world of warships cruisers guide

Why should you make a risky move if the enemy doesn't? Perfect. This concept came to my mind towards the end of Season 1 of clan battles, when the meta had settled and only changed gradually anymore to this day. Also flaming your team doesn't make them play better, it makes them take their hands off the mouse. Never submarines, they said. And don't forget that any HP that you save early on will enable more aggressive plays later in the game. I'll be using it as reference for my CW strats. I hope this helps anyone who wishes to improve. Cookies help us deliver our Services. Good stuff. You will learn new play styles, AND the weaknesses of other ships. Bad players always imagine ways how they can succeed. I am trying to evolve from "I can solo carry/sink 4 ships at once", to "stay alive, keep doing damage" - and my winrate has risen slowly but surely. Of course, this is not true, because usually it is completely unclear for novice players what this "universality" means. In a cruiser or a BB you need something in front of you to screen away enemy DDs from permaspotting you. If a team merely takes the caps without getting a kill lead, they will often get impatient and push into the camping enemy to throw the game, because they have too many noobs who keep imagining how their rush is totally going to work. But surprisingly, those teammates are much less bad to have. This. If a score loss approaches, there is obviously no point to prioritising one's own safety. Getting into a position that you cant escape from needs to be very well planned out. And, yes, yolo me turns away red-faced even after 7k battles. I've developed a bit of a Zao fetish since then and played little else, although in season 3 that role was partially overtaken by Worcester. You are not permitted to copy any image, text or info from this page. French cruisers. So what do good players think about if they don't think about what great play to make? While cruisers in general are a very difficult class to play, especially at high tiers, German cruisers have a very specific niche that must be respected in order to excel with them. I have become an expert at begging people in chat to not yolo into the enemy spawn, or to shift their focus to a certain cap…is bloody mindboggling. World of Warships: Transformers - Invite Codes, World of Warships - Basics and Tips for Early Tiers, World of Warships - How to Hide Interface (UI), World of Warships - Specializing, Advanced Basic Techniques, World of Warships - How to Enable Training Rooms. Really being able to force a kill is not the norm. Sometimes you need to attack, sometimes you need to capture a point, and sometimes you need to retreat and hide. I think a lot of the points are really spot on. Don't hesitate to surrender the cap if you are on the weaker side. Game Guide. The danger to lose by score. Tier 10 isn't the promised Land you think it is. For the same reasons, bad players love torpedo rushes, try to ambush enemy ships from behind islands, and always push forwards. If you followed the checklist to this point you are sure not to be dead, so you can actually do something. Specially in domination matches , capping an gaining points seems to be far from the main objective and part of that is that the game still will rewards Kills + damage over teamplay , if you defend a flank without getting to many hits on the enemy your XP and credits will be less dan if you loose and have a big damage counter and 2 or 3 kills. Whenever something didn't work and I didn't understand why, I tried it out myself until it worked. The play style of American destroyers is best summarized as "annoy and harass"; their fast-firing guns in quick-turning turrets can continuously rain fire on opponents with impunity while under cover of smoke or vision blockers such as islands. Also use the "+" to make it larger. Keeping this in mind might prevent you from making mistakes especially in clan battles. Also remember there's another human controlling that ship trying to enjoy the game. Be patient. World of Warships: The Russian Cruisers Line Split 6 min read. In a DD you need allied cruisers and BBs to scare away enemy DDs or radars from rushing you. At least the guy staying alive will keep the enemy on their toes and did not give away points.". Your choices almost always rely on cooperation of your team. Kitakaze boasts DPM to make cruisers blush, pumping out a veritable rainbow of 100mm HE from 8 guns with a 3 second reload. Helm dozens of warships from the 20th century's most powerful navies, set sail for glory across stunning oceanic vistas and soundscapes, and enjoy regular free updates. Don't just glance at it, actually use it - it's the most useful tool in the game. Thank you for sharing your thoughts about the game especially the last paragraph. This site uses We recommend the following browsers Select Language Site search Donate Site search Donate Loved it? I am pretty good at being a bad player though. I use the sentence "A living useless ship is preferrable to a dead useless ship. Going around all the way at the flanks has a high risk of leaving you useless, which is why good players tend to play to more central positions. I had a game last night where our team was in a good position, 2 caps up with points advantage, all we had to do was generate points and wait for the enemy to push – but we all know what people do in those circumstances. By using our Services or clicking I agree, you agree to our use of cookies. How does a game pan out if the enemy fails at it? Waiting for the right opening is the key. You know, the thing used to shoot. Torpedoes are easy to stay