through, you'll know it. Keeping at the range where you can punch through their belt and they have a hard time doing so is a great way to win big. You can manipulate whether they can penetrate to some degree by angling your ship away/towards the enemy, which reduces the maximum penetration range.

The last section is where your shells go straight through their armor, their hull and then the other armor. This is overpenetration. Avoid it. At that close range, try to shoot through their ship the long way or their angled belt armor. Praying may also help as well as not getting there in the first place because it's really hard to seriously outduel someone in that close because weird voodoo happens there.

Basically destroyers can shoot AP at cruisers that are close up or far away, cruisers should shoot AP at cruisers and extreme or close range battleships.

Good AP salvoes from a heavy cruiser end cruisers in one or two salvoes. It's a huge deal.

Okay so where exactly should I be shooting my hot loads into these long hard ships full of seamen?

xthetenth posted:



Here's what a battleship's armor layout looks like for the curious. If you look in the dark blue area on the side, you'll see a bunch of machinery looking stuff under the superstructure. That's all the boilers and turbines that make the ship go. They're big spaces full of important machinery. The areas beneath the guns that have the turntable things are the magazines. These are super important.

That area from the start of the dark blue to right behind the rearmost main turret is the citadel. Shoot there with AP and penetrate for massive damage. The longer or shorter the range is the better odds you have to penetrate.

Ships of a class can usually penetrate each other. That's why cool kids angle their ships' belt armor.

Hazdoc posted:

Taking a quick detour from writing up the commander skills post to quickly explain some things about the sights. I'll do a more indepth post about it later, maybe. Its not an easy thing to explain without a video.


Assuming you have default crosshairs, this is what your poo poo will look like when you are zoomed in. I only sight at max, so I can't say how well this holds up for other zooms.
Notice the 0 under the center point of the firing reticule, and the notches going to the left and right. There are very faint numbers, a 5 and a 10, written along the sights. This is important. I'm going to butcher the picture now with scribbles in MSPaint.


I circled the 5 and 10 and wrote them out above where they appear. Every big notch is 1 second. Every small notch is half a second in between. This also applies to the notches going vertically, under the Myogi, but this isn't relevant right now (and isn't quite as easy to figure out). As you can see, I've placed the nose of the Myogi just before the 4 second notch. Underneath, I have alt mode enabled, showing me the time to shell impact on where I am aiming. The time to impact (TTI) is 4.69 seconds at this range and with my particular shells, this changes depending on the boat, and the range. The Cleveland, for instance, has much lower shell velocity, so its TTI at the same range is likely to be much higher, but I'm getting off track. If I fire my guns now (which I did), the shells will not lead far enough ahead. However, I'm pretty close, and the Myogi is a big boat, so most of my shells impacted the rear of the Myogi, as I'm merely a half second off. Had I aimed precisely at the 4.5 notch or a little more, my shells would have impacted from the nose of the ship to the center of mass. I actually citadeled the Myogi this match on later volleys after adjusting my lead and getting closer, knocking his engine out and making him an easy target to torpedo.

This aiming scheme works on virtually every ship I have played. However, there are times when it WILL break down. Notably, this only takes into account targets moving horizontally in relation to you. If they are angled away or towards you, you will have to adjust below or above the target. Depending on how much they are angled, you will have to cut time off of the TTI to get the proper lead, and you can add what you take off from your horizontal aiming to your vertical aiming instead (really easy, right? NOPE). A target moving 45 degrees to you will need to be aimed at half their horizontal, and roughly half their vertical, though vertical aiming is a bit more lenient, unless you're aiming for citadels. This is where we get into magick and dispersion, though, so don't be frustrated if it doesn't work at first. Vertical aiming is trickier, and you might have to mute how much you're leading vertically, unless the target is sharply angled.

Also, the scheme breaks down when targets are moving REALLY fast. If the target is at full speed and over 33-34 knots, sometimes I will need to DOUBLE the amount of lead I am using. Just double your TTI and aim accordingly. This is more important on fast targets at mid-long range, like DDs and the light cruisers (Kuma, Phoenix), though occasionally you will get heavier cruisers at full speed. Also, the scheme fails if the target is NOT moving at full speed. If you suspect a target is throttled down, cut time from the lead equal to what throttle you suspect they are at. 3/4 means you take 25% off, 1/2 means you cut it in half, etc. Shooting at targets when your shells have a TTI of 10+ seconds is also a bit problematic. While it can work, the notches only go up to 12 (the point where the sights end). Any further than that and its all eyeballs from there. Dispersion also plays a big factor at this range, and if they make a tiny maneuver, they can lose speed and easily throw off your lead, both horizontally and vertically. These sorts of shots will require practice.

