Playing To Your Strengths: A How-To Guide

As a novice or even ‘average’ World of Ships player, playing to your strengths can be difficult. You’re likely just figuring out the game, the mechanics, a particular ship, etc. This shouldn’t stop you from finding your own niche of play and using it to your advantage. Often times, figuring this out early (or earlier than most) will make forward progress move much faster and playing a new ship, or even class, that much easier. So how can you determine your strengths? How do I profit from those strengths? What can I do to improve them? Continue reading to get an idea.

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Analysis of Stat Measurements: How They are Created and What They Mean

For the past few months, I have been working closely with Jammin411 of WoWReplays.com to validate and recreate the Ship Rating and Aggression/Passiveness statistics that are used on the website. Literally, millions of cases of data have been analyzed to find the best variables to use and how to make them come together to get the results that we are looking for. Both stats offered their own challenges such as, “What are we trying to measure?” “What variables can be used to measure that?” “Is this really measuring what we want it to?” and “How do we explain these to the community?” This article will go on to explain the process, in short, of how the formulas were created and how the variables used were chosen. Further, I will also explain what the scores for each represent and what to you need to know when reading them on the site.

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World of Warships: A Statistical Analysis of Win Rate and Aggression Attributes – Questioning the Current Meta

In the last 6 months or so Wargaming has tried to push more aggressive tactics and play into World of Warships with its multiple changes and additions to the game. Included in these changes has been the addition of radar and hydroacoustic search, the introduction of the brawling German Battleships, and most recently, and certainly one of the more contentious changes, the elimination of stealth firing. In theory, these changes would force players to push into smoked up destroyers or push into capture points, force the use of guns and maneuverability and create a necessity for the use of secondary guns. In fact, what has been observed by myself, and confirmed by others, at least on the North American server, is quite the opposite. The removal of stealth fire has required many of the destroyers to sit in their own smoke, as opposed to using it for teammates, and shoot high explosive at the enemy. It has also forced the cruisers that were capable of stealth fire to maintain range and use their mobility to deal damage with shells and fire while reducing their own damage. This in turn removes them from the battle, certainly on an aggression stance.

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