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YMMV / World of Warships

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  • Awesome Music: World of Warships features tons of great music from the soothing port screen tracks like Follow Me!, uplifting militaristic I'll Come Back to dramatic battle tracks such as Line of Defense. Wargaming has made all of them available to download for free here.
  • Broken Base: See here just for the times and ways the community can be split in half.
  • Complacent Gaming Syndrome: A number of captain skills fall under this.
    • Situational Awareness: This skill is this game's equivalent of "Sixth Sense", with one major difference: Unlike its counterpart, there is absolutely no delay between a ship with this skill getting spotted, and said ship being notified of such (WoT has a 3 second delay between spotting and the spotted getting a warning). This was important for destroyers, who relied on their concealment as their primary survival method, and important to capital ships because it gave them warning that they were spotted by a stealthier ship. The skill was so widespread that Wargaming decided to remove it from the Commanders' skill tree and make it a base feature, following the example of one of WoT's competitors, Armored Warfare, which not only had its equivalent of Sixth Sense as a base feature from day 1 (As of the end of 2018, Sixth Sense is still on the skill tree for WoT tank crews. However, AW's version also has a delay of two seconds.), but also had similar "Sixth Senses" for things such as being lased by an ATGM equipped vehicle, or incoming artillery fire.
      • Even the reworked version of Situational Awareness is considered a must have for all ships, since it upgrades the base SA skill all ships now have to also include a number showing how many ships are actively targeting you. This is invaluable information since it lets you know whether it's safe to make a risky turn or maneuver or not.
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    • Adrenaline Rush: Getting a reload speed boost after taking damage is such a universal buff that there's no reason for every ship not to take it.
    • Concealment Expert: Considering that spotting the enemy first is such a critical aspect in the game, a skill that gives a blanket passive buff to your ship's concealment is considered an automatic must have, even for battleships.
    • Last Stand: This skill allows a ship rudder and engine to keep operating even when damaged, but at reduced effectiveness. This is practically a requirement for all destroyers considering how easy it is to disable their engines and rudders.
    • Inertia Fuse High Explosive: IFHE boosts the HE penetration of a ship's shells by 30%. Guns in the 152mm class cannot penetrate 25mm or 32mm armor, which are important breakpoints. However, with IFHE, 152mm guns are capable of penetrating both 25mm AND 32mm armor, massively increasing their damage output with only an insignificant loss to fire chance. This makes IFHE a requirement for all light cruisers and ships packing lots of 100mm-120mm guns.
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  • Creator Provincialism: Despite the fact that it's locked behind a 28,000-Steel Clan Wars Paywall, the Stalingrad Cruiser plainly smacks of Russian Bias because it has an insane 72500 healthpool, high survivability battleship-grade armor (which also includes anti-torpedo bulges), and high accuracy extreme-range fast-reloading RAILGUNS that can crush both battleships and cruisers alike.
  • Fandom Rivalry:
    • A lot of Kantai Collection players play this game as well, as evidence by the extensive use of KanColle-related memes in the text chat, most notably Yuudachi's "poi~" (As elaborated by this article on Kotaku.) Opinions are divided on whether this is hilarious or irritating, with those in the latter camp referring to KanColle fans as "shipfuckers". Moreover, in Russia both franchises actually share their Fan Nickname, both being dubbed "Lifeboats" ("Шлюпки"), as their fandoms indeed heavily overlap.
      • With the September 5, 2016 announcement of a split in the Japanese destroyer line, with the second line including Shiratsuyu (Yuudachi's actual class), within hours some expressed dread that there would be a new influx of "poi~" spam in the text chat. Which (of course) resulted in responses of "poi~". More than two years later, Wargaming announced at an offline event sponsored by their Japan branch, that the actual Yuudachi itself will be released in 2019 as an upcoming premium, thus cranking up the "Poi~!" spam to an absolute fever pitch.
