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Found 12 results

  1. HaruSket

    Atago forgotten ship

    There is not much to say. Lower the recharge of the atago, not that it was a super cruiser so that it fires at 16 seconds with so many ships in the game they have forgotten the old ones. LOWER YOUR RECHARGE. It cannot compete with newer boats and even the new DDs. Lower your recharge to at least 12s, your firing range is 15km. you have to be fair.
  2. LittleWhiteMouse

    Premium Ship Review - Hyuga

    The following is a review of Hyuga, the tier VII Japanese premium battleship. This ship was provided to me by Wargaming for review purposes at no cost to myself; I did not have to pay money to get access to her. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.3. Please be aware that her statistics may change in the future. I always start these reviews with the above disclaimer. I do it for a couple of reasons. The first is to let you all know that there is some intrinsic bias in this review. I am only human (beep-boop ♪) and it's possible I will make some reporting errors on stats and numbers. It's also to let you know that I have a relationship with Wargaming through the Community Contributor program. After all, I get these assets for free to review them and that's absolutely going to colour how I feel about a ship and my readers absolutely need to know about that partnership. However, what I wanted to draw your attention to was this: 'Please be aware that her statistics may change in the future.' I originally wrote this to to warn players of meta shifts. While the core stats of a given ship might not change, the game most assuredly does. Mechanics get tweaked, new ships get introduced and before you know it, your once S-tier Blyskawica is unable to keep up. This past month, this warning has taken on new meaning: The newer premiums may have their performance stats directly nerfed by Wargaming. This is a change from their old policy and it only applies to these newer ships. I had originally wanted to discuss this with my Flandre review but I totally brain-farted on that. Since Flandre, Hyuga and HSF Harekaze II have also been affected by this so it's time to make sure I cover this info. You can see Wargaming's notice of such in the detailed description they provide of an individual premium. I've highlighted the pertinent part: What this means: Hyuga and newer premium vessels do not have protection from being directly nerfed in the future. Changes are not guaranteed, but they are possible. Please, please, PLEASE take this into consideration before pulling the trigger on any purchase. Got it? Good. There's lots of room to discuss this change in policy and how it affects your personal buying decisions. Please feel free to discuss it in this thread or quote back this section in a new post if you prefer. For now, let's get back to my review of Hyuga. Quick Summary: A modernized WWI-era Japanese battleship with twelve, quick-firing 356mm guns, a dispersed armour scheme and access to the Main Battery Reload Booster consumable. PROS Trollish armour scheme for resisting SAP and HE hits, including thick upper hull, deck armour and voids. Good reach on her main battery guns. Very comfortable dispersion for such a large main battery. Excellent main battery DPM between her quick, 28 second reload and her twelve guns. The bulk of her secondary battery has increased accuracy. Has access to the Main Battery Reload Booster. CONS Wonky and weird citadel geometry. Seriously, it looks like a Picasso painting. Overmatch issues with her smaller gun calibre. Horrible gun handling and awkward fire angles. Only a modest top speed and not especially agile. Horrible anti-aircraft defences. Enormous surface detection range. Overview In the long-long ago, in the before-time, back when there was only three tier VI battleships in this game, a debate raged on which was the best. The answer is obvious now (it's bae-bote, always and forever) but it was a very eye-opening discussion. You see, back then it was Fuso that appealed to most. It's not hard to see why with her trollish armour and phenomenal firepower for her tier. She was faster than her two competitors and this was also back before sigma was understood. Some had a grasp of what overmatch was but others did not. It's not hard to see why Fuso was a long-standing favourite and her successor, Nagato, was often seen as a step down in terms of performance. It's surprising to me we've had to wait this long for a premium based around her game play. There are plenty of options with Fuso and Yamashiro from the Fuso-class and then Ise and Hyuga of the subsequent Ise-class. Well, the wait's over. We finally get what we've always wanted, however it is at the wrong tier. Up-tiering Fuso's gameplay begs the question if any gimmicks could make her worth playing. That's the Hyuga quandary in a nutshell: Is it worth paying money for an up-tiered Fuso with weird gimmicks? Skill Floor: SIMPLE / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Hyuga's pretty new-player friendly. Keep back. Keep AP loaded. Pull the trigger. You can forget about nuances of angling properly; her gun arcs don't allow for that. She's not so fast that she'll get you into trouble nor is she so slow that she cannot keep up with the pace of battle as it progresses. So green light all around. She's an easy battleship to play and she'll deliver reasonable results to anyone of any particular skill level. For veterans, well there's lots to like here. Her consumables alone open up all kinds of opportunity for optimization, to say nothing of her fast-reload guns and her massive broadside. Hyuga's alpha strike potential is downright cataclysmic, reigned in only by modest penetration values which is yet another bit of info to out-skill. Still, as good as her armour profile appears, this is a difficult battleship to effectively tank damage, limiting her appeal as a front-line vessel for pushing and progressing the battle. Overall? Good marks for skill-potential and growth, but certainly not the best out there for that. Options Aside from her Main Battery Reload Booster, there's not a whole lot out of the ordinary for Hyuga when it comes to outfitting her. Consumables Hyuga's Damage Control Party is standard for a Japanese battleship, meaning that it's only active for 10 seconds as opposed to 15 seconds for most other battleships (and 20 seconds for Americans). It has unlimited charges and an 80 second reset timer. Her Repair Party is also standard. It queues up to 10% of citadel damage, 50% of penetration damage and 100% of everything else. From this queue, it will heal back up to 14% of the ship's starting hit points per charge over 28 seconds. It starts with four charges and has an 80 second reset timer. Her Main Battery Reload Booster is weird (not the least of which is seeing a MBRB on a battleship at all). It is active for 15 seconds, doubling the rate at which shells are reloaded during that time (each second spent reloading counts as two). It starts with three charges and it has a 60 second reset timer. Finally she has a Fighter. This launches three (3) aircraft which orbit on station for 60 seconds. It comes with three charges and a 90 second reset timer. Upgrades There's three builds to consider here: Optimal, comfort and PVE-shenani-nani-gans. Start with Main Armaments Modification 1. Begin your anti-fire regimen with Damage Control System Modification 1. So all of the fun happens in slot three. Aiming Systems Modification 1 is your best choice here. However, you can take the slight dispersion hit for Main Battery Modification 2 to increase her admittedly horribad turret traverse rate. For you PVE-nutters out there, you can also consider electing for a secondary build here with Secondary Battery Modification 1 if you like. Whatever your choice, follow that up with Damage Control System Modification 2 in slot four. Commander Skills Until Dead Eye (4pts) is dead and buried, it's going to remain optimal for all battleship builds. That's going to be the first priority on any PVP battleship build. From there, your next priority is to mitigate fire damage through Basics of Survivability (3pts) and Fire Prevention Expert (4pts). Next up comes buffs to gun performance, namely in the form of Adrenaline Rush (3pts) and Grease the Gears (2pts). That leaves you 5pts to play with (including a 1pt skill compulsory). Recommended skills include: 1 point skills: Gun Feeder, Emergency Repair Specialist 2 point skills: Priority Target 3 point skills: Super Heavy AP Shells 4 point skills: Emergency Repair Expert, Concealment Expert If you're a PVE main and want to dabble in a brawling build (because bots love to brawl), then you can skip the fire prevention stuff and just load up on secondary buffing skills instead, dropping Dead Eye and avoiding Concealment Expert because neither are ever going to do you any good. Camouflage Hyuga has access to two camouflage options. She comes with Type 10 Camouflage regardless of how you acquire her, but when she was first sold, the higher tiered bundle came with the Japanese Lacquer camouflage as well. This alternative camo is merely a cosmetic swap, providing the same identical bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains.  Hyuga's Type 10 Camouflage is the usual browns and greens you've come to expect from Japanese premiums. If you've finished the appropriate section of the Isoroku Yamamoto collection then you can palette swap to the blue instead. I really like Hyuga's lacquer camo. We've seen it before on Hayate. Firepower Main Battery: Twelve 356mm guns in 6x2 turrets in an A-B-P-Q-X-Y in superfiring pairs. Secondary Battery: Sixteen 140mm guns in 16x1 hull-mounted casemates with eight to a side and eight 127mm guns in 4x2 turrets with a pair on either side of the main superstructure. I'ma take a quick moment and start with Hyuga's secondaries. Outside of PVE modes, don't worry about them. If you prefer Co-Op, you can buff her secondaries and get some nice results. Hyuga's 140mm casemates have improved gunnery dispersion, akin to that found on other large-calibre casemates of ships like Nagato, Amagi, Iron Duke and Warspite. Her 127mm have normal ol' (bad) dispersion, though. Fully buffed, you can get their reach out to 8.47km which is pretty respectable and more than worthwhile when bots come rushing blindly at you. Their smaller calibre will prevent them from dealing direct damage to all but the softest skinned targets, but you'll undoubtedly start a fire or two in every match if you get stuck in. Don't bother with them in PVP, however. Twelve 356mm guns with a 28 second reload with 1.8 sigma and a Main Battery Reload Booster at tier VII. For those experienced with the game, that's all of the information you really need to know to appreciate Hyuga's strengths and weaknesses. There's minutia, of course; other details that matter, but the lion's share of the information you need comes right there. Let's break it down: Twelve guns: This is a lot, no matter how you slice it. Most battleships in the game sit with between eight and ten guns with twelve tending to be towards the upper limit (laughs in Lyon). Regardless of gun calibre, this promises a large broadside and huge alpha strike potential. 356mm gun calibre: By tier VII, this gun calibre is a bit long in the tooth as more and more vessels drift upwards towards 380mm and 406mm guns. It is below average for its tier despite the glut of ships still using it (Poltava, California, Florida, Duke of York, King George V and Hyuga). 356mm guns obviously don't hit as hard as the larger gun calibres, but they are also incapable of overmatching structural plate that's 25mm or thicker. 25mm and 26mm structural plates become increasingly commonplace at mid-to-higher tiers, preventing ships armed with 356mm guns from being able to bully these vessels at any angle they take. 28 second reload: Go back even a year, and the perceived "normal" reload time for a battleship was 30 seconds. However, between the new American and Italian tech-tree battleships released this past year, Wargaming seems increasingly weary of keeping to this standard. A glut of newer vessels have greater-than-30-second reloads to their name, which makes Hyuga's 28 seconds all the more remarkable. Again, I stress that this is with a large main battery of twelve guns. Even with their smaller gun calibre, Hyuga's damage potential is some of the best at her tier. 1.8 sigma: This is the "workhorse" value Wargaming typically assigns to most battleships. The average sigma among the seventeen unique tier VII battleships is 1.79 just to give you an idea. The trend tends to be for ships with a large number of guns to have lower sigma; usually in the 1.5 to 1.6 range. This afflicts the tier VI battleships with twelve guns with Fuso and New Mexico both stricken with 1.5 sigma while Arizona feels decidedly over-performing with her 1.8 at the same tier. To see Hyuga with 1.8 sigma speaks to the comfort of her long-range gunnery. Aim well and she'll reward you with multiple hits. Main Battery Reload Booster: This consumable is a game changer. Hyuga already fires very quickly. She is more likely to have shells at the ready when a target of opportunity presents itself. The faster a battleship fires, the more forgiving the vessel is for poorly aimed shots. This consumable turns everything on its head, providing Hyuga with shells on demand. With a touch of a button, you all but guaranteed to be able to put shells down range to capitalize on an opponent's mistake. This stacks with the strengths of her larger battery (twelve guns) and decent sigma (1.8) to make these shots count. With the short reload on the consumable, it's again likely to be ready when the next opportunity arises. The only thing arresting the overpowered nature of this combination is Hyuga's gun calibre. If she was capable of overmatching any target she faced, this would simply be a raw DPM increase. As it is, she still needs to look for the best shots possible. Give Hyuga your broadside at your peril. Hyuga's 1.8 sigma makes for comfortable shell groupings. It's not S-tier by any means, but it's a far cry better than Fuso's 1.5 sigma shotgun blasts. This is largely the means by which Wargaming justifies Hyuga being a tier VII. This is what Fuso's 1.5 sigma shotgun blasts look like. Both ships are using Aiming Systems Modification 1 (but not Dead Eye), firing 180 AP shells at 15km against a stationary Fuso bot without camo. Shells are coming in from right to left (the Fuso is bow-tanking). Twelve guns with a 28 second reload means that Hyuga very comfortably sits near the top of the potential damage charts, even