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#Post#: 28--------------------------------------------------
Tips and tricks
By: wows Date: December 29, 2021, 4:28 pm
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In this topic you can share your knowledge. About tactics and
Howtos and so on.
I start by talking about DD players who set smoke for themselves
and try to shoot enemies inside the smoke cover.
Often DD beginners who have BB background and psychologically
treat their DD ship as a "BB with smoke". They forget that DD
should spot for other ships and specially for BBs. They forget
that msot DDs have so weak guns that it is waste of time to
shoot bullets. Sometimes such DDs are alone which makes them the
only spotter and they are not rasared or spotted by enemies they
just set smoke and stop and start shooting bulelts for 3 seconds
and then stop because theyrealize that all visible enemies have
disappeared fro mthe sight. They spend 20 more seconds in the
smoke and then they get out from there. Those are beginners who
still beleive they are BBs with strong guns and a smoke is an
additional tool for their "BB". In random battles you see such
players often but starting from the Ranked Silver League you
dont see the anymore. The tip here for a new DD player is that
you should spot and your guns are quite useless and smoke is a
thing that stops your spotting.
The other situation is that sometimes there is a second DD
spotting near by or a cruiser and then the first DD sets smoke
and starts to shoot bullets. If the other spotting ship near by
changes location or dies then the whole smoke is going to be
wasted and the DD made ca 3K damage perhaps with bullets which
is useless. The only time a DD should set smoke for himself and
start shooting bulelts is when he really has strong guns. There
are few such DDs and many times you see that a useless DD type
sets smoke and makes 3k damage to enemy BB. Even if the DD has
good guns then still it is not so wise to set smoke to self. If
a DD sets a smoke to a cruiser or BB then that one makes inside
a smoke much more damage than 3k, it would be ca 30k for
example.
The main general rule is to practice playing so that as a DD you
set smoke only if you are spotted and need to get hidden. Very
rare times you can really set a smoke for yourself just to farm.
For example russian DDs are good for it but still a cruiser and
a BB are better for such goal. Playing smokeless DDs helps to
learn the idea that a DD needs to spot and not sit in his own
smoke. European DDs are good teachers because there you don't
have smoke at all.
Capping is done totally without a smoke very well. And because
there are many radar-cruisers then it is risky to waste a smoke
for capping.
Let's summarize here the general rules:
1. DD should practice style that he uses smoke only if in
troble/spotted.
2. Don't use smoke for capping.
3. Set smoke for other ships. Specially for cruisers and BBs.
There are more detailed rules of cause like it makes the
situation worse if you set a smoke to a wrong place which blocks
the view/spotting and helps enemies. But such details are not so
important. The 3 points above are important for a beginner DD
player. Let's repeat one more time: a DD sets smoke only when in
trouble and generously for cruisers.
You can all share your own tips and disagree with others tips.
Life is not black and white, right or wrong- so, sometimes doing
a generally bad tactics may benefit. This time i shared hints
for players who set smoke for themselves and the spotting stops.
#Post#: 32--------------------------------------------------
Re: Tips and tricks
By: wows Date: January 4, 2022, 5:06 am
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Let's continue the smoke topic.
If the game mode is Random or other "easier mode" and/or the
tier is lower as well then many players don't appreciate the
smoke you set for them. Examples:
1. An alley BB or cruiser has been spotted and is against many
enemies in an open water. You as a DD start to swim towards him
to set a smoke. He don't stop and it is difficult to catch him.
Once you catch him he has lsot most health and you set smoke and
enemies stop shooting on him. He doesn't stay in the smoke but
continues to drive ful lspeed forward and comes out of the smoke
and gets spotted immediately and dies. In such examples the ship
doesn't probably understand that inside a smoke the enemies
would stop shooting him. Or he just like to yolo forward. Or
doesn't have an idea why a DD wants to catch him or he don't
know that advanced DD players set smoke for others/team. In the
Ranked battle it doesn't happen so often.