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    • Also thanks the announcement of collaboration efforts between Ark Performance and Wargaming, not to mention the appearance of Heavy Cruiser Zaya (Maya, but with Takao's Fog Fleet markings) as part of April Fool's Day Space Battle modes, has led to some fandom cross over between World of Warships and Arpeggio of Blue Steel. As part of a year long event, with the order of release differing by server, the Fog Fleet versions of Kongo-Class ships Kongō, Kirishima and Haruna as well as the Myoko-Class cruisers Myoko, Haguro, and Ashigara, which by default, replace the standard announcer with I-401 Iona's voice. As of July 6, 2016's patch 0.5.8 release, with the inclusion of an option to change the announcer's voice to game regional language standard to ships national voice over, Kongō and Haruna's voice packs have also been added as announcer options. And on September 1, 2016 another Arpeggio event was implemented, adding Fog Fleet Hiei and Ashigara.
    • As with World of Tanks and World Of Warplanes, it has a rivalry with fans of War Thunder by Gaijin Games, who also seek to release a Naval Combat mode. However, with Gaijin's focus on smaller vessels (Destroyers are the largest playable ships in that mode. Everything is some sort of PT or patrol vessel.) they might not have a direct competitor after all.
    • As with World of Tanks, a lot of players read Poland Ball. This makes sense given that each country in the game tends to have ships trending towards a certain flavor which opens up opportunities for jokes about national stereotypes (like Poland Ball).
    • Like Kantai Collection above, Azur Lane players also count, albeit in lower numbers. It also help that developers of both games announced collaboration effort in April 2, 2018.
  • Game-Breaker: an entire page's worth.
  • Memetic Mutation:
    • What do you do when you're down and out, with no hope of escaping? Charge full ahead and VERY HONORABLE whoever's dumb enough to stay in your path.
    • For those scrub players who are whining in the chat, there's being called "salty", which is essentially this trope and more or less a Fan Nickname. While calling people "salty" (as in the salt from their tears) when they whine predates World of Warships, it has special relevance to a game that takes place entirely in the ocean which is made of salt water and thus the term is much more universal than in most other communities.
    • One of the most rookie mistakes a player can make is to show their broadside to a Battleship because not only are you exposing your thin side armor, you're also presenting a bigger target and a better normalization angle for a citadel penetration. As Jingles would call this, thanks to a certain quote from The Simpsons...
    Sailing broadside on to a Battleship? That's a paddlin'.
    • Due to one atsf, setting up Eurobeat music with impressive torpedo dodge montage has become quite popular. The mention of torpedobeat generally follows.
    • Ships whose main guns have a particularly flat trajectory are referred to as "railguns". A railgun on a destroyer or cruiser would typically mean a muzzle velocity of 900+ m/s, while somewhat lower velocities (like Izumo's 870 m/s 410 mm guns) qualify when dealing with battleship guns, though how well the shells retain their high initial velocity is also a factor to whether the gun counts as a railgun. Russian and Italian main guns tend to be railguns, given that both nations' naval designers (who collaborated with each other frequently) placed very high value on muzzle velocity and heavy shells. In real life this resulted in both nations' ships having to replace their barrels very frequently, but that's not an issue in a video game.
    • Whenever a Soviet ship performs extremely well in a game, the fans will cry "RUSSIAN BIAS!" This stems from the fact that Wargaming is a Russian company, and apparent disproportionate focus on the (relatively insignificant) Soviet Navy instead of larger, more famous navies like the Royal Navy, in addition to the fact that Soviet ships very prominently include a few blatant Game Breakers (of the premium ships that have been deemed too overpowered to ever sell again, half are Russian).
    • "FUN AND ENGAGING!" is typically yelled whenever a ship is detonated, mocking how Wargaming described the much reviled mechanic as making the game more "fun and engaging." As a side note: Professional games and tournaments IMMEDIATELY restart matches where a detonation occurs.
    • Typing No one shoots like ''Gascogne''! (or some other verb) has become almost mandatory when talking about the Tier VIII premium battleship Gascogne. Even the Wargaming wiki got in the fun.
    • NO TO NTC/NTC8. To say players were not happy with the (initial) announcement of "Naval Training Center" note  would be an understatement. Several people on the forums remarked that it has been the most united the fandom has every been on something. On the forums, people started adding some variant of the above twonote  to their signatures.