with her smaller gun calibre. It doesn't hurt that Japanese HE shells deal more damage than most of the contemporaries of the same calibre, with only the Royal Navy HE being beefier on a per-hit basis (6,100 damage from a KGV-class HE shell versus 5,700 for Hyuga). I swore I'd never do one of these graphics again and YET, here I am... Twelve 356mm guns with a 28 second reload with 1.8 sigma and a Main Battery Reload Booster glosses over a lot of problems. Hyuga's gun handling isn't particularly good nor are her fire angles comfortable (more on these in the Durability section below). Her range is good, but it could be better. Without access to a Spotter Aircraft, there's no temporary flexibility to chase targets just beyond her nominal reach. Next, her HE shells aren't good fire starters. Finally, her penetration just isn't up to scratch to compete with battleship belt armours outside of 14km. There is also the added problem that with such fast firing guns, Hyuga remains spotted longer than other battleships, revealing herself with every blast of her weapons. All of these problems are easy to forget with just how many shells she puts downrange and how often the land hits. Yes, ricochets are annoying. Yes, it sucks when a salvo of multiple hits from HE fails to start a fire. These issues help reign Hyuga in from over-performing, because there's a little too much good going on here. A lot of the premium battleships at tier VII use 356mm guns for some reason. Ashitaka uses 410mm, to be clear, and is present here because she's the other Japanese premium. Despite her increased HE shell damage, she's only a modest fire starter and only because she has so many guns and fires so quickly. Her individual shell hits have some of the lowest fire setting at her tier. SUMMARY: Very comfortable gunnery platform. Maybe a little too comfortable. Durability Hit Points: 60,700 Bow & stern/superstructure/upper-hull/deck: 26mm / 16mm / 149mm / 35 to 44mm Maximum Citadel Protection: 32mm anti-torpedo bulge + 299mm belt + 32mm turtleback + up to a 230mm citadel wall. Torpedo Damage Reduction: 26% I'm going to start with this graphic. It may seem a little out of place, but hear me out. "It could be worse" sums up Hyuga's fire angles. Between these and her poor gun handling, she gets poor marks here. 'If you can shoot them, they can penetrate you,' sums up Hyuga's firing angles. Assuming you can set things up absolutely 100% perfect, there's still around a one in three chance of their AP shells doing unspeakably ugly things to your ship. Get sloppy by as little as 3º and their chances jump up to half with the enusing reduction of relative armour as an additional kick in the teeth (her 299mm belt drops from approximately 520mm of effective armour down to 485mm). Hyuga's firing angles aren't well designed for trading fire. She's not meant to tank damage in gun duels like this. She's much better suited at shooting things that aren't shooting back. You're pretty much forced to choose between damage out put and tanking effectively. She's not really agile enough to pull off both without making some serious compromises to one or the other. It's not all doom and gloom, though. The Ise-class is a WWI era super-dreadnought and this is reflected in her dispersed armour scheme. This means that other than her extremities and (admittedly sizeable) superstructure, Hyuga has thicker armour than expected. Combine this with her enormous anti-torpedo bulges (which don't work very efficiently against torpedoes for some reason), Hyuga's armour profile is downright troll for resisting AP, SAP and HE shells. The latter two especially struggle to deal reliable damage if they miss her snoot, booty or hat. Against AP shells, it's a bit more of a mixed-blessing. Her dispersed armour does make it more likely to AP shells to ricochet if she's angled correctly. However, the thicker armour plate also has the effect of guaranteeing to arm the fuses of large calibre AP rounds, all but negating the chance for reduced damage over-penetrations when shells do bite into these places. Overall, her dispersed armour scheme is more of a blessing than a bane. Before moving on, it's worth mentioning that her turrets have about 300mm worth of usable armour between their turret faces and barbettes. These are an admitted weak point when face-tanking if an opponent can't simply overmatch her 26mm bows with 380mm+ calibre AP rounds. Hyuga's guns break often when forced into this role. Hyuga's huge 32mm anti-torpedo bulge acts as a void. Any HE or SAP attacks that strike here will deal zero damage to the ship. Peel back that anti-torpedo protection and there's a mess of different armour values for AP shells to contend with. None of these values are especially high, so maintaining correct angling is paramount to resisting battleship-calibre AP fire. When it comes to citadel protection ... it's complicated. Around Hyuga's rear magazines, her protection is pretty damn good with a combination of up to 593mm worth of steel at funny angles aimed to keep shells out. But depending on where she's hit, this value can be as low as just 288mm. Add onto this the wonky (janky!) geometry, especially around the P and Q turret magazines and the rear machine spaces and Hyuga's presents shell trap after shell trap after shell trap for penetration AP rounds to catch upon and deal big damage. It's worth mentioning that her turtleback isn't angled steeply enough to resist flat-trajectory fire, to say nothing of long-range fire and it's from the latter that you need to worry about big damaging hit the most. The reason I have made such a big deal out of Hyuga's poor firing angles and gun handling has a lot to do with how badly this ship resists citadel hits from the incidental attacks that come from long range duels. Look, I was going to show the armour values for this but ... it's like Jackson Pollock painting. It's a total mess. There are so many different armour values and weird geometries going on. I want to rate Hyuga's overall durability more highly than it deserves. In truth, her protection scheme could be really troll if she had better firing angles to capitalize on it. Furthermore, being a tier VII battleship, that leaves those huge vulnerable overmatching holes in the form of her bow and stern for easy back-doors into big damage against this ship. And if those aren't available, you can always smack her in the barbettes and get some nice damaging hits that way -- the changes made to penetrating hits against guns has greatly hurt the durability of mid-tier battleships, especially in brawls. I suppose the best that could be said about her is that she's pretty good at resisting poorly aimed cruiser HE and SAP spam. However, her superstructure and extremities are large targets so you cannot expect any experienced player to ignore those soft spots. Furthermore, Hyuga burns just as well as any other Japanese battleship. Hyuga's health pool is only average. VERDICT: Pretty good if you can stay angled or your opponents are n00bs. I wouldn't count on either one of those, though. It'll work well against bots, though. Agility Top Speed: 25.3 knots Turning Radius: 750m Rudder Shift Time: 15 seconds 4/4 Engine Speed Rate of Turn: 3.9º/s at 18.9 knots Tier VII is a transition-tier for battleship agility. This is where we start to see some really fast battleships appearing however there are still some 20-knot holdovers in the form of the American standards. This combines with a mix of different handling characteristics, with some retaining the early-battleship tight turning radii while others begin to have their turning circles balloon out to the massive sizes we see at higher tiers. Thus there's a lot of variety between the best and worst performers and everything in between. Hyuga is definitely one of those in between. Her speed is slightly below average for her tier and her turning radius is alright. At 25 knots, it's just about enough to keep up with the pace of battle or to disengage during the opening stages of a fight. As the battle progresses, however, Hyuga's pedestrian top speed is more of a liability where the threat of allied support begins to dry up and enemies can push more aggressively if she's exposed. Similarly, her modest top speed leads to a cumbersome rate of turn. The good news is that she doesn't quite out-turn her turrets. The bad news is that you're still going to be tempted to use your rudder to bring guns to bear and that's going to open up your sides for penetrating AP hits. To this end, taking traverse-improving skills and upgrades helps improve this ship's durability, if only to keep your fingers away from the WASD keys when switching targets. Think of Hyuga as a slightly-faster Nelson. VERDICT: Nothing terrible but nothing good. Anti-Aircraft Defence Flak Bursts: 2 explosions for 1,330 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8km): 63dps at 75% accuracy (47dps) Short Ranged (up to 2.5km): 75.5dps at 85% accuracy (62dps) Yeah.... no. The only reason Hyuga isn't at the bottom of the pile for AA defence at this tier is because Ashitaka is a stock, interwar-era Amagi. VERDICT: Yeah... no. Vision Control Base/Minimum Surface Detection: 16.84km / 14.7km Base/Minimum Air Detection Range: 10.46km / 9.41km Detection Range When Firing in Smoke: 14.84km Maximum Firing Range: 20.31km Have some raw data. Hyuga's surface detection is pretty bad. Hyuga's surface deteciton is pretty terrible. Stock, it's 2km better than Fuso (a little bit less if they're both fully upgraded), so that's something I guess. But that's like saying your tier V battleship has more health than Viribus Unitis. Even with a full concealment build (which should still do, by the way), until the enemy destroyers have been thinned out, you have to count on being permanently lit if you're anywhere close to the front. Being so easily spotted means that Hyuga spends more time being the only target available than her contemporaries. I'm sure Wargaming has some metric out there to illustrate this that would justify my suspicions, but between Hyuga's enormous surface detection and rapid fire guns, she ends up making herself a target more often than most. This means more incidental fire comes her way, especially from other battleships. While not all of this will connect, it's just that little bit of extra chip-damage that will eat at her health or tax your Damage Control Party that makes Hyuga and Fuso feel squishier than their armour profiles would otherwise suggest. It's just something to keep in mind. Having Priority Target is recommended if only to let you know when you need to silence your guns and think about rotating towards the back of the line to ease off some of the pressure. Hyuga's lack of a Spotter Aircraft tends to keep Hyuga closer to the action than Fuso, even with the two ships having comparable ranges. For the sake of her gun performance, this is generally a good thing though I found myself missing that extra bit of reach-on-demand in higher tiered engagements. Still, I have no real complaints about her engagement distances. Hyuga has nothing else really to speak of when it comes to her Vision Control. She's a fat battleship, possibly visible from space. This gets her shot a lot, though often it's more incidental fire than anything concentrated. Still, you can't count on being able to properly disengage unless you keep her in the second line. VERDICT: Just plain bad. Final Evaluation This isn't the first time Wargaming has taken an existing design and up-tiered it by making some small changes. While Hyuga is not a Fuso-class, their design looks superficially analogous from a game play perspective, what with both ships being large, twelve-356mm gun armed Japanese battleships. However, the differences between them is extensive. While describing Hyuga has a Tier VII Fuso is a good shorthand for setting expectations, it's far from accurate. This isn't a complete list of differences (you could write a book on their armour and hull geometry differences alone), but here's the important bits that separate the two vessels: The Basics Hyuga is an Ise-class, with overall larger dimensions than the Fuso-class and, most notably, different P & Q gun turret layouts. Hyuga is tier VII, facing a maximum of tier IX opponents and Fuso is tier VI facing a maximum of tier VIII opponents. Hyuga is a premium with all that this entails and comes with permanent camouflage. Firepower Hyuga has access to a Main Battery Reload Booster. Hyuga has improved sigma (1.8 vs 1.5) Hyuga has longer ranged secondaries (5.6km vs 4.96km) Hyuga has sixteen 140mm casemate secondaries, Fuso has fourteen 152mm casemate secondaries. Fuso is longer ranged (21.81km vs 20.31km) and she has access to a Spotter Aircraft. Durability Very different armour layouts and hull geometries. No, I'm not going into detail. Hyuga has better overall citadel defence. Hyuga has more hit points (60,700 vs 57,100) Hyuga has better built in fire resistance from her tier (30% vs 23.5% approximately). Fuso has better anti-torpedo defence (34% reduction versus 26%) Agility Hyuga is faster (25.3kts vs 24.5kts) Fuso has a tighter turning radius (730m vs 750m) Fuso has a faster rudder shift time (14.9s vs 15s) Anti-Aircraft Defence Fuso has better AA DPS at close range (150.5dps vs 75.5dps) Hyuga has a Fighter consumable. Vision Control Hyuga has a better surface detection range (16.89km vs 18.9km) Fuso has a better aerial detection range (9.74km vs 10.46km) So Hyuga's not a Fuso clone, but really, the three big differences between the two vessels are her consumables, her range and her dispersion. Hyuga is a much better gun platform than Fuso, even with her deficit of reach. Her gunnery is more reliable than the tier VI vessel. She puts more shells on target from accuracy and more shells down range grace of her Main Battery Reload Booster consumable. In fact, Hyuga's gunnery is so much better that it feels downright comfortable; and that, to me, is always a warning sign that a ship is perhaps a little too good. If I find myself feeling cozy in a given vessel, that's a sure sign that something about it is overtuned in my hands. Whether or not this translates to being similarly good in the hands of the masses is another thing entirely, but a lot of the ships I like end up getting pulled by Wargaming -- just saying. In Hyuga's case, Wargaming's new policy on adjusting premiums should keep this ship from ever getting withdrawn from sale barring her becoming way too popular. But as it stands, I think Hyuga is a fantastic Japanese premium. She's right up there with some of the other top-tier Japanese premium battleships including Ashitaka, Musashi and Shikishima.
  3. rafael_azuaje