Just note that my aiming scheme is something I've gotten accustomed to after hundreds of games, and I know when it breaks down and how to adjust. This is a guide, not a sure-fire way to always hit people forever. If you decide to use the sights like I do, you'll have to figure out when to manually adjust the aim, hence my recommendation to shoot at DDs. The "double the TTI" rule works fairly well on them, but you'll have to see just how fast they are going and learn when to use it, and when not to. Try to identify when a target has engine damage, as that will immediately drop their speed and force you to tighten up your lead significantly. Also, don't be hasty with your shots. If you see a wiggling enemy, wait until you see them starting to give you a better target before blowing your 30 second reload shells. It makes a big difference. Practice makes perfect.

Hazdoc posted:

+++++++++++++
Fires and HE shells in WoWS
+++++++++++++
HE shells carry a chance of inflicting fire damage on impact with an enemy ship. The HE Shell itself does not actually have to deal damage to have a chance of inflicting fire, it simply needs to be considered a hit on the ship, or a ship module. If you get a hit ribbon (or a critically damaged module ribbon) with an HE shell, the game rolls the % chance of fire being inflicted. This chance can be viewed in the port, under the "Artillery" tab. The skill Demolition Expert increases the chance of shells inflicting fire by 3%. All ships also have a firefighting stat, which I cannot seem to find anywhere, but this stat reduces the chances of fire being inflicted from a shell or bomb.

On every ship, there are 4 sections. These sections all have HP Pools, and can have a fire inflicted to them, as well. They are the Bow, Stern, Midsection, and Superstructure. Each section of the ship can have a fire burning on it, but once lit on fire, cannot be lit on fire again until the previous fire has either expired or been put out. This means that if the enemy ship's Superstructure is already on fire, further HE hits to the section WILL NOT CAUSE A FIRE, nor extend the duration of the fire already present on that section.

A ship's superstructure generally contains all of the various parts of the ship that are above the deck. This is the most likely section to be lit on fire by HE shells, as its the most likely part of the ship to get hit with any shell. A fire to the midsection and a fire to the superstructure both look -EXACTLY THE SAME-, so don't assume that your shell has started a midsection fire just because it looks like some of the deck is on fire. When both midsection and superstructure are on fire, it sometimes looks different, you will need to observe this on ships yourself to see the difference. Sometimes there isn't one.

As stated, HE shells do not need to deal damage to cause fires. This is important, because HE shells have very low penetration. A DD shell to a Nagato's bow will likely not penetrate the armor there, but still carries its chance of dealing fire. Once a fire has been inflicted to a section, change your aim to another section and continue firing.

Fires deal around 18-18.2% damage to a ship per fire, over the course of 60 seconds. 100% of this damage is repairable via the Repair Party consumable. Fires to Aircraft Carriers deal more damage than normal, at around 24-25%. Fires to CVs also prevent planes from being launched or landed, making fire a very effective weapon against them. Generally, fire deals 0.3% of a ship's HP in damage every second per fire, and 0.4% of a CV's HP.

For maximum effect, you should first start attacking a ship to inflict fire and get it to consume its damage control party to extinguish the fire. Once the damage control party is used, it takes up to 20 seconds (for BBs, less for other ships) to stop running. Fires caused while damage control party is in effect are immediately extinguished, though all DoT effects always do 1 tick of damage, even when instantly removed by damage control. Once the damage control is no longer running, focus on firing your HE into the superstructure of the enemy ship. As stated before, HE Shells have low penetration, meaning that they will likely do no damage to the armored sides of a ship. The superstructure is unarmored, though, letting you deal some damage with HE, as well as knock out AA batteries and secondary turrets.

