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       #Post#: 1171--------------------------------------------------
       Term: advanced ship types
       By: Moderator1 Date: March 29, 2023, 2:58 am
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       CVs, Dds, SSs.
       Subs are advanced ship types but more simplistic than DDs and
       CVs. Most complex and therefore respected ship type is CVs
       obviously.
       Some DDs are more complex than others but all of them require
       more skills than primitive ship types just like MMA athlete is
       always more skillful than a Sumo wrestler. World Top 1 Sumo
       wrestler has less skills than a DD player who most times dies in
       1st minute.
       Subs take the highest risk in the game and even higher than DDs.
       One who handles so high risk cannot be called as simplistic. But
       also Subs duels require more skills. There are radar that shows
       delayed shadows of enemy ships and pinging shadows also requires
       skills.
       #Post#: 1205--------------------------------------------------
       Re: Term: advanced ship types
       By: wows Date: April 30, 2023, 12:59 pm
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       An example where the debunked community believes that advaced
       ship types are easy to play:
       [quote]
       There is a monster community that sleeps underground and wants
       to destroy those who want to have fun on the weekends.  They're
       not here to play because they can't . they make other people
       fall into their pits and make them go through hell. How can we
       recognize these monsters?
       they die in the first minute of the battle and their damage
       average is not over 20k
       winrates below 40% .
       its ports are full of premium ships wargaming loves such
       customers.
       Wargaming doesn't do what players want because weekend monsters
       spend the money.
       they try to play submarines and aircraft carriers because it is
       easy but only
       They do it to troll people and satisfy their own egos.
       [/quote]
  HTML https://forum.worldofwarships.eu/topic/169460-weekend-monsters-are-the-reason-to-quit-the-game/
       Advanced and Easy are quite opposite words and the community
       opinion is again wrong. The community doesn't like Cvs and Subs
       and their ego invents all kind of ideas to confirm their
       brainwashed believes. They try to believe that the hated ships
       are easy to play.
       Cv are the most complex because they consist like 4 different
       vehicles, every plane type needs lot of learning on different
       captain skill setups, hence the name Advanced ship types and
       most respected ship class. Subs and Dds take so high risks,
       hence they must practice a lot to survive. Highest risk taking
       is nothing easy or simplistic or safe.
       The above text has many other debunked opinions.
       For example it says that Wg does not do what players want. I
       have debunked it so many times and i usually give those
       arguments for warmup:
       1. Me, Wg, and some rare minor players all together have never
       ever in the history heard anything adequate from the Wows
       community. Why should anybodydo what inadequate debunked
       teenagers want?
       2. The game has no issues, there is nothing needed to do.
       3. The Business company has plenty of active customers. That
       proves that the customers are satisfied, at least in their
       deeper subconcious level or true level if to phrase so. On the
       other levels the customers may tell the opposite or say other
       illusional believes. But in reality the customers have always
       been fine and customerbase never shrinked.
       But this topic should only talk about ship types, so we won't
       repeat here other topics.
       #Post#: 1689--------------------------------------------------
       Re: Term: advanced ship types
       By: Hanuman Date: February 14, 2024, 6:03 am
       ---------------------------------------------------------
       For begginer DD players there are some general suggestions how
       to start with DDs. Eventually it is good if one has experience
       with all Dds and all ships but that requires long years and most
       play perhaps 6 months in total.
       General suggestions for beginner DD players is to chose DDs
       which enable more safer playstyle so that the player survives
       longer. For that a good concealment Dds must be chosen for the
       start. Also longer totpedo ranges enable safer play style. I
       give example T10 ships for that:
       1. Shima
       2. Gearing
       3. Halland
       Those all have longer torps and a good concealment.
       1 of those should be picked as a 1st ship line. You practice
       scouting with such ship, mainly swimming in a circle pattern.
       Plus you practice long distance wide spread torping. Even
       experienced players fails to just swim in a circle, they don't
       know what is the point of having W/left key at maximum and
       turning left constantly. Such circles are the main scouting
       movements. And even experienced ones fail to land torps over
       longer distance.
       You can of course buy a premium Dd as well which has fine
       concealment and longer torps. But there are not many such
       premium ships. If you get a little bit more specialized Dd, like
       a premium german Dd then still practice scouting and torping and
       safe play.
       Faster lerners may gring only till tier 8 and leave such Dd if
       you already feel fine in Dd basics. But those 3 above all are
       good contest ships as well, why not to grind them to T10 or even
       t11.
       After practising basic things you should pick a 2nd Dd and that
       should be a specialized ship. A radar/hydro Dd is a wise choice.