    ISE QUESTION?

    Why Ise has bad dispertion? (Horrible) and WG said has sigma 2.0 why Ise has Bad penetration? (sucks, ugly) COTTON SHELLS , Corn pop shells? the Ise has only decent AA & Planes torps. but the Main Guns are USELESS! Please fix the guns of ISE dont wreck it ! THANKS.......................
  4. The following is a VERY hasty review of HSF Harekaze II. This ship was provided to me by Wargaming for review purposes at no cost to myself. To the best of my knowledge, the performance discussed here is current as of patch 0.10.3. Please be aware that her performance may chance in the future.= So, first things first. It may be obvious to some but it isn't obvious to others. HSF Harekaze II is not HSF Harekaze. HSF Harekaze II does not come with multiple hull and camouflage options like her predecessor did. If you're hoping to play with Japanese 100mm/65 guns or a cute kitty camo, this isn't the ship for you. HSF Harekaze II comes with a singular armament of three German 150mm/55 SK C/28s as found upon the ship during the events of the High School Fleet: the Movie (2020) (or is it the OVAs?) to which this crossover ties in. The original Harekaze was a true hybrid with good guns (using her 100mm/65s) and good torpedoes. Harekaze II is a torpedo destroyer with German destroyer consumables and three of their 150mm guns (but weird ammo). Between the servers melting and the limitations imposed by the licensing agreement, HSF Harekaze II was not available for Community Contributors to play-test before her release. So this is kinda rushed. The last time I had a hold of her was August 11th 2020, where I wrote the following to Wargaming (she was play-tested under the working name "Arashi"). Oh, past-me. So young. So optimistic. So "hasn't just spent the last three days recovering from vaccine reactions so she probably isn't grumpy like I am now". I'ma rip this ship a new one. Harekaze did not get the German 1/4 HE penetration. Her gun performance remains very niche. Her AP shells allow you to citadel select cruisers with minimal citadel protection at very close ranges. However, having only three guns with a 5 second reload time precludes her from having anything close to competitive damage output with her small main battery. Harekaze II is a torpedo destroyer and her individual performance is dictated by how well you can land those incredibly powerful fish. However, unlike most Japanese torpedo destroyers, she turns things upon its head with her access to a Hydroacoustic Search consumable. Harekaze II has the potential to be a strong forward scout, good at projecting vision for her allies. This is a very high risk play, however, as she does not have the firepower, speed or health to survive an encounter that goes pear shaped. Before we begin... A bit of a caveat for this review: It has been made as quickly as I could. I played ten games in this ship yesterday as soon as I got up, made notes and compared them to my older notes back when this ship was called Arashi. I then borrowed my Fen Yang data-set (from January 2021) and began updating it. There are no pretty graphs in this review, just screenshots of crap I C&Ped into notepad. I did this for expediency's sake; each pretty graphic is anywhere from 30 minutes to several hours worth of work which would have added literal days to this reviews production. These collaboration ships are never on sale for very long and I wanted to get my take on this ship while it's still out there. If you want to hear more about elements I did not cover, such as fire setting, AP fusing angles versus destroyers, etc, I have the info available. So without further ado: PROS Large calibre guns for a destroyer providing good penetration and punchy individual shells. Excellent gun arcs and a 360º gun rotation on X-turret. Whoo! ♪ Love me some good gun arcs. Hard hitting torpedoes. Great concealment with a surface detection as low as 5.37km. Access to a German destroyer Hydroacoustic Search. Her permanent camouflage provides 50% bonus commander training. CONS Tiny hit point pool for a tier VIII destroyer. Bad gun handling. Poor main battery DPM. Not very fast or agile. Her AA defence is a joke. She uses a German Smoke Generator with shorter smoke duration time. Entirely reliant on never being spotted ever. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / High / EXTREME I'm normally pretty forgiving when it comes to evaluating the skill floor of torpedo destroyers. Her potential is through the roof. Actualizing that potential is another matter entirely. That doesn't make her powerful, per se, but it does mean you have to respect a Harekaze II in the hands of an expert more than you might a Kagero, for example; especially if she's in a division. Still, I gotta give HSF Harekaze II a bump up in difficulty for new players, if only because her survivability is so terrible. If you pull the trigger against the wrong target with your guns, you are doomed. If you over-extend, you are doomed. If you over-estimate the duration of your smoke: also doomed. Options Consumables HSF Harekaze II has German-destroyer consumables instead of those from a Japanese-destroyer. Her Damage Control Party is standard. It has a 5 second active time, unlimited charges and a 40 second reset timer. Her Smoke Generator is that of a German destroyer. It starts with 3 charges and it has a 160 second reset timer. It emits smoke for 20 seconds with each cloud having a 450m radius which is normal enough. However, the clouds only last for 69 seconds (nice) instead of the expected 89 seconds for a Japanese destroyer. We come back to normalcy with her Engine Boost. This provides the usual 8% speed increase for 120 seconds with a 120 second reset timer. It comes with 3 charges to start. And finally we have her glorious Hydroacoustic Search consumable. This has 3 charges to start, 100 second active time and a 120 second reset timer. It detects torpedoes up to 3.5km away and ships up to 5km away. This is identical to that found on ships like Z-23 or Z-35, for example. For those curious, this is still a step behind Loyang's and Siliwangi's. Upgrades It may appear that there's a variety of choice here, but there's really not; at least if you're worried about optimization. Take Main Armaments Modification 1 in your first slot. If you're allergic to Fun and Engaging™ game-play, then Magazine Modification 1 will help mitigate that somewhat. The special upgrade Hydroacoustic Search Modification 1 is the best choice in slot two. Engine Boost Modification 1 is the next best choice. Each of these will cost 17,000 from the Armory. If you can't (or won't) afford that, then default to Engine Room Protection. Harekaze II is a torpedo destroyer. Play to your strengths. Take Torpedo Tubes Modification 1 in slot 3. If you want to pretend that you can prop up this ship's weaknesses than take either Aiming Systems Modification 1 or Main Battery Modification 2 to assist with aiming and gun handling respectively. You do have an honest choice in slot four. You won't be sitting in smoke often, so Propulsion Modification 1 may not give you the mileage you might be used to with other destroyers, however I still think it the better of the pair. Otherwise you can put a tiny bit more precision in her agility with Steering Gears Modification 1. Finally, take Concealment System Modification 1 in slot five. Commander Skills Build for and prioritize survivability, stealth, speed and torpedo performance. In a perfect "I'll never be spotted never mind shot-at" world, your 21pt commander should look something like this: There's a lot of wiggle room here. At tier 1 you can swap for Grease the Gears. At tier 2, take Priority Target or Last Stand if you prefer. At tier 3 you do not want to deviate from the two skills listed, but if you can free up points from a tier 4 skill (or two), then Adrenaline Rush or Superintendent aren't terrible picks. At tier 4 you absolutely must keep Concealment Expert. Given Harekaze II's low speed, I strongly recommend Swift in Silence (it's a permanent Engine Boost while hidden) but between that and Radio Location you can drop one (or both) to free up points for other choices. Though you gotta wonder, if you're never supposed to be seen, do you really need Survivability Expert? Seems to me like that 'never being spotted' thing is a bit of a pipe dream, no? Camouflage The original Harekaze absolutely spoiled players for choice. It came with both the High School Fleet themed camouflage and a more traditional Japanese destroyer camo as her inclusion into the game predated the expanded use of content filters we now enjoy in port (before, if you disabled being able to see the High School Fleet camo, the game demounted the camo). This latter changed the geometry of the ship to appear "normal" removing the fantastic elements from the anime and, provided you completed the first part of the Isoroku Yamamoto collection, it also provided an alternate palette. Finally, you could later buy the infamous (and amazing) Isoroku camo which turned your ship into a kitty-cat. Harekaze II has no such options. She comes with a single camo which also means you cannot palette swap her skin if you disable viewing the High School Fleet content with your port-filters. It provides the following bonuses: A 3% reduction in surface detection ranges. A 4% increase to the dispersion of enemy gunfire. A 10% reduction to post-battle service costs. A 50% increase to commander experience earned. A 50% increase to experience earned.  (These bonuses are identical to the optional "Isoroku" camouflage on the original Harekaze. However, Harekaze's default camo had 100% bonus free experience instead of 50% commander experience found here). No fun kitty camo here. Summary HSF Harekaze II has German-destroyer consumables. She should be built as a torpedo-destroyer with her upgrades and commander skills. Her camouflage options are limited to a single camo unlike her predecessor. Firepower Main Battery: Three 150mm/55 guns in 3x1 turrets in an A-X-Y superfiring arrangement. Torpedoes: Eight tubes in 2x4 launchers mounted fore and aft of the rear funnel down the centre-line of the ship. Gun fire arcs are: A-Turret: 312º X-Turret: 324º with a full 360º traverse. Y- Turret: 314º While HSF Harekaze II may be using German guns, she's using very Japanese ammunition. And this is very good ammunition to be clear (despite it's faults). If she had more than just three guns to play with, this destroyer's main battery firepower might have been interesting in game rather than simply academically. Here's what it gives you: Her AP penetration is excellent for a destroyer; well above and beyond German and Soviet destroyer AP penetration. This makes her a credible threat to most broadsiding cruisers up to distances of about 8km or so. Her HE shell damage is much higher than expected for a German styled weapon. HSF Harekaze II's shells deal a maximum of 2,500 per hit instead of the wimpy 1,700 of German shells. They have very high fire chance for a destroyer-mounted 150mm shell at 11% per hit. Here's what you're not getting from their German heritage: Improved German 150mm-gun dispersion. Improved German 1/4 HE penetration. Improved (60º to 67.5º) auto-ricochet angles. Look, there is so much I could talk about with these weapons. The interaction of their fuse sensitivity with destroyer hull angles, their long (for a destroyer) fuse timers and how this interacts with her AP penetration over distance, how good they are at setting fires, etc. But the simple fact of the matter is that HSF Harekaze II does not have enough barrels to make these guns work effectively. Harekaze II's weapons are weapons of opportunity. If you see a vulnerable, low-health target? Feel free to open fire. It doesn't matter if it's a destroyer, cruiser, battleship or carrier. Otherwise, don't bother. It's never worth giving your position away and making landing torpedoes harder. You know you're in a rough spot when the Japanese torpedo destroyers look like better gunships than you. Taking HSF Harekaze II into a knife fight is the wrong move against nearly any full-health opponent you can name. Her AP performance is at least respectable which makes her much more of a threat against low-health cruisers and battleships; especially to the former if