2. Most often you set smoke for radar cruisers in the beginning
of the game and go to cap without the smoke but feeling safe
because your radar cruiser is in smoke and supports you. There
are certain common well known places/rocks near cap circles
where radar cruisers mostly go to spot the cap circle. Those
positions are most optimal tactics and therefore it is wise for
a cruiser to go there and not elsewhere. You set smoke in those
places but sometimes a cruiser ignores it and decides to go
elsewhere which makes the smoke almost useless. Almost and not
totally useless because at least enemies think that somebody is
inside the smoke and they are cautious. In those cases probably
cruisers have just started to learn which rocks near capping
circles are best to go.
3. If there are 2 DDs i nthe same area close to each other then
you may set smoke for the other DD because it is enough if one
DD spots and not 2 i nthe same point. specially if the other DD
has good guns. But the other DD sometimes ignores the smoke you
set because they believe that DDs set smoke for themselves
mostly. You set the smoke and go spot but the other DD won't
stay i nthe smoke and continues to spot and not shoot. In that
case you can turn around and go yourself into the smoke but then
the other DD stops spotting and goes behind rocks or something.
And the results is that smoke is useless and nothing is spotted.
In those cases it is not clear of cause who made a mistake and
maybe the mistake was just in communication. and
misunderstanding.
#Post#: 33--------------------------------------------------
Re: Tips and tricks
By: wows Date: January 6, 2022, 4:53 am
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More about the smoke topic.
Some DD's who have been spotted and running away don't realize
thatonce i set a smoke for them they need to just come in to the
smoke and immediately they are not spotted anymore. They don't
know that smoke removes any spot immediately if it is not a spot
by a radio of cause. Sometimes i see a russian DD running and i
set smoke but he ignores it and runs away for next 10 secs and
dies but the smoke was just 3 seconds away, not 10.
#Post#: 34--------------------------------------------------
Re: Tips and tricks
By: wows Date: January 6, 2022, 5:01 am
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There are some too specific things one don't need to know in my
opinion. Because those are not so relevant. One is that it is
good to know how much your concealment get worse when you catch
fire. Because it is a question about a small procentage then it
is not so important to know. Why not to ignore that knowledge
and just play well. For example, if a DD is sometimes spotted
and runs away and burns then it is wise to remove the fire if
you think it could imporve the concealment and helps to get out
from the spotted status. Similar specific knowledge is to know
how close should an enemy ship swim to your smoke where you are
in to spot you. If you are in fire in the smoke then probably
the number is around 5 km, otherwise around 3 km.
I press the H key from time to time to see the ship statistics
about smoke and other things but i don't know them all and can't
remember well and i don't need them so much. Regarding the smoke
the most important thing is to know how many seconds in lasts.
American DDs have the longest lasting smoke but you don't need
so long lasting smoke usually. It is enough if you smoke lasts
around 1 minute to be honest.
#Post#: 49--------------------------------------------------
Re: Tips and tricks
By: wows Date: March 7, 2022, 9:11 am
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Some tactics for DDs:
1. In the beginning of the game don't rush to cap. Instead go to
spot.
2. Many beginners go to a capping circle and set smoke and stop.
Don't do that and never cap inside the smoke. Cap without a
smoke to enable spotting at the same time. And use smoke only if
you are under the fire and about to die. Use smoke only for your
cruisers and others, only for yourself when dying. Shooting
enemies when you are in smoke is useless because DDs don't make
enough damage with guns and their job is to spot and torp, not
to shoot bulelts.
3. One mistake is to go to the capping circle which has an
island in the middle. That is gambling capping because it is a
luck if enemies won't go behind the island and then the capping
stops and DD becomes useless and in the dangerous place. Capping
is done without islands/smoke and in the visible area where the
DD can spot at the same time.
4. DDs should shoot HE bullets 98% of times. Use AP bullets with
only certain DD ships. For example German DD "Elbling" has AP
damage 4100 and it should use AP only when he is sure that enemy
DDs are not near by. That happens usually at the end of the
game. There are not many other DDs that has so good AP. For
example Gearing, Shima, Halland should always use HE because
their AP is almost equal to HE which additionally causes fires.