Once the superstructure is on fire, consider your options. Has the ship taken much damage to superstructure? If not, you can continue to fire into the superstructure, to deal consistent damage, but unless you are using CA or larger shells, this may not actually deal much damage at all, due to damage saturation. If you are sure that your shells caused a superstructure fire, you can begin firing at the midsection, or go for the bow and stern, if you are not sure. Continue targeting new sections until the superstructure fire is out, or the enemy ship is dead. Multiple fires can quickly shred through a ship's HP, but you need to spread your shells to get the best effect.

To combat fire, you must simply understand your situation. If you are low on HP, its likely best to immediately remove fires, so that you don't unnecessarily lose HP, though this can spell your doom if your enemy gets a parting shot on you that inflicts fire after the DCP is over. If you are healthy, however, you must first figure out what part of your ship is on fire. If it looks like a midsection/superstructure fire, assume it is a superstructure fire. If you are taking lots of HE shells from enemies, you should hold onto your damage control until you have 2 fires inflicted. Popping it for a superstructure fire is hasty, as it is the most common section of the ship to get lit on fire. You can always repair this fire damage with a Repair Party, assuming you are in a BB. When your ship is burning, there is an indicator underneath your guns, indicating how long it is until the fire is put out. This number is only for the LAST fire inflicted to your ship. Check your ship's HP indicator as well, it will indicate how many fires your ship is suffering from. A siren will start sounding if you have 3+ fires on your ship, as well. If the duration for your fires to be put out isn't very long, and you fear you will be taking more HE shells in the near future, consider letting the fires burn their way and extinguish naturally, and hold that DCP for the future threat, especially if that threat is of Dive Bombers, Torpedo Bombers, or a hostile torpedo. Flooding is by far the worse of the 2 DoTs to suffer from.

Also, it is useful to take the commander skill Basics of Survivability, which reduces fire duration by 15%. The India Yankee signal flag reduces fire duration by 20%. The Damage Control System Modification 2 reduces fire duration by 15%, though at the cost of not being able to take Steering Gears Mod 2, a critical mod for reducing rudder shift time. There is also the Fire Prevention commander skill, which is a 7% chance to not have a fire inflicted to your ship, and Damage Control System Mod 1, which reduces fire chance by 5% (likely in the same way Fire Prevention does, though I'm not sure).

tl:dr Once the middle part of the enemy BB starts burning, either switch to AP or start shooting your HE at the bow and stern of the ship. Stop lobbing HE shells into a fully saturated superstructure section and dealing 300 damage per hit, when you could be causing another fire you nerd!

+++++++++++++
Skills
+++++++++++++
Hazdoc has updated his skills post, it's long as hell and informative also it's his opinion. Being is he gud and if you need to read it, you are probably not so enjoy. https://forums.somethingawful.com/s...ostid=468837686

Pacra posted:

+++++++++++++
Ship Modifications
Modification Upgrade Guide
+++++++++++++
Before I start I should add something very important: Repair Party Time Decrease Captain Skills and Equipment Mods are not Subtractive, they are Multiplicative. You can't "stack" them as effectively as you would think. For example if a battleship gets hit by a torpedo with equipment mod Damage Control System Modification 2 and captain skill Basics of Survivability, they'll flood for 86.7 seconds, not 84 seconds. The formula is 120(1 - (0.15)) (1 - (0.15)) , not 120(1 -(0.15) - (0.15)). This detracts from getting all of the skills/equipment stacked for one specific damage type instead of a single general percentage decrease skill. If you DO want to research and stack every repair decrease skill/mod for a specific damage type, here is a convenient list of the lowest possible repair times you can receive if you obtain all the necessary skills/upgrade mods that can decrease them, PLUS the signals as well:

Fire : 34.68s
Flood : 63.86s
Engine / Steering: 81.6s


Stacking Fire repair decreases time by 42.2%.
Stacking Flood repair decreases time by 46.7%.
Stacking Engine/steering repair decreases time by 32%.


This still seems pretty good, for fire and flood especially. Last Stand seems like a better way to go than stacking repair of engine/steering - the 20% incapacitation chance decrease for either should also be taken into account when deciding.

+++Tier 3 Mods:

Main Battery Modification 1: Very good for less incapacitation if your main weapon is main guns and is good in general for repair time if they do incapacitate, and also good for less detonation chance (why are you not flying detonation flags hopefully you have a bunch stored up from ranked rewards?),

Torpedo mod 1: good for torping destroyers.

