WTP-Game Mechanics Spotting, Cyclones and Smoke Screens-015

Game Mechanics in World of Warships

I’m going to start with the spotting mechanics as I feel this is still misunderstood in world of warships.  Spotting enemy ships, aircraft and torpedoes is dependent on view range, camouflage and detectability ranges of various torpedo systems.  Visual spotting requires line of sight or LoS for short.  That is both ship to ship and aircraft to ship.  Radar and hydro acoustic search do not require line of sight to work.  I will not be getting into why radar and hydro acoustic search should not work through land masses.  That discussion would go on and on until I’m blue in the face or pass out from dehydration, no thank you.  Just understand that’s how they work in game and deal with it.

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WTP-Game Mechanics Fire, Flooding, Detonation and Ramming-013

Game Mechanics in World of Warships

In episode 12 I talked about understanding game mechanics and taking advantage of them is key to improving your game play.  Now I will get into those game mechanics and how to exploit them.  Starting off with the world of warships versions of DoT’s (Damage Over Time) effects fire and flooding then talking about detonations and ramming.

Spotting, Aerial Combat, Cyclones, and Smoke Screens will follow in a future episode.

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WTP-Basic Understanding of Armor and the Overmatch Mechanic-004

Basic Understanding of Armor & the Over-match Mechanic in World of Warships

Surface combat ships are very complicated feats of engineering that serve multiple roles.  They are floating military bases that must be self-sufficient for various lengths of time.  Imagine what your house would look like if it had to house hundreds or even thousands of people.  Now add in all the weapon systems, then add armor plating to protect the vital parts as best as possible.  Luckily in World of Warships we don’t need to worry about the laundry facilities.

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