I’ve been watching a ton of youtube “let’s play” World of Warships videos. (Baronvongamez & Phlydaily.) I haven’t actually played.
I have had a life long interest in WW1/WW2 naval military history. It’s thrilling to see some of the early (or at least not the same old, same old) warship classes (like the Omaha class cruiser).
The game is good eye candy, but as a nitpicker, I think I’ll pass. I beg your patience while I try to explain. The damage models seem simplistic. Hits do damage to health bar of target. Health bars. Ugh. “critical hits” are possible (loss of steering, loss of motive power, fires, which does damage over time, or an odd turret knocked out), but can be fixed by pressing the “R” button (which has a two minute cool-down). But yeah, health bars. An Atlanta class CL (with a 5-inch main battery) shouldn’t be doing a whole lot to a BB (with it’s 14inch belt armor), but in this game, you can whittle away the health bar, given enough time. (I know what the “all or nothing” armor scheme is…) If they were able to model the hits to ships the same way War Thunder does on it’s vehicles, it would be a winner, in my opinion.
Gunnery seems a ton more accurate than in real life. Most maps is a maze of small islands, which seems to me to artificially move the fighting to close range, and using land masses to mask fire/make a get-away. Ships accelerate (and slow down) faster, too. These could be concessions to game play concerns (in order to keep things fun for the players, and not actually having to sit through a single match that takes several hours to play out).
I saw no weather modeled other than “clear & sunny”.
Carriers don’t seem as effective as they could be, but that could be that the players using them aren’t tactically using them right.
So, while promising, it seems a bit more “arcade” than “realistic”, to me. But, again, if you’re in the mood for something “light”, maybe it’s just the ticket. 