they flash their sides. I put this together for three reasosn. First, Harekaze II's AP shells are really neat. I popped a low-health München at 6.5km with a brace of citadel hits which felt amazing. Second, it's an excuse to show off how different HSF Harekaze II's AP shells perform compared to other German 150mm armed destroyers. Third, it also allowed me to show one of the many differences between the old German destroyer 150mm performance (Z-39) and the new (Maerker). Torpedoes Tier VIII destroyer torpedoes have this annoying habit of being "almost amazing". There's always something wrong with them. Maybe they don't hit hard enough. Maybe they're really slow. Maybe the destroyer simply doesn't have enough of them. This is, of course, to encourage players to continue to look every upward and push onto those tier X destroyers where such flaws are reduced (if not absent entirely). For HSF Harekaze II, that issue is range. Let's be clear: HSF Harekaze II's torpedoes are some of the meanest at her tier. They hit like trucks. They're fast. She fires a good spread. While the detection range (and reaction time) of Japanese fish is notoriously over-generous, their biggest flaw is that they put these fragile and flighty destroyers within Surveillance Radar range. Their 10km reach just isn't ideal and an extra 2km would make a world of difference in their efficiency, which is exactly why they don't have it. Each torpedo hit from HSF Harekaze II chunks the red team of up to 20,967 damage, so even a trio of hits is a decent battle result. Four to five is a solid game and should put you near the top of the team lists. Six or more and you should start to feel sorry for the Reds. While this may not seem like a tall order, the reality is that you're as much reliant upon your own skill set as your are on the misplays of the Red team in order to get these kinds of results. Torpedo destroyers are generally very inconsistent, with high peaks and low valleys when it comes to individual games. Their volatility is what makes them so exciting ... and frustrating. Worse, their efficiency can be neutered by something as simple as an overflying group of enemy aircraft that had no intention of dropping on her. HSF Harekaze II, like all torpedo-destroyers, works best when they don't see the attack coming. A wary target may not be able to avoid every torpedo thrown at it, but it's the difference between scoring multiple hits or getting MAYBE one. Between the time it takes to setup, get into position and her own reload, she can't put enough fish into the water to guarantee a reasonable result that way. This is, of course, nothing new. It's a common lament for all torpedo boats out there. Except for Asashio. Asashio don't play by those rules. Asashio makes her own damn rules. Both versions of HSF Harekaze use Kagero's torpedoes. The original Harekaze uses her stock fish while HSF Harekaze II uses her upgraded ones. VERDICT: Her guns suck not because they aren't good, but because she doesn't have enough of them. Her torpedoes are great, though. Durability Hit Points: 13,300 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 19mm / 19mm No. Just, no. HSF Harekaze II's effective health is pathetic for a tier VIII destroyer. VERDICT: Very, very bad. Agility Top Speed: 35kts Turning Radius: 640m Rudder Shift Time: 4s 4/4 Engine Speed Rate of Turn: 7.0º/s at 29.1kts A top speed of 35 knots is the basement of acceptable destroyer speeds. Anything less than that and it's a crippling flaw. So HSF Harekaze II's speed is barely adequate and will (frankly) get her into a lot of trouble. This is a ship that lives and dies by controlling engagement distances. While her excellent concealment does wonders for assisting her with this, without speed to back it up, it's by no means an easy contest. The worst case scenario for HSF Harekaze II is being pursued; especially by a ship equipped with either Hydroacoustic Search or worse Surveillance Radar. Her 35 knot top speed just isn't enough to open up the distance, If you touch her rudder at all, that speed falls below 30 knots and most cruisers going flat out can not only keep pace, but actively gain upon her. To this end, it's hard not to look favourably upon the commander skill Swift in Silence. The extra speed at least allows her to play keep-away from (most) cruisers. I'm recycling this from my Z-35 review for the sake of saving time. HSF Harekaze II has almost identical performance to Kagero, Harekaze, Asashio and AL Yukikaze. VERDICT: Okay, but only just. Anti-Aircraft Defence Short Ranged (up to 2.5km): 14dps at 95% accuracy (13.3dps) No. Very no. She struggles to shoot down summoned fighters, to say nothing of attacking planes. VERDICT: Even worse than her durability. I AM HAVING SO MUCH FUN RIGHT NOW! Vision Control Base/Minimum Surface Detection: 6.84km / 5.37km Base/Minimum Air Detection Range: 3.06km / 2.48km Detection Range When Firing in Smoke: 2.96km Maximum Firing Range: 11.4km There is a lot of good going on here. First thing's first, the Kagero-class (and related) destroyers are the stealthiest ships within their Matchmaking. They have the surface detection to outspot everything else out there. Similarly, HSF Harekaze II's aerial detection is downright excellent. Planes have to be literally over-top of her in order to spot her which makes rocket attacks difficult unless the CV knows well in advance where the destroyer is (or is going to be). And let's not ignore the fact she also gets access to Hydroacoustic Search, giving her the ability to screen for enemy fish and the potential (I stress: potential) to spot concealed enemies. The only downside, really, is there's not much HSF Harekaze II can do with this great concealment offensively on her own. As great as her Vision Controll toolkit is, what can she really do with it other than to play keep away? Taking the Radio Location and Swift in Silence commander skills are nearly a must to give her both the advanced warning and extra speed necessary to ensure she can control engagement distances on lurking lolibotes. While she may be able to outspot anything she faces, she's not agile enough to come about in the short span of time between spotting a destroyer heading her way and when they make up the difference in surface detection and spot her right back. With HSF Harekaze II's fragility and poor DPM, this is rarely an encounter she comes out the better for if it comes down to trading fire. And if you do the smart thing and keep your guns silent and run away, you're still going to sacrifice a big chunk of her admittedly small health pool. The bad news with taking Radio Location is that it warns ships that you're lurking in the area, which hurts the efficiency of her torpedo ambushes. But it's not like you can really afford to go without. To this end, HSF Harekaze II's Vision Control is so damn frustrating. It's god-tier, but slapped on a boat that can do almost nothing with it. I got myself killed time and again making bold plays for my team -- spotting lolibotes, contesting cap circles and hoping against hope whatever group of random players I was teamed up with would take advantage of the forward positions I was taking. You can guess how my average game went. In a division, HSF Harekaze II's god-tier concealment and access to Hydroacoustic Search are worth so much more. But for her own merits, she's just a sneaky torpedo destroyer that doesn't have to worry about getting hit by enemy torpedoes. This is a list of all of the tier VI through X destroyers, ranked by their fully upgraded surface detection range. When there's a tie, I sort them by the following criteria. First, lower tiered ships get preference over higher tiered ships. Next, I sort them by the date of their nation's inclusion into World of Warships (Japan, USA, USSR, Germany, etc). Tech tree ships have preference over premiums. After that, I try and go by release date but that's not strictly adhered to. VERDICT: So damn good and so damn frustrating. Final Evaluation Forward scouting in HSF Harekaze II is ... well, it's a bit of a loser move outside of divisions. I want to play HSF Harekaze II like Haida II, the Cobra Chicken Boogaloo. Her great concealment and that long-range Hydroacoustic Search? It's SOOOO good when it works. If it works. I must stress both that 'when' and 'if'. If you can't rely on your team mates to shoot at what you spot, when you put yourself up on the firing line like that, you're just going to die and lose. It takes only a mildly aggressive enemy destroyer to see you off. And if you're stupid (or stubborn) enough to stick around when they've already sniffed you out once and know they can outfight you, then this happens: I must stress that even an Asashio can outfight you. HSF Harekaze II just plain sucks at dealing with enemy lolibotes outside of those she can outspot by a mile (and I do mean a literal 1.6km mile) or those who walk into one of your torpedoes. To this end, even trying to contest cap circles is an idiot-play and will only serve you well if your opponents are idiots. Given the quality of Random Battle teams, this means it will happen just often enough to make you think you can pull it off on the regular only to wonder why it fails so spectacularly when one of the Reds decides to do more than run screaming from the cap-buoys. This takes the potential of this ship in solo-play from amazingly versatile to a one-trick pony. You spam torpedoes. That's it. Your team mates will get mad at you for not spotting, for not pushing caps, for not sticking your neck out and pew-pewing that low-health target but HSF Harekaze II's just not built to take those kind of risks without backup. I was genuinely terrified whenever I saw a Kidd, Cossack or Lightning on the enemy team, to say nothing of the higher tiered A-tier gunships. While this is a common lament in most torpedo destroyers, I kept (stupidly) trying to play the forward spotter and I kept feeding myself to these destroyers. Now I admit, that's my own damned fault for playing her this way, but I had to prove to myself that attempting this without division backup wasn't viable. I would have been much better served thinking myself a Kagero that had already taken a broadside from a British battleship and thus, low on health, I should play cautiously. This largely means discarding what makes HSF Harekaze II interesting: her Hydroacoustic Search. In solo play, don't try and use it aggressively. Pretend it's not there. Use it to screen for torpedoes for your team. This all changes in a division, of course, but for solo-play? Without good team mates? No. Very no. So that leaves HSF Harekaze II to be evaluated upon how well she dispenses torpedoes. And in that regard, she's really no better than Kagero with one fewer degrees worth of torpedo arc off her stern. Is HSF Harekaze II good? Well, 5.37km surface detection + Hydroacoustic Search is good. 21,000 damage, 67 knot torpedoes with a 10km range are good. The rest of her isn't. You need to bring a friend along to do the shooting for you if things get hot. Do I like this ship? No. Would I recommend this ship? No. She's a pale shadow of the original HSF Harekaze and if Wargaming wanted to sell a 150mm armed version of her, they should have figured out a way to monetize buying another upgrade slot on her original hull. I suppose that causes all sorts of issues with the crossover license, so that's my guess why we didn't see it. HSF Harekaze II's implementation just makes the original look all the better, so go buy that one instead if you want a piece. I won't be playing this ship going forward unless in a division where I can count on my team mates to shoot what I light up. Then she's fun. But alone? No. If I want to play a tier VIII dedicated torpedo destroyer solo, there's always Kagero, Asashio, AL Yukikaze, etc. Conclusion Not bad. This review took me a little over 30 hours to put together from start to finish, including getting those 10 games in and a good night's sleep besides. Please let me know if you want me to spend some time turning those notepad screenshots into pretty graphics. Otherwise, I'm putting this one to bed and begin the next one. Thank you very much for reading and a very special thanks to my Patrons on Patreon for helping keep my lights on.  
  5. rafael_azuaje

