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  1. The HMS Leander

    So effectively the Perth is a premium that's simply superior to its tech tree counterpart... This seems to be a thing WG has been pushing, strong and competitive premiums... And unfortunately I think nowadays at times the teams would be should I say incompetent enough that one would know how it would work out fairly early on... After owning the Montana for a few days, I've already had many high damage losses.
  2. The HMS Leander

    See the key is to have decent DDs on your side. But sometimes that's too much to ask... Well it's true that the British cruisers below tier 6 are utter trainwrecks as they are mostly made of citadels. I suspect ranked is somewhat of a different environment than pub though. In pub sometimes a ally put you in a bad spot and there are too many enemies that can focus fire on you.
  3. The HMS Leander

    Hello everyone, I've recently finished the grind to the Fiji in the Leander. It's been weeks since I first brought it, as I've mostly only been playing it just to get the daily bonus. Originally the ship felt very challenging and difficult to play, despite being an obvious step up from the British cruisers found from tiers 3 to 5 (with their thin and huge citadels). The Leander seemed fragile even when hit by the weakest and smallest caliber enemy weapons, and its ability and ideal method of doing damage seemed weird if not weak by conventional standards. Towards the tail end of my grind, I've become able to have fairly decent and fun games in the ship, although my frustration with the ship's strange specialization and traits remain. In practice, even the slightest mistake in this ship could be fatal. Your life seem to flash before your eyes when an enemy battleship sneezes. As it seems the ship's advantages include: - The availability of heal, hydroacoustic search, and smoke. All 3 are highly useful but in practice don't seem to help enough. - It loses almost no speed in a turn allowing you to dodge enemy shots and torps. - Its concealment seems to be good. Although it isn't much consolation for someone who enjoys aggressive brawling. - The 152mm guns and their semi AP ammo seem to do solid damage to broadside on enemies of all ship classes, especially if they are distracted. - The torps do decent damage and have good arcs and okay range. The single shot or spread torp system offers some flexibility. - Aside from the citadel, the rest of the ship seems to get overpens when hit by heavy enemy shells. Meanwhile the ship seems to suffer in other ways such as: - The guns have a high arc, slow shell speed, and a mediocre 13.2km range. This minimize your ability to damage enemies from inside a smoke screen or damage maneuvering enemies. - I cannot start fires with my main armament due to the lack of a true HE ammo. This is a lot of trouble when engaging bow on enemies, DDs included. So many harmless bounces even off the superstructure. Ironically I've seen my 102mm secondaries starting fires... - The very very thin armor found on the ship everywhere other than the citadel is highly vulnerable to the typical HE spam encountered in pub battles. They tend to roll high, destroy modules, and start fires. - While the ships turns well, its top speed of 33 knots often isn't fast enough for you to get out of dodge. (vs. DDs and some cruisers) - When not using smoke or terrain cover, the Leander feels outgunned by virtually every other same tier cruisers, especially if they fire some HE. - Battleship secondaries, gunboat DDs (especially US and Soviet) are very dangerous to the Leander as it's vulnerable to fires and solid damage by small caliber enemy rounds. - The Leander seems to have no meaning torpedo defense system in place. Usually 2 hits with Japanese torpedos is enough to send it to the bottom. - It seems to have a very bad RNG when receiving damage. Sometimes the majority of your health evaporated in the blink of an eye. - The ship is often agile enough to avoid being hit by air strikes, but its AA (especially without defensive fire) is nowhere near the degree of potency needed to frustrate a well planned attack by a CV. - Even with the superintendent skill, the number of smoke and heals available remain insufficient in some games. - When firing at enemies in smoke, you often need friendlies to spot but they often don't. Also the relative window of safety in terms of engagement distance between your 13.2km maxium range and a range at which the enemies can neutralize you via torp spam, blind fire, hydroacoustic search, radar, secondary guns tends to be small... I've produced this YouTube video featuring 2 of my better replays in the ship. Please feel free watch and let me know what I'm doing right and what I'm doing wrong in the ship. Suggestions and recommendations on how to better utilize and equip the ship are always welcome, especially since I've researched the Fiji. In a sense I wish if the ship was less situational and can stand its ground better in a conventional gun fight. I've thought about a couple changes/buffs that might help the ship: - Increase the official thickness of the plating on the bow, stern, and superstructure of the ship to give it some resistance against HE hits, fires, and overmatch autopens by AP rounds. - Buff or improve the consumables it carries. (longer smoke duration and better heal) - I think the semi AP ammo the ship's main battery uses was designed to penetrate the thin plating of unarmored or under-armored enemy targets and they do carry some explosive filler. Is it fair and realistic to say that they can and will never start fires? https://en.wikipedia.org/wiki/BL_6_inch_Mk_XXIII_naval_gun#Ammunition Please feel free to chime in. And oh, I can always use more subscribers too.
