I hope it is helpfull, I tried do it as short as possible hence I could miss or forget something. If You are new player let me know in comments down below what You thinks about it. More experienced players I ecourage You to write what I'm missing or should add (basically any advice to new players You have and not included in the video). Everyone watching don't forger to leave a like and SUBSCRIBE if You are not subscriber yet. Next video will be about aiming and shooting in case if You are interested. Thanks for watching and see You in the next one.
I'm going to follow your guidance and see where it takes me. I'm looking forward to more of your beginner's guide. I appreciate the details that you cover as a lot of the other videos out are directed to newer players are old. Keep up the good work.
@@MrLamzes I've been playing for about a month I guess, It can be an overload at times, esp with all the "events" and crap they keep pumping out. I'd suggest people just ignore all the events early on, do the campaigns tho and just collect the free stuff they include, and pick up any points or event "currency" as you go along doing your normal game (or researching the 6 lines you mention) Some things I've learned so far.... Be careful with the techniques you learn in "CO-OP", apart from basic "ship handling " and learning how to " lead" your aim, a lot won't translate to "random". The bots run to a script and are predictable, unlike human opponents in random. You just can't practice or try out tricks and techniques to use against humans when playing against bots. You have to try that stuff out in random, and if it doesn't work you might just head back to the dock early, which is just a part of the learning curve. When you do start in Random, expect to lose a few games and don't get discouraged when you do. If you're a noobie like me and manage to get around 40-50% KD.... well you're doing good! Especially when you end up "matched" against an experienced player who's re-grinding a line to get the extra perks. WG deliberately encouraging "expert" players with 21 point captains against new players still learning with 3 point captains, that's wrong IMHO. Watch the videos and streams you see on twitch and youtube if you want, but don't expect the same results. Most of them have been playing for years and we haven't, we can't expect the same results, and a lot cherry pick the matches they show to make them look better. It takes time to "git gud", just like life Any chance you'll be covering how to manage Captains with all the ships you eventually end up collecting? I find that aspect really confusing. Sorry for the long post
@@iffracem I agreee completly coop only to tier 4 then You have to go to random battles because like You said bots are to predictable. Events dockyards, again I agree, new players shouldn't bother. In my videos I'm trying to go step by step thats why I can't put everything I want in there (simply videos would have 1-2 hours each and noone would watch them in full). To directly answer Your question about captains managing : I have 258 ships atm and I don't manage captains (simply to many) I have my T10 and superships done, and on lower tiers I have captains without skills distributed because sometimes WG is reseting skills for free, I deal with it when I have to or want to play any given ship (so half of my ships have captains with 10-14 points undistributed) P.S. Video on how to manage captains will be soon (maybe episode 9-10 maybe sooner)
About number 6 at 16:45. In my opinion a beginner should not buy special modules. Especially if they do not have spare doubloons to transfer them to new ships. They should consider buying the special Captains instead. The ones with an improved skills for 35k coal or 1,5k doubloons are good deals. The ones without any improvements are trash.
Whole guid is about avoiding buying modules untill T6, but later on if You want to be competitive You have to buy them, concealment modul is obligatory in t9-t10 ships, steering module or acceleration are very important too.
@MrLamzes I was just talking about modules for coal. "Use coal to buy premium ships and special modules". My opinion was that getting a captain might be better than a module for a beginner. You are right with the modules for credits. They are really important. A bit trivia: When I first started playing the game in late 2015 I though modules worked the same as the old premium Consumables. That you have pay for them for every battle. So, I naturally never used them. The premium Consumables were expensive enough. I only fond out about my mistake by playing the Belfast over a one a half years later. I was feet up that other Belfast out spot me all the time. Even though I had a 15-point commander on Concealment Expert (5-point skill). So, I finally bought one set and was surprised that it did not went away after the battle. This sure boosted my performance with 2 to 3k games already played. But hey this is even not the worst mistake I made. I start using a new account in 2015 because I made a Team kill. I thought the penalty would stay for every and the account was not worth continuing. This way I lost progress for a few weeks (probably 400 to 500 Games). I even bought the Murmansk 2016 a second time on my now main account. ^c^’.
@@larsn97 for me problem with special captain is there is only 1 unique and You want them on every ship because they are so much better then normal captains. Thats why I only use them in my T10 most beloved ships like Zao. It means that for me buying special captains is definitely not for beginners and You do it after You finish grinding and decide which ship You like the most.