IF AP is over 3k then at the end of battles sometimes is
benefitial to use AP but even then HE does fine. In conclusion,
don't use AP, and use HE only with Elbling for example.
5. Don't listen what cruisers and BBs suggest for capping. They
suggest most of the times areas which has rocks so they can hide
better. Victory doesn't depend how well someone can hide and how
comfortable is someone's life. Victory depends from the whole
team and not from 2 cruisers. So, it is most od the times
useless to listen what they suggest for capping. You won't go to
cap anyway in the beginning as said earlier.
6. If the MM has 3 or more Dds then 2 DDs swim side by side near
the same capping area. That is for better AA and for better
gunpower against encountered enemy DD.
If the MM has 2 DDs and one cap circle is often very difficult
to cap then both DDs go side by side to cap and after a minute
in the capping circle the second DD leaves and goes to the easy
cap circle to support it.
If the MM has 2 DDs and capping circles are typical and not very
difficult, then DDs usually split and act as a scout for
cruisers.
If the MM has 1 DD then it goes usually to the difficult cap
circle.
7. Before battle starts look at the minimap to understand where
is the enemy team. The enemy team is positioned in the mirrorly
way on the map if you draw a horizontal line on the minimap. In
battle types with 7 ships in MM all the enemy ships are in one
place but in 15 ships MM there are 3 points for the ships. If
your team has more ships on the leftmost 1st area then enemies
have in the 3rd area. If your CV is on the left then enemy CV
will on the right. In Ranked battles you can estimate which
position enemy ships are in first minute of the battle. The
enemy team's start position gives you an naswer if you can spot
them somehow quicker by going to the middle of the map, etc.
8. Most useful skills for DDs is the concealment skill. Most
useful upgrade is the concealment upgrade. Both together give
10%+10%=20% of concealment. If the ship's concealment is 9km
then minus 20% makes it to be 9km-1.8km=7.2km. That 7.2km
enables much more than 9km. Also a camo paint reduces -3% which
is from the 9km around 0.2km and the final concealment will be
7km instead of the 9km. Camo is the most important and it is not
possible to spot if your camo is 7km or more therefore some DDs
are useless in spotting. For example some russian DDs. Very good
is if the concealment is 5.5km-5.9km that enables to spot enemy
DDs so that they don't see you. also 6.0km-6.4km is good for
spotting enemy cruisers but usually it is not possible to spot
enemy DDs so that you yourself would stay hidden. Example of
good spotting DDs: Shima, Halland.
9. Advanced skills:
a) press fire extinguisher button at the last second while
chasers can still spot you. For example if your concealment is
6km and the distance between chaser DDs and your Dd is 6.2+ km
and you are in fire then press at that time moment the the
xtinguisher button and become unspotted/hidden. If the chasers
make still a random shooting to your unspotted ship and make
fire then you become spotted again unfortunately but such RNG
doesn't happen so often. Pressing fire extinguisher at the right
millisecond while running away is an advance skill and needs
practice. If you press the button too early then you get fire
again in a second and you are still visible and die.
b) plan when to stop shooting. After shooting a bullet the
concealment is huge for ca 20 seconds. Sometimes it is obvious
that chasers will kill you anyway in next 10 seconds so it is
better to keep shooting and make as much damage as possible
before you die. It depends how many seconds ago you shooted
against enemy last time when they chase you.
10. Chase enemy DDs who run away to keep them spotted and don't
shoot and let your cruisers and BBs shoot. French and russian
DDs have a bad concealment and it is good to chase them as much
as possible. If you concealment is 6km and the enemy Dd has 8km
then you follow him as long as possible by keeping the distance
6.1+ km.
11. If you encounter an enemy in close distance then don't start
to run away and don't start to turn back or left. Just swim
toward the enemy until you ram him or you swim close to him and
kill by torps.
12. Being under radar for 5-10 seconds is fine. So, there is no
need to panic about enemy radar cruisers. Go and spot and shoot
torps and then get back 10 seconds under enemy radar and become
unspotted. That makes a small 30% of HP loss most of the times
or sometimes no loss.
