Tango01 | 15 Nov 2015 10:30 p.m. PST |
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TheGiantTribble | 16 Nov 2015 2:13 a.m. PST |
I do, with my 6 year old son…he loves the aircraft carriers! It's a good game, pretty simple controls, and you don't have to be millisecond quick with the trigger finger like CoD and similar FPS games. |
Tgerritsen | 16 Nov 2015 6:46 a.m. PST |
Yes, it can be quite fun. I enjoy the cruisers for the most part, with their incredible rate of fire in this game. |
PVT641 | 16 Nov 2015 9:54 a.m. PST |
I just find that it takes forever to level up into decent (historical) ships. |
Tango01 | 16 Nov 2015 10:02 a.m. PST |
Happy you enjoyed it boys!. (smile) Amicalement Armand |
Oddball | 17 Nov 2015 7:02 a.m. PST |
Is it as rigged as World of Tanks? |
deflatermouse | 23 Nov 2015 11:39 p.m. PST |
My son loves it and I have had a few games. Enjoyable. Watching some of the things other players do you think "What in the world did you….?" I'm quite happy with the early Cruisers and destroyers. My son is itching to get an aircraft carrier. Pity it doesn't have the Royal navy or the Italians (or WWI Austrians) And I didn't think it was as rigged as World of Tanks. …or at least it didn't seem … |
EJNashIII | 01 Feb 2016 3:59 p.m. PST |
Doesn't seemed rigged. The game automatically match makes with similar strength ships. The only real weakness is a lack of real tactical organization. It is light and fun if you have an hour to kill. The ships look pretty good. |
Bozkashi Jones | 01 Feb 2016 4:45 p.m. PST |
Looks good, but I like Atlantic Fleet:
It's turn based like a table top wargame and has almost every surface action between the Kriegsmarine and the Royal Navy during WW2, including Channel destroyer battles and AMC fights. The mechanics and damage model feel historic and the emphasis is on the real world. Here's Exeter under fire in the Battle of the River Plate:
Superb for whiling away long train journeys. Nick |
ScottWashburn | 03 May 2016 6:28 p.m. PST |
I can't decide if I like World or Warships or hate it. There's a lot to like and a lot to hate. |
By John 54 | 05 May 2016 8:29 a.m. PST |
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ScottWashburn | 05 May 2016 9:29 a.m. PST |
I wish World of Warships would offer real historical scenarios. |
Bozkashi Jones | 05 May 2016 2:06 p.m. PST |
Atlantic Fleet does – and a proper Atlantic campaign… And no; I don't have a financial interest – I just love it! Nick |
ScottWashburn | 07 May 2016 3:54 a.m. PST |
Okay, I have made up my mind: I hate it :) It's entirely about hand-eye coordination, something I stink at, so good-bye to WoW. |
ferg981 | 09 Jun 2016 10:06 a.m. PST |
Where can you get "Atlantic Fleet" ? J |
Bozkashi Jones | 09 Jun 2016 2:17 p.m. PST |
Depends on the platform – I have it on android from the Google Play store but it's also available for PC and Mac. Their website is: killerfishgames.com Here's an excellent review which explains the gameplay and features: link It is historically based; the list of scenarios includes those you would expect but also small historical destroyer clashes in the English Channel, armed merchant raiders and convoy battles agaist u-boats, plus there is a basic scenario editor. There is also a full campaign for the Battle of the Atlantic. Not perfect, but it's essentially a tabletop wargame in your pocket with no adverts and no in-app purchases. I love it. Nick |
IronMike | 10 Jun 2016 9:01 a.m. PST |
Had some bad experience with it early on, as players just sort of failed around with no idea of what they were doing… The situation has improved though, with players actively supporting each other and starting to behave like actual fkeets. |
Eumerin | 25 Aug 2016 10:42 p.m. PST |
I've been playing World of Warships recently. Currently working through the Tier IV Japanese Battleship, the Myogi-class (it's based off of early blueprints from the work that would eventually result in the Kongo-class). It's an odd ship, with one turret facing forward, and two facing to the rear. The designers just introduced the German Battleship line (which has thrown the battleship ratios in match-making grossly out of whack, since a lot of people are trying out the line), and it looks like the British Cruiser line will be next. |
EJNashIII | 04 Sep 2016 8:46 p.m. PST |
Interestingly, throwing so many BBs in a match has made my mid tier German light cruiser much more powerful. The BBs pound away at each other and ignore me. I either take out the carriers or actually get in close enough to a BB to take it apart with torpedoes. Either the BBs are seriously under rated or the not very historical allotment of islands creates this situation. |
Mark 1 | 04 Sep 2016 11:16 p.m. PST |