I started my wows playing about 2 or 3 months ago. I played what called to my heart: submarines. Naturally i sucked at it. So i played different classes to learn to play subs and i found that i loved the Spanish CAs and the Pan-Am CLs. So i kept playing because i was having fun, and i think that's kinda important because if you're not having fun in the game then none of this would matter. BTW i have the Oquendo, 50k exp away from the Castilla, the Iggy Allende and Ipiranga. Saving the coal for the Al de Bazan, Jurua. Currently have the Cachalot (my beloved) and working to get to the U-boats.
I will not change my mind mate , sorry but submarines are the reason WOWs is dying, along with CVs. Simply put, You can't have in the game classes of ships that play with impunity. Amount of mental gimnasticks WG did to subs and CVs. Where they are unspotted after diving to max depth, giving them guided torps ridiculous underwater speed etc. Same with CVs, printed planes, You can repair midair, are invulnerable to AA in many stages, fire imunity etc. Shows that theese 2 classes have no place in this game. Theese 2 classes kill any agression in the game, because if You try anything and there is CV on the map or sub near by You will just die. You got no tools to spot submarine 10km away from You and she can torp You whenever she wants. You can't spot or do anything to CV in the corner of the map and You can't defend Yourself from planes (AA doesn't exist in this game). So tell me whats the point of those classes ? so retarded kids can play game called "I can hit You and You can't do shit to me" ?
@@MrLamzes we are all entitled to have our opinions, that's fine, as long as we're civil about it... Here's mine. I don't think wows is dying, with the amount of players I see on queue for all the game modes. Plus at the end of the day it's a business- they have to keep servers up so we can enjoy having a break from the IRL grind, you feel me? That being said I think some of the premium stuff is just too expensive. About subs: we don't have armor. Most of us don't have guns. Our underwater AND surface speed sucks balls and we can't stay down for longer than what the batteries can support. Not to mention we are blind and can't spot anything from deeper than periscope depth. All we have are torpedoes and in order to guide them we have to have godlike aim - I don't have godlike aim nor do I use the sonar lol - or use the sonar left and right and guess what happens when we use the sonar- everyone and their mothers have ASW equipment. We can't launch torpedoes closer than 3km because it would just dent someone's hull and we can't fish from the deep because the torps would need time to zoom up to surface level. It's effectively game over. It's a hard class to play and I don't believe that adding more submersibles will ruin the game - if, and IF they limit ASW equipment to CLs and DDs it would make teamplay that much more important: big battleship protecc smol ship while smol ship protecc big ship from subs. Sub hunt big ship. CV do CV things. I also agree that aircraft should be limited like how the heck does obliterating a squadron of planes not matter at all to a CV? Do they have a factory in that hangar? Was considering going down the US and IJN CV lines because I am a huge history nerd and some naval battles took place in my country's waters, but the unlimited planes kinda make it feel spammy to me.
@@HONGKELDONGKEL1888 I will not argue about submarines but I think your problem with subs is unexperience. You don't realize how much advantage sub get just for having ability to periscope spot and have concealment about 2 km !?! so You are at periscope depth and spot, and anything else is spotted from 5,4 km or more and You sit and spot while invisible. Man it's DD's wet dream to be able to spot from smoke and You have it in subs for free. DDs have unguided, slower torps with longer reload and they manage to hit targets so being unable to hit with guided torps says it all.
@@MrLamzes yeah i am inexperienced so i'm grinding other lines to see how they behave in order to better fight them. just going to refute some points. 2 km close = that's not a useful range for submarines. 1) torpedo arming distance is 3 km 2) that's well within hydroacoustic and sub surveillance search even at 60 meters depth and 3) submarines get spotted within 6 km on average. couple that with ~12-20 knots submerged speed and that's pretty much a dead sub: too close and can't run away. i think you might be remembering the sub shotgun tactics from some months ago which has been effectively removed now when they made that change. subs have unguided torpedoes by default: just don't use the sonar ping. kek. each ping announces to everyone "i am here" anyway so I personally don't bother with it. they take one glancing hit and she spills all her oil on the water: "here I am follow me". but anyway, submarines are just torpedo-only destroyers that are slower and much easier to kill. best ones i've seen play at 7-10 km ranges and only dive or ping in an emergency.