  4. Done. The ship is equipped, although I'm now broke. Had a few games in it already. Mostly losses due to reckless or incompetent friendly DDs.
  5. On the Iowa, for the tier 4 skills I picked AFT and fire prevention. Needed AFT for protection against CVs, and the ship seems to burn a lot... Those 40mm Borfors are nice with boosted range from AFT and the AA mod in slot #3 I think... So with that in mind is concealment still worth it? I'd imagine that the Montana isn't as good of a brawler as the GK at tier 10.
  6. Well since I got the ship, now the question is: should I get the concealment upgrade or the target acquisition upgrade?
  7. Ok I got the ship. Looks like the permanent camo is necessary. Although it wish it came in a prettier pattern. I don't think the Montana has the Colorado's winning combination of low speed, low range, and low health though. When I first got the NC it was a breath of fresh air vs. the standard BBs. People seem to get left behind in them...
  8. Well most ships I have at tier 5 and above are keepers that I enjoy playing. Except for the 2 tier 5 CVs that got shafted with that nerf... Below that Maybe I can get rid of the Yubari and Svetlana. Not that either is worth much money at all. Too bad I can't sell the anime ships. I suspect WG wants people to dump credits into equipping them. I guess in a sense I'm surprised that the Montana is favored in competitive play. I mean health wise and in terms of secondary it falls short of the Yamato and the GK. Yamato also has those lolpen overmatch guns. Maybe it's cause the Yamato's citadel is too exposed and the german BB takes too many normal pens and fire damage? I can see that the lowering of the citadel probably helped the Montana a lot just as it helped the Iowa...
  9. Hello everyone, I recently accumulated enough experience in the Iowa to have finished researching for the Montana. Originally the Iowa, not the Montana was my end/high tier grind target, and I suspect the Montana will cost too much for me to run regularly should I have it. But now the ship is on sale and I don't know if it makes sense especially in terms of game economy for me to get it. I currently have about 20 million credits. Buying the Montana while it's on sale would leave me with 3 million, which's not enough to fully equip the ship and probably not all that much for me to run the ship. On the other hand while I slowly accumulate credits, I've been waiting for several ships to go on sale so that I can purchase them. (KGV, Fiji, and Budyonny...) So my choices in effect probably are a) Get the Montana in place of the other ships and slowly get it equipped and make it playable, while taking an hiatus from the other lines' grinds and new ship purchases due to the lack of credits... or b) Pass on the Montana for now so that I can have the other ships, especially since they'll probably be sale over the holidays... So from your perspective, what's the better bet for me given the situation? P.S. I am mostly a battleship player wit 3 tier 8s and a tier 9. In terms of cruisers I have one tier 7. In terms of carriers I've played up to the Hiryu and Ranger. And I've only played DDs up to tier 3. Please feel free to chime in. Thanks.
  10. Is that a thing when the game was in beta or alpha? Or it was kept around for awhile after release...
  11. I thought the game would end as soon as all ships on one team has been sunk, and the team with one surviving ship wins even if shots in the air would've destroyed the survivor as soon as they hit... Interesting.
  12. So recently I had this game. As time ran out, both teams had 4 surviving ships each: 2 battleships, 1 cruiser, and 1 carrier. This particular game had only 2 caps, one for each team. Neither teams managed to threaten the opposing team's caps. I kind of assumed that there are multiple things that would prevent a draw on WOWS. Also I've never seen a draw. It seems to be rare if not impossible in comparison to the probability of draws on WOT. I suppose the experience was rather disappointing for me as I ended up with almost 180k hp worth of damage. This ended up being the highest damage count game I've ever had in the QE. But I suppose IT at least shows how good of a damage dealer the British BBs are. Potent HE shells and high fire chance in combination of short fused AP shells are capable of a lot of things... In particular, hits to the unarmored or under-armored parts of the enemy ships seems to result in very good alpha strikes, and the AP shells in the QE are an utter nightmare for enemy cruisers. So have you ever had a draw on WOWS? Should there be more ways to prevent this from happening? Feel free to share your experience and thoughts on this.