    • Diapering Ships. On the NA forum, somebody who clearly didn't understand the stealth mechanics made a post about "Diapering" ships. The whole of the NA forum pretty much came together to laugh at it, and Diapering has become a short hand for people who don't know how stealth works.
  • Most Annoying Sound: The collision foghorn. It's annoying on purpose, to discourage collisions with friendly ships.
    • The Island collision alarm. For the same purpose as the collision foghorn, except with islands.
    • The Shell-Shock Silence. Whether it's the "Sssssssss...." sound of the early release, or the more recent "Hinngggggggggg..." of the latest patches, it's guaranteed to be irritating in the face of enemy fire and being close to dead.
    • Meta example. Some of the player base really do not like the canned voice lines equivalent to "GL HF", or rather, "Good luck and fair seas."
  • Most Wonderful Sound:
    • The "Target Hit" sound when you hit with your main batteries. Even more so if the noise that follows is the sound of the enemy's citadel being penetrated for massive damage, and the announcer informing you.
    • The noise made when an AP shell does critical damage to an enemy ship. Alternatively, when an HE shell makes it's signature "ping", coupled with significant damage followed immediately by a "Set Afire" message. Bonus points for causing multiple fires.
    • For anyone armed with Torpedoes, the sound of a confirmed Torpedo hit, followed by the an award for causing flooding.
    • "You've Destroyed an Enemy Battleship!" or "Enemy Aircraft Carrier blown up!". Extra points if you did so with a Destroyer. Or bonus laughs if it sank due to flooding and/or fires.
      • "Enemy Destroyer Sunk!" is a pretty relieving sound if you're in a battleship.
    • The silence after sonar blips, when you just made it unharmed through spread of torpedoes is immensely satisfying.
    • The "clang" and "thunk" sound when you are hit by AP shells which bounced off your armor or failed to penetrate.
  • Scrappy Mechanic:
    • The "Division" mechanic, which allows two or more players to join a match together if their ships are within a tier of each other. Sounds great!... until you realize that the matchmaking system will use the higher-tier ship as the base tier number for putting the ship in a match (the range of possibility being two tiers above and below the ship). Therefore, a division with two tier 4's and a tier 5, for instance, can see opponents between tiers 3 and 7. The 4's/5 division can very likely find itself matched into Tier 5-6-7 game, often dooming both the division and the hapless team they were assigned to. This is why a mixed-tier division is known as a "Fail Division". Originally, the system allowed for divisions that were within four tiers of each other (using the example above, entering a 5-6-7 match with a tier 5 and two tier 1's), but this was changed after it was invariably used for trolling; often teammates would summarily execute the lowest-tier offender out of sheer frustration.
      • Hilariously enough, one of the battle loading screens shows a Clemson (Tier IV destroyer) making a torpedo run on an Izumo (Tier IX battleship), which would've been impossible in the actual game even with a Fail Division. Probably a relic of the Closed Beta or even Alpha test days, when matchmaking spreads were much wider and could (even without Fail Divisions) result in 5 different tiers of ships placed into the same battle.
      • Before the restrictions on Fail Divisions, it was popular to bring the Tier II Japanese destroyer Umikaze into Tier X battles. In this case, the intent of the Fail Division was to troll the enemy team, because Umikaze is extremely stealthy (5.6km detection range normally, 5.0km with Concealment Expert) and has 8.0km torpedo range with a lightning-fast 24 second torpedo reload. While the actual damage of the torps is so low as to be laughable against Tier X battleships, the tactic used would be to sneak up and shoot a Yamato or Montana in the bow and hope to cause flooding, then wait for the flooding to be repaired and torpedo them again while repair party is on cooldown. Then laugh as the enemy ships loses up to 60% of its health over the next 90 seconds. This was also one of the best ways to farm Liquidator (sink a ship with 40% of the damage caused by your flooding) and Witherer (cause 60K damage by flooding alone) achievements.
