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With full fledged BB’s, boilers are still a decent choice, but Magazines now become a truly viable option. For the most part now, AP will straight up bounce if you shoot at an angle. A lot of the angle advice applies to cruisers and battlecruisers as well. This is the most complicated part, as artificial armor angle DOES matter. note that these are some of the ships that produce the most inconsistent results with AP in regards to consistantly landing Citadel hits on them. if you are facing a cruiser at a sharp angle, attempt to punch through its bow or stern instead of ricocheting off the belt.īattlecruisers (currently Myogi and Amagi only). Artificial angle matters more now with the new AP changes that came in 0.3.1, some cruisers can ricochet BB rounds that hit the belt at sharp angles now, so be careful. I definitely still recommend shooting for the engines when flat on with BB’s. I am not going to post a picture highlighting the citadel areas. I recommend shooting HE at their engine area (under the smokestacks) or attempt to hit the deck with the HE to break guns, torp launchers, and more. Now to the guide.ĭestroyers actually don’t have citadel areas defined for them as a survivability buff they received after 0.3.0, and thus most BB AP rounds will only do 1-1.3k dmg per shell.
It is available on IJN Battleships from tier 5 and up (as Gun Fire Control System Modification 1), and tier 9 and 10 US Battleships. A Battleship’s guns can also have bad dispersion, so I recommend mounting this modernization on all battleships that can mount it (if you don’t have modernizations unlocked, you need to reach account level 6): Cruisers can be citadel’d at longer ranges by BB caliber guns, but are more maneuverable and can dodge your rounds. While good aim can help, at range your guns will often bounce unless you hit a flat on broadside shot versus another battleship.
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NOTE: This guide assumes you are in a Battleship and need to make your shots count, as you won’t have many, and that you have a basic idea of how to lead targets and land your shots where you want to. They are the magazine and boiler/machinery areas of the ship. The “Citadel” spaces are the areas highlighted in blue and aren’t scribbled over in red with my skillz. The “Citadel” of a ship can best be described by this picture: I will now answer the question, “What is a Citadel?” Notice I landed 6 “hits to citadel” with that salvo. That’s a 2/3 HP Iowa removed from the game in the blink of an eye by a battleship three tiers lower than it, partially because of good aim and partially because of a mistake on the Iowa’s part that I forced him to make. Here’s an example of how AP can quickly change what looks like it could be a bad situation:
But when you learn to land AP, the results are devastating. For now, I guess co-op’s could be used for this purpose, but the costs for little gain could make it uneconomical at higher teirs. Then you could do another match and tell the bots to move but not shoot and get some practice leading targets. One of the best ways to learn to aim was to put some AFK bots on the other side in the ships you wanted to learn to shoot, then sail over and shoot them from different angles in different spots. Unfortunately, they disabled training rooms. Aiming comes from experience and practice. My current “shoot AP at just-about-everything” policy only really works if you REALLY know how to aim. World of Warships AP Aiming Guide by Tedster59