Advertisement
BlackDog300

Which line should I play first? - /wowsg/

Nov 6th, 2018 (edited)
2,466
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.92 KB | None | 0 0
  1. >I'm new, which class do I pick?
  2. Want to try before you grind? Consider downloading the PTS client the next time it is active (watch the OP for dev notes for an upcoming patch). On PTS you can trivially acquire high tier ships, (usually) including TX, and give them a test drive. Please note that the level of play on PTS is much lower than on live servers, so take your experience with a grain of salt.
  3.  
  4. >BBs
  5. With high HP, heal and usable armour, these are the tanks of the game. With their high-alpha AP shells, they counter cruisers in particular. Lower speed and manoeuvrability and high gun dispersion keep them from running amok.
  6. >Cruisers
  7. A combination of support class and glass cannon, they usually have a consumable or two up their sleeve to enhance their effectiveness. Their good dmg/min guns allow them to deal with any enemy, either through direct damage or dmg/T. They can't tank like BBs and they can't sneak like DDs, but they fall somewhere in between, allowing you to respond to most situations.
  8. >DDs
  9. Sneaky and speedy assassins, an unspotted DD can terrorise the enemy. Those with heavy torp armaments wreak havoc on lumbering, easily spotted BBs and those with quick firing guns engage in close-range duels with their counterparts to control key locations. With their smoke consumable, they can preserve their limited HP or cover allies.
  10. >CVs
  11. Carrier play is highly distinct from the other classes. The class was overhauled at the start of 2019, doing away with the old RTS-style of play. Now the player directly controls a single squadron at a time from an over-the-shoulder view, during which time the ship itself can only be directed from the minimap. The USP of the class is its ability to spot and deal damage at any location on the map, provided the area isn't saturated with AA. CVs have the worst alpha strike, but just about any target can be inevitably chipped down with the right play. Their true strength comes from a skilled captain knowing which target to strike for greatest effect.
  12.  
  13. >OK, now which nation do I pick?
  14.  
  15. >BBs
  16.  
  17. >IJN
  18. Common factors are usually decent speed and mediocre AA. No magical citadel protection like newer lines, so you have to angle properly. T9/X have a more bow-tanking style. Their guns are good, but overshadowed by VMF. This line is feeling a bit powercrept in 2020.
  19. >USN
  20. Sloooooooowwwwwww (aside from the branch at T8) with good AA throughout. Usually thicker belts than IJN, but more vulnerable to IFHE spam. The branch has superior mobility and well-hidden citadels. If you can tolerate 21 kn until the branch at T8 this is a good line to start with. If you develop a taste for crawling around the map at the rate of a drunk paraplegic by the time you get to T8, stick to the main line.
  21. >KM
  22. Well-hidden citadels, improved secondaries at the cost of main gun performance at range - they were intended to be the ultimate brawlers. That said, brawling is often not a very useful tactic. The T7 is a lot of fun and the T8 is the classic choice for secondary builds. On the whole the line is a bit underwhelming though. VMF work a lot better at close range and MN have more useful secondaries.
  23. >VMF
  24. Slow reloading guns with extreme accuracy at close to medium range. These ships hit cits like no other. The flipside is poor manoeuvrability, which will let enemies reach their side armour in a dynamic brawl. Also noteworthy is their brief DCP cooldown paired with a limited number of charges (all other ships have an unlimited amount).
  25. >RN
  26. HE spamming BBs (except T6) with decent to great stealth. Like KM, they don't have great accuracy at range, but with HE they don't need it. If you can juggle ammo types well they are very strong. T9 and TX have a superheal which makes them very resistant to dmg/T when used properly.
  27. >MN
  28. Faster than other BBs with lower calibre guns either in huge number or with quick reload. They have somewhat usurped KM with their decent high-tier secondaries, hidden citadels and superior speed. A strong line, but try to avoid the bow-tanking trap at T8 - stay mobile.
  29.  
  30. >Cruisers
  31.  
  32. >IJN
  33. A few bright spots in the lower tiers, but somewhat powercrept from tiers 6-9. Their common features include strong HE, aft-firing torps, slow turrets, long reloads and poor AA. Straightforward to play, but not recommended.
  34. >USN, CLs
  35. Decent effectiveness, especially if you know how DDs work and therefore how to counter them with radar. These have great dmg/min without being completely minmaxed. A good pick for newer players, though the T9 is a bit fragile.
  36. >USN, CAs
  37. Some tankiness combined with a strong radar from T8 up. The TX has great dmg/min and is a competitive mainstay, unless CVs are present. A good line for new players.
  38. >KM
  39. Good dmg/min in the mid-tiers, which is combined with great tankiness in the high-tiers. Great brawling torp angles and improved hyrdo are additional advantages. The TX is a great reward for the grind too, though it's out of the competitive meta. Worth consideration.
  40. >VMF, CLs
  41. These have great dmg/min but are fragile until TX, where you get a very effective jack of all trades with useful armour. Most of the grind demands a boring long-range HE spam playstyle, but the TX is very dynamic and a great reward. If you can tolerate going from 100% to 0% when RNG turns against you, this line has a prize for you at the end.
  42. >VMF, CAs
  43. This CA branch demands a boring, low dmg/min, bow-in style after T8, but the TX is a scuffed Stalingrad that can punish broadsides like nothing else. This branch offers a nice low-hanging TX if you're already grinding the VMF CLs.