      • Since aircraft carriers have 100% mirrored matchmaking (both teams will always have the same number and tiers of CVs), putting a CV in a division can allow for a Fail Division without the usual risks of being dragged into higher tiers than normal, which is known as "division anchoring". As Yuro explains in his video, the usual practice is to either pair the carrier up with two 1-tier-higher ships with strong AA, or to protect a battleship that has poor AA by divisioning it with a strong AA ship and a one-tier-lower carrier. This is regarded as rather unfair to the opposing carrier (who relies entirely on luck of the draw as to whether his own team will have similarly strong AA ships supporting him)...unless two different carrier players attempt the same trick simultaneously and both get dragged into the same higher-tier battle, in which case it's regarded as a hilarious case of karma.
      • Even aside from division anchoring, even a CV divisioning with a pair of strong AA ships of the same tier can make life hell for the enemy CV player who's not doing the same thing. Strong AA ships can provide a virtual no-fly zone that the divisioned CV can either pull back his bombers to for safety or try to intercept the enemy fighters near it. This can be especially brutal if one of the ships in the division is stealthy enough that its maximum AA range is greater than its aerial detection range (Tier VIII premium American destroyer Kidd and Japanese non-premium Akizuki, as are the Tier X Soviet destroyer Grozovoi and British cruiser Minotaur); they can keep their AA turned off while the friendly carrier baits the enemy to chase his planes into an area where there's seemingly no ships...then turn the AA back on once the enemy planes are deep inside. In addition to this guaranteeing that the divisioning CV will have strong AA ships on his team while the enemy CV is at the mercy of the matchmaker as to their own support, it's generally unlikely that ships not in a division with a CV will be running a full AA build. In particular, the "Manual Fire Control for AA Armament" is an expensive 4-point captain skill, and thus is generally considered a poor choice since it's useful only for AA purposes and thus will be of limited use in the majority of battles (even the Asia server, which proportionally has the most CV players, has them show up in less than half of all battles). But for any ship that has a lot of high-caliber AA guns, that skill can be brutal against planes, and being in a division with a CV guarantees there'll be an enemy CV every battle. Combined with the huge impact a CV can have if the enemy CV is neutralized, divisioning with a CV makes this a wonderful skill to have on ships with strong AA power.
      • In addition to the problem of Fail Divisions, using the division mechanic correctly (everyone in the division uses the same-tier ships) is problematic because it can still distort the matchmaking into creating uneven teams because those 3 particular ships have to be on the same team. If there's not enough players that have queued up within the division's matchmaking spread and the division is mostly or entirely DDs, it's entirely possible that a battle could end up with one team having more destroyers and higher average tier for its DDs. Which would put the division's team at a decisive advantage, since they're better position to grab cap circles early and build up points. And in a close battle, most of the time the winner will be whoever still has more DDs alive since they're the only class that can reliably kill from stealth.
    • The Detonation mechanic. In every game, every time a ship suffers a hit, there is a small chance that ship will instantly explode and sink, regardless of how much HP it had. Allegedly, this was implemented to try and shorten the gap between skilled and unskilled players by introducing some random chance in the mix. However, in reality, this just makes it frustrating when you instantly die at the start of the match because you took a random shell hit through no fault of your own. Naturally, a mechanic that has a random chance of instantly killing you in every game did not go over well with many players. Wargaming finally seems to have realized this and as of Patch 0.7.2, ships can only detonate if they have 75% or less of their HP remaining.....which still does nothing against one-salvo detonations, in which one or more shells do enough damage to drop the ship to 75 percent or below HP, and then one or more shells from the remainder of the salvo score magazine hits and trigger the detonation dice roll. Which particularly can happen if a battleship scores citadel penetrations on a cruiser, which is not an uncommon event at all.
    • The Team-killer punishment. At present, the game punishes a player who kills a teammate with a given number of matches with the pink designator, and any further damage to teammates or team-killing will lengthen the punishment. However, the comparative fault of the team-killer is never taken into account: accidentally touched another player who only had 1hp left? Doesn't matter, team-killer. Did another friendly player do all the damage except that last 1hp? Doesn't matter, you get the pink, they don't. Accidentally touched another friendly player with team-killer status on, or even deliberately rammed by them? Doesn't matter, your punishment is extended.