Air groups mod 1: good for CVs.

Don't use AA gun mod 1 or Secondary battery mod 1 unless you're making an AA-centric high-tier cruiser/battleship or gimmick Secondary battleship build.

++++Tier 4 Mods:

Damage control system modification 1: A Bad Mod. This also works multiplicatively, not subtractively, according to russian devs. If the enemy has a 10% chance to set you on fire and you have a 7% reduction, say - then it becomes 9.3% chance for you to be set on fire. The same is true for the fire reduction captain skill. (Note that this doesn't affect repair chances, just chance to be set on fire/flooded.)

Propulsion modification 1: Extremely good for destroyers. Note this is affected by the multiplicative repair calculation.

Steering Gears modification 1: I roll with this most of the time in Cruisers and Battleships. Note this is affected by the multiplicative repair calculation.

+++++Tier Five Mods:

Main Battery Modification 2: Actually very useful if your turrets are glacially slow and you don't mind the hit to reload speed if you find yourself unable to put guns on target quick enough time after time. Dependent on playstyle.

Torpedo Tubes Modification 2: Improves ability to get your tubes back, good for torping destroyers.

Gun Fire Control System Modification 1: I see most heavy cruisers and battleships roll with this to decrease the dispersion god's effects. light cruisers like the Cleve, murmansk, and 155 mogami don't really need this, as well as any other ship that has a reputation for being decently accurate already. Note that this mod can also increase the firing range of some ships by 16% and DECREASE accuracy on some ships - not sure which though, always been accuracy for me.. Be sure to check the description for each ship you're putting it on. More noticeable when firing full broadside instead of staggered shots. At 10km, increased accuracy seems to be about 6-8%. Groupings are tighter on average more for cruisers than battleships.

Flight Control Modification 1: Probably good for strike teams, but I think with the CV fighter meta, I see most people (even the IJN strike CVs) roll:

Air Groups Modification 2: For the increased fighter durability for dogfights. For the IJN CVs, that's probably a bit more time to tie up a USN CV fighter group while they anti-ship.

AA Guns Modification 2: Good if you are stacking AA stuff, but currently barely anyone is really playing CVs. Good if you want to pimp your Des Moines/Iowa/etc and kill a billion Midway planes but still die probably.

Secondary Battery Modification 2: This is for a Secondary battleship gimmick build.

++++++Tier 6 Mods

Damage Control System Modification 2: Good for all ship types - CVs, Battleships, cruisers, and destroyers, in order of preference. Note this is affected by the multiplicative repair calculation. Should be the go-to for CVs specifically.

Propulsion Modification 2: Probably good for destroyers, but in my opinion I always go for:

Steering Gears Modification 2: Evading is just too important to me in almost every ship to not get this. Possibly could be skipped for ships that have extremely tight turning response.

++++++++Tier 8 Mods


Target Acquisition System Modification 1: DO NOT GET THIS it's terrible and would only be useful in a small amount of specific situations regarding draw distance and max torpedos with say the Kagero. Devs did chime in on this skill and admitted it's not currently useful. The 20% torpedo acquisition bonus also does NOT stack with the tier 3 captain skill, any torpedo acquisition bonus is capped at 20% max. You can grab it in the instance to skip the tier 3 captain skill if you wanted another tier 3 skill replaced for battleships and CVs. But the other acquisition stuff you can ignore, it doesn't do what you think it does.

Concealment System Modification 1: An excellent mod. Get it.

+++++++++Tier 9 Mods - This is for the current T9-T10 meta.

Main Battery Modification 3: Worth it for some 203 cruisers, or battleships if you take the time to position yourself way ahead of time. Playstyle choice here.

Torpedo Tubes Modification 3: Good for destroyers - you took all those other torpedo mods in order to mitigate that +50% incapacitated risk.

Gun Fire Control System Modification 2: Can be useful for cruisers and destroyer gunboats plinking at other cruisers and battleships and CVs. Depends on existing ship range and t9-t10 meta.

Flight Control Modification 2: Most CVs instead roll:

Air Groups Modification 3: This one for CVs.

AA Guns Modification 3: You can make your Iowa into a floating fighter! Very good in conjunction with the other AA mods to shoot down lots of planes for both battleships and cruisers in t9 and t10. Since you'll see t9 and t10 CVs, you'll still not kill all of their strike teams etc. before they get to you, though.