    Why Big for Hizen??

    Why the big nerf for Hizen?? Why? I am very disappointed with the various nerf applied to the HIZEN. and it is not compensated by something good, but everything is negative making it something poor, decadent, almost garbage. It's a shame it could have been much better, but I always see that the Japanese branch is severely punished. IMG_1225.mp4 I hope that one day the Hizen can have its original values as it was first presented. HP original 80700 - Nerf 75900 main battery nerf main turrent nerf detectability nerf Reload Main GUNS nerf total 5 Nerf’s
  6. Navis_Nobilite

    Akizuki - IFHE and fires

    I'm getting close to unlocking the Akizuki. I am pretty sure it needs IFHE. Is there any reason to get Demolition Expert, since it's not that great anymore? Does the Akizuki rely on fires for damage? Or would I be better off with the faster firing skill?
  7. captain_fearless

    What’s up with Yudachi?

    Why is Yudachi condsidered a bad ship? She’s got smoke and torp reload at the same time and 12km Torps. She’s been pulled from the premium shop too, never knew she was that unbearable.
  8. thatbruinskid

    Which T8 Premium cruiser should I get??

    Been debating between Prinz Eugen and Atago. No idea which to go with, I really enjoy German ships (especially battleships) but the Hipper isn't my favorite, haven't played Japanese cruisers but the artillery and torpedo armaments of the Atago seem very fun at first glance. Any thoughts would be appreciated. Thanks!
  9. Its probably best if you just glance over the Underlined and bold parts. Its quite long. Plz reply and share your experiences. Hi everybody! I have been looking around at other forums and have thought that It would be a good idea to have one, big, main forum where everybody can voice their opinions (i.e. rage and complain) about the recent carrier rework. I have been getting several different opinions about what the carrier rework and hotfix has done to our warships. I have been looking around to see what kind of different opinions we have been getting about the carrier rework. From what I have currently seen, the most trouble has come from destroyers. The complaint is that aircraft spotting is too good, and that they are permaspotted and shelled by everything in the vicinity. The same can be said about scout cruisers, which lack the AA defense to repel concentrated air attack, and who cannot output enough damage to repel the hail of fire that the rest of the battle fleet will throw at it. This also does not allow it to spot other targets, voiding its purpose. Light and Heavy cruisers can output a substantial amount of AA firepower, but only the most powerful light cruisers and the most AA oriented heavy cruisers to repel a concentrated air attack. Under constant attack from my fully maxed Lexington, only the enemy Atlanta, AA spec Cleveland, a new Orleans with defensive AA fire, and a trio of battleships pooling their AA could prevent themselves from being decimated by my aircraft (even the AA ships still took minor damage from the remains of my squadrons). Light cruisers that shoot from behind islands are immobile, and vulnerable to attack from bombers and torpedo planes. Heavy cruisers, especially those with an AA focus, are the only ships capable of repelling constant attack by same tier carriers without major damage. Most battleships, with the exception of high tier American ones, generally have crap or mediocre AA, and need an escort or a division to pool their AA. However, concealment isn't really that important, and all BBs can take a hit, so other than being unable to dodge torpedoes, they did OK. The main consensus is that CV's are not that fun to play against. On top of that, It is hard to repel air attack, and being permanently spotted is deadly for most light cruisers and destroyers. I have also heard complaints from the aircraft carrier community. The US Cv community, complains that dive bombers require too much RNG and that the torpedoes don't do enough alpha. The IJN community is having trouble with AP bombs and the bomb sights, which are accurate but hard to use. The british CV line is still going through buffs and nerf at an alarming rate. Right now (2 patches from now this could have changed entirely) the british CV community complains that the short arming distance torpedoes are carried by aircraft that lack the health and speed to reach their target, and the bombing runs are rather flat and sort of have a forward rather than a mostly down trajectory. On top of that, all Cv's are having trouble doing reliable damage to ships. For example, American CV's struggle to inflict damage with bombs to well armored battleships, whose deck they fail to penetrate, and maneuvering cruisers, which they lack the accuracy to hit. Many Cv's complain that other ships do damage and earn credits farming damage off of cruisers and destroyers that they spot, while the CV hemorrhages aircraft trying to get damage done and the cruisers and destroyers rage over being spotted and focused down by the rest of the enemy ships. In conclusion, I believe that carrier spotting mechanics are a death sentence for any ships that rely on concealment. I also believe that Carriers fail to do much damage due to the fact that their planes, while fast, have too little health or maneuverability. Also, Carriers don't like being up-tiered. I look forward to your opinions and ideas about how to fix the carrier. Please PLZ! comment below. Photo gallery:
  10. LittleWhiteMouse