  44. >RN, CLs
  45. Stealthy, AP-only, torp-heavy CLs with smoke and heal. They play a lot like a hybrid of cruiser and DD. You need a good grasp on how caps play out to use these effectively, especially with the T9 and TX, which are extremely fragile. A good first cruiser line for a DD main, maybe - not for a noob.
  46. >RN, CAs
  47. Tanky, high alpha, long reload CAs with a heal. Their main weakness is short range, which can cause players to overextend and die. If you can keep this in mind, they can work for a new player.
  48. >MN
  49. Plays as straightforwardly as IJN, but trades stealth for speed and torp-heaviness for torp angles. T6 is a bit dull, but otherwise the line performs well. The armour performs better than the numbers suggest due to spacing memes. On top of this, the long range means you'll rarely find yourself completely out of position. Possibly top-tier for noobs.
  50. >RM
  51. These ships have SAP as a 'universal' ammo type instead of HE, smoke that is effective at full speed and great manoeuvrability. They're a bit like a cross of IJN CAs and RN CLs. They're very mediocre until T8, but from there on they ramp up rapidly to a very nice TX that is key to any competitive mode with CVs in it. Try this as a second cruiser line if it interests you.
  52.  
  53. >DDs
  54.  
  55. >IJN, main
  56. The quintessential torpbote line. Stealthy (usually), but low HP. Inferior guns. If you can't land your torps this line is suffering. If you can, it's still suffering unless you're playing against retards. Not a good first line.
  57. >IJN, branch
  58. T5-7 are a mixed bag. The branch really comes alive at T8. All ships from this point on have extreme rates of fire and HE dmg/min at the expense of torp numbers and manoeuvrability. They excel at close range. Stealth is good to passable. A good choice if you heavily favour guns.
  59. >USN
  60. Generalists. Great HE dmg/min and can stealth-torp from T7 on. Their gimmick is long lasting smoke. From T5, Engine Boost can be exchanged for Defensive AA, but it can't be relied upon for much. If you want to use both guns and torps, this is the line to pick, with the DD of DDs at T9.
  61. >VMF, main
  62. Foregoes stealth and invisi-torping for speed, some tankiness and long-range gun fire. Good to great HE dmg/min as the tiers increase. 'Proper' DD play is abandoned for run and gun fun, especially from T8 onwards. Some of the most annoying ships in the game to play against when they have a good captain - especially the TX. A solid line, but not recommended for anyone seeking 'true' DD play.
  63. >VMF, branch
  64. The dmg/min of the of the main line is shaved back a bit for improved stealth and below average stealth torping. Like USN, defensive AA is an option and they play as generalists, though leaning more on the guns and suffering in manoeuvrability.
  65. >KM
  66. Their gimmick is Hydroacoustic Search from T6 up and they've been nerfed too hard for it. HE alpha and dmg/min is poor and their short-fuse AP can only rarely be used to make up for it. Their saving grace is their quick torpedo reload. Their downsides can be overcome, but not a good first line.
  67. >PAN
  68. Mostly ships taken from other lines (USN T8-X) with the difference of low detectability torps that don't hit DDs and long-deployment, quick reload smoke (or radar, T8-X). EZ mode BB torping at the expense of torping DDs in their smoke. The difference between these and USN is a matter of taste, though the PAN TX is now generally inferior.
  69. >RN
  70. A defensive DD with decent health and armour that relies on its selection of utilities and gimmicks to survive as she never has access to speed boost. Torps work like their CL brethren: single or spread, good range and good damage. Smoke is very short duration but also comes in with more charges and faster recharge rate - a great 'get out of jail free' card for players new to DDs. Guns are somewhat weak and slow until Tier IX and then they suddenly compete with the dmg/min of a Harugumo with better fire chance and faster turret traverse speed, resulting in ships that fear few other DDs.
  71. >EU
  72. A very unique line of DDs with good gunpower, very strong AA, useful torps and no smoke. In a sense they are the most rewarding torpbotes, because their torps have great range, speed and reload time - meaning you'll land plenty. The downside is low alpha damage. Usually they will win fair gun fights against most equal tier DDs, but it's difficult to engineer an advantage without smoke. Mainly for that reason, I'd say this line is best left until you have some DD experience.
  73.  
  74. >CVs
  75.  
  76. >IJN
  77. Large numbers of weak rockets, AP dive bombers and powerful torpedo bombers handicapped by a long aim time. Demands skill in preserving planes, picking vulnerable DB targets and leading TBs properly. The line has potential if you can accept the learning curve, particularly with AP bombs.
  78. >USN
  79. Weak rockets until T8, then the versatile Tiny Tims become available; HE dive bombers and weak but easy to land TBs. Planes are reasonably tanky, DBs are versatile and effective and the rockets are very strong in the higher tiers. A good pick.
  80. >KM
  81. AP rockets, AP bombs and fast and weak torps. This line plays differently form the others as you attack cruisers with the rockets and DDs with the torps. The planes are weak but fast. Kinda useful secondaries are the comical cherry on top. If you prefer thinking about penetrating armour than stacking dmg/T, this CV line will suit you.
  82. >RN
  83. Weak rockets, HE level bombers and easy to aim TBs. The planes are tanky and most attacks are easy to land on the appropriate target. Not as much fun as USN.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement