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For upgrades: Auxiliary Armaments Modification 1,Aiming Systems Modification 1, Propulsion Modification 2 (a lot useful if you're at 0 knots behind an island and you need to move quickly), Concealment System Modification 1 (extremely recommended, mixed with the captain skill your concealment will go to 9,9 km) which allows you to move without being noticed.
Also aircaft cannot detect you without enter in your AA range, so you can catch them offguard.
My tips are that you are a support ship, so play with your team and be sure to be in a safe position most of the time. Always check what enemy BBs are doing, since they shells hurt a lot, (i cannot count the number of citadels i've got cuz i was in a bad spot).
Even if Balti have radar, she isn't a destroyer hunter cuz her shels are painfully slow.
Do not be stationary but move quickly around the map when you think you should be somewhere else. Balti in my opionion have the best AA at t8, so use this detail to protect allies from aircraft (and do not forget to reinforce a sector, it will boost your AA). Hope it helps :)
Auxiliary Armaments Modification 1, Damage Control System Modification 1, AA Guns Modification 1, Propulsion Modification 2, Concealment System Modification 1
The reason why i'd choose AA Guns mod 1 over the aiming Systems mod 1 is because how flak bursts work. The more you get, the more valueable they are because it makes dodging them a lot more difficult (especially if you get more than 6 because of how their spawn pattern changes above 6 flak clouds).
The Baltimore (as well as the Buffalo and Des Moines) get over the important 6 bursts for their long range aura with the AA Guns mod 1, and they already have a lot of mid range flak bursts which makes them even more valueable.
So in a CV heavy meta, always take AA Guns Mod 1, unless your ship won't reach more than 6 flak bursts even with the mod.
For my american heavy cruisers, i use this captain build:
10 points: https://worldofwarships.com/en/content/captains-skills/?skills=12,17,23,28&ship=Cruiser
15 points: https://worldofwarships.com/en/content/captains-skills/?skills=12,17,21,23,27,28&ship=Cruiser
17 points: https://worldofwarships.com/en/content/captains-skills/?skills=3,12,17,21,23,27,28&ship=Cruiser
You want to use a lot of your heavy AP, which makes Demolition Expert a lot less valueable. Having a charge more for your Radar (and on the Buffalo and Des Moines, heal) is very important, and the additional charge for Defensive AA Fire can be very useful with a CV in the match.
Concealment Expert is a must have, and you have to use the AA sectors properly to be effective in shooting down planes - Manual AA helps with the management (since it reduces the time to switch sectors) and makes it much more effective. It's probably the best skill you can get in a CV heavy meta (unless playing a ship without good AA).
Adrenalin Rush is the best skill for damage, maybe even the best skill in the entire game. Always take it on surface ships. Expert Marksman is a nice convenience skill, but not as important as Manual AA unless you see fewer CVs (or unless you don't want to manage your AA sectors, which makes your AA pretty weak in comparison to ships/players who do that).
Expert Loader is very good if you use John Doe as the commander. Otherwise, it doesn't have a high priority - you can even ignore it and take a second 3-point-skill (like Demo Expert) as the last skill if you don't have John Doe.
Great tool, more complete and the resulting stats are displayed (mind i noticed some slight inaccuracies, client and website shown different values for rotation with upgrades and perks).
Yes, use a lot of AP. On everything that's broadside and not a DD (with the exeption of Khabarovsk - you'll deal a lot more damage to her with AP). Even use AP on angled cruisers and battleships (aim for the upper belt of battleships, or the stern/bow) and try AP on bow on battleships as well (aim for the super structure) and change to HE only if it doesn't work out anymore (e.g. because the super structure is already saturated or you get too many overpens).
Use HE on destroyers and bow/stern on cruisers and battleships with a saturated superstructure. If you have to use HE on them, try to hit their bow and stern, unless they are also saturated. Spreading out your HE a bit to cause more than 1 fire is also very good.
American heavy cruisers get their heavy AP shells at tier 8. It's normal to use HE more at lower tiers, even in USN heavy cruisers. But at t8+, their AP shells are probably the best in the game. Extremly high penetration and very good auto bounce angles. Some cruisers might think they are angled enough and you still hit them for 10-20k damage.
Well, my average damage with the Baltimore is at 75,000, but that shouldn't be the bar for other players since i'm quite good with USN cruisers. But you should be able to do at least 40k on average. Doing less would be "improvable".
Server average on EU is just under 40k.
In my opinion that average damage meter is pretty useless. Even average XP is better probably, it takes into account damaging smaller ships, higher tier ships, spotting, planes, etc.
The issue with average XP is that having a premium account increased the XP you see in your stats. You have basically no comparison since you don't know what the average base XP for each ship really is.
And while farming BBs is not really helping to win the game, the average damage of a ship often correlates with the average XP and winrate, unless the player is really focusing on farming damage (which isn't very common since most players want to go for XP or credits and know they get more for dealing damage to DDs than to BBs).
Ha, doubt that really, many don't know that, don't realize or just plain forget. Also some unicums are keen on farming their avg damage to increase proalpha and just to boast. That's why i think avg damage is bad and toxic stat really. It should be "fully destroyed ships" ratio at least, raw numbers are dumb.
Nothing quite like being a BB sniping enemy ships (not from the edge of the map, obviously), only to realize you've got not one, but two, cruisers sitting literally right behind you. Not moving. As if they can do anything there other than pick off enemy ships that were suicidal enough to charge straight at you. Not even rack up damage, or spot enemy DDs getting to close. Also as if you somehow serve as cover, when you clearly don't.
I digress though.
Anyway, I think on the whole, average damage is mostly fine. It doesn't capture everything you need to be doing to be helpful, but it does correspond to something that is always at least somewhat helpful.
Well, i'm often checking players' stats. And so far it has been very rare to see a below average winrate with an above average average damage or vise versa. Most of the time, average damage and winrate correlate.
Players going for XP and credits was just an assumption, maybe more players go for kills instead and think of DDs as an easier kill once spotted. That's also possible. Or most players simply don't care about stats or damage dealt and they just shoot at what they think is the biggest threat to them and easy enough to remove quickly.
He's not talking about kills but about % damage. E.g. in one game you get a "1.0" destruction rate for dealing 100k damage to a Yamato and in an other game you get "1.0" destruction rate for dealing 21k damage to a Shimakaze. That means a player with a low destruction rate and high average damage is just farming battleships.