safe from since you can use allies to spot for you. ... Destroyers Cruisers Battleships Aircraft carriers Premium ships. This is why good players don't commit their ships early until they know more about the enemy positioning. Although that shouldn't happen to begin with. I always appreciate perspectives from people who have struggled with the game in the past, but through learning and observation were able to dramatically improve. The best position to be is almost always where the enemy is going to push next, i.e. German cruisers AP shells deal a lot of damage, that’s the main thing. World of Warships Game Guide. Thank you for taking the time to write this. Anyway, I appreciate the post and have saved it. Ultimately the cap belongs to the last ship still afloat. World of Warships German Cruisers Guide by misterzigger I have seen a lot of people complaining about how hard it is to play German cruisers. Situation awareness is a rare commodity , people tend to hang back which is not always a bad thing , but there´s also a time to push the caps even if that means that you loose half of your health pool. Not relying on your team includes to not get into any position from which your team has to bail you out again. I particularly like your focus on the player not the team as I hate seeing flame in chat, the name calling and abuse is ridiculous. To achieve better results select the specified first-order skills in that particular order. That being said, I'm also not a braindead player running in like an idiot and suiciding, but I try and brawl as much as I can and wreak havoc. Of course this usually just gets them killed. Just yesterday, I was 6km away from a Monty while in my Monty, super low hp. “When it all comes together around two competent teams working together, World of Warships is a glorious pre-World War 2 admiralty fantasy come to life.” 8.3/10 – IGN “Its mix of ponderous warships and huge guns—the biggest guns ever fired in anger by mankind—is beautiful, polished, and a joy to play.” 80/100 – PCGamer For this, however, you get an impressive, heavy cruiser, which almost has the firepower of a battleship. Cruisers are the most universal ships in the game. And then they blame their team instead of themselves. Pay attention to chat. You yourself are the only variable you can change. Many players are way too eager to exchange health, while good players wait for the moments when they can get beneficial trades that they are sure to win. Evaluating how active or risky you should play, New comments cannot be posted and votes cannot be cast, More posts from the WorldOfWarships community. Hope it helps! Give it a LIKE!!! Gunboats. All trademarks and trademark rights pertaining to warships and aircraft are proprietary to the respective rights holders. Most importantly this danger means not to let the enemy get any free caps. Get the latest news and developments here and play for free! Enjoy the trip. The idea isn’t to chicken out and run for the hills at the start of the game. Being on the defensive is the better state to be in most of the time, but take opportunities viciously when they arise. It means your shells need to lead further than theirs. On the one hand, cruisers are equipped with reliable armor and powerful armament; on the other hand, this type of ship is maneuverable enough to dodge battleship fir e and torpedo attacks. Read a detailed guide to cruisers, the versatile and dangerous workhorses of the fleet. This happens in nearly every random battle, but even in clan battles up to high typhoon league. You will learn a lot more slowly and get frustrated if you charge in and die early every time. USA. I'll read through that again when I get home today and try to incorporate as much as I can into my play style :). WoWs is a random team game so others may fuck up and lose you games, but flaming them doesn't help you either, so let's try to stay civil. It means that you run into crossfires while the enemy can always angle against you. Characteristics of all models are realistically reproduced on the basis of technical elements of warships and aircraft from the first half of the 20th century. In general, cruisers are quite fast, they can sail with speed of around 30 knots. The caps are presumably covered by radar and/or nearby DDs. 62158World Of Warships The Pensacola is a Mini-Max ship, which is equipped with very powerful guns, but hardly wears armor. But unless your allies respond to you in chat like decently intelligent human beings, treat them as bots. Basically, have fun. Just let the enemy make the first mistake. Low and Mid-tier light French cruisers are basically "glass-cannon" ships with good speed and good HE shells. Obviously just being safe doesn't win you the game, but a dead ship does not deal any damage either. As the Italian cruisers updates arc just started, it is time to have a look at the Genova while telling myself that there will soon be British Heavy Cruisers that actually look interesting to play, unlike the Italian cruisers. They've got good maneuverability, heavier duty arms and armor than destroyers, and are much faster and more flexible in purpose then battleships.Cruisers really stand out for their ability to rinse through enemy aircraft. Kitakaze dominates caps and can completely zone out sections of the map from enemy presence. All around they’re pretty good ships, having a… St. Luis Albany Bogue. I shotgunned him for 30k+ killing him, had a shima, and another DD on my flank, killed the shima, and almost the other guy in a blaze of glory. Some cruisers may hug islands to provide radar or AA, most of them are in the open water wth the BBs however and are