I'm pretty sure two carriers can't form a squadron together. Makes sense, if you had multiple carriers who specifically set up their planes to cover each other's weaknesses that'd be really unfair in random battles.
What should I aim for if I want to try carriers? US or Japan?
USA focuses on fighers and dive bombers, IJN on torpedo bombers.
So it depends if you like to control the skies with fighters and be defensive, or go all out offense with bombers.
I hear alot of complaints about the US fighters being hands down better than the Japanese. if you go japanese you have to be able to avoid fighters because its hard to control the skies. I would like to pair with another CV for a few games, one set for torp and bombers, and the other set for fighters and see how it performs.
Also: what is with the guys who die early, complain about the team and then give away all the positions to the other team in chat. I've played 5 straight games today that this has happened.
The difference between US and IJN fighter groups is absurd - US fighters will down whole groups without taking damage normally.
I'm pretty sure two carriers can't form a squadron together. Makes sense, if you had multiple carriers who specifically set up their planes to cover each other's weaknesses that'd be really unfair in random battles.
I suppose it does make sense, the few times I've been able to co-ordinate with the other carrier on my team, it has been pretty devastating. even if the loadouts didnt exactly compliment.
Honestly US CVs seem to be the obvious choice from my experience. The advantages of the IJN CVs are slim, the advantages of the US CVs are big.
If you go with IJN don't be fooled by CVs ridiculous t4 battles, once you get to t5-6 you're gonna have to be prepared to rely on your teammates AA a lot. If no one defends you/your planes you're basically food.
At the same time, you get crap XP for shooting down enemy planes. That really needs to get increased. I think a way to fix carriers would to lessen the disparities between the different types and numbers of plane squadrons that US and IJN carriers get. It's fine if US fighters are better, but they shouldn't be able to overwhelmingly destroy Japanese fighters even if the Japanese fighters have ton of advantages like AA support. And it's fine if Japanese carriers are better at doing torpedo and bombing runs, but US carriers shouldn't be relegated to just air superiority rolls. But I mean it's still in beta and I imagine carriers are the hardest thing to balance in the game.
The problem with the St. Louis isn't so much it's firepower as the fact that it inexplicably has more HP than the battleships at its tier.
On CVs and fighters: US fighters being dominant at high tiers seems pretty appropriate to me, but in the middle tiers representing the period where the Zero was still at its peak I think things should be a lot more competitive.
I got taken out by torpoedoes in my CV today, which is fine except that I had my planes up around me after the first volley, and they didn't see anything, I was going full speed, and I had never been detected. So I guess a destroyer was invisible and also didn't actually see me, and just decided to shoot randomly at exactly where I was?
the st. louis also has the world's tiniest citadel to go along with it's giant blob of hp.
It actually has a giant citadel, it's just that it is a both an armored and protected cruiser. The protected cruiser designs mean that the citadel is located beneath the water line with sloping armor placed above it. So if you get a shell to plunge down into a st.louis from above it's almost a guaranteed citadel.
The white block is the citadel, red armor.
Original design for it was just a protected cruiser, but half-way through construction was also decided to armor the ship, which is why it weighs so much. And HP in WoWS is based off ship tonnage.
More Translated Q&A from the Russian forums, taken from reddit:
Kitakami is not going to be in the game
Ricochets from water are not planned.
Secondaries only fire when the entire enemy ship is visible. If the target is partially obscured, e.g. by an island, they will not fire.
Penetration of HE shells is always equal to 1/6 of their diameter.
Limits for aircraft ceilings aren't planned, i.e. they will still be able to fly across any terrain.
No plans to limit the number of shells and torpedoes each ships carries.
No ability to individually control turrets (e.g. constantly aim one at one enemy, and another at another enemy)
Weather effects (storms, rough sea) are being planned, however will not be implemented anytime soon.
Dispersion accuracy buff at close distances for BBs. No dispersion changes are planned for medium and long distances, works as intended. If you don't like that -- play cruisers.
Smoke ability will be buffed for USN DDs, along with artillery for some of them.
Current mechanics off ramming doesn't account for the place of the collision. Only relative speed and mass matters.
Cleveland AA will be nerfed again
IJN CVs are currently a bit OP, especially at mid-tiers, and will be nerfed. Strike load-outs might be changed.
Not acquiring the target with X while firing main guns increases dispersion, i.e. at max range without target acquisition the horizontal dispersion is is greater than the value displayed in port.