13. Beside the concealment captain skill the second most useful
skill is the skill that shows if someone from somewhere is
shooting still towards you. That information let's you decide
when to stop snake movements and put your attention to more
important things. Third important skill is the skill which makes
enemy bulelts to have +20% dispersion while shooting you. Other
captain skills are not so important. For example torpedo related
skills are not so important. It doesn't matter if your torpedos
swim little bit slower or quicker because they hit anyway if you
aim well.
14. Some DD players when under fire stop and start to swim
backwards. First, only some Dds have good engines and upgrade
for speeding up quickly. But even then such act is most of the
times risky because instead of running away to become unspotted
you stop and waste time in one place as a sitting duck. It may
dodge 1 or 2 salvos with such tactics perhaps. I don't suggest
to do it.
15. Wide torpedos are most times more benefitial than narrow
spread torpedos. There is a popular well known brainwashed
attitude to suggest to never use wide spread. With narrow spread
all torpedos become useless msot of the times, by most players.
If the aiming distance is long enough then narrow spread almost
always misses the target because targets change the direction
within the long time. The wide spread increases the chance to
hit someting and often it hits many ships. It is totally fine to
damage enemy team with small chunks with 1 topedo hit at a time.
16. It takes months, years, to practice some skills. One skill
is to practice swimming near enemies as close as possible. It is
not so risky because if you get psotted for 5 seconds then
usually nothing much harm happens during that. Second thing to
practice is close combat. Mainly if the enemy is behind the rock
3km away then it is wise to go and torp him from 1-2km range. It
takes practice to learn to do it with calm mind and wide
awerness and good suuccess. Also it takes lsot of practice to do
continues fire from long distance and at the same time keeping
awerness out from the sniper mode and in and so on. Specially
ships with 14+km shooting range takes practice to aim.
17. Practice not shooting torps when you could. Beginners shoot
immediatly torps out when possible and waste the torps this way.
Often just wait ca 10 seconds until enemy BB turns wide side
towards you and his direction becomes straight. If there is no
time to wait or not any better possibility then of cause shoot
narrow spread torps against BB who is swimming straigh towards
you and if you are lucky you get 1 hit. But often it is possible
to wait little bit and save the torps.
18. If you duel the other DD and every second you shoot out
bulelts towards to him then there is sometimes not smart to
waste time in sending torpedos out to either towards him or to
other enemy and continue duelling. Better to continue shooting
bullets and die together with the enemy DD at the same time than
if only you die and then hope that maybe your torpedos hit
something after you are dead. While in such duel i usually try
to do some snake movement to make aiming more difficult for the
enemy. It takes some practice and it is possible to predict
already in the beginning who wins the duel. Sometimes if it is
clear that the enemy Dd will win the duel then take your time
and meanwhile shoot out torps to the enemy BB and then continue
duel and die.
19. It takes practice to dodge torps. It is not possible to
dodge sometimes and death is 100% guaranteed. Usually you need
to stop shooting bulelts when you start to concentrate on
dodging torps and at that time you take some enemy Dd bullets
in. Main driving skill are stopping and rapid turn to the left.
When turning your ship then the rear/tail part of the ship turns
to the opposite way.
20. Aim many enemies and see if the aiming paths overlaps. For
example, if 2 enemy ships are swimming towards each other then
you aim into the middle of their meeting point and the torps
will theoretically hit them both. This way you make the
likelyhood higher that your torps hit at least something.
Sometimes there is a choice if to send torps to such overlapping
area or to a single ship area.
21. Use torps aiming not only when shooting torps but also when
you want to see which direction an enemy ship is going to swim.
22. Expect that enemies that are about to arrive near an island
will probably stop there msot of the times and won't follow the
path after the island. Therefore there is no point to send torps
if such island cover is before the aiming area.
23. Most DDs don't make any good with AA and better keep it
switched off. Halland is fine to use AA but Gearing and Shima
not.