free to pick their fights. Your post really helped me to have a new mindset as I only started playing the game. After reading your thoughtful analysis, I suspect the answer is "both". So many people die because they make this mistake and end up eating more damage or being spotted for longer than they thought. The danger to get locked down in a position. Far and away most games are decided by which team loses more players early. Can I say the last statement needs to be read by everyone. A game about huge boats. Now its about coordinating the threat to take a cap, vision, and firepower support to get better trades on the enemy. In order to deal damage you need to stay in a position that (1) is close enough to the enemy, (2) where your guns are not stuck behind an island, and (3) from where you can quickly move on to the next battle once your current one is decided. World of Warships Guide. Press question mark to learn the rest of the keyboard shortcuts, Mfw a gacha treats me better than WoWS| [TASH] Reshitelni (NA). It is strongly recommended not to choose British cruisers as your first ships for researching in World of Warships. To play well as them, you must learn and properly use the characteristics of your ship. In this guide I will tell you the most basic tips and tricks you need to know to make your first steps in World of Warships. Playing aggressive is generally a disadvantage. This is primarily due to their defensive fire cooldown, which when popped will turn all of your auto-targeting batteries and AA guns towards the skies. Table of Contents. Dealing damage with such a cruiser was entirely secondary. Nürnberg and YÅ«bari are nimble light cruisers with solid main battery and torpedo armaments for their tiers! Instead, just trade as effectively as you can and gain a lead that way, or look for another position where you can be more effective. My win rate has plateaued, not sure if I need to play more aggressively or more defensively. This skill will be useless to most players. Don't be afraid to ask for advice. World of Warships Guides How to play on Cruisers Some say that cruisers are universal soldiers, which will please all players without exception. Trading your 1/4 health ship for their full health higher tier ship is usually a good trade; trading your full health ship for their 1/4 health lower tier ship is usually not a good trade. In summary, you need to position around caps in a way that lets you defend them. If you're not in Hurricane yet, this may be helpful to you. Cruisers are very effective against destroyers, use HE Ammo for optimal damage. Make sure to share with your friends and clanmates! Main features of UK Destroyers: 1. Until it doesn't and they're dead. Don't assume that they will react to your actions, rather arrange yourself so that they fit into your plans. Tier X Gearing, the crown jewel of USN destroyers, can blanket her targ… If your team has more active ships, they are supposed to gain an advantage. They think about what plays not to make. Japan. However, instead of pushing into the enemy you might want to consider to turn around and support your losing flank, since the enemy may push through there soon and make themselves vulnerable. The decision to make such a play should only be the result after you have evaluated all dangers. It's not just a high horse position, but you will lose when you lose your composure. Next up were the radar cruisers who were supposed to secure caps. Sure, there is nothing wrong with that. My team loved it, I was having a freaking blast, and it's the way I like playing the game. With planes... well better pray you have some good AA cruisers on your team. Your main tool to avoid this problem is to position properly relative to your team. Most people seem to believe that bad players are bad for the opposite reason: That they always camp in the back and never do anything. Because every game starts evenly. Do your thing, enjoy the game and let others do the same. I hope I have finally gotten to that point. Overall fairly similar to the risks above - as long as you can turn freely, you're usually going to be fine. Some people would rather learn ping pong trick shots than get to a professional level, rather play in the Harlem Globetrotters than the NBA. Single-fire torpedoes – each torpedo tube can fire individually 2. Sooooo…. With everyone playing nice and safe at the caps and neither side getting a lead that way, it was up to the ships which could threaten to reach around the enemy's flanks to decide the game by threatening the positions that enemy DDs and radar crusers used for cover. If the enemy fails at the first step, they overextend into your team's firepower giving you a lead in HP or ships. I will be giving your advice serious consideration. A good example of that are the RB´s where you can yolo it sum up some damage maybe a kill so you get to keep your star. Secondary is to escort battleships and to take out destroyers. Simply getting an HP advantage and forcing them to escape is usually all you need. and 5. From the very start they believe things like: I will rush straight into this cap, win the fight there, take it for my team, and then we have an advantage. Mid- and high-tier Destroyers have Hydroacoustic Search 3. SPECIAL MENTION The Help-Me Discord is a… Continue reading Don't grind. Yes this is pretty damn far down. Lastly, keep in mind that your own gameplay is the only thing you can influence. This is the priority list of what dangers to avoid: The danger to take too much damage. Definitely saved this post. Enjoy the ships. In true top tier clan battles it is a bit different, but even getting into hurricane