@@HONGKELDONGKEL1888 Man I will not teach You how to play submarines but You got bad idea about concealment in this game. You as a sub have a range 10 km torps (some subs even more) and If you want You are spotted at 2km (when on periscope depth) so You got 8 km to work when you are not spotted You see everyone and You can attack them at will. even against best DD concealment that is 5.4 km you in any sub still got over 3 km buffer when dd don't see you and You can attack them at will or just dive, if You can't use this it's your fault. Basically You got every advantage handed to you by WG.
Stopped playing years back. Good beginners line: French cruisers. Speed boost, reload booster. Strong T6 &T7. Better torp range than the German cruisers. And as alternative (utility line): the Moskva line. Do NOT recommend: the UK cruiser lines; both of them. DD's: the Halland line. No smoke, so will be harsh. But relying on smoke is extremely dangerous with all the hydro, radar, or random torpedoes. And very fast torpedoes, with far faster reload than the Shimakaze line. I also think the Pan-Asian DD line can be fun to grind with the Madjah, short duration smoke but more of them. But the torpedoes not being able to hit DD's is a harsh limiter. For Gunboats, maybe the French DD's again (don't rely on smoke, notice a pattern? ) I would not recommend the French BB line, as I think the T10 is rather underwhelming and power-creeped. For BB's, short distance, just to prove an alternative: the Italians. Because here, the moving smoke screen might be usefull for 'emergency survive' button, from T8 onward. Either the Italian BB's or the Cruisers, to learn the 'moving smoke screen', and semi-AP. Alternatively: the Russians. Sinops is strong at T7.
Mate I agree with You on most of things but all that is good for players that already know something about game. Example: You start playing DD without smoke You'll die a lot and stop playing DD altogether. French Cruisers: they are insanely fast and good at speed juking but other cruisers lines are not. BBs other then american and japan relay on some kind of quirk etc. etc. I gave my recommendation on a premise that this will be good balance between ease of leveling combined with ability to teach new players how to play and don't rage quit or be stuck to one class of ships or one nation. And I'm not saying it's the best, some people can disagree (like You did) but this is what I think is best solution. That's why this video is so long I tried to give reasoning behind my choice. P.S> Thanks for comment, it's always nice to know someone wants to help new players, keep up good work mate
@@MrLamzes I know about the smoke. But I do think both Gearing and Shima have been 'powercrept'; and I was trying to suggest lines that do provide the 'core', but still some fun aspect. I would maybe then agree to suggest Daring for a 'short smoke' hybrid DD with a short-range Hydro for defense, but still recommend the Halland line. The faster torpedo reload means it's not a disaster if you miss twice in a row. French cruisers are nice to level even minus the speed boost with the trolly void armor, the reload booster, and the longer range torpedoes. And SAP has gotten used on several ships now, creeping smoke can be that lifesaver when overextending to retreat-turn etc. --> An Italian line seems a nice option to me.
@@auzor5900 well I still think new players will be better of when start shima and gearing lines, but thats beauty of gaming , everyone has and can have own opinion.
No just basic stats determine if ship is a torpedo boat or gunboat. If ship has good guns (fast reload good damage per minute) it's called gunboat. Good torpedos (long range, fast with good damage per minute ) it's torpedo boat. There are some ships with descent guns and torpedos and they are called Hybrid DDs because they combine guns with torps. Same with battleships if they have good close range armor and good secondaries they are called brawling/ secondary battleships, if they have accurate long range guns they are sniping battleships. It's just labels peaple give to a ship depending on base statistics of the ship.
Sorry to hear that, unfortunatelly WG makes this game hard to play as free to play and there is no way around it, if You want to have smooth progres You need to spend some money. Only way to go around it is to look for some gift codes, in some magazines and on some websides You can get some codes that give You premium time, gold, etc. and then use gold for new slots as priority.
I hope it is helpfull, I tried do it as short as possible hence I could miss or forget something. If You are new player let me know in comments down below what You thinks about it. More experienced players I ecourage You to write what I'm missing or should add (basically any advice to new players You have and not included in the video). Everyone watching don't forger to leave a like and SUBSCRIBE if You are not subscriber yet. Next video will be about aiming and shooting in case if You are interested. Thanks for watching and see You in the next one.