    • The afk / quitting punishment. It makes the player pink just like the team killer punishment and has all the same penalties. However it activates even if the game crashes and there really isn't any reason for the penalties to team damage. In fact its kind of strange that they are marked the same team killers as you are dealing with two different problems.
    • The concept of "trap" capture points. There are a number of maps in the game where one of the capture points is visibly isolated from the rest of the map, usually by a large island chain or placed far from the action. In theory, these types of capture points are meant to give the faster ships in the fleet something to do while the bigger and slower ships brawl at the closer points. In practice though, the slower ships will congregate to these points to avoid taking enemy fire, but will prevent themselves from being able to fire on the enemy as well. Notorious examples are the
    • The game has multiple game modes, though some are heavily disliked:
      • Standard Mode: This essentially puts one capture point on each side of the map, with the objective either being to seize the enemy's capture point, destroy all enemy ships, or end the game with the most points. However, since teams have little incentive to be aggressive, most games devolve into one team getting an early lead by sniping an enemy ship and then retreating back to their base to protect the lead. Standard games essentially turn into 20 minute slogs as both teams attempt to out camp each other. Also, originally Standard Battles used the same capture system as World of Tanks, namely, capturing the enemy base being binary yes or no, and the only way for one side to win is to either capture the enemy base, or kill all enemy ships. This leads to high number of games ending in a draw because last surviving enemy ships would run and hide to deny enemy victory. Thankfully, the developers fixed this issue by implementing Domination's point system into Standard Mode.
      • Bastion: This mode was widely despised due to the presence of AI-controlled forts on the map that either side could capture. These forts were heavily overpowered, packing large caliber guns that could easily sink any ship in the game, and had enough armor and HP that the only ship that could reliably kill them were battleships. This meant that whatever side managed to capture these forts first was far more likely to win. Bastion mode was so unpopular that Wargaming eventually removed the entire mode altogether. Though as of Summer 2018 there's consideration of bringing back a variation of it, since a more balanced version of forts has already been introduced in PVE Scenario Battles.
  • Scrub: You can guarantee to run into a player who thinks certain ships or ship types are illegitimate. In the worst cases they will say that only their ship type is legitimate.
    • Ditto for consumables, especially radar. It's not unusual to see destroyer captains brag about how they reported the enemy radar ships.
  • "Stop Having Fun" Guys: This game can be ripe with them.
    • This is especially the case when you have a player outright demanding everyone follow his orders without question, and will even threaten to shoot friendly players that 'refuse to listen'. World of Tanks players will certainly be familiar with these guys, and more often than not, they're just ignored.
    • Criticisms about play styles have been leveled more at destroyers, and carriers, for their ease of access to torpedo armaments. It's not unusual to see captains of such ships being told by enemy players to "learn2play scrub" or "get some "real" skills" for earning a Torpedo-kill, especially if the enemy ship that was sunk was a battleship. This is especially true if the ship sunk was a friendly ship. Often times, players with torpedo armed ships will attempt a last-ditch torpedo run when low on health, and often times don't pay attention to what's on the other side of the target when they launch. This often causes an enormous amount of frustration from both parties, and can lead to a Flame War within the battle, or even later on the forums.
    • There's also those scrub players calling teammates "noobs" or "morons" for not doing things such as targeting certain ships or capping points, even when the team in question is already winning. Unsurprisingly, a lot of flame wars can break out in the chat even in the middle of fighting. Make that of what you will.
  • Tear Jerker: "Wait For Me" promotional video, based on the 1941 poem of the same name by Soviet author Konstantin Simonov.
  • That One Level: The game has multiple maps of varying quality in the opinions of the players, but there are a few that are universally reviled:
    • Ocean: This is essentially a map with zero islands or obstacles, and is just open water. This map is inherently stacked against ships with poor concealment or armor, as they have no way of avoiding being focused on by the enemy team.
