World of Warships

World of Warships

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ThatZenoGuy Dec 14, 2018 @ 5:04pm
Cruisers are OP, get over it.
Only take 10% damage from BB's excluding the random citadel hit (Battleship aiming RNG ♥♥♥♥♥♥♥♥), can set fires every 10 seconds, and have the best AA.
Originally posted by Banzai:
Originally posted by Sidian:
BBs are OP, get over it.

Can tank millions of potential damage and surive for several minutes by just standing angled in the open, delete cruisers with 1-2 salvos every 20-60 seconds and deal massive damage to DDs with a single shell.

DDs are OP, get over it.

They cannot be seen, throw torpedoes everywhere without anyone beeing able to retaliate and they keep you spotted all the time.

CVs are OP, get over it.

Can easily kill BBs with a single strike, one-hit AA-focused cruisers with a single squadron of AP bombers and keep everything spotted all the time while beeing perfectly save at the edge of the map, out of range for all ships unless they waste 10+ minutes of hunting the CV.
This. The only variable that matters is you.
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Showing 16-21 of 21 comments
Spalding Dec 16, 2018 @ 3:58am 
Originally posted by ThatZenoGuy:
Only take 10% damage from BB's excluding the random citadel hit (Battleship aiming RNG ♥♥♥♥yeah), can set fires every 10 seconds, and have the best AA.

Any ship can seem OP if you can't play your class.
Maj_Cyric Dec 16, 2018 @ 10:30am 
Whenever i'm in a ship with a repair party and i'm on fire.. I won't use my Damage control party to put it out... I"ll hit my repair party to counter the fire.. Saving the Damage control for more important repairs, like a Torp striking my ship suddenly by unseen DD or TB planes..

I've found it better to let the fire(s) burn themselves out (with the help of an India Yankee Sig) and use repair.. And if no threats are nearby, then sure i'll hit damage control party to put it sooner..
Spalding Dec 16, 2018 @ 11:40am 
Originally posted by Maj_Cyric:
Whenever i'm in a ship with a repair party and i'm on fire.. I won't use my Damage control party to put it out... I"ll hit my repair party to counter the fire.. Saving the Damage control for more important repairs, like a Torp striking my ship suddenly by unseen DD or TB planes..

I've found it better to let the fire(s) burn themselves out (with the help of an India Yankee Sig) and use repair.. And if no threats are nearby, then sure i'll hit damage control party to put it sooner..

This is exactly what i do. great thing is you get a FULL heal out of it as well
Naughty Mouse Dec 18, 2018 @ 5:43am 
Originally posted by Sidian:
Originally posted by s u p e r g r a m p s:
Both the Cleveland and Worcester have a maximum of 78.4% chance to set fire if all shells hit a target in one salvo, just in-case you were wondering.

You have to take their tier into account, too. Ships have a fire resistence based on their tier, e.g. the chance of causing a fire on t10 ships is halved.
And IFHE is also a thing. That skill reduces the fire chance per shell hit by 3% and it's basically mandatory for Cleveland and Worcester, since the extra penetration is way more important than the fire chance. Fires are not as dangerous as the raw HE damage.

Originally posted by Naughty Mouse:
I dont mind fires in my conqurer. Its soft damage, and I can heal 75% of my total health back with soft damage.

Actually, you can heal 100% of fire damage.

I know, but during the he fire process you do take a little damage that you cant heal. Thats why I said 75%, its a generalization.
Traumkater Dec 19, 2018 @ 12:37pm 
Natürlich wurden einzelne Klassen massivst verändert damit die überhaupt in einem Raum mit und gegeneiander kämpfen können in WoWs.
Zerstörer z.B. hätten nicht den Hauch einer Chance.
Alleine der Vergleich ist schon unfair weil sie schlichtweg für andere Aufgaben konstruiert wurden.
Leichte Kreuzer zb. wurden Artilleristisch so ausgelegt das sie einem Zerstörer um den Faktor 5 überlegen waren. Kein Zerstörerkommandant wäre so dumm gewesen einen anzugreifen.
Er hätte seine schnelle Maschine auf Touren gebracht, hätte die Dieselverbrennung auf fett gestellt und wäre dann im Schutz der Russwolke abgelaufen.

Man muß hier mal die Relationen sehen.
So eine Bismarckgranate z.B., das waren 800 kg die wurden mit 2 1/2 Facher Schallgeschwindigkeit verschossen. Damit hätte man einen Zerstörer nichtmal direkt treffen müssen. Nach einem direkten Treffer hätte der Zerstörer instant aufgehört zu existieren.
Ein Zerstörer hätte einem Schlachtschifff niemals gefahrlich werden können mit den Geschützen.
Penetration ist mit dem kleinen Kaliber auf bis zu 50 cm Panzerplatten unmöglich.
Selbst nach stundenlangen Beschuß wäre da nicht viel bei herumgekommen.
Viele würden jetzt sagen Torpedieren ! .
In der Tat waren Schlachtschiffe da verwundbar da ihr Panzergürtel oft nur bis zur Wasserlinie reichte.
Aber sehen wir das mal realistisch.
Das erste was ein Kommandant über Bord kippt wenn er unter Feuer liegt sind die Wabos und die Torpedos weil die das überleben des eigenen Schiffes gefährden wenn die getroffen würden.