24. It is good to have 3 favourite ship lines available. For
example: Halland line from Tier 6-10 all 5 of those in garage
ready to go, and Tier 10 Halland with perma camo, for example
with the 10k Steel from Armory, or, from a Campaign/mission, and
with a special captain with 21 skills, the other that line ships
Tier 6-9 don't need the best captain and best camo but they
should be ready to use. The same with the second favourite DD,
for example Shima line. And the third favourite, for example
Gearing. If 2 of those 3 are in a battle, then you use the 3rd
one. No need for other DDs. Usually it takes testing which ships
you like. For example, you research and try 5 DDs in total and
then decide to use only those 3 favourites, and you never use
the other 2. Let's say you have a Russian and a French Dd and
you don't like them. Getting such 3 favourite ships gets around
1 year time to find them out and to buy them out. In the
beginning some months go to testing do you like Dds at all, or
not.
The special DDs which you buy for Steel, Coal, Money or for
Research points are not better than standard DDS. Ones you know
which ship types you like you look at those special ships and
can say if you like them or not. For example, special DDs have
most bad concealment, and, short range torps- therefore for me
they are worse than standard favourite ships. For example one
Res Bureu ship Druid has no torps, the other Vampire has only
12km torps which is less than my 3 favourite standard ships. I
don't play in Tier 10 with 12km torpedo range if radars detect
you already on the 12km range and you will be spotted before
shooting out your torps. The smake story goes for Steel and Coal
DDs.
For Steel it is only worth to buy a permanent camo for 10k Steel
because it makes playing in the Tier 10 affordable and you won't
bankrupt. For credit making one may obtain a premium DD ship or
a premium account or a premium permanent camo for a DD. For
example buy a Z44, and/or a premium account, and/or a premium
camo for a standard DD. Credits come from missions, and boxes,
and from elsewhere. Once a player has dound out 3 favourite ship
lines there is usually no need for any other ships or any other
expenses anymore.
25. When you start to duel with a DD then sometimes it is worth
to look around where are other enemy ships and then turn
yourself so that your DD won't stay broadside to enemies
cruisers/BBs but somewhat broad side to the duelling enemy DD.
And then you make the snake movement if needed and most times
the duelling DD won't hit so often and you are safe from enemy
cruisers during the duel. If there are no enemy cruisers near by
then just take a 45 degrees of angle against enemy DD.
26. While in battle press the H key from time to time to learn
your ship characteristics. Pressing the H displays in the battle
screen for example how much concealment your ship has. Browse
the tech tree to understand the difference between DDs. There is
not much to learn and remember but it still takes time. The goal
is that when your MM shows 3 enemy DDs and minimaps shows 2 of
them are far away i nthe other capping circle zone then you know
which 3rd enemy DD you are going to meet soon and you know which
characteristics it has and you can plan where to go and how to
duel. For example if you have learned that french DDs are
strongest in the close duels then you better stay closer to your
cruisers, or escaping rocks, have your smoke ready, etc. If you
know you meet a french Dd who is on the half health and you have
full health and good aiming skills then you sohuld go
agressively and duel him down.
I suggest to learn such characteristics of DDs:
a) concealment. That may vary +-20% depending from the captain
skills and Upgrades but it shows roughly which DDs spot your DD
first most of the times and which you overspot. For example
Shima can overspot Halland, and Halland can overspot Gearing if
all them have all the concealment skills, and they all overspot
most other DDs.
b) Secondly, learn torpedo range. Shima has longest, Halland
second, Gearing third, and all other DDs have mostly less range.
c) Thirdly learn gun range. In some tiers DDs can shoot bulelts
to 15km range, that makes them very dangerous. For example
american Tier 9 Dd but not american Tier 10 DD. With experience
in battles you learn which DDs guns kill you really quickly.
Those DDs are better to avoid for duelling. It is possible to
read their guns reload time and damage amount as well to get
some understanding but better is to feel in practice which DDs
are strong in duelling. Usually French, Russian, Pan-Asian.
d) HP pool. That varies little bit by captain skills. If a 15k
HP DD duels a 30K HP DD then the result is mostly obvious.