       Example choices:
       1. Z52
       2. Daring
       With such Dds you practice Hydro+smoke usage. You spot an enemy
       Dd, set a smoke and turn on hydro and become unspotted in smoke
       while spotting the enemy Dd with hydro. That is the main thing
       to practice.
       Third ship choice is a Dd with strong guns. You practice Dd
       duels where your guns outgun enemy Dds.
       1. Kleber
       2. A russian Dd
       There are some other specializations which you may like.
       Crawling smoke Dds, deep water torps Dds, Radar Dds. Etc.
       You must maximize the main specialization feature. For example
       Gearings main feature is to set a smoke for cruisers. Halland
       has fastest torps, shima long range torps for reaching Cvs and
       far away ships.
       General skills: a bigger ship group wing a smaller group, so
       position near a bigger group dont go alone ever anywhere. Use
       rocks as much as possible. Keep enemies spotted. Understand that
       close range 3km torping is a good choice sometimes, mainly you
       use rocks for that, sometimes smoke.  There are smaller various
       skilks, but the main skill and job is to maximize your main
       feature, and do scouting.
       Maybe i should cover scouting in detail in a separate topic. But
       i can summarize here as well:
       1. Scouting means scouting and nothing else. It means not
       capping, it means not shooting, it is not being behind Bbs and
       rocks, it is not random swimming in point A to point B. Scout
       must make enemy torpedos visible, must make enemy ships visible,
       must find where enemies are. That is scouting, in real life a
       flying drone does that, also a sattelite images do that, various
       technology like radars do that. The goal is to get info for the
       team. If someone already does it well during the whole battle
       then you can do other jobs, but usually maps are big and need
       many scouts.
       2. Scouting Dd swims in front of primitive ships or little bit
       on sides if an enemy Dd was spotted earlier on sides and torps
       may approach primitive ships from sides.
       3. Scout swims most times in small circles to keep enemies
       spotted plus to use left and right torpedo tubes if it has, or,
       just wait torpedos to reload while circling in 1 place.typically
       a spooted enemy group ships are 13km far from your circling
       point. You chose a circling point so that it enables the alley
       ship group behind you to see and shoot enemies. It is very
       cimmon to do 7 circles and move to another enemy group area etc.
       There is no stopping, no moving backwards, no swimming in
       straight long lines, just 1 circling point. This is the main
       scouting movement.
       4. Approach potentional unspotted enemy Dds under angle. Like
       not swimmint towards 12 o'clock but towards 2 oclock. It enables
       to  turn back quicker if you get outspotted, plus it enables to
       outspot an enemy Dd for longer seconds while you are still
       unspotted. You can do even circling by moving with each circle
       little bit closer to potential enemy Dd. In other words you try
       to maximize your concealment. After a safe outspotting at 2
       oclock angle you can chase the enemy Dd to keep it outspotted.
       5. Keep from enemy radar cruisers a safer distance. If they have
       a 10km radar and you 10km torps then spot them from 11-13km
       distance but before torping them you go closer to a range of 9km
       for example. It is fine to be under an enemy radar for few time,
       it is not so risky. Beside radars of course Subs may spot you
       unexpectidly too and even Bbs if they have a radar or come
       behind rocks. In general you try to keep safer distances from
       enemies so you won't get spotted.
       It is totally enough and fine if you just spot and no shooting
       and no capping. This is what scouts do, and primitive ships
       shoot and eventually cap themselves.
       A general suggestion is that in the start of the battle never
       swim into a capping circle. You can swim closer to it, but
       generally not into it. Because the job is to scout, not to do
       capping. Of course if a scout is experienced already and can
       read Mm then sometimes it is sure that your team has more
       capping advantages because of better concealments etc. But
       generally a scout goes to scout, not to cap. The reason why a
       scout swims in the start near a capping circle, is to spot
       enemies, not because to cap. If a capping circle is too big then
       of course temporarily a scout may be inside it but then leave it
       not capped.
       Every spotting attempt when a scout tries to swim cliser is a
       risk. Very often Dds die on first minutes of the battle and that
       sometimes is because of unneccesary risk but often a fine
       unlucky risk. Dying is not a mistake, specially for front line
       soldiers aka scouts. Even in a war front line just dies
       instantly, that is totally normal.
       Most times dies quickly a Dd who enters a capping circle at
       start because is obsessed with capping and doesn't understand
       scouting.
       Typically frensh and russian Dd players have fast speed and
       stronger guns so they risk and rush into capping circle, also
       more often Dds with hydro/radars, all they risk a lot and it is
       not worth it. You as a scout can easily spot them and your team
       does the remaining part.
       Just ignore anything what the team and community suggests.
       Typically they suggest to split teams, or even 1 Dd to go escape
       to the easycap area. Ignore all that do scouting.