    • Tears of the Desert: This map has a ring of islands strung about the outer edge of the map, with completely open water in the center. Usually, games on this map devolve into the naval version of trench warfare, with ships camping behind the islands since trying to sail out into the middle of the ring in anything but a destroyer is practically suicide since any attacking ship will be instantly picked apart by the well covered ships on the other side. To make matters worse, Tears of the Desert is one of the maps used for the Epicenter game mode (with three concentric circles to capture rather than separate cap circles) and in that mode teams have to enter the shooting gallery of the center ring. The map is hated so much by the community that it's commonly nicknamed "Tears of the Cruiser". The outcry grew so bad that Wargaming finally modified the map in Patch 0.7.1 to provide more cover for cruisers.
    • Okinawa: The problem with this map is that there's only one mode: domination, where Point A is a trap point that makes interacting with the rest of the map extremely problematic due to mountain range blocking, and Point B and C have so few islands it ends up being like Ocean in essence. Wargaming eventually changed the map in Patch 0.7.12 to make Point A less isolated while giving Points B and C more island cover.
    • Out of scenarios "Ultimate Frontier" is generally the most hated. Its generally agreed to be the most difficult scenario overall, which is fine for some players but not others. However the point of contention is that It's almost impossible to five star after its rework. One of the objectives is to save three of the four forts, which is hard to do even if you are only focused on doing just that because the forts are extraordinarily squishy. However its the fact that you have to have at least on battleship defend the north east of he map while the other objectives at this stage are concentrated toward the south west that makes it simply not worth it. Saving the forts generally means failing one of more easier objectives which make it not really worth it.
  • That One Side Quest: Update 7.6 included the option of earning a special upgrade for each tier X ship that was in the game at the time. However in order to do so, one must complete a five stage mission with the objectives of Earn 100,000 XP, Earn 8,000,000 Credits, Earn 15,000 Free XP, Win 15 Battles, and Earn 40,000 Base XP and all of this has to be accomplished by playing just that particular tier X. This can result in quite a lot of effort and while some of these upgrades are great, others come with severe penalties or the generic upgrades are a better fit for the ship.
  • Tier-Induced Scrappy: An entire page's worth.
  • Too Dumb to Live: Far too many players, including Aircraft Carrier captains who refuse to move their ships because they can attack with their aircraft instead. And who proceed to fly their bombers back to the carrier in a straight line, allowing the enemy carrier's fighters to follow them back and thus discover exactly where to send their own bombers, rather than having the bombers fly over friendly cruisers who can shoot down or at least deter the pursuers. Also, players of any ship class who continue to move in a straight line at the same speed despite having spotted an enemy destroyer, being detected (most likely a destroyer, because they are fast and stealthy) or seeing a destroyer's smokescreen - and then getting hit by torpedoes launched from said destroyer.
    • Driving in a straight line in general is a too dumb to live move, because it allows any enemy with you in range to dial in citadel hits.
    • A lot of players will head to a completely different area of the map than their team. It can work out for lower tier DDs, but once radar becomes a factor the enemy team can easily slaughter lone ships.
    • In-Universe: We have Parker from Operation Dynamo. He chickens out of the operation and tries to retreat, by sailing into a minefield. The results are predictable. Out of universe, Some people actually follow Parker's advice and follow him into the mine field clearly marked on the mini map. Whoever coded the mission also had a bit of fun. Parker's internal name is "IDS_OP_02_04_IDIOT_1_NAME"
  • Underused Game Mechanic: Some of the Commander Skills are particularly lackluster at best, and virtually worthless at worst.
    • Expert loader from the level 1 skills grants a 50% reduced reload time when switching from the currently loaded shell type of AP or HE to the other. This in theory sounds great for Cruisers and Battleships for dealing with a new target popping up, but not having the most appropriate ammo loaded. However, not mentioned, is the fact that it only works if all main batteries are currently loaded. Additionally, even if it's not the ideal ammo choice at the time, it's still entirely possible to damage a target with either provided one knows where to shoot the target ship with the current ammo loaded and selecting the other ammo type to load after firing.