In my opinion those 4 are most important. By pressing the H key
you may learn something additional but is it worth to learn? For
example, it does not matter for a DD player which enemy DDs have
best AA.
Playing little bit other ship types can give some useful
knowledge but not much. For example you may learn that Japanese
CVs drop only 2 torpedos which makes them almost immune to DDs
because those 2 slow torps never hit any DD player. Other CVs
have dangerous torpedo planes. Knowing that may somewhat help a
DD player in the battle. Some CVs have aiming ellipses/circles
in certain shapes so for a DD it is better to turn to some
direction to the approuching CV planes for a certain plane
types. But in general it is not so important to know such
details. A player should anyway test some months all ship types
to know such things. For example a Tier 4 CV can be obtained
with a week and learned and tried enough for next weeks to know
details about CVs. But again, those are all details and not so
important.
When the battle is about to start learn first which Dds your
team has and which the enemy team has. Then look at the minimap
your DDs start position. Then look the MM again to see if it has
any radar cruisers. Or, any special other ship. For example some
BBs may have some sort of radio or specially long range in
secondary guns, etc.
--
Most situation require to act with milliseconds very quickly.
And that makes it difficult. Also humans awerness cannot be on
many things simultanously. That makes it also difficult. Every
DD type has some advantages and disadvantages. I suggest not to
use deep water torpedo boats because their torpedos are useless
against other DDs. I don't suggest french DDs because their
torpedo range is so short and concealment bad so that you almost
always get spotted and risk dying. A good concealment, long
torpedo range, and decent guns and ship movability are most
important. Therefore Halland is good because it has all those 3
things good, and you don't need any smoke or radar. Also Shima
is good and Gearing is fine too. Z-52 has too short torpedo
range, Haru and elbling have so bad movebility, russian and
french Dds have bad concealment and short torps, deep water
torpedo Dds topedos are useless in often cases. Other DDs beside
Halland, Shima, Gearing often are successful but they require a
play style that i don't like and i don't do well. I do like
spotting, torping enemy big ships, and not so much duelling
enemy DDs. That makes those 3 Dds best for me.
#Post#: 82--------------------------------------------------
Re: Tips and tricks
By: wows Date: June 20, 2022, 3:31 pm
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More about the smoke.
1. If you DD has any radar/sonar/hydro then you are allowed to
use the smoke for yourself to do 1 certain tactics: you let the
enemy DD shoot you, you set smoek and the sonaring on. The
result is that the enemy Dd is visible but you are not and you
shoot him. But other Dds should follow the main rule that you
never use smoke for yourself. Who can do such point 1 here?
British DDs, Loyang, german sonar-DDs, latin DDs. Their smoke is
so short anyway that it is pointless to set for cruisers and
otser DDs but some times why not still for others still.
#Post#: 85--------------------------------------------------
Re: Tips and tricks
By: wows Date: June 21, 2022, 4:56 am
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Main mistakes that DDs do:
1. DDs shoot bullets against BBs and cruisers. Most of the times
it ends up loosing 30% of HP for the DD and making 2% dmg to the
BB/cruiser. There are rare occacions a DD can shoot bullets
while spotted.
a) the battle is obviously in your team's favour like 3-1.
b) the enemy cruiser/BB is at low HP and also your team's
duelling cruiser is low.
Otherwise it is not worth to be spotted and make 2% damage but
risk with 30-90% damage. DDs should spot and torp mainly.
Sitting in the smoke is not advisable for non-sonar DDs because
it eliminates spotting. Sometimes you happen to be in the smoke
and then you can of cause shoot bullets. Behind rocks it is fine
to shoot bullets and stay unspotted.
2. DDs believe that they should always split. That is totally
wrong and produces loss most times. In clan and Ranked battles
where teams are smal lthe whole team should stay together, no
splits.
3. DDs shoot torps out immediately when possible. That makes the
torps to fail. Better wait until the enemy BB ends turning etc
to be sure that it swims in 1 line next 15 secs and then shoot
the torps. Also some make mistakes and shooting torps towards
the enemy ship that swims away direction fro mthe DD and that
makes the torps to never reach the enemy.