Secondary Battery Modification 3: For the silly Secondary battleship builds.

Notable Quotes:

Hazdoc posted:

the accumulated filth of all their waifus and anime will foam up around their sterns and all the BBs and CAs will look up and shout "Save Us!"
and I'll look down and whisper
"poi"

demonR6 fucked around with this message at Jan 29, 2017 around 03:08

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Moral_Hazard
Aug 21, 2012

Rich Kid of Insurancegram


Off the top of my head from the Beta weekend.

The rock, paper, scissors of this game is:

Battleships poo poo on cruisers with their big guns and can go toe-to-toe with other battleships. Slow moving battleships are vulnerable to torpedoes.

Cruisers can poo poo on aircraft as some have heavy AA batteries, plink away at battleships and hurt destroyers with their main guns. Little to no armor, so hits from battleships or torpedoes are deadly. Some cruisers have torpedoes as well.

Destroyers spam torpedoes and are fast and maneuverable, but little health so can be destroyed easily by cruisers or battleships. Dive bombers also rip apart destroyers.

Aircraft carriers can poo poo on anyone all over the map, but are pretty defenseless if someone gets close.

All ships have damage control parties which put out fires, stop flooding, etc., all of which cause damage over time. They have a cool-down period so using it wisely. Fires do less damage than flooding so nothing sucks harder than using a DC party on a fire to take a full spread torpedoes 30 seconds later sucks.

Destroyers can lay down smoke to obscure friendly ships from enemy ones. It's also on a cool-down and has "charges" so you can only do it a few times.

Cruisers can focus AA fire which can be really deadly to aircraft when the right cruiser is using it. Also has "charges" if I remember correctly.("Intensify the forward batteries. I don't want anything to get through.")

Battleships have super damage control parties that actually repair hitpoints. Also has limited uses.

I didn't play carriers, so I can't remember their special function.

Moral_Hazard fucked around with this message at Mar 11, 2015 around 14:46

rex rabidorum vires
Mar 26, 2007



Welp there goes my weekend. This means that the whole tree will be available for play correct? Also the cruisers when focusing their secondary turrets on an air group plus the AA boost will tear poo poo up. I assume they didn't knock alpha off of torps either?

Largepotato
Jan 18, 2007

Spurd.

I liked tanks, then I didn't like tanks.

Hopefully I will like boats.

Supeerme
Sep 13, 2010


I hated the snipefest of World of Tanks but I hope that World of Ships will be a little better.

BadLlama
Jan 13, 2006



Does ships have the same spotting system as in tanks so a giant battleship will just disappear?

Moral_Hazard
Aug 21, 2012

Rich Kid of Insurancegram


When I played on that weekend test, yes it used the spotting system so a battleship did just disappear. Hopefully, that will get fixed.

Republicanus
Oct 16, 2002

Have a smoke. Coffee? You're welcome.

Fun Shoe

Shipwarboating is fun. The sound really makes the game. There's some Tier 2 or 3 US cruiser that has crazy amounts of guns and broadsiding some unsuspecting carrier is just awe-inspiring.

The destroyer play is like playing light tanks on ice skates on a jet powered surfboard while shooting bazookas while farting out smoke screens for all your friends.

Viperidae
Feb 7, 2007
Arf!

I'm looking forward to more players. Maybe it will make the matchmaker behave better.

subhelios
May 26, 2013

Unfortunately, there is no such game as 'World of Submarines.'

demonR6 posted:

Are there submarines?
No! There are no submarines,there never will be, there are no plans to introduce them and no matter how much you ask they will never be added. It has been stated from day one, there is no way to deal with them and they have no intention of introducing them so there we got that out of the way.

This will never stop pissing me off.

I said come in!
Jun 22, 2004



World of Warplanes was a gigantic disaster, so i'm not nearly as hyped for Warships as I was two years ago. World of Tanks is still really solid though.

demonR6
Sep 4, 2012

There are too many stupid people in the world. I'm not saying we should kill them all or anything. Just take the warning labels off of everything and let the problem solve itself.



