World of Warships Enters Open Beta!

Good work Chib! I had 32 today in the Blys on Land of Fire haha shot-16.04.10_13.36.21-0103.jpg
 
Never played a game like this (looks similar to world of tanks though), but plenty of RTS experience. Is it closer to RTS or something else?

Ignore that video chib posted too... there aren't whale like subs that spring out of the sea.

I'd have to agree with kledar. It's WWI-WWII ship battles. It's free to play. Spending money doesn't do anything but help you advance.
 
yeah, just find an invite code (I think chibe posted one a page or so ago), that gets you a few bonuses to start. Play the game for a couple weeks, see if you like it. Don't cost nothin..
 
Any idea on the patch today?

0.5.4.2 Patch Notes

Disabled 'April Fools" event:


Disabled "April Fools" music and sound.

Removed "April Fools" ships with their crews and slots. If commanders from other ships were assigned to any of the special event ships, then after this update they will be sent to the reserve without any change in specialisation.

All players that have entered the game during the "April Fools" event will be awarded with 4 new commanders with a specialisation for the first ships of every nation (Hashidate, Erie, Orlan, Hermelin). Each commander will have 3 free skill points at their disposal.

These ships have been added to the client, but aren't available yet to the general public. You may, however, see them being tested on the live server!

Tier V American Battleship Texas

Tier VI Soviet Cruiser Molotov

Cruiser Kirov: Fixed an issue with the plating thickness in places where it was 10mm instead of the 13mm specified in the description

Cruiser Iwaki: Fixed an issue with the bombs' damage being too high

Aircraft Carrier Saipan: Reduced area of the bombs scatter during auto-attack to the values of special attacks (with "Alt"). Bomber preparation time has been reduced to 3.5 seconds per plane. Changed reserve (in hangar) ratio for dive bombers' preset: the ratio of fighters to bombers is now 3 to 2.​

Update 0.5.4.2 And Feedback Thread - News and Announcements

There are a couple non-published changes. The basketball camo has been removed as well as the Siapans reserves were swapped for the Air Superiority build (more fighters, less bombers).

Reddit link to the unpublished changes.

The Missing Notes: NA Changes from 0.5.4.1 -> 0.5.4.2 • /r/WorldOfWarships
 
I know I'm pretty excited for when chibe gets to the khaba, because I want to see those insane numbers..You think the udaloi wrecks people, wait until you have 33% more firepower.

It has 33% more fire power, but has 100% torp eating sides on the sucker. Not sure if I will keep the udalio though, but I got a long while before I get the khab.
 
It has 33% more fire power, but has 100% torp eating sides on the sucker. Not sure if I will keep the udalio though, but I got a long while before I get the khab.

But the HE defying armor!

I am on the gnevny. Grinding my way up. I like how it APs T7 cruisers! MM has it out for me today. You guys know how that goes... Still halfway to the gremy which looks very similar to the gnevny. You were right though I like these buggers.
 
It has 33% more fire power, but has 100% torp eating sides on the sucker. Not sure if I will keep the udalio though, but I got a long while before I get the khab.

yeah, but just respec your captain from superintendent to vigilance. I've eaten much less since I did so.
 
yeah, but just respec your captain from superintendent to vigilance. I've eaten much less since I did so.

already done that. Didn't effect how much I eat them. Think I need to relearn how to dodge, since I slow to 1/2 speed and cut into them.

How does everyone else dodge torps in their DD?

Also I knew you would love the ruskie DD's.
 
already done that. Didn't effect how much I eat them. Think I need to relearn how to dodge, since I slow to 1/2 speed and cut into them.

How does everyone else dodge torps in their DD?

Also I knew you would love the ruskie DD's.

Full speed, if you reduce speed you reduce your ships ability to turn.
 
Well, I'll be damned if the New Mexico isn't the badass mofo I remember it to be. I've had some batshit crazy salvos in this thing before I sold it back in October but I just rebought it yesterday and, when things line up just right, it hits like a goddamn nuke:
iZ1tt8d.jpg

Ugh, fucking thing won't let me post the other pic
 
Don't know what the problem is, sigh.

Anyways, had a 28k damage non-citadel salvo with only 3 turrets against another New Mexico. Amazing
 
Last edited:
already done that. Didn't effect how much I eat them. Think I need to relearn how to dodge, since I slow to 1/2 speed and cut into them.

How does everyone else dodge torps in their DD?

Also I knew you would love the ruskie DD's.


for destroyers i go from full to half as i start the turn then immediately back to full.. seems to work the best for me.. the russian DD's i have the most trouble with though because they don't bleed enough speed to cut faster into the turn so they tend to just drift all over the place.. same problem the benson has that the mahan didn't for me.
 