      • However it is popular among Missouri who use the unique captain Steven Seagal. Steven Seagal further increases the skill's effectiveness shaving 75% off the load time. This gives the Missouri (or any other US battleship) the ability to respond much more quickly to either destroyers or well angled battleships. It's also popular to use with this captain (renamed "John Doe" after Wargaming disassociated itself from Seagal) on Des Moines, where combined with the fast base reload allows for switching ammo types in one second. Since Des Moines is a ship that extensively uses both ammo types, this is seen as a pretty decent utilization of a single skill point.
      • After damage mechanics were modified so that 280mm-and-upnote  armor piercing rounds could inflict no more than ten percent of their maximum shell damage (Read: The same amount of damage as an over-penetration) against most destroyersnote , the skill took up in popularity. Now there is a conceivable reason you would want to wait around fifteen seconds to fire the correct ammo type.
    • Fire Prevention from the level 2 skills. It provides -7% to the risk of being put on fire by HE rounds. Compared to similar skills and signal flags, like Demolition expert which adds a flat +3% bonus to your HE shell's fire chancenote , this sounds like it would give a flat subtractionnote . However, this is calculated multiplicative to the incoming HE shells Fire Chance. Which often means, less than even a 1% Chance reduction. Considering there is already several other skills and signal flags which improve the cool down of Damage Control and Repair Party consumables, as well as the passive repair time, this makes Fire Prevention completely useless.
      • However, it got a massive buff in the captain skill rework. It's now a tier 4 Skill (The new maximum) While it still works the same way, the reduction got buffed to -10%. However, that's not the big news. It now also fuses the superstructure fire locations into one area, meaning you can only have 3 fires burning at once. And since the middle of the ship is where most fires are set anyway (the superstructure is after all a much larger surface area for HE shells to hit than the bow and stern), it's a huge boost to battleship survivability.
    • Dogfighting Expert at level 3. This is a case where at one time, it was a far more useful skill as there was a fair chance a Carrier player could face a higher tier Carrier, and gave their fighters a chance against the enemy's. However, after a series of rebalancing and match maker changes, this is only useful if you're stuck using stock fighters vs higher tier enemy fighter aircraft, or if the enemy player happens to be the U.S.N. Tier 7 Premium Carrier Saipan, which uses Tier 9 aircraft.
      • Like with Fire Prevention, this skill received a rework with Update 0.6.0. It is now a Level 1 skill and gives fighters an increase in their ammunition capacity in addition to the previous effect. It can be also particularly useful for Langley at Tier IV since the Japanese Tier IV Hosho gets Tier V planes and Langley does not.
      • Its also popular among Enterprise and Kaga captains since their aircraft are one tier lower than than their respective ships meaning unless they fight another version of themselves they will be able to get some use out of this skill.
    • The "Evasive Maneuver" skill sounds powerful for a tier 1 carrier skill but is actually rather lack luster. It substantially boosts the hp of bombers and reduces the the detection range of bombers that have already dropped their bombs. However this comes at a cost of 30% slower speed on returning bombers. This actually translates into a noticeable DPM loss for carriers, especially carriers that specialize in having low turn over times between strikes like the Saipan. To top it off the added protection to returning bombers isn't even as useful as it sounds and the added slowness can make bombers even more vulnerable to enemy fighters. To get any utility at all out of it requires using it only selectively, by manually putting your returning bombers on a course back to you carrier and only giving the actual order to return when they're under attack. Particularly if you see that the enemy fighter squadron is lining up for a strafe. But this of course requires even more micromanaging of your squadrons than was already the case for playing carriers, and can take your attention away from other possibly more pressing needs.
    • The "Last Gasp" CV skill. It sounds pretty useful for a level 1 skill, the active squadron has its boost replenished if its on its last attack flight or has been reduced to the equivalent size. Unfotunatly you are most likely going to retreat and recall the squadron before you get to the last or you're going to be using them on a target so vulnerable that the extra boost won't matter anyway. It can be useful when intentionally reducing the squad by "Cold dropping" munitions on the way to the target, but that tactic itself is already falling out of favor and the extra boost is almost excessive at that point. It seems it would have been more useful in the developer's original vision for the CV rework, but the meta evolved away from that almost instantly.

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