    Premium Ship Review: Asashio

    The following is a review of Asashio, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of April 15th, 2018. Abandon all hope, all ye of heavy displacement. Quick Summary: A stereotypical high-tier Japanese destroyer with specialized, 20km-range deep water torpedoes that make battleship players wet themselves with terror and unicum rage on the Forums and Reddit. Cost: Undisclosed at the time of publishing. Patch and Date Written: 0.7.3, April 9th to 15th, 2018 PROS: Powerful torpedo armament. Enormous damage potential per torpedo hit at 20,967hp per unmitigated strike. Highest flooding chance in the game at a base value of 436% per torpedo hit. Her fish are fast (67 knot), long ranged (20km) and stealthy (900m detection) Excellent gun fire angles. When rigged for concealment, she can get her surface detection down to 5.37km. Access to a Torpedo Reload Booster consumable without sacrificing her Smoke Generator (!). Easy to learn and she makes scoring big damage totals trival. CONS Smallish hit point pool of 15,100hp. Slow firing guns with a 7.1s reload time. Sluggish turret traverse at 6.9º/s (26.1s for 180º). Torpedoes can only engage battleships and aircraft carriers (!!) Laughable AA defense. Slow for a high tier destroyer with a top speed of 35.0 knots. Matchmaking significantly affects the ability to influence a match in a positive way. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Asashio is a paradox. She is, simultaneously, one of the easiest and the most difficult destroyers in the game to play. This is a destroyer where a novice can score huge damage totals. It's also a destroyer where veterans are challenged to use every trick in their arsenal to get a win. Unlike other "easy to learn, difficult to master" ships, Asashio doesn't present a high skill curve. She presents a wall. Asashio's over specialized torpedo armament is terrible -- effectively limiting your tool kit so much that you cannot effectively engage two-thirds of the enemy roster. While she easily farms damage and kills on battleships, influencing the overall outcome of a close match is near insurmountable without a hell of a lot of skill and game knowledge. Thus, there are two tiers to Asashio game play and some players simply are not skilled enough to make her work in these situations. - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Most of Asashio's ratings aren't up for debate. She is the at stealth at her tier, bar none. Nothing is sneakier though some do have competitive Vision Control. Her anti-aircraft firepower is so as to be laughable. While she rates in both agility and durability, she only just manages to eke out these evaluations. She's on the very low-end for both and the introduction of another agile or another tough ship would knock her down into the rating. Where the debate will reside, if anywhere, is how to categorize her offensive capabilities. No one would argue that among the tier VIII destroyers, she has the firepower against battleships. At the same time, her firepower against cruisers and destroyers is downright . I give her the evaluation as a result -- a middle-ground compromise though her in-game performance may fluctuate wildly based on target availability. Options Consumables: Asashio has four consumable slots. Her Damage Control Party is standard for a destroyer. In her second slot, she has a standard Japanese Smoke Generator. This has a 28 second emission time and each cloud lasts for 89 seconds. Asashio's Engine Boost is standard. And finally, she rounds out her consumables with a Torpedo Reload Booster. This reloads her torpedoes in 8 seconds like Kagero, Harekaze and Yugumo. Unlike many other IJN destroyers, you'll note that Asashio does not have to choose between this consumable and her Smoke Generator. Upgrades: Five slots, standard destroyer upgrades. In your first slot, take Magazine Modification 1. You're a destroyer. You explode violently often. Next up, take Propulsion Modification 1. Speed is life for a destroyer and this will help keep your engines in the game. or Aiming System Modification 1 is optimal, providing a small improvement to your dispersion and accelerating the rotation rate of your torpedo tubes. Alternatively, you can try to correct her sluggish turret traverse with Main Battery Modification 2 at the cost of her already abhorrent rate of fire. Propulsion Modification 2 is generally preferred in slot number four. This gives improved acceleration from a dead stop. Asashio will spend some time parked within her own smoke and the extra pep in her engines is welcome. This is a no-brainer for most. Concealment Modification 1 will help her reach her maximum level of concealment. Black becomes green. Blue becomes black. White turns to more-different white. Thanks, Yamamoto collection! Camouflage: Asashio comes with Type 10 Camouflage. This provides a 10% reduction to repair costs, a 50% bonus to your experience gains, a 3% reduction in surface detection and a 4% reduction in enemy accuracy. Similar to Atago, this camouflage starts off with a blue pattern, but you can change it to green if you've completed the Yamamoto Uniform collection. Firepower Main Battery: Six 127mm rifles in 3x2 turrets in an A-X-Y superfiring configuration. Torpedo Armament: Eight torpedoes in 2x4 launchers. Asashio has a singular designed purpose: to make the two principal warring factions on the World of Warships Reddit, the BBabies and the DD-Mafia, down-vote each other into oblivion. Wargaming knows that by doing this they can eliminate their two most vocal detractors, or at least keep them distracted long enough to finally get around to balancing Aircraft Carriers without interruption. TORPEDOES Asashio will slaughter your battleships without remorse and there's not much you can do to stop her. Asashio's tools of destruction are a pair of quadruple torpedo launchers mounted amidships. These have excellent fields of fire, a horribly long reload and they break often when you look at them funny. All of this is pretty standard fare for Japanese destroyers. What makes Asashio so special is that she effectively mounts the equivalent tier X, Shimakaze warheads two tiers lower. They are blisteringly fast, ridiculously long ranged and have enough striking power to end worlds. Wargaming has "balanced' this (ha!) by modifying them into a Deepwater variant -- because zero reaction time is what makes facing torpedoes fun and fair. This Deepwater thing has two components. First, it limits the number of targets that can be hit. Destroyers and Cruisers need not fear Asashio's torpedoes at all. She's utterly incapable of striking them. She is instead limited to damaging aircraft carriers and battleships. Given the logistical nightmare of encountering an aircraft carrier in the modern meta, Asashio therefor has a rather myopic fixation on nuking dreadnoughts. You can allay any fears you may have had about poor Asashio's success rate with landing hits, though. The second part of Deepwater torpedoes is their tiny surface detection. Asashio's fish are only spotted at a range of 0.9km. With the added nerf to aerial detection, her torpedoes can safely run their full track with little fear of being seen until it's too late. Short of preëmptive WASD hax, battleships do not have enough time to avoid Asashio's attacks if they wait until they're spotted which all but guarantees hits for well-aimed strikes. Even stacking anti-torpedo skills and modules does little to help. It's only those battleships with the Hydroacoustic Search consumable that have any hope of belatedly dodging Asashio's fish, and even then, Vigilance is almost a must. You have no real hope of trying to dodge Asashio's torpedoes in a battleship if you're only reacting the moment you spot them. Only those battleships with the Hydroacoustic Search consumable can afford complacency. Duke of York (tier 7), Bismarck (tier 8), Friedrich der Große (tier 9) and Großer Kurfürst (tier 10) are only ever safe while their consumable is active, however. The Two Layers of Stupid Asashio double-stacks the stupid with two scoops of insanity. Mindfuc ... er, "Vigorous Sexing of the Brain" the First: Asashio has a 20km range with her torpedoes. Alright, so Asashio has ridiculously long ranged fish. The implications of this are pretty horrifying when you stop to think a moment. With her 112s reload (which reduces down to 100.8 seconds with Torpedo Armament Expertise), Asashio is making her first cross-map launch before anyone has finished deploying. This means that in the opening minutes of a match, from the moment they are spotted, battleships must anticipate incoming torpedoes. Most battleships have scarcely moved beyond their starting location by this time and may only be taking their first speculative, long-range shots at their counterparts. There is unlikely to be any effective torpedo detection screen between them and this first salvo from Asashio, so battleships must begin evasive manoeuvres within the first two minutes of a match or risk taking torpedo hits. The travel time for Asashio's 67 knot torpedoes is less than two minutes to their maximum range. Battleships must make course adjustments with this 100 second reload timer in mind -- every minute and a half, change course and heading. The other element Asashio's ludicrous reach allows for is taking advantage of the Torpedo Acceleration skill without losing significant amounts of range. Asashio with Torpedo Acceleration now has 72 knot torpedoes at up to 16km, further reducing reaction times. This greatly increases their threat and this does very little to limit their practicality in long-range engagements. The only salve to all of this is that the gaps between torpedoes at very long ranges are huge. It is unlikely that more than a single torpedo will hit per launcher at ranges of 15km or more, even if they're perfectly aimed with a narrow spread. Asashio players that insist on trying for these Hail Mary shots will not prove very effective in the long run. But, of course, Wargaming thought of this, which leads us to... Vigorous Sexing of the Brain the Second: Asashio has access to the Torpedo Reload Booster consumable. If you thought there was any pretense of making this fair, Asashio can double-up on her torpedo drops every four to six minutes, allowing her to go Super-Saiyan and turn into a blonde-haired Shimakaze for a moment. Within 9 seconds, she can dump a full sixteen (!) torpedoes, dispensing a veritable "wall of skill" for battleships to face. At long-range, this increases the likelihood of landing multiple hits -- though usually no more than four on a single target. But that's not the real danger presented by this consumable. It's far more deadly when used to space out torpedo hits so that they land in between uses of the battleship's Damage Control Party. It's all but guaranteed that if one of Asashio's torpedo hits causes flooding that battleships will immediately patch this up. By waiting a mere 10 or so seconds to launch their second wave of torpedoes after the first, any follow-up hits are likely to stack the dreaded damage over time effect. And if you thought your anti-torpedo defenses on your Yamato-class battleship would keep you safe, I have news for you... Asashio Doesn't Care Whatever pretty little torpedo defense you think your battleship has, Asashio doesn't care. She's blessed with the highest flooding chance in the game. Even when facing targets with the best torpedo damage reduction and striking them directly on their anti-torpedo bulge, she is still likely to open them up to sea water and cause critical flooding. You know you're dealing with a monster when some of the best-protected ships in the game can't prevent flooding two-thirds