Agree that the islands are very dense -- I think WoWS has more terrain than WoT. But while it would be more realistic to have more open seas, it wouldn't be much fun as a game. So also if Destroyers could be reliably spotted at 20,000 yds (in clear weather) it wouldn't be much fun as a game. That said, in a BB you do indeed often feel like a sitting duck to the smaller ships. Except that BBs do have their own survival mechanisms. Like the time I succeeded in closing on a Kongo in my Derzki (Russian DD). I loosed a full load of torps at him and hit him with ALL 10 ! And he blew me out of the water with a single broadside, and sailed away! LOT of hit points in that beast! And then, earlier tonight, I put two torps into an Arkansas from my Isobuki (Japanese DD). Whacked him good. Flooding too, got him down to so few HPs that even a bit of gunnery from my puny pop-guns might have put him under. But I couldn't get the shots in (another DD and a cruiser were keeping me busy), and he withdrew. Next time I saw him he had more than 25% of his HP back! Only the BBs can actually restore HPs in World of Warships. As with World of Tanks, it is little more than arcade style gaming with virtual historical miniatures. But I still find it highly addictive. -Mark (aka: Mk 1) |
EJNashIII | 07 Sep 2016 4:05 p.m. PST |
Hmm, never played as a BB, I didn't know they can restore damage. I will keep that intell in mind if I get one on the ropes. I think issue of destroyers getting spotted should be resolved by how the match maker works. There shouldn't be many cases where a single DD takes on a BB alone. Simple put, a real DD would just run away, they can easily outrun a BB and only fight with superior numbers. Hmm, made me think of a game improvement suggestion. We need night actions! |
Mark 1 | 08 Sep 2016 3:43 p.m. PST |
Hmm, never played as a BB, I didn't know they can restore damage. I will keep that intell in mind if I get one on the ropes. Yep. With the BBs there is a Damage Control consumable (much like the smoke generators consumable on the DDs). It restores HP at a specified rate. For example on my New Mexico it restores 182hp per second, for a max of 28 seconds (or something like that … didn't write it down when I read it). Then there is a "recharge" time before you can use the damage control party again. And you can only use it so many times in a game (nature of a consumable). I think the recharge time is typically 180 seconds or something like that, and there are 3 "charges" in a standard damage control consumable. But if you buy the upgraded consumable you get a shorter recharge time and one more use per game. So yeah, if you let 'em get away when you have 'em on the ropes, they might well heal up and come back at you much stronger than you left 'em. -Mark (aka: Mk 1) |
Eumerin | 09 Sep 2016 10:27 p.m. PST |
Hmm, never played as a BB, I didn't know they can restore damage. I will keep that intell in mind if I get one on the ropes. Cruisers also get it at Tiers IX and X (and at least one premium cruiser has it at Tier VIII). I think issue of destroyers getting spotted should be resolved by how the match maker works. There shouldn't be many cases where a single DD takes on a BB alone. Simple put, a real DD would just run away, they can easily outrun a BB and only fight with superior numbers. Two problems - The first is that running away doesn't really help you in a match where you're supposed to win by occupying the center of the map. The second is that the real world reasons for taking destroyers don't work in World of Warships. Given how the match-making system works, there needs to be a reason why people would choose to play a destroyer instead of a battleship. Hmm, made me think of a game improvement suggestion. We need night actions! Higher tier fights can have "cyclone" weather appear shortly after the match starts. The weather reduces the spotting range, sticks around for a few minutes, and then goes away. Interestingly, throwing so many BBs in a match has made my mid tier German light cruiser much more powerful. The BBs pound away at each other and ignore me. I either take out the carriers or actually get in close enough to a BB to take it apart with torpedoes. Either the BBs are seriously under rated or the not very historical allotment of islands creates this situation. In every match I've played, the cruisers are always the battleships' target of choice. Unlike destroyers, which can get quite close without being spotted, cruisers can be spotted a bit further out. And if a cruiser presents its flank, it's not hard to hit the citadel with a battleship (which *hurts*). |
Only Warlock | 13 Sep 2016 2:51 p.m. PST |
I love the game. A ton of fun. I am Canis_Tempesta online. |
Mithmee | 16 Mar 2017 4:49 p.m. PST |
Downloaded it over last night but when I got up this morning the game was still updating. Should be able to get in tonight. I did play WoT's for a long while but got fed up with the Match Making when they would put my Tier VI Heavy tank into Tier VIII battles. Really sucks when you find your self in a Heavy Tank and in the bottom of the Tier, because all you are is just a kill that is just waiting to happen. |
EJNashIII | 25 Mar 2017 12:07 p.m. PST |
WoWs doesn't do that. There is a couple different tiers in a given battle, but the difference between top to bottom isn't going to throw the duel. When it comes to heavies vs heavies (BBs) the advantage is more to which one can get an accurate full broadside with the proper aiming lead first. Basically, think before the duel about how that will happen. The other trick is not get yourself in a situation where you are under fire simultaneously by multiple ships or let a enemy destroyer get close without a cruiser or destroyer helping defend you. |
Lion in the Stars | 27 Mar 2017 5:05 p.m. PST |