All AP shells are capable of damaging the target after underwater travel. No special plans for IJN shells, i.e. a custom type 91. No plans to give AP shells than penetrate below waterline an ability to flood.
The flag storage limit is currently set to one hundred thousand.
No changes to fire are planned, works as intended.
At the same time, you get crap XP for shooting down enemy planes. That really needs to get increased. I think a way to fix carriers would to lessen the disparities between the different types and numbers of plane squadrons that US and IJN carriers get. It's fine if US fighters are better, but they shouldn't be able to overwhelmingly destroy Japanese fighters even if the Japanese fighters have ton of advantages like AA support. And it's fine if Japanese carriers are better at doing torpedo and bombing runs, but US carriers shouldn't be relegated to just air superiority rolls. But I mean it's still in beta and I imagine carriers are the hardest thing to balance in the game.
But they're not, US CVs can and do pull of lots of successful bombings. In fact it's much easier because their torpedo bombers have tighter spread and don't need to be as afraid of fighters.
the st. louis also has the world's tiniest citadel to go along with it's giant blob of hp.
It actually has a giant citadel, it's just that it is a both an armored and protected cruiser. The protected cruiser designs mean that the citadel is located beneath the water line with sloping armor placed above it. So if you get a shell to plunge down into a st.louis from above it's almost a guaranteed citadel.
The white block is the citadel, red armor.
Original design for it was just a protected cruiser, but half-way through construction was also decided to armor the ship, which is why it weighs so much. And HP in WoWS is based off ship tonnage.
while true, it's still very difficult to hit. even with really steep max range ap fire from my phoenix or omaha, it almost never gets citadeled. vs the phoenix and omaha which are basically a giant mobile citadel.
I actually don't get citadel-ed much in my Omaha but that's because most people never switch off HE.
It's like, "I know HE is fun and all but if I consistently get citadels on you and you only set fire to me I will sink you first." For anyone having trouble getting citadels, pay close attention to where your shots are actually hitting the enemy, and at what angle. Even from a cruiser, you can take out more than 50% of an enemy cruiser's health with one salvo if you happen to get multiple citadel hits. (But getting results like that mainly just means getting lucky. Still, getting one or two citadel hits per two or three salvos adds up to a lot of damage.)
You can imagine my surprise when my Kawachi, pretty much the poster child for drunken gunnery, started landing citadels against a St. Louis of all things. I also managed to nail a (beached) Phoenix with two of the most accurate shots I've ever seen come out of a BB. I ought to buy a lottery ticket.
You can imagine my surprise when my Kawachi, pretty much the poster child for drunken gunnery, started landing citadels against a St. Louis of all things. I also managed to nail a (beached) Phoenix with two of the most accurate shots I've ever seen come out of a BB. I ought to buy a lottery ticket.
You can imagine my surprise when my Kawachi, pretty much the poster child for drunken gunnery, started landing citadels against a St. Louis of all things. I also managed to nail a (beached) Phoenix with two of the most accurate shots I've ever seen come out of a BB. I ought to buy a lottery ticket.
Hilariously, thanks to the Kawachi's miserable range and slow shell speed, almost every shot it makes tends to be a plunging shot. I had pretty good luck getting Citadels with mine when I could get into range.
I've popped in a few times, but there's no channel in Vent for this game, so I look around, see that you guys don't have a vent channel for the game, and leave. We're talking 22 seconds here.
I've popped in a few times, but there's no channel in Vent for this game, so I look around, see that you guys don't have a vent channel for the game, and leave. We're talking 22 seconds here.
If y'all want a dedicated Vent channel I can make one.
How do elite ships work? You can transfer their xp to free xp, but it costs real money?
As soon as I could unlock the T3 cruiser, it told me my T2 cruiser was suddenly elite now. Now I don't know which one I want to play to wrack up free xp.
How do elite ships work? You can transfer their xp to free xp, but it costs real money?
As soon as I could unlock the T3 cruiser, it told me my T2 cruiser was suddenly elite now. Now I don't know which one I want to play to wrack up free xp.
Elite ships still gain xp, and you can convert that xp into free xp by paying doubloons. Id say just play towards whatever you want instead, getting to t4 is fairly fast. Save your valuables for later stuff.
German ships (Tirpitz, Bismark, Dresden, Hermelin) have been added into the game client for testing purposes. You may see them in the battle, but they are not available for research or purchase.