These guides are so helpful and indept!
I'm going to follow your guidance and see where it takes me. I'm looking forward to more of your beginner's guide. I appreciate the details that you cover as a lot of the other videos out are directed to newer players are old. Keep up the good work.
Thanks, I hope I will not dissapoint You and You will keep following.
Thank for your information
Your welcome mate
Nice, concise, relevant and helpful. Thanks
I'm glad You liked it mate.
@@MrLamzes I've been playing for about a month I guess, It can be an overload at times, esp with all the "events" and crap they keep pumping out.
I'd suggest people just ignore all the events early on, do the campaigns tho and just collect the free stuff they include, and pick up any points or event "currency" as you go along doing your normal game (or researching the 6 lines you mention)
Some things I've learned so far....
Be careful with the techniques you learn in "CO-OP", apart from basic "ship handling " and learning how to " lead" your aim, a lot won't translate to "random". The bots run to a script and are predictable, unlike human opponents in random.
You just can't practice or try out tricks and techniques to use against humans when playing against bots. You have to try that stuff out in random, and if it doesn't work you might just head back to the dock early, which is just a part of the learning curve.
When you do start in Random, expect to lose a few games and don't get discouraged when you do. If you're a noobie like me and manage to get around 40-50% KD.... well you're doing good! Especially when you end up "matched" against an experienced player who's re-grinding a line to get the extra perks. WG deliberately encouraging "expert" players with 21 point captains against new players still learning with 3 point captains, that's wrong IMHO.
Watch the videos and streams you see on twitch and youtube if you want, but don't expect the same results. Most of them have been playing for years and we haven't, we can't expect the same results, and a lot cherry pick the matches they show to make them look better. It takes time to "git gud", just like life
Any chance you'll be covering how to manage Captains with all the ships you eventually end up collecting? I find that aspect really confusing. Sorry for the long post
@@iffracem I agreee completly coop only to tier 4 then You have to go to random battles because like You said bots are to predictable. Events dockyards, again I agree, new players shouldn't bother. In my videos I'm trying to go step by step thats why I can't put everything I want in there (simply videos would have 1-2 hours each and noone would watch them in full).
To directly answer Your question about captains managing : I have 258 ships atm and I don't manage captains (simply to many) I have my T10 and superships done, and on lower tiers I have captains without skills distributed because sometimes WG is reseting skills for free, I deal with it when I have to or want to play any given ship (so half of my ships have captains with 10-14 points undistributed)
P.S. Video on how to manage captains will be soon (maybe episode 9-10 maybe sooner)
About number 6 at 16:45.
In my opinion a beginner should not buy special modules. Especially if they do not have spare doubloons to transfer them to new ships. They should consider buying the special Captains instead. The ones with an improved skills for 35k coal or 1,5k doubloons are good deals. The ones without any improvements are trash.
Whole guid is about avoiding buying modules untill T6, but later on if You want to be competitive You have to buy them, concealment modul is obligatory in t9-t10 ships, steering module or acceleration are very important too.
@MrLamzes I was just talking about modules for coal. "Use coal to buy premium ships and special modules". My opinion was that getting a captain might be better than a module for a beginner.
You are right with the modules for credits. They are really important.
A bit trivia:
When I first started playing the game in late 2015 I though modules worked the same as the old premium Consumables. That you have pay for them for every battle. So, I naturally never used them. The premium Consumables were expensive enough. I only fond out about my mistake by playing the Belfast over a one a half years later. I was feet up that other Belfast out spot me all the time. Even though I had a 15-point commander on Concealment Expert (5-point skill). So, I finally bought one set and was surprised that it did not went away after the battle. This sure boosted my performance with 2 to 3k games already played.
But hey this is even not the worst mistake I made. I start using a new account in 2015 because I made a Team kill. I thought the penalty would stay for every and the account was not worth continuing. This way I lost progress for a few weeks (probably 400 to 500 Games). I even bought the Murmansk 2016 a second time on my now main account. ^c^’.
@@larsn97 for me problem with special captain is there is only 1 unique and You want them on every ship because they are so much better then normal captains. Thats why I only use them in my T10 most beloved ships like Zao. It means that for me buying special captains is definitely not for beginners and You do it after You finish grinding and decide which ship You like the most.
Very helpful, thanks!
