The crew drop death is a system that nobody wanted, and sometimes makes no sense: like when u have 10% crew but all flooding and damage still fixed, but then u take a hit to the bridge (for example) and start taking on water, like if the crew was pathing the holes with their fingers or something... Proxy AA shell sometimes won't detonate at all, tough in test-sail they are deadly! "Tactical beaching" is unknown to the game, u just keep sinking anyway. After 2 years ship AI gunners can still shoot trough the voxel and hit u! Bot ships can be annoying accurate even at long range. And u can't change the loadout of your plane when u RTB, if u leave the plane u loose it! (+still no float-plane for Italy)
In case you need any tips, it's basically the same as medium range. If closing with the enemy, correct aim 200-400m lower than calculated, and fire. Depending on what ship you are using, use either a full Salvo to get a more accurate feel of the overall Salvo hit area, if you're using a ship like Graf spee with painfully long reload, either use ranging shots or turret ranging shots, the first being a control setting, the second one being toggleable. (granted tho the graf spee won't hit anything anyways) then, watch the lines in your cross hair and see where the shots land. Say they land 3 lines too far right when looking dead center at the ship. Correct horizontal 3 lines to the left (its also in the controls right below sight distance control) and your next Salvo will hit. Now again shoot 200-400 m lower (or correct depending on how far over or under the ranging shot went.) And repeat until the enemy ship doesn't wanna play with you anymore.
As someone who, pre naval split, played a lot with PT boats, I had a lot of trouble starting out with the destroyers. This guide helped a lot. I gotta say though, the meta for coastal ships is so much different from the meta for blue water ships. Russia is borderline OP in coastal, and Germany isn’t too far off either. Like I bring AP belts in coastal just because of Russia.
The repair costs went down, but it still lacks in accuracy and survivability compared to everything it faces. The fire rate certainly doesn't help it, either.
@@johnzgamez810 as of next patch, her SL reward is more than doubling (to a x3.6 mult), whilst her repair cost remains at just shy of 4k SL. Assuming that you don't take her into close quarters, and use range/cover to your advantage, you can readily survive an entire match whilst getting multiple kills.
@@filipzietek5146 Uh, yeah, no, she was not a fucking shotgun IRL. She was pretty damn accurate, simply because of the fact that, when shelling something like an island, her spotters would fly lower than 6,000 feet, actually closer to 3,000 feet, and spot the shells. Now, yes, triple turrets did have the issue of the airwaves of the shells messing with the shell next to it when exiting the barrel, but then again, so did the twin turrets on older BB's. And I'm also talking about where the fuck they placed her (she was most definitely superior to the Pensacola and almost definitely superior to the Northampton) and the fact that her AP shells were shown to be able to punch through armor of superior thickness (IJN Hiei, 8"-9" of belt armor), and the repair costs.
Great video. I see many people struggle with naval because they don't hit anything or don't know where to shoot. This video is a great help for those players.
Thank you so much for the guide! I've been naval tester since the start of the naval battle, but a lot of information, particularly those on the advice for new players, I found very helpful! I would love to hear from you about the general aiming tips and tricks. It is tough to transfer some of the habits form WOWS to WT naval battles.
It's nice to have a content creator focused on one of the lower-popularity modes of the game. Unfortunate that I did most of my Naval grinding prior to the naval rework, so now everything is weird. If only we could get a higher population of RB players in Coastals... Then I wouldn't have to wait 7 minutes for each battle and I could spade my Low BR boats.
good intro for the mechanics of warthunder navy. would be worth continuing the tutorial videos for a bit. feel we may get a few new players after the update. notice you play RB more then AB so may be worth going into detail for the differences and why you choose RB. a faction focus would be good for people wondering what tree to start on as well. all the best
anyone know how to stop using the Dev Server from War Thunder? I know I get the error because the Dev is not active but I cannot enter the normal game, i need help :(
Open the launcher, then open the launcher settings; It's the wrench next to the "X" and minimize buttons. At the top, under the header labeled "ADVANCED SETTINGS", there's a drop down menu that lists "dev". Change that to "production" and the launcher will change back to the standard game. Be warned, it may need to redownload some files to do so.
Hitting the enemy vessel's bridge also kills a significant portion of the crew and prevents the enemy from being able to control their vessel for several seconds. That is usually the first shot i take if I am near enough to aim and hit it, then I usually try to take out their main guns and/or burn them down by hitting ammunition etc.
I mean, I like the British for the way they start getting into super crazy shenanigan capabilities the moment you go for the Tribal class (AKA the HMS Eskimo). those twin 4.7's might not be hella accurate, but the pain they bring is naughty. and also, it's quite tanky. I know, because I'm a Royal Navybot.