league takes little more than just knowing how not to fuck up. So do not overextend in order to chase a kill. Being able to escape when shit hits the fan is your responsibility alone - do not put your team into a position where they have to take a bad engagement to save your ass. The main feature of British Destroyers is their single-fire torpedoes. Tips & Tricks. Torpedos don't know which team they are on, they kill both sides without discrimination. Its the enemy who now has to bring more ships to engage in battle. - if they aren't in a position to threaten you at the caps, take the caps and wait it out. If you do nothing and the enemy does nothing, you still don't lose the game. If they don’t want to get better that’s fine, it’s their choice and you can’t make them better by ridiculing them. In that case you have time to improve your position and only pick the best engagements. You need to know what type of DPS to expect, torp and radar ranges, have a decent awareness of cooldowns, and so on. This is how you learn to see the highest % plays, the plays that are most likely to give you an advantage in the game. There is a simple way to tell whether your team is currently in a good or bad spot, and how badly you need to act if you are currently not fighting yourself: count how many ships of each team is currently effectively involved in battle. 1 year ago Yuzorah . The last points also contain harsh truths that people will not want to accept (maybe because theyre the idiots); you might be playing to win, but same cannot be guaranteed of your teammates; I personally treat them as grunts. Even if you are a BB, you want the opportunity to turn away in stealth, or to repair fires and wait out your damage control cooldown. UK Destroyers from tier II to tier VII are not very good for beginners, whereas high-tier ships are overpowered, comfortable and easy to play, though require an Inertia Fuse for HE Shells skillto play. Much to learn and keep in mind. If your team is already behind, the enemy overextending into poor engagements is often your only chance of a comeback. But there is no need to be more aggressive than your enemy if you are evenly matched. New users should be allowed to enjoy the game and not being abused by team members. [Naval Academy] Cruisers The cruiser is a multipurpose warship type. Any successful push is only possible because the other team allowed it. Most games were decided because a team either lost their DD, or gave up a cap uncontested. Best Cruiser: Hermelin (Germany) Check out Hermelin stats here. They arrive at the best possible play by eliminating all the dangerous ones first. That leads to all sorts of suicidal plays. Thank you for writing this up. Even if you are not the best player, you are WAY more useful alive. It turns out that it’s absolutely not what I was expecting. In the beginning games were decided by DD fuckups. The most important counters to this are angling and using your concealment range. Don't assume this too quickly though. It means that you run into enemy torps while your torps won't reach. What have we done to deserve this, Wargaming? Your point about dangers is 100% true. Those people often are the best teachers, because they actually had to overcome obstacles to get where they are today. Our Seattle decides to push up to a spot where he is 100% going to die because he “wanted to get into the game and do damage”. I'm usually an extra cautious player, but every time I play a German BB, I can't help but blitzkrieg my way through even if it ends up killing me. Belfast 43 I swear a person can't make this stuff up.lol By Gyphon_GF, November 7, 2020 6 replies; 347 views; wildgooseman; November 7, 2020 I always didn't just want to get good, but also understand how that works. Yes. If they lose ships to torps or get aircancered... well, free win. Each of them has some advantages and weakness. I am also on the "deep red to purple" journey. Too often you have to slow down eager new players in divisions when the best thing to do is nothing. Thank you! 2015-06-11 . If you learn how to play save first, you will progressively see more and more openings where you can push for more damage and be a bigger frontline presence without taking real risks. Your goal is to put the enemy into a spot where they are the ones who need to push. People seem to be overblowing the “passive” emphasis but that isn’t the idea OP is getting at. Once all of this had settled, the final step was about the flanking cruisers. In World of Warships the Pensacola is another light cruiser with heavy flak, but the results also very thick main artillery in Wargamings sea battle. Wargaming’s Naval Academy series on Youtube has taken a turn onto the specific ships within the game instead of their previous “how to play” tutorials. Found it especially helpful with bad concealment ships like Moskva. Don't be afraid to wait for the enemy to engage your allies to use them as meat shields. A lot of decent low tier ships can be a lot of fun and have bad reputations because no one bothers to try and actually learn them. The firing range of a ship ≠ to the range that ship is most effective. Many of them didn't know how to position properly, so now that the DDs no longer died randomly, most games were decided by the ability of radar cruisers to stay save and use their radar correctly. Low- and mid-tier ships are well-balanced and a bit inexpressive 4. For all the salt in chat, the community can be pretty awesome at times. If they do not make any of these mistakes, you are now locked into an even game. In a DD you need allied cruisers and BBs to scare away enemy DDs or radars from rushing you. Pay