  13. See I like the Orion a lot and it almost feels like the Iron Duke with much better MM. But it's usually the teams at tier 4 as well as the map selection that makes playing tier 4 difficult. Now that I have the QE, I actually usually only shoot HE to make the enemy waste a shot of repair or if their repair is on cool down... I think historically the 14 inchers on the KGV performed about as well as the weapons on any other treaty BB. Maybe WG exaggerated the effect of how much the caliber thing matters. I can totally see that the unarmored parts of the KGV could be in trouble when hit with HE / IFHE though, and perhaps that the main armor belt that goes up rather high only causes hits that would've been overpens to end up as full damage pens instead as it's not enough to cause bounces or shatters...
  14. After playing/grinding the new UK BB line for a couples of weeks, I have to say that the ships at mid tier (Orion and Iron Duke) seem to be very good. So good that I'm somewhat concerned that they might get rebalanced... Not that they have no flaws or are all around OP, but their ability to spit out consistent damage against a wide range of enemies and in a variety of situations seem to be unparalleled. The high explosive shells the British BBs have are in many ways superior than both the HE and AP shells BBs of other nations fire. In terms of damage done per hit, the British HE seems to be far more potent than any other nation's HE, they consistently roll high. Doing well over 10k hp in a single salvo is quite common. In terms of fires started, my Orion and Iron Duke can usually start an averaging 1 or 2 fires per salvo. So it's easy to keep an enemy burning non stop in a duel, and if multiple British BBs focus fire and work together, they can easily render the entire enemy team on fire or quickly annihilate any single enemy unit with multiple fires... In terms of module damage, the 13.5 inch HE shells on my Orion and Iron Duke can easily and permanently knock out modules such as AA guns and torpedo launchers. The propulsion and rudder of enemy DDs and CAs are very vulnerable to damage by my HE shells also. Before the British BBs came around, it wasn't all that common to see an enemy sailing in a circle and out of control or stopped dead in the water, but now it happens often. Apparently these HE shells are so good that I've been able to citadel light cruisers (Omaha, Konigsberg, Kuma, Phoenix...) with them, a couples of magazine detonations also resulted from these HE shells, and there were a couples of incidents in which enemy DDs were sunk when hit with a single salvo of HE shells. Overall it's been amazing, particularly considering my captain for the ships aren't all that good and they lack both the demolition expert skill and the IFHE skill. Traditionally, BBs rely on the high damage potential of AP penetrations, especially citadel penetrations to accumulate damage. But I think in practice, typical AP rounds ironically lack the versatility and consistency that British HE shells have. Angling and bow tanking can frustrate the damage potential of AP rounds and AP rounds seem to only exhibit their full potential when hitting a broadside enemy. When one is forced to shoot a lightly armored enemy like a DD or some CVs, AP usually overpen and do minimal damage... Ironically this situation can be remedied with not just British HE rounds' versatility, but it seems that the AP rounds on British battleships also perform better and more consistently than typical AP rounds in many situations. Due to their shorter/quicker fuses (and maybe lower penetration value?) they seem to result in more normal penetrations that would've been overpens otherwise. I've heard that British AP rounds said to not be able to produce as many citadel penetrations as the AP shells of other nations. But in practice this hasn't been the case for me. If anything alternating between shooting HE and AP salvos can lead to devastating results. In the 4th replay of my video. I soloed an enemy Konig (German tier 5) in my Iron Duke. I lost a quarter of my health in the end and the enemy ended up sunk, despite using his heals. In the end I did 60k worth of damage. I feel sorry for him cause my angling neutralized the damage potential of his AP rounds, while his HE rounds seem anemic in terms of both alpha strike and fire potential. At the same time my HE rounds ruined him despite his angling. It seems that the relative weaknesses of the British BBs (Orion and Iron Duke) include: their relatively poor AA, relatively vulnerability to torpedo hits, secondary guns that don't seem to do whole a lot, and slow main turret rotation speed. (you're in trouble if something with torpedos get in too close.) So have I just been getting lucky in my British BBs or they're actually really as good as I think they're? I'm actually about to reach the Queen Elizabeth at tier 6, I hope the line is as good as I hope it is. Feel free to respond to the poll, watch the video, subscribe, and share your thoughts.