Glad You liked it mate.
Thanks for the advice!
sure thing mate
I started my wows playing about 2 or 3 months ago. I played what called to my heart: submarines. Naturally i sucked at it. So i played different classes to learn to play subs and i found that i loved the Spanish CAs and the Pan-Am CLs. So i kept playing because i was having fun, and i think that's kinda important because if you're not having fun in the game then none of this would matter.
BTW i have the Oquendo, 50k exp away from the Castilla, the Iggy Allende and Ipiranga. Saving the coal for the Al de Bazan, Jurua. Currently have the Cachalot (my beloved) and working to get to the U-boats.
I will not change my mind mate , sorry but submarines are the reason WOWs is dying, along with CVs. Simply put, You can't have in the game classes of ships that play with impunity. Amount of mental gimnasticks WG did to subs and CVs. Where they are unspotted after diving to max depth, giving them guided torps ridiculous underwater speed etc. Same with CVs, printed planes, You can repair midair, are invulnerable to AA in many stages, fire imunity etc. Shows that theese 2 classes have no place in this game.
Theese 2 classes kill any agression in the game, because if You try anything and there is CV on the map or sub near by You will just die. You got no tools to spot submarine 10km away from You and she can torp You whenever she wants. You can't spot or do anything to CV in the corner of the map and You can't defend Yourself from planes (AA doesn't exist in this game). So tell me whats the point of those classes ? so retarded kids can play game called "I can hit You and You can't do shit to me" ?
@@MrLamzes we are all entitled to have our opinions, that's fine, as long as we're civil about it... Here's mine.
I don't think wows is dying, with the amount of players I see on queue for all the game modes. Plus at the end of the day it's a business- they have to keep servers up so we can enjoy having a break from the IRL grind, you feel me? That being said I think some of the premium stuff is just too expensive.
About subs: we don't have armor. Most of us don't have guns. Our underwater AND surface speed sucks balls and we can't stay down for longer than what the batteries can support. Not to mention we are blind and can't spot anything from deeper than periscope depth. All we have are torpedoes and in order to guide them we have to have godlike aim - I don't have godlike aim nor do I use the sonar lol - or use the sonar left and right and guess what happens when we use the sonar- everyone and their mothers have ASW equipment. We can't launch torpedoes closer than 3km because it would just dent someone's hull and we can't fish from the deep because the torps would need time to zoom up to surface level. It's effectively game over. It's a hard class to play and I don't believe that adding more submersibles will ruin the game - if, and IF they limit ASW equipment to CLs and DDs it would make teamplay that much more important: big battleship protecc smol ship while smol ship protecc big ship from subs. Sub hunt big ship. CV do CV things.
I also agree that aircraft should be limited like how the heck does obliterating a squadron of planes not matter at all to a CV? Do they have a factory in that hangar? Was considering going down the US and IJN CV lines because I am a huge history nerd and some naval battles took place in my country's waters, but the unlimited planes kinda make it feel spammy to me.
@@HONGKELDONGKEL1888 I will not argue about submarines but I think your problem with subs is unexperience. You don't realize how much advantage sub get just for having ability to periscope spot and have concealment about 2 km !?! so You are at periscope depth and spot, and anything else is spotted from 5,4 km or more and You sit and spot while invisible. Man it's DD's wet dream to be able to spot from smoke and You have it in subs for free. DDs have unguided, slower torps with longer reload and they manage to hit targets so being unable to hit with guided torps says it all.
@@MrLamzes yeah i am inexperienced so i'm grinding other lines to see how they behave in order to better fight them. just going to refute some points.
2 km close = that's not a useful range for submarines. 1) torpedo arming distance is 3 km 2) that's well within hydroacoustic and sub surveillance search even at 60 meters depth and 3) submarines get spotted within 6 km on average. couple that with ~12-20 knots submerged speed and that's pretty much a dead sub: too close and can't run away. i think you might be remembering the sub shotgun tactics from some months ago which has been effectively removed now when they made that change.
subs have unguided torpedoes by default: just don't use the sonar ping. kek. each ping announces to everyone "i am here" anyway so I personally don't bother with it. they take one glancing hit and she spills all her oil on the water: "here I am follow me".
but anyway, submarines are just torpedo-only destroyers that are slower and much easier to kill. best ones i've seen play at 7-10 km ranges and only dive or ping in an emergency.