One major change from history is the torps, they are much faster and usually shorter ranged than their historical counterparts. Particularly the Japanese Long Lances, which have a max range of 20km, and have I think an 80kt 10km range version in a couple of the ships. |
Mark 1 | 28 Mar 2017 5:16 p.m. PST |
One major change from history is … The most significant changes for history, in my view, are: 1) The "terrain". Islands, islands everywhere. Even in the Solomons naval battles, fleets did not operate in such close quarters among dozens of small islands. 2) The "softness" of the "terrain". Throughout history, ramming an island at full speed has very seldom resulting in your ship being brought to a standstill with no ill effects. Can't think of an actual historical engagement were a captain charged a landmass at full speed to get out of enemy fire, then merrily backed up to resume the fight. 3) Spotting ranges. You can't see a DD, running at full speed, in clear weather, until it is 5-7km away? Yes I understand it is necessary to make gameplay work with DDs, but it takes a pretty big suspension of disbelief for me to get to that one. 4) And if we are talking about DD and cruiser torps … the range of long-lance torps is small potatoes compared to unlimited reloads with 20 – 90 second cycle times. If you've ever run a Minekazi or Derzki you'll know how ridiculous it is … I have fired more than 40 torps from my Minekazi (a ship with 6 tubes) in one game, without being seen the whole time. In my Derzki, if I am closing from the front quarter at speed and there is no one else to spot me as I run in, most BBs will get one salvo at me if their guns start in the right general direction. After that, I can fire, reload, and refire a total of 20 torps before most BBs have reloaded their guns for a second salvo. -Mark (aka: Mk 1) |
ScottWashburn | 05 Apr 2017 12:47 p.m. PST |
Yeah, the reload timed on the torpedoes really put me off, too. |
Mark 1 | 05 Apr 2017 1:59 p.m. PST |
Yeah, the reload timed on the torpedoes really put me off, too. Reload times and unlimited numbers of reloads. And the other things I mentioned. I know it's a game, not a simulation. I understand that, and I play the game. I'm tactically minded enough to figure out how to use the "reality" of the game play to my advantage even as I object to the way they can be "gamed". But I'd rather that the game was rewarding game play methods that, at least to some extent, reflect real-world tactical practices. For example earlier this week (after I wrote my last post) I did 150K+ damage in one match in my Minekaze. Minekaze is a Tier 5 DD, and I managed this lofty accomplishment in a Tier 7 match! My tactics were: I was fast and small enough (hard enough to spot) to get to a position of my choosing on a map full of islands, beyond the half-way point of the game area. I took position behind one of the smaller islands, but in a cluster (so I was covered by other islands from being flanked and spotted at anything more than very close distance). Rather than scouting with my DD, I sat in ambush. As ships approached the island they were spotted by others on my team. I would back up until I had clearance for a torp firing solution on them as they would pass the island. I let loose my torps, and ran full speed ahead straight at the island. This would carry me out of their field of view before they got to the point where they could see me. This works because torps, being slow, are fired with considerable lead. So they are launched at a target location before the target reaches that location. The key to the tactic I describe above is getting away from the launch location (which would be in site of the target) before the target gets to that location to see the launching ship. I can run full speed ahead at an island with no ill effects. I bump the island and stop. The enemy gets a full dose of torps, seemingly fired at him by an island he is passing. Because my reload time is less than 30 seconds, I had little concern about firing off all my torps at once. Because I could run full-throttle into the island, I could use my behind-island tactic in relatively close proximity to the enemy. My typical firing range was less than 4K yards, against targets that were closing fairly quickly. So my actual range to target was closer to 3K, and at least 1.5 to 2K of that run was before the enemy had the torps in line-of-sight. They had almost no time to react. I sank 2 BBs and did 45K damage to a third BB (which was sunk by a team-mate's broadside landing just seconds before the flooding I caused actually put him under). They couldn't even figure out where I was firing from. I expect most assumed it was long-range shooting that was lucking-out on BBs who didn't zig or zag. The one cruiser who kind of guessed, and came hunting for me, went down as well in one devastating strike (and I only hit him with 3 of the 6 I fired). 30 torps launched, with 22 hits, in a 9 minute match. This from a ship with 6 torpedo tubes. The game is fun (at least for me). And I have learned a lot about the various ships in the various navies in the inter-war and WW2 period. But what I've learned about the ships has nothing to do with real naval tactics of the era. -Mark (aka: Mk 1, but aka: Mark 2 in WoT and WoWS) |