Damit die kleineren Klassen überhaupt eine Chance haben hat Wargaming:
Die Wrkung der Primärartillerie wurde stark reduziert.
Auch die Mittel und Nahbereichsartillerie wurden hart abgeschwächt.
Zerstörer haben keine Munitionskammern im Spiel.

Um das Spiel aktionlastig zu machen wurden die Schiffsgeschwindigkeiten etwa um den Faktor 5 beschleunigt.
Man kann es sich leicht selber ausrechnen warum:
30 Knoten sind 55.56 km/h
Ist die Kartengröße 40x40 km dann würde man gut eine 3/4 Stunde brauchen um von einem Kartenrand zum anderen zu fahren.
Die Geschwindigkeit der Granaten wurde aber nicht um den Faktor 5 erhöht.
So stimmt die Relation nicht mal annähernd.
Ich vermute um das Vorhalten zu erschweren.
Torpedois sind viel zu schnell.
Der schnellste der mir bekannt ist war der deutsche G7a , der sich auf 44 Knoten Einstellen ließ.
Maj_Cyric Dec 20, 2018 @ 7:14am 
Originally posted by Raumelch:
Der schnellste der mir bekannt ist war der deutsche G7a , der sich auf 44 Knoten Einstellen ließ.

(Translated to English for non German speaking/reading)
*Torpedoes are way too fast.
The fastest known to me was the German G7a, which was set to 44 knots.*


I would like to just point out a few things regarding WW2's torpedoes..
(I'm a huge WW2 history (closeted) nerd, and also a Silent Hunter series fan, first playing the SH1 back in High School, i'm also hella looking for forward to playing UBOAT next year when it comes out)

While the "Ato" G7a torpedo was a fast (one of the fastest when set for a target within 6,000 meters at 44 knots, it also suffered from leaving a visible bubble trail on its way to a target and warning the other ships in a convoy)

The G7a T1 was replaced by the "Eto" G7e which became the standard use torpedo for DKM U-boats during daylight attacks (The T2 and later improved with an increased batt capacity known as the T3a)
The G7e also required far less manhours per torpedo to make than the G7a's did (around 500 M-Hours difference)

Info/Data regarding U-Boats
https://www.uboat.net/technical/torpedoes.htm
http://www.navweaps.com/Weapons/WTGER_WWII.php

There are others which were as fast or faster traveling..

The RN had these
"21 in. Mk. II" which traveled as fast as 45 knots for a range of 4.1 Km (was later adjusted for use on battleships and battlecruisers which has a high speed of 35 knots)

"21 in. Mk. X" which traveled as fast as 47 knots for a range of 3 Km (Used by Submarines, PT boats, & destroyers)

"18 in. Mk. XIV" Which had a High speed of 45 Knots for a range of 1.5 Km (used by Aircraft only)

Info on RN torpedoes during WW2
http://www.navweaps.com/Weapons/WTBR_WWII.php

The USN had these
"Mark 14 (Mark XIV)" Had a high speed of 46 knots and a range of 4.1 meters (was plagued with many issues and had many versions over the years correcting them)

"Mark 15" High speed of 45 knots and range of 5.5 meters (It was a redesigned version of the Mark 14 but was larger in size and warhead and used only by USN Destroyers)

"Mark 16" had a high speed of 46.2 knots with a range of 10,000 meters (This was also a redesigned version of the Mark 14 and used only by USN Submarines, and was later replaced with the Mark 23)

"Mark 23" Had only a single setting of 46.3 knots with a range of 4,100 meters (Was in turth mostly just a Mark 14 without a low speed long range setting and a different Detonation
mechanism)

Info on USN Torpedoes during WW2
http://www.navweaps.com/Weapons/WTUS_WWII.php

The IJN had these
"45 cm (17.7") Type 97 (1937)" Speed of 44-46 knots and range of 5,500 meters (was only used during the attack on Pearl Harbor by IJN Midget Submarines)

"53.3 cm (21") Type 96" High speed of 48-50 knots and range of 4,500 meters (used by IJN Submariners)

"61 cm (24") Type 93" (Nicknamed "Long Lance) " Models 1 & 2 had speed 48-50 knots with a range of 1500 meters (used by Surface ships)
The Model 3 version came out in 1945 but never got to be used...

Of all torpedoes from WW2 the IJN's "61 cm (24") F3" was the fastest traveling at a top speed of 60 knots, but this Experimental torpedo's very high speed also caused it to skip up and out of the water as it traveled.. This was also based on the Itatian's "Whitehead" torpedo the "53.3 cm (21") W 270/533.4 x 7.2 Veloce"

Info regarding the IJN's Torpedoes
http://www.navweaps.com/Weapons/WTJAP_WWII.php

Regia Marina used
"53.3 cm (21") W 250/533.4 x 6.72" with a high speed of 49 Knots with a range of 4,000 Meters (used by Submarines)

"53.3 cm (21") Si 270/533.4 x 7.2 (M)" High speed of 46 (later versions reaching 48 Knots) Knots range of 4,000 Meters (used by Cruisers and Destroyers)

"45 cm (17.7") W 200/450 x 5.25" Single setting of 46 Knots with a 4,000 meter range (used only by MAS Boats aka PT boats)

Info on Regia Marina's Torpedoes
http://www.navweaps.com/Weapons/WTIT_List.php#World_War_II
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Date Posted: Dec 14, 2018 @ 5:04pm
Posts: 21