@@HONGKELDONGKEL1888 Man I will not teach You how to play submarines but You got bad idea about concealment in this game. You as a sub have a range 10 km torps (some subs even more) and If you want You are spotted at 2km (when on periscope depth) so You got 8 km to work when you are not spotted You see everyone and You can attack them at will. even against best DD concealment that is 5.4 km you in any sub still got over 3 km buffer when dd don't see you and You can attack them at will or just dive, if You can't use this it's your fault. Basically You got every advantage handed to you by WG.
Stopped playing years back.
Good beginners line: French cruisers. Speed boost, reload booster. Strong T6 &T7. Better torp range than the German cruisers.
And as alternative (utility line): the Moskva line.
Do NOT recommend: the UK cruiser lines; both of them.
DD's: the Halland line. No smoke, so will be harsh. But relying on smoke is extremely dangerous with all the hydro, radar, or random torpedoes.
And very fast torpedoes, with far faster reload than the Shimakaze line.
I also think the Pan-Asian DD line can be fun to grind with the Madjah, short duration smoke but more of them. But the torpedoes not being able to hit DD's is a harsh limiter.
For Gunboats, maybe the French DD's again (don't rely on smoke, notice a pattern? )
I would not recommend the French BB line, as I think the T10 is rather underwhelming and power-creeped.
For BB's, short distance, just to prove an alternative: the Italians.
Because here, the moving smoke screen might be usefull for 'emergency survive' button, from T8 onward. Either the Italian BB's or the Cruisers, to learn the 'moving smoke screen', and semi-AP.
Alternatively: the Russians. Sinops is strong at T7.
Mate I agree with You on most of things but all that is good for players that already know something about game. Example: You start playing DD without smoke You'll die a lot and stop playing DD altogether. French Cruisers: they are insanely fast and good at speed juking but other cruisers lines are not. BBs other then american and japan relay on some kind of quirk etc. etc.
I gave my recommendation on a premise that this will be good balance between ease of leveling combined with ability to teach new players how to play and don't rage quit or be stuck to one class of ships or one nation.
And I'm not saying it's the best, some people can disagree (like You did) but this is what I think is best solution. That's why this video is so long I tried to give reasoning behind my choice.
P.S> Thanks for comment, it's always nice to know someone wants to help new players, keep up good work mate
@@MrLamzes I know about the smoke.
But I do think both Gearing and Shima have been 'powercrept'; and I was trying to suggest lines that do provide the 'core', but still some fun aspect.
I would maybe then agree to suggest Daring for a 'short smoke' hybrid DD with a short-range Hydro for defense, but still recommend the Halland line.
The faster torpedo reload means it's not a disaster if you miss twice in a row.
French cruisers are nice to level even minus the speed boost with the trolly void armor, the reload booster, and the longer range torpedoes.
And SAP has gotten used on several ships now, creeping smoke can be that lifesaver when overextending to retreat-turn etc.
--> An Italian line seems a nice option to me.
@@auzor5900 well I still think new players will be better of when start shima and gearing lines, but thats beauty of gaming , everyone has and can have own opinion.
@@MrLamzes american dd's is the best line to start learning how to play a dd with smoke. they provide cover for the team and do a lot of spot damage.
@@toplili0075 Agree, that's why it is one of 3 lines I recommended to new players, so they can choose.
Is there a resource that tells you what ships are in which class? (Like torpedo destroyers or brawling battleships)
No just basic stats determine if ship is a torpedo boat or gunboat. If ship has good guns (fast reload good damage per minute) it's called gunboat. Good torpedos (long range, fast with good damage per minute ) it's torpedo boat. There are some ships with descent guns and torpedos and they are called Hybrid DDs because they combine guns with torps. Same with battleships if they have good close range armor and good secondaries they are called brawling/ secondary battleships, if they have accurate long range guns they are sniping battleships. It's just labels peaple give to a ship depending on base statistics of the ship.
I dont have enough ship slots to grind 6 lines at a time.
Sorry to hear that, unfortunatelly WG makes this game hard to play as free to play and there is no way around it, if You want to have smooth progres You need to spend some money. Only way to go around it is to look for some gift codes, in some magazines and on some websides You can get some codes that give You premium time, gold, etc. and then use gold for new slots as priority.