of the time. This makes follow-up strikes much less of a gamble. Even a lone torpedo can doom a battleship to slowly hemorrhage up to 60% of their hit points. The inclusion of Torpeedo Reload Booster to Asashio's arsenal is that much more dangerous because of this fact. It's a damn good thing that her torpedoes don't override the damage mitigation provided by TDS as well or we'd have words. Asashio has the best flooding chance in the game currently. Even with maximized TDS, most battleships are very likely to take flooding critical hits. Even Kagero's torpedoes don't compare. Großer Kurfürst, Friedrich der Große, Lion, Iowa, Missouri, Kii, Nagato, Ashitaka, Dunkerque, Tirpitz, Bismarck, Monarch, Gneisenau, Scharnhorst, King George V, Duke of York, Mutsu, Warspite, Queen Elizabeth, North Carolina, Nelson, Bayern, Lyon, Hood, and Normandie have zero chance of preventing Asashio from flooding them. The absolute minimum torpedo defense system a battleship requires (before upgrades) to prevent flooding is a 28% reduction. Less than that and your TDS is trash. Torpedo Summary Asashio has some great torpedoes. They're so good in fact they outright negate most defenses battleships can take to mitigate them. Unless your battleship has a minimum of 28% base torpedo protection, Damage Control Modification 1 does nothing to increase your chances to mitigate flooding. Target Acquisition Modification 1 and Vigilance will not give enough warning to help avoid Asashio's torpedoes. Only Hydroacoustic Search does. Asashio's torpedoes are, by design, a hard counter to battleship play. It's too bad that's all they're good for. GUNS! To the detriment of many a team reliant upon Asashio doing more than farming damage off battleships, Asashio's guns will be a mere afterthought. Short of Akizuki, no other Japanese destroyer is as dependent upon her main battery armament for her success as Asashio. With her torpedoes so heavily specialized, proper management of her guns is absolutely critical for helping your team win. Ignoring or dismissing them will cost you many games. You cannot (and must not) ignore destroyers and cruisers in favour of making battleships poop themselves with rage. Like it or not, you're going to have to use your guns in Asashio if you want to succeed. For such a critical weapon system, they suck moose balls. Her gun armament is almost identical to that of a fully upgraded Kagero or an A-Hull Harekaze. The only difference is range where Asashio enjoys an extra 1.6km reach. While this does give her a larger surface detection bloom when she opens fire, the extra distance is quite welcome given the different targets you will have to attack with these guns. While they have excellent ballistic arcs and shell performance, they are utterly lacking in rate of fire and damage output. Their traverse rate is horribly sluggish. You cannot and will not enjoy firepower superiority over anything short of select lower-tier IJN destroyers, and then only if your guns are already facing in the right direction. Yet, you will be repeatedly asked (and expected) to take on the likes of Bensons, Fletchers and Khabarovsks in Asashio if you want to win. The nightmare scenario for Asashio is to find herself in end-game of a close match facing a hale and healthy cruiser or destroyer. To this end, aggressive plays with her guns are often a necessity early on in engagements where friendly ships can help secure a kill or drive off enemies. However, these attacks are not without their risks and attempting them at the wrong time against the wrong target will simply make you look foolish. Make use of smoke and every cheap tactic you can imagine. Join fights late to preserve your own hit points and take pride in whatever licks of damage you can get in. You don't want to have to do this on your own late in a game. Asashio's guns are utterly ill-suited for the heavy lifting that's asked of them, but they're all you've got so make the most of it. Asashio isn't outgunning any of her contemporaries without help. So this is the part where I'm supposed to tell you that disparity of the two weapon systems creates some semblance of fairness. I'm not gonna. The asymmetry of the power level between Asashio's guns and torpedoes does make an interesting case study on the subject. My own opinion is that Asashio is decidedly lopsided -- downright comically so. This is a ship whose success can largely be attributed to team Matchmaking. If there's a lot of battleships on the enemy team and not many destroyers, you'll have a great game and likely come out as MVP if you time and aim your fish correctly. When it's not, most players will fail their teams utterly and it's really not their fault. In this regard, Asashio is best compared to HMS Conqueror, the tier X Royal Navy battleship. Armed with twelve 419mm guns spamming nothing but HE shells, Conqueror often tops the team lists and gives the illusion of being an absolute rock-star. No enemy battleship can stand against Mega-Zao (thank you, Flamu, for that wonderful name). Similarly, no battleship stands any kind of chance against Asashio. Facing either of these monsters is not fun. However, they won't win as many games as their ridiculous damage totals indicate they should. Short of an early Devastating Strike or gutting several battleships at once, Asashio's influence is surprisingly limited. I cannot stress this enough, and it will be difficult for some players to reconcile -- Asashio's armaments are as controversial and heavy-handed as Royal Navy battleship HE. They will seem to contribute far more to team success than they actually do. For some players that are just looking to get some big damage numbers, Asashio will be a dream boat. For those where winning is more important, Asashio is a liability if Matchmaker is unkind. The more I played Asashio, the more I began to appreciate and value gun-kills over torpedo kills. I loved the challenge of contesting and battling over cap circles. My torpedoes farmed some easy damage, credits, experience and complete missions (often with trivial levels of difficulty), but the real battle was taking on and besting enemy destroyers and cruisers with her artillery. For high-end play in this ship, it's all about how and when to use her guns rather than maximizing her torpedoes which I find delightfully ironic. This isn't easy and this isn't for everyone. If you prefer, you can just mindlessly dump fish into battleships at the cost of objectives and winning. It's what everyone is expecting you to do. Summary Asashio's torpedoes are brainless easy-mode. Asashio's torpedoes will not win you games. You're going to have to use your guns if you want to win. Often a lot. And it's not always going to work out for you. Evaluation: What it would have needed to be : I was really on the fence with this one. I almost bumped her up from a rating, so it's not going to take much to upgrade. Faster firing guns alone would probably do it. If her torpedoes became even more versatile she'd be so broken it's not even funny. Defense Hit Points: 15,100hp Maximum Protection: 20mm gun turrets. Minimum Extremities & Deck Armour:19mm Red bars are not to numerical scale (just to feels scale). For those without feels: You're an inhuman monster. Evaluating destroyer durability is pretty straight-forward. At tier VIII, there's only one destroyer with a gimmick and that's USS Kidd with her Repair Party. All of the other destroyers conform to the norms found at tier VIII, with 19mm worth of armour covering the hull and deck and 13mm superstructures. Thus comparing them is simply a matter of looking at hit point totals and lining them up from best to worst. Kidd wins out with the third highest overall hit point pool and her mutant healing powers. Asashio doesn't come out well in this line up, truth be told. She's not as as Harekaze and she even beats out Loyang, but it would be a mistake to think that she's in a good place. She's just not strong enough to trade with enemy destroyers at her tier. All of those problems with her guns compound because she's just not tough. In order to have any chance of staying alive, it's imperative that you invest in Survivability Expert to give Asashio an additional 2,800hp. While you're likely to meet opponents who have the same skill, in those encounters where you bump into someone without, this can make all the difference. Evaluation: What it would have needed to be : Kidd's Repair Party or 5,000 more hit points. Asashio is nowhere close to being in this category. Agility Top Speed: 35.0 knots Turning Radius: 640m Rudder Shift Time: 3.6s Maximum Rate of Turn: 7.0º/s How to have not-terrible agility at tier VIII: Stand next to ducky. Bonus points if it's a static bot. This works well for tier VII battleships too, though they must stand next to Colorado. All jokes about Akizuki aside, Asashio's agility is not in a good place. Her 35 knot top speed is slow for a destroyer. Once outliers are removed, 35 knots is among the slowest top speed you'll find within her Matchmaking spread. She's not alone at this value, rubbing shoulders with the likes of Fubuki and Shinonome at tier VI, Mahan at tier VII, Kagero at tier VIII and Black at tier IX. Combined with her large(ish) turning radius of 640m and Asashio doesn't come about particularly quickly. She's no slug, but she's definitely no American DD. This package of traits is nothing new. Most IJN destroyers share the same combination of lackluster traits which makes them vulnerable to being run down by enemy gunships and it complicates avoiding aircraft. This is definitely one of Asashio's weaknesses, but it's not an exaggerated or crippling weakness to be sure. Evaluation: What it would have needed to be : Asashio is only because Akizuki is also a tier VIII destroyer. She's right on the cusp of being . To get her out of the doldrums, she would really need something special here, like an extra five knots of speed at the very least and more perks besides. Anti-Aircraft Defense AA Battery Calibers: 25mm AA Umbrella Ranges: 3.1km AA DPS per Aura: 10 Please note the sarcasm. Evaluation: What it would have needed to be : Not allowed. This is the fulcrum upon which all Asashio balance is based. Honest and for true. I mean it for realsies, guys. Refrigerator Surface Detection Range: 6.84 km Air Detection Range: 3.78 km Minimum Surface Detection Range: 5.37km Concealment when Firing in Smoke: 2.55km Asashio is not only the stealthiest destroyer at her tier, she's the stealthiest destroyer within her Matchmaking spread. While she is matched by Kagero and Harekaze for surface detection, Asashio squeaks out a smaller aerial detection on top of this. Now this is really splitting hairs, given that it's a paltry 60m, but still. For a destroyer that boasts upwards of a 14.63km stealth-launching window for her torpedoes, her surface detection range looks like complete overkill, but it's not. It's one of the few tools that gives Asashio any pretense of supporting her team, should her player be so inclined. Like IJN destroyers, Asashio has the stealth advantage and can usually spot enemy destroyers before being spotted in return. The safety window for doing this is tiny in some cases and always full of risk. Short of tripping over some of the biggest thunder-chunkers masquerading as fellow lolibotes (Khabarovsk, I am looking at you), there's often not time enough to turn away before being seen in return. Given Asashio's weakness to winning one versus one engagements, it's imperative to capitalize on these early encounters when there are still friendly guns around to provide backup. Don't be shy of sacrificing a few hit points to help ensure that an enemy lolibote gets wrecked. Don't be so quick to reach for your Smoke Generator