
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
Enjoy !!!

Official Team Speak Wows
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

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.
T10 Battleships
Ship Base DPS *Range (DPS*km) MAA DPS*Range (DPS*km) MAA Benefit (%)
Montana 2317 3134 35%
G. Kurfurst 1746 2390 41%
Yamato 1476 2082 37%
Notes: MAA provides a similar (and quite noticeable) boost across the board. Montana is the best defended, easily outclassing GK and Yamato.
T10 Cruisers
Ship Base DPS*Range (DPS*km) MAA DPS*Range (DPS*km) MAA Benefit (%)
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%
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.
T10 Destroyers
Ship Base DPS*Range (DPS*km) MAA DPS*Range (DPS*km) MAA Benefit (%)
Z-52 735 959 30%
Grozovoi 604 868 44%
Khabarovsk 508 764 50%
Gearing 503 730 45%
Shimakaze 283 434 54%
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.

Table of Potential Fires Started Per Minute for varying ships
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.
Ship FPM with flags and DE Base FPM
Colbert 27.42 19.20
Smolensk 23.46 17.0
Worcester (w. IFHE)18.77 14.08
Des Moines 17.67 13.75
Friesland 14.66 10.66
Daring (w. IFHE)14.4 10.08
Harugumo (w. IFHE)14.0 8.0
Atlanta (w. IFHE)13.4 7.68
Cleveland (w. IFHE)13.3 9.97
Conqueror 12.48 11.52
Zao 12.09 9.99
Hindenberg 11.61 8.91
Moskva 10.96 8.87
Henri IV 10.81 9.14
Khabarovsk 10.56 7.68
Republique 10.4 9.6
Puerto Rico 10.16 8.85
Grozovoi 9.9 7.2
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.