Maps:
On the “Two Brothers” map, removed invisible barrier in the square E5.
Interface:
Fixed improper distribution of consumables on keys “R”, “T”, “Y” in the game.
Added consumable “Hydroacoustic Search” on the following ships – Kuma, Furutaka, Phoenix, Omaha, Murmansk, Marblehead, Marblehead (Lima) – starting with the stock configuration.
Fixed lettering squares on the mini-map, in the loading-screen, not matching with the tactical and mini-map in battle.
Fixed the display of the British nation tab during the transition to the tech-tree when Warspite is chosen. Now the player gets to the first tab on the list which is the Japanese nation tab.
Other:
Fixed an error which in some cases led to the game client crashing when entering the queue for the battle.
Fixed an error where while in the countdown screen before the battle, the ship models were cut off at the approach.
Fixed an error which led to the inability to recruit a commander for the ship when one of the ships was in battle.
Fixed a graphical artifact that led to the camera going underwater when in binocular mode on the Tachibana and Tachibana Lima.
More Translated Q&A from the Russian forums, taken from reddit:
....
Not acquiring the target with X while firing main guns increases dispersion, i.e. at max range without target acquisition the horizontal dispersion is is greater than the value displayed in port.
I'm not at home so can't check this, but can someone explain what this means? You can acquire targets? I don't think I've ever pressed X while playing this game, what am I missing?
(I played about 3k battles in World of Tanks without realizing you could scroll your mouse wheel to zoom in when in sniper view, so I have definite precedent for missing major game mechanics).
Since somebody else said it first, I have to admit I am mystified by that as well. I have no clue what they mean about acquiring a target with main guns. Maybe this is something lost in translation?
Pressing X over a target has several advantages.
1. Reducing dispersion.
2. It allows you to hit something behind an island (at least that's what it seems like. If you haven't acquired a target it feels like your guns aims at the point you're looking at, even if it's an island. But if you have acquired a target it will shoot at that point at surface level beyond the island).
3. It gives you torpedo aiming assistance.
The game WILL autoacquire targets, but it's annoyingly slow to do so and will shift target locks if something else comes into your sight.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
It also seems to have an effect on the rangefinding part of shell calculation. For example, two ships completely broadside to me, one about a ship length closer to me than the other. Both ships are heading towards each other so that when leading one ship,the game auto targeted the other one (which is the closer one). Even having the reticle on the water line of the farther ship, the shells fell short, and would have hit the closer ship, range wise.
I feel like this is one of the reasons why dispersion feels so wonky sometimes when firing at a ship in proximity to others because the game autotargets a different ship when you start leading.
Posts
The difference between US and IJN fighter groups is absurd - US fighters will down whole groups without taking damage normally.
3DS: 0473-8507-2652
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PSN: AbEntropy
I suppose it does make sense, the few times I've been able to co-ordinate with the other carrier on my team, it has been pretty devastating. even if the loadouts didnt exactly compliment.
http://steamcommunity.com/id/BretonBrawler
If you go with IJN don't be fooled by CVs ridiculous t4 battles, once you get to t5-6 you're gonna have to be prepared to rely on your teammates AA a lot. If no one defends you/your planes you're basically food.
How is the grind compared to WoT?
On CVs and fighters: US fighters being dominant at high tiers seems pretty appropriate to me, but in the middle tiers representing the period where the Zero was still at its peak I think things should be a lot more competitive.
I got taken out by torpoedoes in my CV today, which is fine except that I had my planes up around me after the first volley, and they didn't see anything, I was going full speed, and I had never been detected. So I guess a destroyer was invisible and also didn't actually see me, and just decided to shoot randomly at exactly where I was?
It actually has a giant citadel, it's just that it is a both an armored and protected cruiser. The protected cruiser designs mean that the citadel is located beneath the water line with sloping armor placed above it. So if you get a shell to plunge down into a st.louis from above it's almost a guaranteed citadel.
The white block is the citadel, red armor.
Original design for it was just a protected cruiser, but half-way through construction was also decided to armor the ship, which is why it weighs so much. And HP in WoWS is based off ship tonnage.
Kitakami is not going to be in the game
Ricochets from water are not planned.
Secondaries only fire when the entire enemy ship is visible. If the target is partially obscured, e.g. by an island, they will not fire.
Penetration of HE shells is always equal to 1/6 of their diameter.