4. There is a brainwashed belief that wide torps are bad. Wide
are most of the times better because most of the times DDs torp
from quite big distance. It is totally benefitial to make 1-2
torps to hit with wide spread 3 times in a battle than to miss 3
times narrow spread torps.
5. Some DDs are afraid of close combat. If an enemy cruiser/BB
is behind the rock 6km away then swim behind that rock and go
torp him from 2km range and don't use guns because guns make you
spotted but torps don't. also if an enemy DD is inside the smoke
at 6km away and shooting you then go swim towards him into the
smoke.
6. Some DDs don't understand that if it is sure that they die in
5 seconds then it is wise to keep shooting. For example after a
DD is spotted and 3 enemies are shooting him then it is obvious
that the DD goes down and no point of keeping guns shut and hope
that you manage to swim out fro mthe spotting range.
7. Some DDs don't understand that if they have a better camo
then they can chase the DDs with worse camo for many minutes
staying unspotting itself.
#Post#: 172--------------------------------------------------
Re: Tips and tricks
By: wows Date: August 3, 2022, 8:13 am
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Universal DD smoke is such which enables a cruiser to be in and
shoot to both left and right sides of the map.
Universal torps are such which are sent out when you believe
that 2 ships will get hit by them- the closer one and the more
far one.
Both take time to practice. Some maps don't provide good places
for universal smoke and even if they do then cruisers don't go
to such positions. But universal torps are possible very often
and sometimes happen accidentally.
#Post#: 213--------------------------------------------------
Re: Tips and tricks
By: wows Date: August 14, 2022, 9:15 am
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I have played Wows for ca 2 years and i don't remember which
ships have radars, etc. I believe many can't remember them so i
put the listing link here:
[quote]
Des Moines, Moskva, Petropavlovsk, Plymouth, Puerto Rico, Salem,
Stalingrad, Worcester.
[/quote]
HTML https://wiki.wargaming.net/en/Ship:Surveillance_Radar_Data
It is not important to remember which ships had what. Much more
important is to have a good internet, not brainwashed mind, etc.
But it may sometimes help if it is risky to go closer to
cruisers or not.
Most have 10km radar, some have 12km, arounds 35 seconds long.
As a DD player torpedo range 12+ km is more safe than 10km. But
those 10km torpedo range DDs shouldn't hunt cruisers much but
mainly DDs anyway.
So, if you can someday remember that list then it should help i
na way.
#Post#: 316--------------------------------------------------
Re: Tips and tricks
By: wows Date: August 30, 2022, 6:59 am
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Slow torps are good because:
1. while dodging slow torps enemies slow down and
2. ...and change their rout by showin broad side to some of your
allies which is risky
3. enemies don't expect slow torps so they get suprise hits
sometimes. Slow torps jsut swim so long, that enemies move to
safer areas and lose awereness to watch waters for torps.
It is a challenge to hit with slow torps in Rankeds but in
Randoms it is typical.
Sometimes one achieves to hit with a slow torp at 19-20 km range
a BB. That is challenging to achieve in Rankeds but the above
point 3 does it sometimes. If you are one of those who likes to
try to finish the Gold with Elbing or Shima then such challenges
are appropriate for you. But if you are like most wows community
then you prefer easy torpedo hits in Randoms.
Challenges are a so called self development, investing to the
future, and other such advanced phrases. The easy capping and
easy torping is mainly ego feeding which makes a person racist
etc and not pleasant for others. On the very high perspective
the Self development is wrong because the Self is an illusion,
it does not exist in real. But on the more lower practical human
level it appears that one must follow some paths to arrive
somewhere. No paths, no developments, no arrivals usually. The
example is a illustrative picture of one in sofa in front of the
tv with a beer- no path/development and obviously no arrivals.
So, practical is to suggest to challenge yourself. In Wows, try
the most challenging leagues and tactics because
difficulties/chalenges are the mother of the development. And
the 2nd reason, you counter-work to your egoic stats-racism
which is good, you must slowly by slowly silence that ego.
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