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       #Post#: 28--------------------------------------------------
       Tips and tricks
       By: wows Date: December 29, 2021, 4:28 pm
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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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