World of Tanks is a global phenomenon, and its success has become something of a new genre: World War II vehicle accessories. World of Warships, the latest entry in the series since World War 2013, is finally out of the dry dock and officially launched. The mix of heavy warships and massive weapons – humanity’s greatest weapon ever fired in rage – is beautiful, polished and a pleasure to play with. Warships are by far the most cautious of Wargaming games, but the economy continues Wargaming’s model of expensive, most exploitable freemium prizes.
Warships fight over the islands of the South Pacific and the glacial fields of Alaska. Unlike the dense urban landscapes of the tanker world, there is little to hide behind. Unlike World War II war machines, warships are slow and fragile. Warships have no freedom to flee, turn, or hide, and they place even more emphasis on group tactics and positioning than ground and air forces.
Full speed ahead
The ships are steered from above while the captain hovered 6 meters above the central tower. Wargaming is still good at turning drivers that turn a complex war machine into a user-friendly keyboard-friendly vehicle. The rudder and throttle are designed to be set and forgotten, as if the subordinate had shouted command to them as the captain was worried about other matters.
The future is the key to warships. Especially in larger boats, it takes a minute to hand over weapons to the enemy. Knowing that enemies are likely to come from the east and are planned accordingly gives the captains time to point in the right direction when the explosive parts meet the bad boys. The same slowness makes side-tracking particularly effective on warships: crawling around an island behind the ship gives skilled tactics a quick 30-second free press while the victim’s cannons turn as a counterweight.
I had a particularly exciting battle at the helm of the USS Montana, a really terrible battleship with cannon cannons in my car. Enemy cruises bordered on our lead and started causing problems, so I turned my 12 barrel propellers and started aiming at the shooter. In my narrow field of vision, he sailed directly to me. As the distance dropped, I measured the small hash he was carrying, which led to a destination 10 miles away. His profile was small and constantly changing. Even though it hurt, I kept taking pictures instead of dropping my entire battery at once and trying to get my goal right. Each time my shots fell too short or just from his vulnerable body.
Then he made a mistake. To bind me better, he bravely turned in my broad direction and stopped closing the journey. Although a large, broad subject was close, I took another face. When it landed in the middle of the ships, I enjoyed a bad smile and shot all four batteries at once. Twelve 16-inch projectiles, each weighing about three tons, bent over the sky and fell over their heads as an angry god fist sank his ship in a burst. If this had been a counterattack, I would have just had a headache with AWP. I had the same feeling of performing, even though it took about five minutes to complete.
Stock the larders
There’s art in the corners of warships, and it tickles a small, forgotten part of my brain that experiences math with Ilona. (I have tried to suppress my brain from the alcoholic beverage, but unfortunately it will remain.) Once the weapon is mounted on the frame, the best way to get to the enemy is weak. Unfortunately, the wide side also shows the enemy team enormous availability. Around 30 degrees is a sweet spot that brings all weapons to the target while reducing exposure. Captains remain safe in the oceans instead of throwing barrels or hiding behind bombed-out churches. And because boats cannot turn right away, retreat requires good intuition.
I mentioned it in passing, but the warships look incredibly good. As beautiful as it is, it is full of graphic options that need to be so casual that less efficient ferries can take advantage of them. It includes support for multiple monitors and various native resolutions.