Lipstick Apathy

rex rabidorum vires posted:

Welp there goes my weekend. This means that the whole tree will be available for play correct? Also the cruisers when focusing their secondary turrets on an air group plus the AA boost will tear poo poo up. I assume they didn't knock alpha off of torps either?

The same tree that is available in Alpha will supposedly carry over to the Beta but you know how things can change when you get two people in the room with opinions..

Der Shovel
Dec 26, 2003

Keep on dancing, Moomin

Have they said how invites will work? I was in an earlier alpha weekend a few months ago, does that mean I'm automatically in now as well?

rex rabidorum vires
Mar 26, 2007



Der Shovel posted:

Have they said how invites will work? I was in an earlier alpha weekend a few months ago, does that mean I'm automatically in now as well?

Yea the weekend testers get automatics. Granted that is assuming WG doesn't gently caress that up.

The spotting question earlier if a BB fires within a certain range and there isn't any smoke being laid down it will be spotted. Even without firing the min spitting range is basically the same for every ship except destroyers. Ships do disappear every once and a while but they usually reappear fairly quickly when they fire OR just shoot a blind volley because pubbies are awful about changing course and speed.

subhelios
May 26, 2013

Unfortunately, there is no such game as 'World of Submarines.'

I said come in! posted:

World of Warplanes was a gigantic disaster, so i'm not nearly as hyped for Warships as I was two years ago. World of Tanks is still really solid though.

It is a different development team as I understand it. Botes is actually good and fun to play*.






*Based on the beta weekends.

Republicanus
Oct 16, 2002

Have a smoke. Coffee? You're welcome.

Fun Shoe

Is Gaijin going to put subs in their naval game? I haven't heard much about what they had planned to gently caress up Wargaming's pie.

Gort
Aug 18, 2003


subhelios posted:

It is a different development team as I understand it. Botes is actually good and fun to play*.






*Based on the beta weekends.

Tanks got a lot less fun as the tanks got slower and slower and slower.

YellerBill
Mar 22, 2013



Republicanus posted:

Is Gaijin going to put subs in their naval game? I haven't heard much about what they had planned to gently caress up Wargaming's pie.

As far as I'm aware Gaijin can't make subs work either, so it's going to be a pretty straight contest between Gaijin's damage modeling system versus Wargaming's HP system. And also maybe how the different developers handle upgrades, considering that in WT upgrades are relatively minor improvements whereas in WoT/WoWP you can get things like a completely different engine or a new turret for your tank.

Teron D Amun
Oct 9, 2010



What is their match making in this game like, as non-existent as it is in WoT?

YellerBill
Mar 22, 2013



Teron D Amun posted:

What is their match making in this game like, as non-existent as it is in WoT?

According to the OP,

quote:

You can play in three man divisions which is similar to platoons in tanks. Matchmaker is currently not able to handle poo poo like this, case in point if you have a tier 9 ship and a tier 1 in your division then launch a match the MM will pick the lowest tier to set the bar. Congratulations your tier 9 will ship all over the other team and you can even poo poo on your own since teamkiling is not penalized right now.

James Garfield
May 5, 2012

Paleontologists must have looked into it before. Maybe they had, but never ran with it. Or maybe the thought simply never occurred to them. Maybe the stand hunting from a tree strategy had never been applied to T. rex.


YellerBill posted:

As far as I'm aware Gaijin can't make subs work either, so it's going to be a pretty straight contest between Gaijin's damage modeling system versus Wargaming's HP system. And also maybe how the different developers handle upgrades, considering that in WT upgrades are relatively minor improvements whereas in WoT/WoWP you can get things like a completely different engine or a new turret for your tank.
Boats upgrades aren't as major as tanks upgrades in general. There's the occasional exception but stock boats are normally pretty usable.

BadLlama posted:

Does ships have the same spotting system as in tanks so a giant battleship will just disappear?
Yes. It's not as big a deal because of range limits. Battleships and cruisers will more or less always be spotted if they're in range, unless you can finagle yourself into shooting enemies over intervening terrain. I have never seen alpha testers do that intentionally.
Destroyers have to get fairly close to be spotted, if they don't fire. In the previous patch, you could invisiboat people with destroyer guns if you were careful about staying at maximum range. I haven't tried this patch because Japanese destroyer guns are now too bad to bother firing.
Firing torpedoes doesn't reveal you.

