GAME GUIDES
How Activate Training Room
Local Disk C: >Games > World of Warships > res
Edit archive: scripts_conifg
Search line: <disableTrainingRoom>true</disableTrainingRoom> and change "true" for "false"
Save archive and reset game
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Enjoy !!!
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Official Team Speak Wows
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Server Address: 92.223.3.90:9989
Password: XMgyjGyev6
Enable replays
Close game client
Open archive "preferences.xlm"
Search line
</scriptsPreferences>
</root>
Add before this lines
<isReplayEnabled> true </isReplayEnabled>
<ReplayCameraUpdate> 30 </ReplayCameraUpdate>
Save and enjoy
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AA Comparison Tier 10
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The presented numbers are the sum of DPS*range for each aura. This is intended to be representative of a strike group coming directly in and directly out.
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A comparison is drawn between 'base' and 'Manual AA (MAA)' DPS*range numbers.
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Note that AFT provides a flat 20% boost to all listed numbers, AA range upgrade provides a further 20% boost (multiplicative), and Defensive Fire provides a further 200% (or less for CVs) boost. Therefore, all of the presented numbers are still directly comparable for similarly equipped ships.
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To compare more of a 'fleet defense' number set, DPS*area for each aura would be more appropriate (but this doesn't scale well for AA range mods/AFT).
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Further note: The 'MAA Benefit (%)' is also representative of the survivability of a particular ship's AA. Larger guns (those affected by MAA) tend to be the tankiest AA guns, so a larger % benefit from MAA suggests that more DPS will survive even after punishment.
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T10 Battleships
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Ship Base DPS *Range (DPS*km) MAA DPS*Range (DPS*km) MAA Benefit (%)
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Montana 2317 3134 35%
G. Kurfurst 1746 2390 41%
Yamato 1476 2082 37%
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Notes: MAA provides a similar (and quite noticeable) boost across the board. Montana is the best defended, easily outclassing GK and Yamato.
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T10 Cruisers
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Ship Base DPS*Range (DPS*km) MAA DPS*Range (DPS*km) MAA Benefit (%)
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Minotaur 2404 3112 29%
Des Moines 2213 2666 20%
Hindenburg 1769 2367 34%
Henri IV 1408 1898 35%
Zao 1290 1914 48%
Moskva 1225 1861 52%
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Notes:
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Despite its long range AA, Moskva has similar self-defense stats to Zao. Both ships benefit greatly from MAA due to their concentration of firepower in large caliber AA guns.
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Minotaur is an odd-duck, given that it doesn't have access to DefAA, the results should be taken with the appropriate grains of salt
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Des Moines clearly outclasses Hindenburg (without MAA), but neither ship will struggle to defend itself with DefAA active.
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T10 Destroyers
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Ship Base DPS*Range (DPS*km) MAA DPS*Range (DPS*km) MAA Benefit (%)
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Z-52 735 959 30%
Grozovoi 604 868 44%
Khabarovsk 508 764 50%
Gearing 503 730 45%
Shimakaze 283 434 54%
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Notes: Shima, unsuprisingly, is the weakest by a large margin. Only Gearing and Grozovoi get access to DefAA. Surprisingly, Z-52 has the best stats, but none of these DDs are going to be able to wipe squadrons before they drop.
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Table of Potential Fires Started Per Minute for varying ships
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The numbers below show the potential fires started per minute for varying ships firing HE under the following, highly unrealistic, assumptions:
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Every shell hits.
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Every shell hits a portion of a ship that is not on fire.
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There is no fire reduction whatsoever on the target.
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The firing ship does not have any modules or commander skills that would accelerate reload.
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These numbers obviously do a poor job of telling you how many fires a ship should start in a minute and should not be used for that purpose... but I think they do a decent job of showing relative fire-starting potential before considering ballistics and the reduction in fire chance caused by a target already being on fire. A Friesland with DE and flags that hits X% of its shots at a target not on fire should start around twice as many fires as a Yueyang with DE and flags that hits X% of its shots. A Colbert firing all 8 turrets that manages to hit Y% of its shots should start around twice as many fires as a Harugumo hitting Y% of its shots (though, note, that generally it would be very difficult for a Colbert to match Harugumo's accuracy on a shell for shell basis).
Colbert is listed for circumstances with 8, 7, and 6 turrets firing since it will often not be firing with its full set of guns.
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Ship FPM with flags and DE Base FPM
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Colbert 27.42 19.20
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Smolensk 23.46 17.0
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Worcester (w. IFHE)18.77 14.08
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Des Moines 17.67 13.75
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Friesland 14.66 10.66
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Daring (w. IFHE)14.4 10.08
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Harugumo (w. IFHE)14.0 8.0
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Atlanta (w. IFHE)13.4 7.68
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Cleveland (w. IFHE)13.3 9.97
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Conqueror 12.48 11.52
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Zao 12.09 9.99
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Hindenberg 11.61 8.91
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Moskva 10.96 8.87
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Henri IV 10.81 9.14
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Khabarovsk 10.56 7.68
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Republique 10.4 9.6
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Puerto Rico 10.16 8.85
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Grozovoi 9.9 7.2
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Gearing 9.6 6.0
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If the ship hasn't been detected and she doesn't sit in a smokescreen, the circles, as before, will display the current ship's detectability value (basic value plus modifiers).
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If the ship hasn't been detected and she fires not being in smokescreen, then the circles will expand up to the Detectability after firing the main guns in smoke value.
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If the ship hasn Containers.
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In the past, we did make general changes that affected Premium ships. This change is an isolated case, and all future changes (if any) to the in-game Premium fleet will now be considered on an individual basis.
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We currently find the British cruiser branch generally well-balanced, but we'll look for ways to enhance their power should we observe a noticeable drop in combat efficiency.
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