Very small tangent but for secondary AI gunners, timed shells are more likely to actually hit an enemy vessel. The VT shells will always explode before truly hitting. I highly recommend to everyone to NOT upgrade the timed fuse skill for US crews; because this way, most secondaries (mostly CLs/CAs) will be more useful in some way other than pure anti-air. It's too bad WT does not allow you to set All + Air Only + Ship Only + None separately for Secondary And Termitary weapons. So if you only had AA-type shells for secondary's, you could just always leave on anti-air. I say US because US tends to get timed shells and VT shells. So at least you'll have options. For other countries, timed shells are obviously worth investing crew skill in.
You've got it the wrong way around, VT shells never prematurely detonate against ships while TF shells do. If you check the .blk files of the VT shells, they have detonating against surface targets completely disabled. They'll only detonate before a direct impact if an enemy aircraft gets into their detonation radius before it hits.
@@flippedstug9517 are you sure? Yes it's true for player controlled guns. I'm talking about AI controlled secondaries. I 100% see the shells explode exactly before penetrating on every ship unless something changed this patch. Player controlled VT will hit ships no problem. In my observations for AI gunner, TF only has the chance of actually hitting and penning because the timing can be random depending on crew skill. Again I'm talking about AI controlled gunners. My AI secondaries are very important to me and a huge factor in the ships I prefer. They get me kills too or help me boost damage output. I max out crew skills for secondaries.
You forgot to mention that torps are high risk high reward. If they get hit by HE (or SAPHE, or base fuse HE... Or any kind of shell really... Or enough MG/LMG fire) they can detonate, severely crippling a ship and borderline sinking it. On the other hand, they can outright cripple or sink more heavily armored foes from a distance, erasing a threat remotely. This is especially true for Battleships, Battlecruisers (wtf even are those, really) and Heavy Cruisers... Along with striking targets in encounter mode down easily if they aren't blocked by a fast moving player vessel.
Nice video. I had no problem with accuracies in American DDs however. Slower muzzle velocities yes, but still pretty good. Fletchers tearing up DDs at 10kms have become common place. Agree with everything else you said. Most heavy cruisers currently suck with accuracies.
Statistically the US DD's do have worse accuracy, but their fire rate tends to make up for it. I'd they had fire rates like the Italian or Japanese ships, the dispersion would be much more noticable.
I've played _some_ naval before (10 ish hours give or take) so I know how the game mode works and how to kinda aim and all, now however if you could go more in-depth with positioning and torpedos... for torps you mentioned in multiple videos that players able to use them can do great, I'm just not quite sure how "great" you mean. Could you somehow rate a good torpedo result ? also yeah I'm totally not asking that because I have yudachi and will get shima soon and pretty much only bother to restart the grind to reach Tone
Torpedoes are generally best used for sniping unaware players, filling choke points, or delayed spawncamping. I find them kinda awkward, but when their timing/aiming is done right, they can easily get 1-3 free kills or take out a much larger, more threatening ship. They're not very consistent due to long travel times however, so that's why I say I'm not good with them; I'll almost always take consistency over potential.
@@flippedstug9517 they are especially good at destroying cargo ships and their AI proteciton ships. (I do play japan for torps so experiences may differ, long lances are amazing!)
I find it odd that you mention air support for each country, but don't compare boats. I'd argue that boats play a similar role to aircraft in naval, since both are fast vehicles that, though overall very vulnerable to ships, are capable of taking them out with sufficient finesse. I would say USA has solid boats all around, USSR has an excellent starting boat with the G5 if used wisely, Japanese boats are generally weak (but stronger than they used to be), and German boats are generally pretty imposing.
A quick quick one sentence explanation of DD + CL gameplay : Use HE if you are DD, use SAP if you are CL If you guys want to start with the coastal fleet, make sure you have enough time to whine on Gaijin forums to give Freccia again. That thing has deleted all the boats and currently deleting destroyers
How do you aim like that like how you did?? Mines just a green circle with red around it and i can't zoom in. Only on top of the ship. Also what is your opinion on luchs, is it a good boat?
Gaijin changed how the aiming system is, it's quite awful now; So bad I just don't play anymore. I can't judge the Luchs since I haven't played it in some time.
For me I just grab ap in a farrgut and release and spread torpeados and it always works because when you spread torpeados it's hard for your enemys to doge or I just grab a sumners yo show em whos boss
Great video! I have a quick question though, if the HE shell of a ship had ~1 kg (or more) of explosive mass than the HE-VT, which should we choose? If we would compare a SAPBC shell that has ~0.5 kg of explosive mass than the HE-VT, which should I use it? These comparison's are with the 130mm Russian guns btw; but is there a general rule to use one over the other if it had a specific amount of more explosive mass? Thank you, and I am looking forward to your future videos!