Depends what kind of turn I need. I do turn into torps, if I need a tight turn I'll cut the throttle so I don't slide as much.

Also I try to put myself at a 15 to 30* angle from where I think the torps are coming from. It's easier to dodge them than if heading right at them. If you are heading right at one you have to turn twice...

I do try to make it look like I am turning broadside when an engagement starts, then turn towards the DD. Majority of the time they can't help themselves and fire like you'll continue that broadside turn. By the time they realize you're not it's too late.
 
Depends what kind of turn I need. I do turn into torps, if I need a tight turn I'll cut the throttle so I don't slide as much.

Also I try to put myself at a 15 to 30* angle from where I think the torps are coming from. It's easier to dodge them than if heading right at them. If you are heading right at one you have to turn twice...

I do try to make it look like I am turning broadside when an engagement starts, then turn towards the DD. Majority of the time they can't help themselves and fire like you'll continue that broadside turn. By the time they realize you're not it's too late.

Ah, yes. That question. Whether to turn in, turn out, or not turn at all :)

If at all possible I try to do nothing. Turning scrubs off a ton of speed that could have otherwise cleared you. And if you find you are gonna be just a tad short, kicking the rudder at the last second usually swings the rear out enough to clear that last torp.

But that's not usually the choice you have. You usually have to turn in or out.

I MUCH prefer to turn in if I can. It' s a lot easier to control the nose than it is to wag the tail for clearance.

The hardest part? Recognizing when you ARE going to take a hit regardless of what you do, and altering the outcome as best possible. Taking ONE and only ONE hit if you gotta get hit.

The big problem is planes, and when they dump literally right on top of you. Especially if you have a savvy carrier driver who dumps one set then another set at a 90 deg offset. If he does that, you be fucked. May as well go get coffee.

In most cases, for a left turn in, I'm on the A and S keys as fast as possible. Killing the speed allows the nose to dig in and not slide, and tends to cut the turn much shorter.

Right turn in's would be the D and S keys, of course.

As soon as I know I've cleared that first torp, I'm back on the W immediately to get speed back up in case there is another set coming.

It all becomes muscle memory after a while.
 
Last edited:
Yeah, I usually turn into because I want to blast the bastard DD to hell. :) I wiggle so much in the open seas I usually don't have to dodge random torps... they are off anyways.

I think I'm going to stop at four games today and get some work done... had a good day to balance yesterday's shitty one.

Untitled.png
 
Yeah, I usually turn into because I want to blast the bastard DD to hell. :) I wiggle so much in the open seas I usually don't have to dodge random torps... they are off anyways.

I think I'm going to stop at four games today and get some work done... had a good day to balance yesterday's shitty one.

View attachment 1897

Where did that report come from?
 
already done that. Didn't effect how much I eat them. Think I need to relearn how to dodge, since I slow to 1/2 speed and cut into them.

How does everyone else dodge torps in their DD?

Also I knew you would love the ruskie DD's.

If I'm turning into them and it's close (and in a russian drifting dd), cut to half or 3/4, get the rudder over to start the turn, then full reverse.
 
Kinda related. In my BBs I'll do full reverse if I am getting shot at in a turn. 95% of the time the enemy doesn't compensate and over leads. Saved me so many times.

You don't want to do that if the shells are already in the air.

Full reverse helps me avoid islands as well. It totally kills any sliding effect. I've never personally tried half speed... always been all or nothing. :)
 
Last edited:
Kinda related. In my BBs I'll do full reverse if I am getting shot at in a turn. 95% of the time the enemy doesn't compensate and over leads. Saved me so many times.

You don't want to do that if the shells are already in the air.

Full reverse helps me avoid islands as well. It totally kills any sliding effect. I've never personally tried half speed... always been all or nothing. :)


Same here. Finders slam down the A/S keys or S/D keys at once and hold them there.
 
Wow, and I was happy with my 100kish games in the MK. Holy hell.

Chib was right on the ruskie DDs. I love the Gnevny, citadels everything. I actually think it might be the weakest against DDs... it does great but it just mows through cruisers like crazy. 24 seconds I had 7 citadels. 17.5k in just citadels. I don't know how I'll play my US line after this.

shot-16.04.12_14.36.27-0396.jpg
 
  • Like
Reactions: Droc
like this
Not sure I've seen that much dmg in the MK, nice match neo.
What surprised me was the AP. I usually use exclusively HE with the MK because I never had success with the AP on it before. But Im working up a new captain for my Buddy and didnt have DE yet, and I figured the reduced fire chance may not be worth it against the cruisers at medium range...and I recall you having success with AP so I let it fly.