Moral_Hazard
Aug 21, 2012

Rich Kid of Insurancegram


I said come in! posted:

World of Warplanes was a gigantic disaster, so i'm not nearly as hyped for Warships as I was two years ago. World of Tanks is still really solid though.

What made warplanes a disaster?

Uranium 235
Oct 12, 2004

i'm wild for radiation (FopeDush is the man)




They should have a patrol boat and landing craft tier.

NerdyMcNerdNerd
Aug 3, 2004



Does this run on the same, stupid lovely engine as World of Tanks? The games don't look that good, but they always run like crap, even if you tweak them to low-spec. I remember World of Warplanes somehow made things run even worse, so I'm not too optimistic about my toaster's chances of running this.

MoraleHazard posted:

What made warplanes a disaster?

Wargaming

Prav
Oct 29, 2011



MoraleHazard posted:

What made warplanes a disaster?

They kept loving with the flight model and the control model and I think they were on their worst iteration when they launched? Balance was screwy too but I'll let someone who actually played the game cover that part.

Vengarr
Jun 17, 2010

Smashed before noon


There will be an explosion of reviews, screenshots and videos when the NDA ends tomorrow. Here are a few videos you might want to watch if you haven't seen them yet:

General overview by Jingles. Battleship and Cruiser games
Battleship and Carrier games
Destroyer and Cruiser games
IJN Yamato game

Might be worth adding to the OP even with the beta coming, they're good videos.

demonR6
Sep 4, 2012

There are too many stupid people in the world. I'm not saying we should kill them all or anything. Just take the warning labels off of everything and let the problem solve itself.



Lipstick Apathy

James Garfield posted:

Firing torpedoes doesn't reveal you.

Firing from within the cover of a smokescreen also. Not to mention right now you won't even see them if they are launched from a ship until they are nearly on you. You can maneuver to try to avoid but a well placed spread catches you in a slow ship in the middle of an inconvenient situation and you are boned.

Dumb firing from a distance and hoping someone manages to get hit as they are going through a lane has become common now too and smart when you think about it. If your torps have long range and you know you are firing into a common lane of travel just fire the poo poo and move on.

demonR6
Sep 4, 2012

There are too many stupid people in the world. I'm not saying we should kill them all or anything. Just take the warning labels off of everything and let the problem solve itself.



Lipstick Apathy

Vengarr posted:

There will be an explosion of reviews, screenshots and videos when the NDA ends tomorrow. Here are a few videos you might want to watch if you haven't seen them yet:

General overview by Jingles. Battleship and Cruiser games
Battleship and Carrier games
Destroyer and Cruiser games
IJN Yamato game

Might be worth adding to the OP even with the beta coming, they're good videos.

Done thanks!

Axetrain
Sep 14, 2007



So I did both WoWS weekends, that means I am auto in for the beta tomorrow right? I should be expecting an email then?

Pimpmust
Oct 1, 2008



demonR6 posted:

Firing from within the cover of a smokescreen also. Not to mention right now you won't even see them if they are launched from a ship until they are nearly on you. You can maneuver to try to avoid but a well placed spread catches you in a slow ship in the middle of an inconvenient situation and you are boned.

Dumb firing from a distance and hoping someone manages to get hit as they are going through a lane has become common now too and smart when you think about it. If your torps have long range and you know you are firing into a common lane of travel just fire the poo poo and move on.

It was pretty common in Navyfield to have to brave a loving (layered) fan of long lance torpedoes at the start of any game when the japanese got going. Not sure if WoWs models different range on torpedoes between types/nations (or how much if so).

demonR6
Sep 4, 2012

There are too many stupid people in the world. I'm not saying we should kill them all or anything. Just take the warning labels off of everything and let the problem solve itself.



Lipstick Apathy

Axetrain posted:

So I did both WoWS weekends, that means I am auto in for the beta tomorrow right? I should be expecting an email then?

Yes, theoretically. But if you saw the conversation a while back in the thread we mentioned after the last beta weekend the rocket scientists at WG managed to accidentally grant alpha access to beta players. To add to the comedy element not only did they tell everyone about it but the lead guy asked the people who got this access to please contact him so that it can be removed. Yeah, right.

Pimpmust posted:

Not sure if WoWs models different range on torpedoes between types/nations (or how much if so).