If the difference between the HE and HE-VT is that much, I think the HE is better, though it's a bit strange due to the messy modifiers in the background. As for the SAPBC it's more for hitting ammo racks or penetrating cruisers than raw damage. On the Russian 130's I run mostly HE, some HE-VT for aircraft, then a bit of SAP for Cruisers and US DD's; Though, the SAP does work pretty well for pure damage still.
Sapbc is pen with some boom and ap is really just pen with little boom. Depending on witch ship your using especially for russia will depend on witch shells are best. Russian destroyers are kinda the in-between because they have good guns and decent AA. Big ships is another story but that also depends are where your at in the tec tree.
okay but how do I, as a destroyer, engage cruisers and battleships at 12-15KMs away when they're able to hit me but I can't even see them. cus that's what I'm running into a lot.
You can't, really. Naval is so compressed that there's no real way to deal with uptiers. If you get Conquest maps that are just open-ocean, I'd honestly recommend leaving, as there's no over to avoid ships like BBs.
I think ima do Russia mainly cuss I got that premium destroyer for 24 hours (idk how) and it helped me get a little way down the tree and they also have really nice starting ships but after the update I’ll probably do Britain also
You said all correct but not enough. Due to the separation, if they want to play DDs quite fun and easy, new players should start with the US. They have hull armour that will cover you from half the damage of HE shells and they have superior AA protection. For coastal, just use Germany. They have 2/3 Freccia, same top russian boat and 2x Freccia with destroyer cannons as the top ship
Germany has better starting DD/CL's, and I find that their lack of armor unique to their faction is better for newer players since they won't be relying on a crutch. America's a stronger country overall, but Germany's better for learning the game, in my opinion. It's kinda like how Japan got rated so low despite doing fine overall, since they're just not a good choice for learning the game.
I like the idea of the rb aiming system, but could use some fine tuning, maybe showing what angle your gun is pointed at for the given range? And also not have the range automatically when aiming not locked on.
i still don't understand how the graf spee is bad, i recall it being very powerfull (although i know it has been nerfed) ps i don't actually own the ship but i tend to be onshotted by the spee more often than other ships
It used to be completely overpowered, but it took a huge dispersion nerf and a shell damage nerf. Right now there's no reason to use it over the Hipper or Nurnburg since it just lacks consistency.
The British Clemson is better than the US Reserve Clemson. It actually has an AA gun while the US reserve Clemson is the only DD in the game without ANY AA guns. It can get 1 shot by biplanes with 50lb bombs because apparently destroyer decks are armored with powder.
StuG, do the japanese destroyers now get any Form of amor piercing shells or did you forget to mention their Lack? Also, the time (Not proximity) fuze is somewhat useluff as anti air, you Just need to play them a bit and get some luck with the fuze timer.
They don't get a form of AP, I didn't remember to mention the lack of that. Their 120's will get SAP in the next patch, but that's only on the Mutsuki, so the 127's will still struggle against Cruisers and US DD's. Luckily their torpedoes make up for that partially.
Hopefully they have fixed the error issues. Germany and britain are some strong top teir ships. If you are feeling ballsy and bored then you can play russia and america. Witch I have all russian ships aside from the dreadnoughts. I have most of the american ships aside from the northampton and the new ones. And I have all german ships.
What do you think is the next step in the Soviet blue water fleet since they got everything they built that is somewhat good. What would come after the Poltava and Imperatritsa Mariya? Oktyabrska Revolutsiya maybe?
Oktyabrska Revolutsiya could work, as could the Imperatritsa Ekaterina Velikaya subclass. Gaijin also seems willing to add semi-constructed designs now, such as the Commandati, so they could get the Imperator Nikolai I or even a Sovetsky Soyuz in the far future.
The current ones seem like a good start, but I would like to see them at 6.3 with current top Cruisers at 6.0 rather than starting at 6.0. I think next we'll get early WWI BC's and later standard Dreadnoughts, then WWI Superdreads, later WWI BC's/Superdreads, then interwar BC's, then interwar/weaker WWII BB's, and finish off with the strongest WWII BB's like the Iowa and Yamato.
@@flippedstug9517 Haha yeah. Wouldnt it be cool if we made a "Battle of jutland" remake with the German and British dreadnoughts? Do you think that the current animations for ammo racks on ships should be changed so they would be much larger, and could tear the ship in half?
They were pretty broken to be fair. Spee needs a huge buff, it got absolutely destroyed in 1.99, but I think the Eugen/Hipper still do well; Give them a buff to accuracy, more in like with the Japanese 8" guns, and they should do just fine.
@@flippedstug9517 Yeah Spee needs more damage and more accurate guns. They were broken for sure but now I really struggle with my lineup, especially american Light cruisers ( namely Helena) totally destroy me. German APHE does little damage to them ( maybe overpen?) but the HE and Semi AP do literally no damage because of the anti-fragmentation belt. I don't want this lineup to be as strong as it once was ( I mean of course I want that but it would be too unfair xD) but a general buff to the spee and a slight accuracy and damage buff to the hipper and eugen should be fine.