either -- try to force the enemy to smoke up first and keep providing eyes for your team. As wonderful as Asashio's dominance of stealth is, she doesn't have everything her own way. She cannot scrape off enemy aircraft to save her life which can easily keep her perma-spotted. In addition lots (and lots) of radar / sonar equipped ships would love to trip over a vulnerable Asashio. Once they get on your butt, you're in for a rough time. Evaluation: What would have to happen to DOWNGRADE to : This is much closer than it looks, with Loyang being an easy contender for the best at her tier and Harekaze & Kagero sharing functionally the same concealment. While Asashio dominates in stealth, Loyang combines reasonable concealment with her totally-not-overtuned-in-the-slightest Hydroacoustic Search with its extended range. How to Help Control the Battleship Overpopulation Asashio makes a great trainer for higher tiered IJN destroyer commanders, though she may not be ideal for lower tiered ones. The following is the ideal build for Asashio. Feel free to follow along using ShipComrade's Captain Skill Calculator to try out various test builds. Start with Priority Target. This skill has lesser value in IJN destroyers (if you're seen, it's pretty safe to assume everyone is shooting at you), so I would value Preventative Maintenance with equal weight here. You're still a destroyer, so Last Stand has the highest value at tier 2. Next up, take Torpedo Armament Expertise. This will drop your reload time from 112 seconds to 100.8 seconds. For your 10th skill point, Concealment Expert shouldn't surprise anyone. And finally, double back to tier 3 and take Survivability Expert to boost up your hit points from 15,100 to 17,900. After this, it becomes a question of choosing between some high value skills between your six remaining skill points. At tier 2, Torpedo Acceleration is of the highest value, with Adrenaline Rush and Expert Marksman following in order. At tier 3, Basic Fire Training is of higher value than Superintendent. At tier 4, Radio Location is invaluable for influencing vision control. Between these six skills, distribute your six remaining points as you choose. During play testing, I used a 15 point commander that took Torpedo Acceleration. Development Version 1.0 She began life in late December of 2017. Her first iteration was little more than a Kagero-clone in terms of game play. The reactions to her announcement were... well, they were to be expected. Version 2.0 Fast forward to early February and we received a new version of Asashio. She acquired her now infamous Deepwater Torpedoes and her Torpedo Reload Booster no longer competed with her Smoke Generator. I had a lot of fun playing this version of Asashio. I admit, I gave her a big ol' thumbs-up during my first few times out in her and she kept right on delighting me. The honeymoon I was having with her was short-lived, however. A week later and I began having concerns that she was a little overtuned as it was far too easy to damage battleships, though I admit this view was narrowly focused. Not all the other testers were enjoying the same level of success. Version 3.0 Two weeks after version 2.0, we received the third and what would prove to be the final version of Asashio. She received a slight increase in the surface detection of her torpedoes. This change would not significantly affect her performance. This brought her gun handling and rate of fire to the same level as Kagero. This opened up the possibility of engaging lower tiered IJN destroyers in uneven gun fights. It was clear that Wargaming wanted a battleship hunting monster and that was the ship Asashio was to become. My views would mellow out over time, however... Final Evaluation Mouse's Summary: Asashio won't break the game. When you look at her analytically, she's not a very competitive destroyer all told. The current battleship-heavy meta empowers her. She's only as good as the persistence of that environment. Asashio, by her very design, will polarize opinions. She is very good at being simultaneously a battleship assassin and a punching bag for cruisers and gunship destroyers. This is a ship built upon the principle of no counter-play, exaggerating the old paper-rock-scissors design of 2015. Dreadnoughts that are alone and/or exposed or those that are sailing predictably at long-range are going to get punished and punished hard. One on one, they also stand no chance. Similarly, there is very little Asashio can do to an enemy gunship destroyer or cruiser that wants her booty when she's caught without support. She is, in all aspects, a comical exaggeration of the IJN destroyer stereotype, for good and for ill. I do not see her being much different from a less versatile version of an old-timey Shiratsuyu or a similarly myopic Kamikaze-sisters that's all about the battleship damages. Really, boiled down to the sum of her parts, Asashio is a trashbote that is poorly equipped to play objectives, but at least she'll wreck something. This makes evaluating her fun. Let's use the Angry Youtuber scale for this. I know, I know, I'm getting this review format slightly out-of-order, but indulge me: GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely On the one hand, you've got the obvious Battleship perspective: To Battleship Players: Asashio is the end of all things. Game balance and fun as we know it is doomed. Uninstall now. The good times are over. Despite Asashio's predation techniques already being present in the Pan Asian destroyer line, this time it's super-cereal because it's now in the hands of an IJN destroyer that couldn't fight their way out of a wet shoe-box. At the other extreme, we have the perspective of someone who abhors the current BB-heavy meta: The Return to Eden. This is the destroyer those BBabies deserve. Now you can punish those BBabies for having the nerve, nay the audacity to dare enjoying that ship type and game play. They're about to Get Balanced™ in the most extreme way possible. It's doubly delicious that it's coming from an IJN destroyer, whose tech-tree line has suffered the ignominy of being nerfed over and over and over again while battleships have only ever received buffs! Don't fact check that last part! For anyone else, she's just another IJN destroyer but with gimped torpedoes. Asashio is about as terrifying as a cute little bunny. Most ships in the game can counter her easily with a simple count of three (counting to five is right out). Still, you've got to give her mad props for flying about and decapitating BBabies. Asashio is not well designed. In the hands of the masses, I predict she will hoover up some ridiculous damage totals but her win rate is going to suck. She should mirror Shimakaze in many respects. Most players will enjoy her -- she'll do some nice damage but short of being in the hands of a unicum, her influence on the overall outcome will be dictated by what Matchmaker hands to her. It's a fallacy to think that she will greatly influence the meta. Battleships are already loathe to push if they even smell a destroyer ahead of them. Few take the time to differentiate the threat between ship classes, treating all destroyers as if they had the ability to catastrophically end them suddenly. Similarly, assuming that Asashio will unnecessarily punish any battleship that does have the audacity to push is also fallacy. ALL destroyers (and all cruisers and other battleships) will always focus on the closest battleship. It's already chronic on how many players will focus on the ease of stacking damage against battleships over more critical (and perhaps closer) targets. Asashio does not change this. What Asashio does do is exaggerate these bad habits. I grant you: she's not well designed. But at least she does this because she has to rather than by the fault of the player. Would I Recommend? Asashio absolutely trivializes a lot of requirements for missions and campaigns. She's also going to be a great ship for people that are trying to unlock achievement badges for destroyers and Japanese ships. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No, I wouldn't. The mirrored team building in Co-Op means it's possible for you to end up in matches with only a single target for your torpedoes. This makes it hard for her to earn XP and Credits. Similarly, if there was ever a Scenario which didn't have a plethora of enemy battleships to target, Asashio would suck hard and not in the sexy way. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Very yes on toast. This is where she belongs and she'll reward you well. Devastating Strike, Witherer, High Caliber and LIquidator medals will come easy. You may struggle to achieve Confederate medals however, unless Matchmaker REALLY likes you. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Please don't bring this on my team in Ranked. I'll forgive you if somehow the meta is something other than destroyers this season. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes, Asashio is a storied vessel with not only an extensive service record, but a sad and honourable end. For Fun Factor: Bottom line: Is the ship fun to play? I enjoy this ship a lot, though I do so with some mild pangs of guilt. They're only mild, though, so I wouldn't call the affliction serious enough to stem any recommendation. In Closing I had a lot of fun putting this one together. I've hoped you enjoyed reading it. This is one ship where I would love to look over Wargaming's shoulder an analyze the meta-data as it comes in after it gets a general release. There have been all sorts of predictions on how she will perform and what influence she will have on the game. Being able to see which side of the debate is vindicated by official stats would be interesting. My thanks go out to my Patrons on Patreon. Dozens of hours of work were put into the review you just read including time spent play testing, writing and doing graphics. Working around my schedule to get these out on time is difficult and the financial support provided by my patrons facilitates this. Every dollar helps. So thank you all -- not just those who donate, but those who read and enjoy these reviews. It means a lot to me. Appendix A list of sites, programs and people I rely upon to create my reviews. For the complete list of my other reviews, please go here:
  11. This game just gets sillier each time there is a change. No Japanese naval aircraft used unguided (or guided) missiles during WW2. None. Yet because American aircraft used them (the HVAR) from the middle of 1944 and on into the Pacific theatre until VJ-day we now see WG equip the Japanese carrier aircraft with some fictional missile. No doubt this will be for "balance". As I said....sillier and sillier.
  12. A friend of mine compiled most of the United States Navy Technical Mission to Japan from the now defunct Fischer-Tropsch Archive so that people can navigate it again in one location. https://pacificwararchive.wordpress.com/2018/04/21/reports-of-the-u-s-naval-technical-mission-to-japan-1945-1946/ He is also working on the European one now. https://pacificwararchive.wordpress.com/2018/04/21/records-of-the-u-s-naval-technical-mission-in-europe-1944-1947/ Edit: He has added a fair amount of the Pacific portions of the USSBS to the blog now. They were mostly pulled together from the Japan Air Raids website, but he made them far easier to pick through here. https://pacificwararchive.wordpress.com/2018/11/15/us-strategic-bombing-survey-pacific-war/ Edit 2: He is now working on the Japan Monographs. At first he will be filling in the Monographs that HyperWar doesn't already have up. https://pacificwararchive.wordpress.com/2019/01/27/japanese-monographs/
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