Limits for aircraft ceilings aren't planned, i.e. they will still be able to fly across any terrain.
No plans to limit the number of shells and torpedoes each ships carries.
No ability to individually control turrets (e.g. constantly aim one at one enemy, and another at another enemy)
Weather effects (storms, rough sea) are being planned, however will not be implemented anytime soon.
Dispersion accuracy buff at close distances for BBs. No dispersion changes are planned for medium and long distances, works as intended. If you don't like that -- play cruisers.
Smoke ability will be buffed for USN DDs, along with artillery for some of them.
Current mechanics off ramming doesn't account for the place of the collision. Only relative speed and mass matters.
Cleveland AA will be nerfed again
IJN CVs are currently a bit OP, especially at mid-tiers, and will be nerfed. Strike load-outs might be changed.
Not acquiring the target with X while firing main guns increases dispersion, i.e. at max range without target acquisition the horizontal dispersion is is greater than the value displayed in port.
All AP shells are capable of damaging the target after underwater travel. No special plans for IJN shells, i.e. a custom type 91. No plans to give AP shells than penetrate below waterline an ability to flood.
The flag storage limit is currently set to one hundred thousand.
No changes to fire are planned, works as intended.
Answers were given in the period of July 15-23, starting from here: http://forum.worldofwarships.ru/index.php?/topic/18569-вопросы-разработчикам/page__st__240__pid__1026420#entry1026420
But they're not, US CVs can and do pull of lots of successful bombings. In fact it's much easier because their torpedo bombers have tighter spread and don't need to be as afraid of fighters.
while true, it's still very difficult to hit. even with really steep max range ap fire from my phoenix or omaha, it almost never gets citadeled. vs the phoenix and omaha which are basically a giant mobile citadel.
It's like, "I know HE is fun and all but if I consistently get citadels on you and you only set fire to me I will sink you first." For anyone having trouble getting citadels, pay close attention to where your shots are actually hitting the enemy, and at what angle. Even from a cruiser, you can take out more than 50% of an enemy cruiser's health with one salvo if you happen to get multiple citadel hits. (But getting results like that mainly just means getting lucky. Still, getting one or two citadel hits per two or three salvos adds up to a lot of damage.)
Carriers feel terrible if the opposing side has more carriers or a better or more upgraded carrier(Or if they're better than you)
But man it feels so cool when you carrier well.
But then again I always loved RTSs.
But now my screen name "HeemeyerLives" makes no sense in this context.
It's better than all of the endless variations of "Erwin Rommel" and "Desert Fox."
tell me your secrets. my omaha needs to know.
Same name in game.
― John Quincy Adams
I want to keep going to the point where I can get accurate guns but oh god I loathe every match in those stupid fucking things
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
If y'all want a dedicated Vent channel I can make one.
EDIT: DONE
WE'RE TALKING 22 SECONDS HERE.
As soon as I could unlock the T3 cruiser, it told me my T2 cruiser was suddenly elite now. Now I don't know which one I want to play to wrack up free xp.
Elite ships still gain xp, and you can convert that xp into free xp by paying doubloons. Id say just play towards whatever you want instead, getting to t4 is fairly fast. Save your valuables for later stuff.
http://blog.worldofwarships.eu/patch-notes-0-4-0-4/
There aren't going to be any more data wipes.
Man I have the hydroacoustic search on the Cleveland and have yet to encounter a situation where it's useful.
I'm not at home so can't check this, but can someone explain what this means? You can acquire targets? I don't think I've ever pressed X while playing this game, what am I missing?
(I played about 3k battles in World of Tanks without realizing you could scroll your mouse wheel to zoom in when in sniper view, so I have definite precedent for missing major game mechanics).
1. Reducing dispersion.
2. It allows you to hit something behind an island (at least that's what it seems like. If you haven't acquired a target it feels like your guns aims at the point you're looking at, even if it's an island. But if you have acquired a target it will shoot at that point at surface level beyond the island).
3. It gives you torpedo aiming assistance.
The game WILL autoacquire targets, but it's annoyingly slow to do so and will shift target locks if something else comes into your sight.
-Antje Jackelén, Archbishop of the Church of Sweden
I feel like this is one of the reasons why dispersion feels so wonky sometimes when firing at a ship in proximity to others because the game autotargets a different ship when you start leading.
So basically its just blind shots where you cant see a ship wil have higher dispersion.