       Knowing and practicing your Dds main specialization takes time,
       but it is a 2nd job beside scouting. For example, you must know
       that Gearings main input towards the victory is to set a long
       lasting smoke for alleys who farms thanks to it and farming
       brings a victory. Such longest smoke is only for Gearing in the
       game and his other tools have been nerfed because of that, for
       example his torpedos reload slowly. So, understand your ships
       main strength and try to use it. For a good Gearing scout just
       set in the beginning a smoke near the Difficult cap for cruisers
       and squat near there, no capping, shoot long range torps few
       times. Later do circling moves in smart locations. And no need
       to duel any enemy ship with bullets at all. If you don't know
       your ships feature then you can't play efficently.
       A general rule is that don't chose Dds with bad concealment.
       Because scouting will be very poor because you get outspotted.
       Overall map awareness, looking minimap etc, is difficult while
       multitasking and scouting.
       If an alkey Dd dies then you as a scout should estimate how his
       blind group could proceed. If needed swim there and start to
       scout.
       #Post#: 1690--------------------------------------------------
       Re: Term: advanced ship types
       By: Hanuman Date: February 15, 2024, 7:29 am
       ---------------------------------------------------------
       Subs are advaced types and have same many suggestions from Dds.
       1. Stay near alleys to get AA from them. Not Cvs but other ships
       provide AA, like Dds, Crs, Bbs. If you go alone somewhere then 1
       ping and you get damage in.
       2. Swim in circle constantly to shoot torps from both ends.
       3. Investigate which subs get their radarsquickest ready and
       compare with your readiness time. If the Mm has an enemy Sub
       with quicker radar then try to not get outspotted by him. He
       just radar you first and kill you.
       4. After shooting a ping turn left or right immediately. Usually
       you start to circle after such ping.
       5. Compared to Dds the subs ram more often and do more often 3km
       close torping. Learn how and when to do it. More often CV
       torping mission.
       6. Be over the water as much as possible. Do scouting. Monitor
       enemies R-key usage.
       7. Exactly under an enemy Bb the Bb can't drop waterbombs.
       Cvs are the most advanced and therefore respected ship types. I
       even haven't learnt them to use enough. But few things i learned
       and can teach:
       1. In the beginning of the battle is not important to rush. Take
       your time to chose a swimming route. Mostly just press S-key to
       start to swim backwards. Or chose a route with few route points
       on map.
       2. In Contest mode chose Cvs that are good against Dds, mainly
       those with good frog / skip bombs. Immelman, russian Cvs, and
       hunt only Dds, set Aa fighters over Dds only, never on primitive
       types. In Randoms/entertainment mode chose Cvs that are good
       againt Bbs.
       3. Each plane attack must make damage, practice aiming.
       4. Practice skip bombs to hit an enemy immediately when they
       land, not on bombs 2nd jump.
       5. If not too far to fly then prefer groups where a scout died
       so you spot there. When the game starts spot the enemy Cv as the
       main goal, next flights spot other things.
       It takes time to learn when Cv torps come above the water, ca 2
       seconds they are under water and inefective, then they come up
       and can hit. Practice torpedo swimming speed and range,
       different Cvs with different captain setups make them all
       difficult to remember.
       Remember where enemy Dds usually go at the start, the enemy Cv
       should be in morroring position to the alley Cv.
       If an Mm has a Cv then Dds with good concealment can't do
       outspotting enemy Dds much because a Cv spots. For gunboat Dds a
       cv Mm is an advantage.
       In my opinion the worst Cv choices are: german and japanese. But
       that is only on opinion level, no general proof for it, whilst
       on Dd choices certainly Dds with bad concealment are bad with
       rational arguments.
       Mms with Cvs are challenging and give a good spice to the game.
       Cvs are most respectful and honored advanced types.
       If an Mm has a Cv then it is the most important vehicle, if Mm
       doesn't have a Cv then Dds/subs are most important.
       #Post#: 2086--------------------------------------------------
       Re: Term: advanced ship types
       By: wows Date: November 26, 2024, 11:51 am
       ---------------------------------------------------------
       Another way to illustrate what the Primitive ship concept means:
       If you can't do anything and are dying then you are a helpless
       mammoth. For example, if you team has no DDs left, then you as a
       BB or cruiser are blind and spotted and after every minute you
       eat torps or bullets from behind rocks. That illustrates how
       simplistic and helpless and dependent a primitive ship type is.
       A sub, Dd, and Cv are never in such helpless situation. Hence
       they are advanced types.
       Also, advanced ship types have manuverability, they are agile
       rabbits, drones, robots, compared to simplistic mammoths.
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