attention to points, ships remaining, and time remaining. Just take a breath. Only think about more aggressive action if the enemy does not give you such free kills. In their view games are decided by mistakes, not by heroic actions. The one fundamental difference I've observed in my own development as well as in other players is this difference in mindset: So if you're not performing as well as you want to, let's have a look at how to get better by approaching the game from the right mindset. Because good players primarily think about dangers and possible mistakes, they rarely talk about great plays, but very often about bad plays. Either you overextend into focus fire, or you don't deal enough damage because the enemy is kiting you, or it leads you away from the caps. World of Warships - free-to-play naval warfare-themed massively multiplayer game from Wargaming. The danger of torpedoes and airplanes. You can observe the truth of this even in high skill matches. It is a pattern how most high-tier metas develop. a defensive movement. Use chat. Never underestimate how long it may take you to kill an enemy. Like most video games, WoWs does have an extensive casual base after all, and not much competitive appeal. Cruisers, or CA/CL (CA for Cruiser Armoured and CL for Cruiser Light), are the most versatile ship class in World of Warships Blitz. In most games your team has a flank where they are stronger, and a flank where they are weaker. Use the mini-map. This way you will soon open up spaces to take caps. Nobody knew yet how to secure caps, so the ability of DDs to decide how aggressive they could threaten caps was absolute key. So this post is mostly for those who do get their enjoyment from a competitive mindset, who do prioritise optimising their winning chances or just get frustrated over their own mistakes. When we began with clan battles in season 1, I played all of these roles in exactly this order since I was our shotcaller and dictated our setups. This is actually a really really good... "guide". Use the mini-map. Therefore your first priority should be to play defensively and punish any enemies who overextend. The enemy has to struggle as hard to get a lead as you do. Cruisers are often called upon to hunt down enemy destroyers, perform quick response duties, escort and protect merchant shipping or larger vessels like battleshipsand aircraft carriersfrom various threats, provide an additional layer of defense... whatever needs to be done at any given moment. Whatever they do, they're certain its going to work. The idea to write this has been developing over my entire way through WoWs, from potato to unicum. I'd also add a few words about reversing- people rarely use it, and smart reversing usage can allow you to get into good positions while being safe. It is better to get the cap a little later than to die for it, which by itself can be a 100 point swing to the enemy's favour. If an enemy group is pushing through your half of the map, going wide to threaten their flank tends to be very powerful. Similarly, if you are on the winning side you can of course afford a little more aggression, but be cautious not to through it, it happens all too frequently. Why this ship is the best: Tier I is … 1) Expert Loader – – 50% to reload time when the shell type is switched.Guns must be fully loaded for this to take effect. But its easily possible to overextend in a defense, keep the right distance and stick with allies. Don't worry about premium ships for a while. In World of Warships it feautres Alsaces No 3 design(3x4 380mm guns),(correct me if i am wrong)and you can currently obtain it for 30 000 **Steel. You can't only do smart decisions, but everything you say here is correct. After winning the battle for a cap, the right choice is almost always to stay on your half of the map and move towards the next cap. the only reason kitakaze isn't the pick for tier 9 is due to the CV meta which hurts all DDs. Learn when a trade is advantageous vs not. That's why there are players who can consistently deal 120-140k average damage in T10 cruisers and BBs. Proper openings for aggressive plays are rare, unless the game is already decided one way or the other. Press J to jump to the feed. World of Warships: Italian Tier V Cruiser Genova review 6 min read. To get through the list of dangers, you need 1) map awareness, 2) the ability to predict map movements, and 3) decent knowledge of all ships in the game to evaluate when exactly you are in danger. Thank you very much for taking the time to write this up. Post is saved for later reference. Bourgogne was the 4th planned Alsace class battleship of the Marine Nationale of France,alongside Alsace, Flandre and Normandie. I am a firm believer that positioning, or at least general strategy is the biggest downfall of most players – how to actually win a round seems to be a concept that flies waaaaaaaay above the heads of most, especially as they try and sail around the islands at A on Okinawa. In World of Warships the Atago is a premium cruiser Japanese Navy, which you have to pay with real money. Their configuration diversity makes them the most versatile warships on the battle scene. Very early in a T10 ranked season at rank 2-5, when there are virtually no players below about 58% global winrate, matchmake monitors will let you observe a very persistent trend: The players with the worst winrates are always the first to die, even when you would generally think they're safe and competent players with their 58%+ winrates. Not there yet, but I'm learning new things every day! The danger to deal no damage.

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