I have nearly all my ships up around 140k max dmg, exceptions to my BBs around the 160-177 mark, but I had never been able to top 180k, not even in my amagi or tirpitz.
Still, yesterday I had terrible matches in my MK and nearly fell out of the top 20 MK players on WStoday
 
Well, had an Udaloi game where I just WRECKED.

3jdQOpZ.jpg

vP9a17A.jpg

juvba85.jpg
Almost felt sorry for the enemy team. Except the cruisers ALL went to the other side, leaving me to cattle drive the two Iowas to the I line.
 
Last edited:
What surprised me was the AP. I usually use exclusively HE with the MK because I never had success with the AP on it before. But Im working up a new captain for my Buddy and didnt have DE yet, and I figured the reduced fire chance may not be worth it against the cruisers at medium range...and I recall you having success with AP so I let it fly.

I have nearly all my ships up around 140k max dmg, exceptions to my BBs around the 160-177 mark, but I had never been able to top 180k, not even in my amagi or tirpitz.
Still, yesterday I had terrible matches in my MK and nearly fell out of the top 20 MK players on WStoday


Yeah, at reasonable range, the AP hits, even on T8 BB's. I know I've made the mistake of not going to it soon enough, get focused on trying to set fires, and passing up some of those 4-6k salvos that are possible.
 
74k AP, 58k HE, 94k fires.......dont have DE on this cpt yet....
cEs0aSF.jpg

I'd be interested in a replay if you have it. I've been playing the MK a lot and would love to see your play style.

I do use AP a lot. It does a good job considering the size of the shell. Had a 17k slavo against an Atago the other day. BBs I usually use fire though, unless they are <8k I can't help but use AP.

Do you use the accuracy module? I have been thinking about putting that on. My dispersion isn't the greatest.
 
I'd be interested in a replay if you have it. I've been playing the MK a lot and would love to see your play style.

I do use AP a lot. It does a good job considering the size of the shell. Had a 17k slavo against an Atago the other day. BBs I usually use fire though, unless they are <8k I can't help but use AP.

Do you use the accuracy module? I have been thinking about putting that on. My dispersion isn't the greatest.
I dont have replays enabled. I really should. Do they take up alot of space? I run my games off 3 SSDs, but I do have a load of big mechanical drives. I know recording video you need to record to a fast drive, but I heard something that WOWS doesnt record it as a video, but a data file that plays back?

I use accuracy mod. I know the MKs strength is its AA, but I almost never end up in games with carriers, and for the most part, carriers avoid me like the plague(the game I posted had 2 carriers per team and I only ran into 1 scout plane). After a few weeks with the MK setup for AA, I reset it for guns. Even with no AA upgrades or cpt skills, the MK still has decent AA.

I usually fallow behind the DDs 5-10km back and use cover if I can. I save my opening salvo for the closest DD. At 10-14km, I can usually toss enough HE at the first enemy DD that they turn back or are wounded enough for the team to handle them. Smoke and work on BB fires. Soon as I get a fire, I move to the next ship as I wait for the previous one to repair. If there are multiple ships in range I alternate targets every single salvo. The MK switches ammo fast even without the cpt skill so if a cruiser is close and shows side, I take advantage). once smoke is done I sail back and just rain fires.
With the Mks crazy range and good speed, if played right I can be hard to hit. Always be shooting. Smoking as much as I can.
 
I dont have replays enabled. I really should. Do they take up alot of space? I run my games off 3 SSDs, but I do have a load of big mechanical drives. I know recording video you need to record to a fast drive, but I heard something that WOWS doesnt record it as a video, but a data file that plays back?

I use accuracy mod. I know the MKs strength is its AA, but I almost never end up in games with carriers, and for the most part, carriers avoid me like the plague(the game I posted had 2 carriers per team and I only ran into 1 scout plane). After a few weeks with the MK setup for AA, I reset it for guns. Even with no AA upgrades or cpt skills, the MK still has decent AA.

I usually fallow behind the DDs 5-10km back and use cover if I can. I save my opening salvo for the closest DD. At 10-14km, I can usually toss enough HE at the first enemy DD that they turn back or are wounded enough for the team to handle them. Smoke and work on BB fires. Soon as I get a fire, I move to the next ship as I wait for the previous one to repair. If there are multiple ships in range I alternate targets every single salvo. The MK switches ammo fast even without the cpt skill so if a cruiser is close and shows side, I take advantage). once smoke is done I sail back and just rain fires.
With the Mks crazy range and good speed, if played right I can be hard to hit. Always be shooting. Smoking as much as I can.