Yes, currently the IJN torps are better than their USN counterparts.

Elmnt80
Dec 30, 2012

~~ Immortan-senpai
noticed me!!! ~~






Ugh, might come back for this because gently caress WoT. On the other hand, I can see dropping it the second WT comes out with their version since its pretty likely they'll have planes mixed into the battles too.

Fart Car '97
Jul 23, 2003

o fuk traffic

I heard that, unlike WoT and WoWP, this game is actually fun and not chock full of stupid bullshit?

rex rabidorum vires
Mar 26, 2007



Pimpmust posted:

It was pretty common in Navyfield to have to brave a loving (layered) fan of long lance torpedoes at the start of any game when the japanese got going. Not sure if WoWs models different range on torpedoes between types/nations (or how much if so).

I played primarily DDs on the beta weekends and yes they model different speeds and ranges of various torpedoes. You won't have to run a navy field style gauntlet of torpedoes but you will have to avoid your own pubbies trying to replicate this. Also I personally did it with the lances because of the 13km range...drop a spread towards a lane pivot pop smoke and drop the other broad before deciding where to go. By the time you know what you're doing the tubes have loaded so there really isn't any risk. Just make sure you do it from way out in front to avoid moronic teammates.

Vengarr
Jun 17, 2010

Smashed before noon


To be fair, that was kinda the IJN's strategy too. Dump long lances in the general direction of a fleet group and haul rear end.

Here's a video of an Essex-class carrier game. It looks fun to play but not particularly thrilling to watch. These nerds need to switch to plane view when they drop bombs or torps if they want things to be interesting

Pimpmust
Oct 1, 2008



Is there a limit on number of torpedoes or is it just the reload time?

Carrier view look like full on RTS-mode, somewhat annoying sound-effect from the waypoint marking, TDUNK TDUNK TDUNK.


Getting into a match with like 50% carriers (on perhaps only one side) would be... interesting? Does an equal number of carriers just poo poo on their battleship counterparts, or what's the "counter" besides other carriers/trying to cut them off with destroyers?

Pimpmust fucked around with this message at Mar 11, 2015 around 18:31

demonR6
Sep 4, 2012

There are too many stupid people in the world. I'm not saying we should kill them all or anything. Just take the warning labels off of everything and let the problem solve itself.



Lipstick Apathy

Pimpmust posted:

Is there a limit on number of torpedoes or is it just the reload time?

Carrier view look like full on RTS-mode, somewhat annoying sound-effect from the waypoint marking, TDUNK TDUNK TDUNK.


Getting into a match with like 50% carriers (on perhaps only one side) would be... interesting? Does an equal number of carriers just poo poo on their battleship counterparts, or what's the "counter" besides other carriers/trying to cut them off with destroyers?

You have two squadrons of six torpedo bombers that will vomit the same number of torpedoes. You also have to manage them insfoar and telling them to return to reload so you can go back out to drop you long hot loads on people. And don't forget all the while ppl are shooting at your planes with AA so once they are all shot down you are hosed.

Elmnt80
Dec 30, 2012

~~ Immortan-senpai
noticed me!!! ~~






So if I was in both of the beta weekends, do I just need to reinstall it or what to play botes when they come out?

rex rabidorum vires
Mar 26, 2007



Pimpmust posted:

Is there a limit on number of torpedoes or is it just the reload time?

Carrier view look like full on RTS-mode, somewhat annoying sound-effect from the waypoint marking, TDUNK TDUNK TDUNK.


Getting into a match with like 50% carriers (on perhaps only one side) would be... interesting? Does an equal number of carriers just poo poo on their battleship counterparts, or what's the "counter" besides other carriers/trying to cut them off with destroyers?

Limited by throw weight and reload. No ammunition considerations. Also in tier 4/5 and maybe t6 games seemed to mostly hinge on who had more carriers due to the lack of AA weaponry and the awfulness of pubbies. If memory serves the US t5 cruiser gets a very good compliment of AA however not a lot of people played it because no torps and not some Japanese super undefeated battleship leading to very very little AA even in groups.

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Pimpmust
Oct 1, 2008



Figured that would be the case, how's the rewards for CV-fighters shooting down other planes? Or does every CV stock up on as many bombers as possible because it's most rewarding?

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