It used to be very overpowered, but after major accuracy and damage nerfs it's outclassed by pretty much every 5.7. It can't consistently hit, and when it does, it doesn't deal very much damage anyway.
I do not entirely agree with you on Britain where cruisers are concerned. The 5.0 lineup is decent, but then again, it has the most 5.0s of any naval nation. And these fight at 5.7 for 90% of the time, where they are obsolete canon fodder. That wouldn't be half so bad if the other cruisers were...well...better. But they aren't really. Southampton (or Belfast respectively), 5.7 light cruiser, is tanky on paper but definitely not in practice, plus it is extremely unstable as a gun platform and the worst high-end light cruiser of any nation (worse is only Italy which doesn't even get one). None of the heavy cruisers are as good as the Graf Spee. In fact, the devs went to some interesting lengths to make them shit. Take HMS Kent, which you get in its 1934 iteration, rather than the 1937 one. This means you have no armor belt whatsoever (instead of a 4.5-inch one), and virtually no anti-air armament. This ship sits at the same BR as Hipper, Eugen and Graf Spee, each of which require about four salvos at 10000 meters to take you out whereas you do not even deal damage to them after 20% crew because the rest of the compartments are buried deep within their citadel and you possess no ammo that can get there. Bear in mind that on paper the modernized British county class would have been on par with Hipper and Eugen, just not the way things are implemented in the game. London, of course, is the ship with the weaker armor belt (but at least it has one, as well as AA). But it still sucks. Lastly, just consider HMS Hawkins, the ship that was so terrible it became a meme. British destroyers rock, though. But for dreadnaughts once again Britain gets the oldest and weirdest ships, slapped on top of that with like 10 seconds longer reload time than anybody else on the dev server. Why? At the time, Britain emphasized rate of fire over everything else, because their gunnery was so shit. That's why they were blowing up one after the other at Jutland. In WT right now, British ships are kind of accurate but that matters little because its SAP shells can hardly hurt those ships most teams are made up of. It's not very good.
The new top BR will be 6.0, meaning 5.0 will be in the place 4.7 was previously; They might still struggle in uptiers, but they'll do excellently in downtiers, especially with the new influx of Destroyer players dragging them down. The Southampton and Belfast have completely glitched armor with the variable "secondaryShatters" disabled, meaning that AP produces no fragmentation, so they're much tankier than they look on paper in practice. For the Heavy Cruisers there are much better examples than the Graf Spee, as I'd say the London, Kent, and even the York are better than the Spee after it got nerfed into oblivion; It's simply the worst 5.7 in the game now, unlike when it was blatantly overpowered in 1.95-1.97. Many ships are introduced in their earliest versions so that's not unique to Britain; The Atlanta, Brooklyn, Cleveland, Pensacola, Northampton, Portland, Kirov, Suzuya, Mikuma, Kako, and Mogami are all notably Cruisers that come in either their initial or very early variants, with the Atlanta specifically being so early it's in a pre-trials config lacking any 20mm's. Hawkins was terrible at 5.7, though it seems like it might be pretty good at 5.0 in the soon-to-be-more-common downtiers. As far as the Dreadnought reload rates I don't have any sources on that so I can't really comment. Overall I think the British tree is generally just average. They're not overpowered or underpowered, just relatively good. The real issue is other countries with overperforming vehicles; As an example, US anti-frag armor's overperformance makes everyone else's Destroyers look bad by comparison. It's not that the other countries are overpowered, just that they're outshined by vehicles that are overpowered.
@@flippedstug9517 Thank you for your reply, man. Your last sentence is a point well taken indeed. In some games there are just too many Eugens/Hippers, Helenas/Brooklyns (and to some extend) Mikumas/Suzuyas...it feels like their entire team is made up of them and then I'm having a really shitty time in something like a Kent. Naval also feels inconsistent, though. Sometimes my shells seem not to do anything, whereas at other times every few salvos result in a kill. The other day I resolved to bring out HMS York since it performs better than Kent and doesn't bankrupt my account of Silverlions. Suddenly I got like 3 kills with as many salvos, including an ammo rack on an Atlanta from 84% to zero that made me feel sorry for the guy. Guess I should take a break from it and come back after New Power.
I fucking hate that not enough crew members to repair mechanic, it is so fucking stupid, it has really contributed to my decline in naval play, which is sad because if they got rid of it with the upcoming changes in the New Power update I think naval would be amazing to play, but it still is a horrible mechanic in my opinion. if you aren't gonna repair the ship that means it's time to abandon and not keep fighting till it sinks, completely unrealistic and must go.
I don't think Yamato is coming soon, actually. We've still got WWI BC's, WWI Super-Dreads, interwar BC's, and interwar BB's before the top WWII BB's can come. That's probably over a year, maybe over two.