Yeah they save in a replays folder in your wows. Each game is 1-2MB IIRC, so pretty small.

My play style is similar. I'll need to try that module.
 
Just delete the replays after each patch because they're useless anyways. They really won't take up much space at all as full 20 minute matches are upwards of 3.4mb for the replay file with the average being around 1.8-2.2mb. At one point I had 700+ replays in the folder and it was only 1.6gb.

Uploaded a new video today for all the shitters that think an expectation of teamwork is too much to ask for in random battles:


Yes, you can make the Svietlana work without AFT in a Tier 6 match and yes the Shchors is fucking awesome.
 
Has anyone bought the Saipan? Do you feel it is worth it?

Debating getting Saipan since it is only on sale for a limited time.

I played carriers up to tier 6 for the independence and the Ryujo. Not as fun as playing Arty in WoT was but at tier 6 there used to be a glut of Clevelands/Omahas that would eat your planes so it wasn't that much fun.
 
Great video business!

Has anyone bought the Saipan? Do you feel it is worth it?

Debating getting Saipan since it is only on sale for a limited time.

I played carriers up to tier 6 for the independence and the Ryujo. Not as fun as playing Arty in WoT was but at tier 6 there used to be a glut of Clevelands/Omahas that would eat your planes so it wasn't that much fun.

I was tempted too. Looking at it's stats from yesterday it's nothing too special. I have a 15pt captain so having the extra fighter and DB per squadron is enticing. I think if you like flying AS it's a good ship for you. Fast squadrons for intercept and spotting those shitty DDs. If you like strike get a ranger.

Don't underestimate the DB squadron. It has 8 planes stock (9 with captain skill) and they are 1,000 lb bombs. With some luck you should be able to do 15-25k if you're good at manual. If you pay attention and wait for a BB to repair you can set a lot of fires and completely screw him. To be honest I'll probably end up buying this ship.

image.jpg
 
Last edited:
I got on the daily list yesterday for that bullshit rating system for warships today. Still cool! I know half of you are in the since time begun list. :) I'll settle for a day...

image.jpg
 
New patch info for .5.5 is out:

New Client Optimization
We're introducing a new file packaging system that will yield significant improvements for battle load times, not to mention faster installs for first-time or fresh installers. According to our internal test results, battle load times improve from roughly 10% for high and very high PC configurations and up to 50% for low configurations. Installation times are up to 2-3 times faster!

New ship destruction animations based on class and other contributing factors

Significant changes to island configuration for the "Trap" and "Atlantic" maps, as well as numerous minor map tweaks (altantic is more closed up in the middle and trap "B" area has a small island in the middle, like fault line "B" area)
69ba869a-fffb-11e5-9ccc-d89d6715223c.jpg

68eeb29a-fffb-11e5-9ccc-d89d6715223c.jpg
  • Fubuki gets a new torpedo armament - type93 mod.2 (Ibuki's upgraded torpedo. No modifications).
  • Kagero starts with type93 mod.2 torpedo instead of type90 mod.3 (it is no longer available on Kagero).
  • Both Kagero and Shimakaze get the new torpedo armament - type F3 (Zao's torpedo. No modifications, check the stats in-game!)
  • Soviet HE-46 ammo (equipped on most Soviet DDs) has a better chance to cause fire. (8%, was 7%, the promised buff, yay!)
  • Tier 8, 9, 10 CVs get Defensive Barrage. 1 charge only (+1 premium, +1 superintendent). Last 2min. CD 6min (4min premium). It's different from CA's defensive barrage. It last significantly longer but the AA boost is also weaker.
  • All main gun turrets below 130mm (included) get an HP boost. (4000, was 1500)
  • Affected: all DDs so far, Atlanta, Svietlana etc.
  • All main gun turrets between 131 - 155mm (included) get an HP boost. (7500, was 5000, Mogami's was 4000)
  • Affected: most CLs except Chapayev (was intentionally left behind or praise the Vodka)
  • All main gun turrets between 156 - 210mm (included) get an HP boost. (10000, was 5000)
  • Affected: all CAs except Moskva (which has turret HP of 15000).
  • Nerfs to Shimakaze's (also Kagero's second torpedo set) type93 mod.1 torpedo. -5knot to torp speed (62knot, was 67knot) and +0.8km to detection range (2.5km, was 1.7km)
  • Nerfs to Shimakaze's type93 mod.3 torpedo. -3km to torp distance (12km, was 15km) and +0.2km to detection range (1.9km, was 1.7km)
  • All other DD's torpedoes remain unchanged.
 
Last edited:
Back
Top